(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines more uniform.

-Cleanup: whitespace alignment of a few tables.
This commit is contained in:
rubidium
2006-09-04 20:40:33 +00:00
parent a7cfb80c40
commit 63687763e9
59 changed files with 694 additions and 700 deletions

View File

@@ -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,