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-rw-r--r--sprite.h92
1 files changed, 46 insertions, 46 deletions
diff --git a/sprite.h b/sprite.h
index cfc51265d..5310d3bcb 100644
--- a/sprite.h
+++ b/sprite.h
@@ -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