(svn r2702) -Codechange: Cleaned up the sprite code and replaced many magic numbers

by enums. There remains work in gfx.c to move the "transparency" and
"recolor" bits around to make space for more sprites. However, 2800
additional sprites can now be loaded. There also remains cleanup and
Doxygen work on many of the header files.
This commit is contained in:
celestar
2005-07-24 15:56:31 +00:00
parent a227065ab7
commit 238e47cd42
32 changed files with 2525 additions and 2429 deletions

View File

@@ -361,7 +361,7 @@ void DrawGroundSpriteAt(uint32 image, int32 x, int32 y, byte z)
ViewportDrawer *vd = _cur_vd;
TileSpriteToDraw *ts;
assert((image & 0x3FFF) < NUM_SPRITES);
assert((image & SPRITE_MASK) < MAX_SPRITES);
if (vd->spritelist_mem >= vd->eof_spritelist_mem) {
DEBUG(misc, 0) ("Out of sprite mem");
@@ -403,7 +403,7 @@ static void AddCombinedSprite(uint32 image, int x, int y, byte z)
{
const ViewportDrawer *vd = _cur_vd;
Point pt = RemapCoords(x, y, z);
const SpriteDimension *sd = GetSpriteDimension(image & 0x3FFF);
const SpriteDimension *sd = GetSpriteDimension(image & SPRITE_MASK);
if (pt.x + sd->xoffs >= vd->dpi.left + vd->dpi.width ||
pt.x + sd->xoffs + sd->xsize <= vd->dpi.left ||
@@ -422,7 +422,7 @@ void AddSortableSpriteToDraw(uint32 image, int x, int y, int w, int h, byte dz,
const SpriteDimension *sd;
Point pt;
assert((image & 0x3FFF) < NUM_SPRITES);
assert((image & SPRITE_MASK) < MAX_SPRITES);
if (vd->combine_sprites == 2) {
AddCombinedSprite(image, x, y, z);
@@ -462,7 +462,7 @@ void AddSortableSpriteToDraw(uint32 image, int x, int y, int w, int h, byte dz,
pt = RemapCoords(x, y, z);
sd = GetSpriteDimension(image & 0x3FFF);
sd = GetSpriteDimension(image & SPRITE_MASK);
if ((ps->left = (pt.x += sd->xoffs)) >= vd->dpi.left + vd->dpi.width ||
(ps->right = (pt.x + sd->xsize)) <= vd->dpi.left ||
(ps->top = (pt.y += sd->yoffs)) >= vd->dpi.top + vd->dpi.height ||
@@ -494,7 +494,7 @@ void AddChildSpriteScreen(uint32 image, int x, int y)
ViewportDrawer *vd = _cur_vd;
ChildScreenSpriteToDraw *cs;
assert((image & 0x3FFF) < NUM_SPRITES);
assert((image & SPRITE_MASK) < MAX_SPRITES);
if (vd->spritelist_mem >= vd->eof_spritelist_mem) {
DEBUG(misc, 0) ("Out of sprite mem");