table/animcursors.h
author KUDr
Thu, 16 Nov 2006 13:59:26 +0000
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/* $Id$ */
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/** @file animcursors.h
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 * This file defines all the the animated cursors.
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 * Animated cursors consist of the number of sprites that are
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 * displayed in a round-robin manner. Each sprite also has a time
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 * associated that indicates how many ticks the corresponding sprite
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 * is to be displayed. Currently all this information is recorded in a single
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 * array. @todo This should be converted into an array of structs on the long run
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 * All these arrays end up in an array of pointers called _animcursors.
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 */
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/** Creates two array entries that define one
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 *  status of the cursor.
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 *  @param Sprite The Sprite to be displayed
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 *  @param display_time The Number of ticks to display the sprite
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 */
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#define ANIM_CURSOR_LINE(Sprite, display_time) Sprite, display_time,
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/** This indicates the termination of the cursor list
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 */
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#define ANIM_CURSOR_END() 0xFFFF
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/** Animated cursor elements for demolishion
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 */
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static const CursorID _demolish_animcursor[] = {
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	ANIM_CURSOR_LINE(0x2C0, 8)
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	ANIM_CURSOR_LINE(0x2C1, 8)
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	ANIM_CURSOR_LINE(0x2C2, 8)
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	ANIM_CURSOR_LINE(0x2C3, 8)
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	ANIM_CURSOR_END()
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};
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/** Animated cursor elements for lower land
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 */
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static const CursorID _lower_land_animcursor[] = {
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	ANIM_CURSOR_LINE(0x2BB, 10)
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	ANIM_CURSOR_LINE(0x2BC, 10)
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	ANIM_CURSOR_LINE(0x2BD, 29)
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	ANIM_CURSOR_END()
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};
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/** Animated cursor elements for raise land
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 */
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static const CursorID _raise_land_animcursor[] = {
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	ANIM_CURSOR_LINE(0x2B8, 10)
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	ANIM_CURSOR_LINE(0x2B9, 10)
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	ANIM_CURSOR_LINE(0x2BA, 29)
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	ANIM_CURSOR_END()
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};
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/** Animated cursor elements for the goto icon
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 */
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static const CursorID _order_goto_animcursor[] = {
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	ANIM_CURSOR_LINE(0x2CC, 10)
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	ANIM_CURSOR_LINE(0x2CD, 10)
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	ANIM_CURSOR_LINE(0x2CE, 29)
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	ANIM_CURSOR_END()
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};
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/** Animated cursor elements for the build signal icon
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 */
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static const CursorID _build_signals_animcursor[] = {
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	ANIM_CURSOR_LINE(0x50C, 20)
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	ANIM_CURSOR_LINE(0x50D, 20)
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	ANIM_CURSOR_END()
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};
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/** This is an array of pointers to all the animated cursor
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 *  definitions we have above. This is the only thing that is
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 *  accessed directly from other files
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 */
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static const CursorID * const _animcursors[] = {
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	_demolish_animcursor,
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	_lower_land_animcursor,
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	_raise_land_animcursor,
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	_order_goto_animcursor,
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	_build_signals_animcursor
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};