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-rw-r--r--src/table/sprites.h166
1 files changed, 83 insertions, 83 deletions
diff --git a/src/table/sprites.h b/src/table/sprites.h
index 11a86e435..e828ee039 100644
--- a/src/table/sprites.h
+++ b/src/table/sprites.h
@@ -270,7 +270,7 @@ enum Sprites {
SPR_MEDIUMHQ_EAST = 2613,
SPR_MEDIUMHQ_EAST_WALL = 2614,
SPR_MEDIUMHQ_WEST = 2615,
- SPR_MEDIUMHQ_WEST_WALL = 2616, //very tiny piece of wall
+ SPR_MEDIUMHQ_WEST_WALL = 2616, // very tiny piece of wall
SPR_MEDIUMHQ_SOUTH = 2617,
SPR_LARGEHQ_NORTH_GROUND = 2618,
SPR_LARGEHQ_NORTH_BUILD = 2619,
@@ -325,13 +325,13 @@ enum Sprites {
SPR_RAIL_PLATFORM_PILLARS_X_REAR = 1076,
SPR_RAIL_PLATFORM_PILLARS_Y_REAR = 1077,
SPR_RAIL_PLATFORM_PILLARS_X_FRONT = 1078,
- SPR_RAIL_ROOF_STRUCTURE_X_TILE_A = 1079, //First half of the roof structure
+ SPR_RAIL_ROOF_STRUCTURE_X_TILE_A = 1079, // First half of the roof structure
SPR_RAIL_ROOF_STRUCTURE_Y_TILE_A = 1080,
- SPR_RAIL_ROOF_STRUCTURE_X_TILE_B = 1081, //Second half of the roof structure
+ SPR_RAIL_ROOF_STRUCTURE_X_TILE_B = 1081, // Second half of the roof structure
SPR_RAIL_ROOF_STRUCTURE_Y_TILE_B = 1082,
- SPR_RAIL_ROOF_GLASS_X_TILE_A = 1083, //First half of the roof glass
+ SPR_RAIL_ROOF_GLASS_X_TILE_A = 1083, // First half of the roof glass
SPR_RAIL_ROOF_GLASS_Y_TILE_A = 1084,
- SPR_RAIL_ROOF_GLASS_X_TILE_B = 1085, //second half of the roof glass
+ SPR_RAIL_ROOF_GLASS_X_TILE_B = 1085, // second half of the roof glass
SPR_RAIL_ROOF_GLASS_Y_TILE_B = 1086,
SPR_MONO_SINGLE_Y = 1087,
SPR_MONO_SINGLE_X = 1088,
@@ -408,7 +408,7 @@ enum Sprites {
SPR_AIRPORT_RUNWAY_EXIT_B = 2646,
SPR_AIRPORT_RUNWAY_EXIT_C = 2647,
SPR_AIRPORT_RUNWAY_EXIT_D = 2648,
- SPR_AIRPORT_RUNWAY_END = 2649, //We should have different ends
+ SPR_AIRPORT_RUNWAY_END = 2649, // We should have different ends
SPR_AIRPORT_TERMINAL_A = 2650,
SPR_AIRPORT_TOWER = 2651,
SPR_AIRPORT_CONCOURSE = 2652,
@@ -454,8 +454,8 @@ enum Sprites {
SPR_AIRPORT_HELIPAD = SPR_OPENTTD_BASE + 86,
SPR_AIRPORT_HELIDEPOT_OFFICE = 2095,
- /* Road Stops */
- /* Road stops have a ground tile and 3 buildings, one on each side
+ /* Road Stops
+ * Road stops have a ground tile and 3 buildings, one on each side
* (except the side where the entry is). These are marked _A _B and _C */
SPR_BUS_STOP_NE_GROUND = 2692,
SPR_BUS_STOP_SE_GROUND = 2693,
@@ -490,15 +490,15 @@ enum Sprites {
SPR_TRUCK_STOP_SW_BUILD_C = 2722,
SPR_TRUCK_STOP_NW_BUILD_C = 2723,
- /* Sprites for docks */
