/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef ICB_PSX_OT_H #define ICB_PSX_OT_H namespace ICB { // By default setup for a reverse OT #if defined FORWARD_OT #define OT_LAST OT_SIZE - 1 #define OT_FIRST 0 #define OT_DIRECTION 1 #else #define OT_LAST 0 #define OT_FIRST OT_SIZE - 1 #define OT_DIRECTION -1 #endif // #if defined FORWARD_OT // Where to put the DR_LOAD primitives in the OT list #define DRLOAD_OT OT_FIRST // Where to put the profiling bars #ifdef PROFILE_FIRST #define PROFILE_OT OT_FIRST #else #define PROFILE_OT (OT_LAST - OT_DIRECTION) #endif // Where to put the BG sprites in the OT list #define OT_BG (OT_FIRST + OT_DIRECTION) // Where to put the PROP sprites in the OT list #define OT_PROPS (OT_BG + OT_DIRECTION) // Where to put the LAYER sprites in the OT list #define OT_LAYERS (OT_PROPS + OT_DIRECTION) // Where to put the text #define OT_TEXT (OT_LAST - OT_DIRECTION - OT_DIRECTION - OT_DIRECTION) // Where to put the mission based darkening semi-trans tile #define OT_DARKEN (OT_TEXT + OT_DIRECTION) // Where to put the icons #define OT_ICONS (OT_TEXT) // Where to put the set gfx fade up/down tiles #define OT_GFX (OT_DARKEN - OT_DIRECTION) } // End of namespace ICB #endif // #ifndef PSX_OT_H