diff --git a/table/sprites.h b/table/sprites.h --- 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,