- /* Docks consist of two tiles, the sloped one and the flat one */
+ /* Sprites for docks
+ * Docks consist of two tiles, the sloped one and the flat one */
SPR_DOCK_SLOPE_NE = 2727,
SPR_DOCK_SLOPE_SE = 2728,
SPR_DOCK_SLOPE_SW = 2729,
SPR_DOCK_SLOPE_NW = 2730,
- SPR_DOCK_FLAT_X = 2731, //for NE and SW
- SPR_DOCK_FLAT_Y = 2732, //for NW and SE
- SPR_BUOY = 4076, //XXX this sucks, because it displays wrong stuff on canals
+ SPR_DOCK_FLAT_X = 2731, // for NE and SW
+ SPR_DOCK_FLAT_Y = 2732, // for NW and SE
+ SPR_BUOY = 4076, // XXX this sucks, because it displays wrong stuff on canals
/* Sprites for road */
SPR_ROAD_Y = 1332,
@@ -553,17 +553,17 @@ enum Sprites {
SPR_SHIP_DEPOT_NE = 4073,
SPR_SHIP_DEPOT_SE_REAR = 4074,
SPR_SHIP_DEPOT_SW_REAR = 4075,
- //here come sloped water sprites
- SPR_WATER_SLOPE_Y_UP = SPR_CANALS_BASE + 0, //Water flowing negative Y direction
- SPR_WATER_SLOPE_X_DOWN = SPR_CANALS_BASE + 1, //positive X
- SPR_WATER_SLOPE_X_UP = SPR_CANALS_BASE + 2, //negative X
- SPR_WATER_SLOPE_Y_DOWN = SPR_CANALS_BASE + 3, //positive Y
- //sprites for the shiplifts
- //there are 4 kinds of shiplifts, each of them is 3 tiles long.
- //the four kinds are running in the X and Y direction and
- //are "lowering" either in the "+" or the "-" direction.
- //the three tiles are the center tile (where the slope is)
- //and a bottom and a top tile
+ /* here come sloped water sprites */
+ SPR_WATER_SLOPE_Y_UP = SPR_CANALS_BASE + 0, // Water flowing negative Y direction
+ SPR_WATER_SLOPE_X_DOWN = SPR_CANALS_BASE + 1, // positive X
+ SPR_WATER_SLOPE_X_UP = SPR_CANALS_BASE + 2, // negative X
+ SPR_WATER_SLOPE_Y_DOWN = SPR_CANALS_BASE + 3, // positive Y
+ /* sprites for the shiplifts
+ * there are 4 kinds of shiplifts, each of them is 3 tiles long.
+ * the four kinds are running in the X and Y direction and
+ * are "lowering" either in the "+" or the "-" direction.
+ * the three tiles are the center tile (where the slope is)
+ * and a bottom and a top tile */
SPR_SHIPLIFT_BASE = SPR_CANALS_BASE + 4,
SPR_SHIPLIFT_Y_UP_CENTER_REAR = SPR_CANALS_BASE + 4,
SPR_SHIPLIFT_X_DOWN_CENTER_REAR = SPR_CANALS_BASE + 5,
@@ -621,40 +621,40 @@ enum Sprites {
/* ramps */
SPR_BTWDN_ROAD_RAMP_Y_DOWN = 2529,
SPR_BTWDN_ROAD_RAMP_X_DOWN = 2530,
- SPR_BTWDN_ROAD_RAMP_X_UP = 2531, //for some weird reason the order is swapped
- SPR_BTWDN_ROAD_RAMP_Y_UP = 2532, //between X and Y.
+ SPR_BTWDN_ROAD_RAMP_X_UP = 2531, // for some weird reason the order is swapped
+ SPR_BTWDN_ROAD_RAMP_Y_UP = 2532, // between X and Y.
