diff options
author | darkvater <darkvater@openttd.org> | 2004-11-14 16:45:38 +0000 |
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committer | darkvater <darkvater@openttd.org> | 2004-11-14 16:45:38 +0000 |
commit | ea48b0d05c16333d4964526d2a14b72f5f8cc9ba (patch) | |
tree | d3756d553346671cab9c8f07ad528f885cbbf298 | |
parent | e656a91736a02badd26b6674081c0adac64dd83c (diff) | |
download | openttd-ea48b0d05c16333d4964526d2a14b72f5f8cc9ba.tar.xz |
(svn r603) -newgrf: Stupid TortoiseSVN converted the file to DOS newlines. Bah
-rw-r--r-- | sprite.h | 92 |
1 files changed, 46 insertions, 46 deletions
@@ -1,46 +1,46 @@ -#ifndef SPRITE_H
-#define SPRITE_H
-
-
-/* The following describes bunch of sprites to be drawn together in a single 3D
- * bounding box. Used especially for various multi-sprite buildings (like
- * depots or stations): */
-
-typedef struct DrawTileSeqStruct {
- int8 delta_x;
- int8 delta_y;
- int8 delta_z;
- byte width,height;
- byte unk; // 'depth', just z-size; TODO: rename
- uint32 image;
-} DrawTileSeqStruct;
-
-typedef struct DrawTileSprites {
- SpriteID ground_sprite;
- DrawTileSeqStruct const *seq;
-} DrawTileSprites;
-
-#define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++)
-
-
-/* This is for custom sprites: */
-
-struct SpriteGroup {
- // XXX: Would anyone ever need more than 16 spritesets? Maybe we should
- // use even less, now we take whole 8kb for custom sprites table, oh my!
- byte sprites_per_set; // means number of directions - 4 or 8
-
- // Loaded = in motion, loading = not moving
- // Each group contains several spritesets, for various loading stages
-
- // XXX: For stations the meaning is different - loaded is for stations
- // with small amount of cargo whilst loading is for stations with a lot
- // of da stuff.
-
- byte loaded_count;
- uint16 loaded[16]; // sprite ids
- byte loading_count;
- uint16 loading[16]; // sprite ids
-};
-
-#endif
+#ifndef SPRITE_H +#define SPRITE_H + + +/* The following describes bunch of sprites to be drawn together in a single 3D + * bounding box. Used especially for various multi-sprite buildings (like + * depots or stations): */ + +typedef struct DrawTileSeqStruct { + int8 delta_x; + int8 delta_y; + int8 delta_z; + byte width,height; + byte unk; // 'depth', just z-size; TODO: rename + uint32 image; +} DrawTileSeqStruct; + +typedef struct DrawTileSprites { + SpriteID ground_sprite; + DrawTileSeqStruct const *seq; +} DrawTileSprites; + +#define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++) + + +/* This is for custom sprites: */ + +struct SpriteGroup { + // XXX: Would anyone ever need more than 16 spritesets? Maybe we should + // use even less, now we take whole 8kb for custom sprites table, oh my! + byte sprites_per_set; // means number of directions - 4 or 8 + + // Loaded = in motion, loading = not moving + // Each group contains several spritesets, for various loading stages + + // XXX: For stations the meaning is different - loaded is for stations + // with small amount of cargo whilst loading is for stations with a lot + // of da stuff. + + byte loaded_count; + uint16 loaded[16]; // sprite ids + byte loading_count; + uint16 loading[16]; // sprite ids +}; + +#endif |