sprite.h
changeset 406 29f813f556a6
parent 405 6830ae7a0d5d
child 408 63a8c0505aab
--- a/sprite.h	Sun Nov 14 16:42:08 2004 +0000
+++ b/sprite.h	Sun Nov 14 16:45:38 2004 +0000
@@ -1,46 +1,46 @@
-#ifndef SPRITE_H
-#define SPRITE_H
-
-
-/* The following describes bunch of sprites to be drawn together in a single 3D
- * bounding box. Used especially for various multi-sprite buildings (like
- * depots or stations): */
-
-typedef struct DrawTileSeqStruct {
-	int8 delta_x;
-	int8 delta_y;
-	int8 delta_z;
-	byte width,height;
-	byte unk; // 'depth', just z-size; TODO: rename
-	uint32 image;
-} DrawTileSeqStruct;
-
-typedef struct DrawTileSprites {
-	SpriteID ground_sprite;
-	DrawTileSeqStruct const *seq;
-} DrawTileSprites;
-
-#define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++)
-
-
-/* This is for custom sprites: */
-
-struct SpriteGroup {
-	// XXX: Would anyone ever need more than 16 spritesets? Maybe we should
-	// use even less, now we take whole 8kb for custom sprites table, oh my!
-	byte sprites_per_set; // means number of directions - 4 or 8
-
-	// Loaded = in motion, loading = not moving
-	// Each group contains several spritesets, for various loading stages
-
-	// XXX: For stations the meaning is different - loaded is for stations
-	// with small amount of cargo whilst loading is for stations with a lot
-	// of da stuff.
-
-	byte loaded_count;
-	uint16 loaded[16]; // sprite ids
-	byte loading_count;
-	uint16 loading[16]; // sprite ids
-};
-
-#endif
+#ifndef SPRITE_H
+#define SPRITE_H
+
+
+/* The following describes bunch of sprites to be drawn together in a single 3D
+ * bounding box. Used especially for various multi-sprite buildings (like
+ * depots or stations): */
+
+typedef struct DrawTileSeqStruct {
+	int8 delta_x;
+	int8 delta_y;
+	int8 delta_z;
+	byte width,height;
+	byte unk; // 'depth', just z-size; TODO: rename
+	uint32 image;
+} DrawTileSeqStruct;
+
+typedef struct DrawTileSprites {
+	SpriteID ground_sprite;
+	DrawTileSeqStruct const *seq;
+} DrawTileSprites;
+
+#define foreach_draw_tile_seq(idx, list) for (idx = list; ((byte) idx->delta_x) != 0x80; idx++)
+
+
+/* This is for custom sprites: */
+
+struct SpriteGroup {
+	// XXX: Would anyone ever need more than 16 spritesets? Maybe we should
+	// use even less, now we take whole 8kb for custom sprites table, oh my!
+	byte sprites_per_set; // means number of directions - 4 or 8
+
+	// Loaded = in motion, loading = not moving
+	// Each group contains several spritesets, for various loading stages
+
+	// XXX: For stations the meaning is different - loaded is for stations
+	// with small amount of cargo whilst loading is for stations with a lot
+	// of da stuff.
+
+	byte loaded_count;
+	uint16 loaded[16]; // sprite ids
+	byte loading_count;
+	uint16 loading[16]; // sprite ids
+};
+
+#endif