SPR_BTWDN_ROAD_Y_SLOPE_UP = 2533,
SPR_BTWDN_ROAD_X_SLOPE_UP = 2534,
SPR_BTWDN_ROAD_Y_SLOPE_DOWN = 2535,
SPR_BTWDN_ROAD_X_SLOPE_DOWN = 2536,
SPR_BTWDN_RAIL_RAMP_Y_DOWN = 2537,
SPR_BTWDN_RAIL_RAMP_X_DOWN = 2538,
- SPR_BTWDN_RAIL_RAMP_X_UP = 2539, //for some weird reason the order is swapped
- SPR_BTWDN_RAIL_RAMP_Y_UP = 2540, //between X and Y.
+ SPR_BTWDN_RAIL_RAMP_X_UP = 2539, // for some weird reason the order is swapped
+ SPR_BTWDN_RAIL_RAMP_Y_UP = 2540, // between X and Y.
SPR_BTWDN_RAIL_Y_SLOPE_UP = 2541,
SPR_BTWDN_RAIL_X_SLOPE_UP = 2542,
SPR_BTWDN_RAIL_Y_SLOPE_DOWN = 2543,
SPR_BTWDN_RAIL_X_SLOPE_DOWN = 2544,
SPR_BTWDN_MONO_RAMP_Y_DOWN = 4352,
SPR_BTWDN_MONO_RAMP_X_DOWN = 4353,
- SPR_BTWDN_MONO_RAMP_X_UP = 4354, //for some weird reason the order is swapped
- SPR_BTWDN_MONO_RAMP_Y_UP = 4355, //between X and Y.
+ SPR_BTWDN_MONO_RAMP_X_UP = 4354, // for some weird reason the order is swapped
+ SPR_BTWDN_MONO_RAMP_Y_UP = 4355, // between X and Y.
SPR_BTWDN_MONO_Y_SLOPE_UP = 4356,
SPR_BTWDN_MONO_X_SLOPE_UP = 4357,
SPR_BTWDN_MONO_Y_SLOPE_DOWN = 4358,
SPR_BTWDN_MONO_X_SLOPE_DOWN = 4359,
SPR_BTWDN_MGLV_RAMP_Y_DOWN = 4392,
SPR_BTWDN_MGLV_RAMP_X_DOWN = 4393,
- SPR_BTWDN_MGLV_RAMP_X_UP = 4394, //for some weird reason the order is swapped
- SPR_BTWDN_MGLV_RAMP_Y_UP = 4395, //between X and Y.
+ SPR_BTWDN_MGLV_RAMP_X_UP = 4394, // for some weird reason the order is swapped
+ SPR_BTWDN_MGLV_RAMP_Y_UP = 4395, // between X and Y.
SPR_BTWDN_MGLV_Y_SLOPE_UP = 4396,
SPR_BTWDN_MGLV_X_SLOPE_UP = 4397,
SPR_BTWDN_MGLV_Y_SLOPE_DOWN = 4398,
SPR_BTWDN_MGLV_X_SLOPE_DOWN = 4399,
- /* Steel Girder with arches */
- /* BTSGA == Bridge Type Steel Girder Arched */
- /* This is bridge type number 2 */
+ /* Steel Girder with arches
+ * BTSGA == Bridge Type Steel Girder Arched
+ * This is bridge type number 2 */
SPR_BTSGA_RAIL_X_REAR = 2499,
SPR_BTSGA_RAIL_Y_REAR = 2500,
SPR_BTSGA_ROAD_X_REAR = 2501,
@@ -668,8 +668,8 @@ enum Sprites {
SPR_BTSGA_MGLV_X_REAR = 4364,
SPR_BTSGA_MGLV_Y_REAR = 4365,
- /* BTSUS == Suspension bridge */
- /* TILE_* denotes the different tiles a suspension bridge
+ /* BTSUS == Suspension bridge
+ * TILE_* denotes the different tiles a suspension bridge
* can have
* TILE_A and TILE_B are the "beginnings" and "ends" of the
* suspension system. they have small rectangluar endcaps
@@ -753,8 +753,8 @@ enum Sprites {
SPR_BTSUS_MGLV_X_REAR_TILE_F = 4384,
SPR_BTSUS_MGLV_Y_REAR_TILE_F = 4385,
- /* cantilever bridges */
- /* They have three different kinds of tiles:
+ /* cantilever bridges
+ * They have three different kinds of tiles:
* END(ing), MID(dle), BEG(ginning) */
SPR_BTCAN_RAIL_X_BEG = 2507,
SPR_BTCAN_RAIL_X_MID = 2508,
@@ -819,8 +819,8 @@ enum Sprites {
SPR_BTGIR_MGLV_X = 4402,
SPR_BTGIR_MGLV_Y = 4403,
- /* tubular bridges */
- /* tubular bridges have 3 kinds of tiles:
+ /* tubular bridges
+ * tubular bridges have 3 kinds of tiles:
