From d72273d1f3b55df0e301408d630f24ef92ea8479 Mon Sep 17 00:00:00 2001 From: rubidium Date: Sun, 15 Mar 2009 00:03:27 +0000 Subject: (svn r15717) -Cleanup: apply some documentation coding style upon the stuff in table/ --- src/table/sprites.h | 166 ++++++++++++++++++++++++++-------------------------- 1 file changed, 83 insertions(+), 83 deletions(-) (limited to 'src/table/sprites.h') 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, }; -- cgit v1.2.3-54-g00ecf