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-rw-r--r--table/sprites.h97
1 files changed, 48 insertions, 49 deletions
diff --git a/table/sprites.h b/table/sprites.h
index f081fbec6..6aa982f37 100644
--- a/table/sprites.h
+++ b/table/sprites.h
@@ -4,36 +4,36 @@
#define SPRITES_H
/** @file sprites.h
- This file contails all sprite-related enums and defines. These consist mainly of
- the sprite numbers and a bunch of masks and macros to handle sprites and to get
- rid of all the magic numbers in the code.
-
-@NOTE:
- ALL SPRITE NUMBERS BELOW 5126 are in the main files
- SPR_CANALS_BASE is in canalsw.grf
- SPR_SLOPES_BASE is in trkfoundw.grf
- SPR_OPENTTD_BASE is in openttd.grf
-
- All elements which consist of two elements should
- have the same name and then suffixes
- _GROUND and _BUILD for building-type sprites
- _REAR and _FRONT for transport-type sprites (tiles where vehicles are on)
- These sprites are split because of the Z order of the elements
- (like some parts of a bridge are behind the vehicle, while others are before)
-
-
- All sprites which are described here are referenced only one to a handful of times
- throughout the code. When introducing new sprite enums, use meaningful names.
- Don't be lazy and typing, and only use abbrevations when their meaning is clear or
- the length of the enum would get out of hand. In that case EXPLAIN THE ABBREVATION
- IN THIS FILE, and perhaps add some comments in the code where it is used.
- Now, don't whine about this being too much typing work if the enums are like
- 30 characters in length. If your editor doen't help you simplifying your work,
- get a proper editor. If your Operating Systems don't have any decent editors,
- get a proper Operating System.
-
- @todo Split the "Sprites" enum into smaller chunks and document them
-*/
+ * This file contails all sprite-related enums and defines. These consist mainly of
+ * the sprite numbers and a bunch of masks and macros to handle sprites and to get
+ * rid of all the magic numbers in the code.
+ *
+ * @NOTE:
+ * ALL SPRITE NUMBERS BELOW 5126 are in the main files
+ * SPR_CANALS_BASE is in canalsw.grf
+ * SPR_SLOPES_BASE is in trkfoundw.grf
+ * SPR_OPENTTD_BASE is in openttd.grf
+ *
+ * All elements which consist of two elements should
+ * have the same name and then suffixes
+ * _GROUND and _BUILD for building-type sprites
+ * _REAR and _FRONT for transport-type sprites (tiles where vehicles are on)
+ * These sprites are split because of the Z order of the elements
+ * (like some parts of a bridge are behind the vehicle, while others are before)
+ *
+ *
+ * All sprites which are described here are referenced only one to a handful of times
+ * throughout the code. When introducing new sprite enums, use meaningful names.
+ * Don't be lazy and typing, and only use abbrevations when their meaning is clear or
+ * the length of the enum would get out of hand. In that case EXPLAIN THE ABBREVATION
+ * IN THIS FILE, and perhaps add some comments in the code where it is used.
+ * Now, don't whine about this being too much typing work if the enums are like
+ * 30 characters in length. If your editor doen't help you simplifying your work,
+ * get a proper editor. If your Operating Systems don't have any decent editors,
+ * get a proper Operating System.
+ *
+ * @todo Split the "Sprites" enum into smaller chunks and document them
+ */
enum Sprites {
@@ -226,8 +226,8 @@ enum Sprites {
/* Elrail stuff */
/* Wires. First identifier is the direction of the track, second is the required placement of the pylon.
- "short" denotes a wire that requires a pylon on each end. Third identifier is the direction of the slope
- (in positive coordinate direction) */
+ * "short" denotes a wire that requires a pylon on each end. Third identifier is the direction of the slope
+ * (in positive coordinate direction) */
SPR_WIRE_X_SHORT = SPR_ELRAIL_BASE + 3,
SPR_WIRE_Y_SHORT = SPR_ELRAIL_BASE + 4,
SPR_WIRE_EW_SHORT = SPR_ELRAIL_BASE + 5,
@@ -561,19 +561,18 @@ enum Sprites {
/* 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
- TILE_C and TILE_D look almost identical to TILE_A and
- TILE_B, but they do not have the "endcaps". They form the
- middle part
- TILE_E is a condensed configuration of two pillars. while they
- are usually 2 pillars apart, they only have 1 pillar separation
- here
- TILE_F is an extended configuration of pillars. they are
- plugged in when pillars should be 3 tiles apart
-
- */
+ * can have
+ * TILE_A and TILE_B are the "beginnings" and "ends" of the
+ * suspension system. they have small rectangluar endcaps
+ * TILE_C and TILE_D look almost identical to TILE_A and
+ * TILE_B, but they do not have the "endcaps". They form the
+ * middle part
+ * TILE_E is a condensed configuration of two pillars. while they
+ * are usually 2 pillars apart, they only have 1 pillar separation
+ * here
+ * TILE_F is an extended configuration of pillars. they are
+ * plugged in when pillars should be 3 tiles apart
+ */
SPR_BTSUS_ROAD_Y_REAR_TILE_A = 2453,
SPR_BTSUS_ROAD_Y_REAR_TILE_B = 2454,
SPR_BTSUS_Y_FRONT_TILE_A = 2455,
@@ -713,10 +712,10 @@ enum Sprites {
/* 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
- */
+ * 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
+ */
SPR_BTTUB_X_FRONT_BEG = 2559,
SPR_BTTUB_X_FRONT_MID = 2660,
SPR_BTTUB_X_FRONT_END = 2561,