* a start tile (with only half a tube on the far side, marked _BEG
* a middle tile (full tunnel), marked _MID
* and an end tile (half a tube on the near side, maked _END
@@ -923,21 +923,21 @@ enum Sprites {
/* Town/house sprites */
SPR_LIFT = 1443,
- //used in town_land.h
- //CNST1..3 = Those are the different stages of construction
- //The last 2 hexas correspond to the type of building it represent, if any
+ /* used in town_land.h
+ * CNST1..3 = Those are the different stages of construction
+ * The last 2 hexas correspond to the type of building it represent, if any */
SPR_CNST1_TALLOFFICE_00 = 1421,
SPR_CNST2_TALLOFFICE_00 = 1422,
SPR_CNST3_TALLOFFICE_00 = 1423,
SPR_GROUND_TALLOFFICE_00 = 1424,
- SPR_BUILD_TALLOFFICE_00 = 1425, //temperate
+ SPR_BUILD_TALLOFFICE_00 = 1425, // temperate
SPR_CNST1_OFFICE_01 = 1426,
SPR_CNST2_OFFICE_01 = 1427,
- SPR_BUILD_OFFICE_01 = 1428, //temperate
+ SPR_BUILD_OFFICE_01 = 1428, // temperate
SPR_GROUND_OFFICE_01 = 1429,
- SPR_CNST1_SMLBLCKFLATS_02 = 1430, //Small Block of Flats
+ SPR_CNST1_SMLBLCKFLATS_02 = 1430, // Small Block of Flats
SPR_CNST2_SMLBLCKFLATS_02 = 1431,
- SPR_BUILD_SMLBLCKFLATS_02 = 1432, //temperate
+ SPR_BUILD_SMLBLCKFLATS_02 = 1432, // temperate
SPR_GROUND_SMLBLCKFLATS_02 = 1433,
SPR_CNST1_TEMPCHURCH = 1434,
SPR_CNST2_TEMPCHURCH = 1435,
@@ -947,7 +947,7 @@ enum Sprites {
SPR_CNST2_LARGEOFFICE_04 = 1441,
SPR_BUILD_LARGEOFFICE_04 = 1442, // temperate, sub-arctic, subtropical
SPR_BUILD_LARGEOFFICE_04_SNOW = 4569, // same, with snow
- // These are in fact two houses for the same houseID. so V1 and V2
+ /* These are in fact two houses for the same houseID. so V1 and V2 */
SPR_CNST1_TOWNHOUSE_06_V1 = 1444,
SPR_CNST2_TOWNHOUSE_06_V1 = 1445,
SPR_BUILD_TOWNHOUSE_06_V1 = 1446, // 1st variation
@@ -1075,7 +1075,7 @@ enum Sprites {
SPR_IT_TOY_FACTORY_ROBOT = 4720,
SPR_IT_POWER_PLANT_TRANSFORMERS = 2054,
- /*small icons of cargo available in station waiting*/
+ /* small icons of cargo available in station waiting*/
SPR_CARGO_PASSENGER = 4297,
SPR_CARGO_COAL = 4298,
SPR_CARGO_MAIL = 4299,
@@ -1086,10 +1086,10 @@ enum Sprites {
SPR_CARGO_WOOD = 4304,
SPR_CARGO_IRON_ORE = 4305,
SPR_CARGO_STEEL = 4306,
- SPR_CARGO_VALUES_GOLD = 4307, /*shared between temperate and arctic*/
+ SPR_CARGO_VALUES_GOLD = 4307, //shared between temperate and arctic
SPR_CARGO_FRUIT = 4308,
SPR_CARGO_COPPER_ORE = 4309,
- SPR_CARGO_WATERCOLA = 4310, /*shared between desert and toyland*/
+ SPR_CARGO_WATERCOLA = 4310, //shared between desert and toyland
SPR_CARGO_DIAMONDS = 4311,
SPR_CARGO_FOOD = 4312,
SPR_CARGO_PAPER = 4313,
@@ -1289,8 +1289,8 @@ enum Sprites {
/** Cursor sprite numbers */
enum CursorSprite {
- /* Terraform */
- /* Cursors */
+ /* Terraform
+ * Cursors */
SPR_CURSOR_MOUSE = 0,
SPR_CURSOR_ZZZ = 1,
SPR_CURSOR_BOUY = 702,
@@ -1386,7 +1386,7 @@ enum CursorSprite {
SPR_CURSOR_CLONE_AIRPLANE = SPR_OPENTTD_BASE + 113,
};
