1 /* ResidualVM - A 3D game interpreter
2  *
3  * ResidualVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the AUTHORS
5  * file distributed with this source distribution.
6  *
7  * Additional copyright for this file:
8  * Copyright (C) 1999-2000 Revolution Software Ltd.
9  * This code is based on source code created by Revolution Software,
10  * used with permission.
11  *
12  * This program is free software; you can redistribute it and/or
13  * modify it under the terms of the GNU General Public License
14  * as published by the Free Software Foundation; either version 2
15  * of the License, or (at your option) any later version.
16  *
17  * This program is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
20  * GNU General Public License for more details.
21  *
22  * You should have received a copy of the GNU General Public License
23  * along with this program; if not, write to the Free Software
24  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
25  *
26  */
27 
28 #ifndef ICB_PSX_OT_H
29 #define ICB_PSX_OT_H
30 
31 namespace ICB {
32 
33 // By default setup for a reverse OT
34 #if defined FORWARD_OT
35 #define OT_LAST OT_SIZE - 1
36 #define OT_FIRST 0
37 #define OT_DIRECTION 1
38 #else
39 #define OT_LAST 0
40 #define OT_FIRST OT_SIZE - 1
41 #define OT_DIRECTION -1
42 #endif // #if defined FORWARD_OT
43 
44 // Where to put the DR_LOAD primitives in the OT list
45 #define DRLOAD_OT OT_FIRST
46 
47 // Where to put the profiling bars
48 #ifdef PROFILE_FIRST
49 #define PROFILE_OT OT_FIRST
50 #else
51 #define PROFILE_OT (OT_LAST - OT_DIRECTION)
52 #endif
53 
54 // Where to put the BG sprites in the OT list
55 #define OT_BG (OT_FIRST + OT_DIRECTION)
56 
57 // Where to put the PROP sprites in the OT list
58 #define OT_PROPS (OT_BG + OT_DIRECTION)
59 
60 // Where to put the LAYER sprites in the OT list
61 #define OT_LAYERS (OT_PROPS + OT_DIRECTION)
62 
63 // Where to put the text
64 #define OT_TEXT (OT_LAST - OT_DIRECTION - OT_DIRECTION - OT_DIRECTION)
65 
66 // Where to put the mission based darkening semi-trans tile
67 #define OT_DARKEN (OT_TEXT + OT_DIRECTION)
68 
69 // Where to put the icons
70 #define OT_ICONS (OT_TEXT)
71 
72 // Where to put the set gfx fade up/down tiles
73 #define OT_GFX (OT_DARKEN - OT_DIRECTION)
74 
75 } // End of namespace ICB
76 
77 #endif // #ifndef PSX_OT_H
78