-/// Animation macro in table/animcursors.h (_animcursors[])
+/** Animation macro in table/animcursors.h (_animcursors[]) */
enum AnimCursors {
ANIMCURSOR_DEMOLISH = -1, ///< 704 - 707 - demolish dynamite
ANIMCURSOR_LOWERLAND = -2, ///< 699 - 701 - lower land tool
@@ -1425,11 +1425,11 @@ enum SpriteSetup {
*/
enum Modifiers {
SPRITE_MODIFIER_USE_OFFSET = OFFSET_BIT,
- /// Set when a sprite must not ever be displayed transparently
+ /** Set when a sprite must not ever be displayed transparently */
SPRITE_MODIFIER_OPAQUE = OPAQUE_BIT,
- ///when a sprite is to be displayed transparently, this bit needs to be set.
+ /** when a sprite is to be displayed transparently, this bit needs to be set. */
PALETTE_MODIFIER_TRANSPARENT = TRANSPARENT_BIT,
- ///this bit is set when a recolouring process is in action
+ /** this bit is set when a recolouring process is in action */
PALETTE_MODIFIER_COLOUR = RECOLOUR_BIT,
};
@@ -1437,13 +1437,13 @@ enum Modifiers {
* @note Do not modify this enum. Alter SpriteSetup instead
* @see SpriteSetup */
enum SpriteMasks {
- ///Maximum number of sprites that can be loaded at a given time.
+ /** Maximum number of sprites that can be loaded at a given time. */
MAX_SPRITES = 1 << SPRITE_WIDTH,
- ///The mask to for the main sprite
+ /** The mask to for the main sprite */
SPRITE_MASK = MAX_SPRITES - 1,
MAX_PALETTES = 1 << PALETTE_WIDTH,
- ///The mask for the auxiliary sprite (the one that takes care of recolouring)
+ /** The mask for the auxiliary sprite (the one that takes care of recolouring) */
PALETTE_MASK = MAX_PALETTES - 1,
};
@@ -1461,20 +1461,20 @@ enum Recolouring {
static const SpriteID PALETTE_CRASH = 0x324;
static const SpriteID PAL_NONE = 0;
- //note: these numbers are already the modified once the renderer needs.
- //the actual sprite number is the upper 16 bits of the number
+ /* note: these numbers are already the modified once the renderer needs.
+ * the actual sprite number is the upper 16 bits of the number */
- ///Here a puslating red tile is drawn if you try to build a wrong tunnel or raise/lower land where it is not possible
+ /** Here a puslating red tile is drawn if you try to build a wrong tunnel or raise/lower land where it is not possible */
static const SpriteID PALETTE_TILE_RED_PULSATING = 0x303;
- ///makes a square red. is used when removing rails or other stuff
+ /** makes a square red. is used when removing rails or other stuff */
static const SpriteID PALETTE_SEL_TILE_RED = 0x304;
- ///This draws a blueish square (catchment areas for example)
+ /** This draws a blueish square (catchment areas for example) */
static const SpriteID PALETTE_SEL_TILE_BLUE = 0x305;
- //0x306 is a real sprite (the little dot you get when you try to raise/lower a corner of the map
- //here the colour switches begin
- //use this if you add stuff to the value, so that the resulting colour
- //is not a fixed value.
- //NOTE THAT THE SWITCH 0x8000 is NOT present in _TO_COLOURS yet!
+ /* 0x306 is a real sprite (the little dot you get when you try to raise/lower a corner of the map
+ * here the colour switches begin
+ * use this if you add stuff to the value, so that the resulting colour
+ * is not a fixed value.
+ * NOTE THAT THE SWITCH 0x8000 is NOT present in _TO_COLOURS yet! */
enum PaletteSprites {
PALETTE_TO_DARK_BLUE = 0x307,
PALETTE_TO_PALE_GREEN = 0x308,
@@ -1486,32 +1486,32 @@ enum PaletteSprites {
PALETTE_TO_DARK_GREEN = 0x30E,
PALETTE_TO_BLUE = 0x30F,
PALETTE_TO_CREAM = 0x310,
- //maybe don't use as company colour because it doesn't display in the graphs?
+ /* maybe don't use as company colour because it doesn't display in the graphs? */
PALETTE_TO_MAUVE = 0x311,
PALETTE_TO_PURPLE = 0x312,
PALETTE_TO_ORANGE = 0x313,
PALETTE_TO_BROWN = 0x314,
PALETTE_TO_GREY = 0x315,
PALETTE_TO_WHITE = 0x316,
- //sets colour to bare land stuff, for rail and road (and crossings)
+ /* sets colour to bare land stuff, for rail and road (and crossings) */
PALETTE_TO_BARE_LAND = 0x317,
- //XXX is 318-31A really not used?
+ /* XXX is 318-31A really not used? */
PALETTE_TO_STRUCT_BLUE = 0x31B,
- //structure colour to something brownish (for the cantilever bridges for example)
+ /* structure colour to something brownish (for the cantilever bridges for example) */
PALETTE_TO_STRUCT_BROWN = 0x31C,
PALETTE_TO_STRUCT_WHITE = 0x31D,
- //sets bridge or structure to red, little concrete one and cantilever use this one for example
+ /* sets bridge or structure to red, little concrete one and cantilever use this one for example */
PALETTE_TO_STRUCT_RED = 0x31E,
PALETTE_TO_STRUCT_GREEN = 0x31F,
- PALETTE_TO_STRUCT_CONCRETE = 0x320, //Sets the suspension bridge to concrete, also other strucutures use it
- PALETTE_TO_STRUCT_YELLOW = 0x321, //Sets the bridge colour to yellow (suspension and tubular)
- PALETTE_TO_TRANSPARENT = 0x322, //This sets the sprite to transparent
- //This is used for changing the tubular bridges to the silicon display, or some grayish colour
+ PALETTE_TO_STRUCT_CONCRETE = 0x320, // Sets the suspension bridge to concrete, also other strucutures use it
+ PALETTE_TO_STRUCT_YELLOW = 0x321, // Sets the bridge colour to yellow (suspension and tubular)
+ PALETTE_TO_TRANSPARENT = 0x322, // This sets the sprite to transparent
+ /* This is used for changing the tubular bridges to the silicon display, or some grayish colour */
PALETTE_TO_STRUCT_GREY = 0x323,
- //XXX - const - PALETTE_CRASH = 0x324, //this changes stuff to the "crash colour"
- //XXX another place where structures are coloured.
- //I'm not sure which colours these are
+ /* XXX - const - PALETTE_CRASH = 0x324, // this changes stuff to the "crash colour"
+ * XXX another place where structures are coloured.
+ * I'm not sure which colours these are */
PALETTE_59E = 0x59E,
PALETTE_59F = 0x59F,
};