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authorbelugas <belugas@openttd.org>2008-02-01 17:22:24 +0000
committerbelugas <belugas@openttd.org>2008-02-01 17:22:24 +0000
commitdf30c7113aaa722f630dcc3c1c597a9d995e90fd (patch)
tree3a256a240eae195679895e5cf2844ae77e8f709d
parentcc59c5bd23225961194d72cdbaf58f6d7baed4ef (diff)
downloadopenttd-df30c7113aaa722f630dcc3c1c597a9d995e90fd.tar.xz
(svn r12034) -Codechange: A bit of code style cleaning, regarding comments.
Thanks to MagicBuzz who spotted yet another non-converted file
-rw-r--r--src/settings_type.h234
1 files changed, 117 insertions, 117 deletions
diff --git a/src/settings_type.h b/src/settings_type.h
index 8f693aea3..6985f63a0 100644
--- a/src/settings_type.h
+++ b/src/settings_type.h
@@ -22,7 +22,7 @@ struct GameDifficulty {
GDType initial_interest;
GDType vehicle_costs;
GDType competitor_speed;
- GDType competitor_intelligence; // no longer in use
+ GDType competitor_intelligence; ///< no longer in use
GDType vehicle_breakdowns;
GDType subsidy_multiplier;
GDType construction_cost;
@@ -31,7 +31,7 @@ struct GameDifficulty {
GDType economy;
GDType line_reverse_mode;
GDType disasters;
- GDType town_council_tolerance; // minimum required town ratings to be allowed to demolish stuff
+ GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff
};
struct GameOptions {
@@ -57,122 +57,122 @@ extern GameOptions _opt_newgame;
extern GameOptions *_opt_ptr;
struct Patches {
- bool modified_catchment; // different-size catchment areas
- bool vehicle_speed; // show vehicle speed
- bool build_on_slopes; // allow building on slopes
- bool mammoth_trains; // allow very long trains
- bool join_stations; // allow joining of train stations
- bool full_load_any; // new full load calculation, any cargo must be full
- bool improved_load; // improved loading algorithm
- bool gradual_loading; // load vehicles gradually
- byte station_spread; // amount a station may spread
- bool inflation; // disable inflation
- bool selectgoods; // only send the goods to station if a train has been there
- bool longbridges; // allow 100 tile long bridges
- bool gotodepot; // allow goto depot in orders
+ bool modified_catchment; ///< different-size catchment areas
+ bool vehicle_speed; ///< show vehicle speed
+ bool build_on_slopes; ///< allow building on slopes
+ bool mammoth_trains; ///< allow very long trains
+ bool join_stations; ///< allow joining of train stations
+ bool full_load_any; ///< new full load calculation, any cargo must be full
+ bool improved_load; ///< improved loading algorithm
+ bool gradual_loading; ///< load vehicles gradually
+ byte station_spread; ///< amount a station may spread
+ bool inflation; ///< disable inflation
+ bool selectgoods; ///< only send the goods to station if a train has been there
+ bool longbridges; ///< allow 100 tile long bridges
+ bool gotodepot; ///< allow goto depot in orders
uint8 raw_industry_construction; ///< Type of (raw) industry construction (none, "normal", prospecting)
- bool multiple_industry_per_town; // allow many industries of the same type per town
- bool same_industry_close; // allow same type industries to be built close to each other
- bool lost_train_warn; // if a train can't find its destination, show a warning
+ bool multiple_industry_per_town; ///< allow many industries of the same type per town
+ bool same_industry_close; ///< allow same type industries to be built close to each other
+ bool lost_train_warn; ///< if a train can't find its destination, show a warning
uint8 order_review_system;
- bool train_income_warn; // if train is generating little income, show a warning
- bool status_long_date; // always show long date in status bar
- bool signal_side; // show signals on right side
- bool show_finances; // show finances at end of year
- bool new_nonstop; // ttdpatch compatible nonstop handling
- bool roadveh_queue; // buggy road vehicle queueing
- bool autoscroll; // scroll when moving mouse to the edge.
- byte errmsg_duration; // duration of error message
- byte land_generator; // the landscape generator
- byte oil_refinery_limit; // distance oil refineries allowed from map edge
- byte snow_line_height; // a number 0-15 that configured snow line height
- byte tgen_smoothness; // how rough is the terrain from 0-3
- uint32 generation_seed; // noise seed for world generation
- byte tree_placer; // the tree placer algorithm
- byte heightmap_rotation; // rotation director for the heightmap
- byte se_flat_world_height; // land height a flat world gets in SE
- bool bribe; // enable bribing the local authority
- bool nonuniform_stations; // allow nonuniform train stations
- bool adjacent_stations; // allow stations to be built directly adjacent to other stations
- bool always_small_airport; // always allow small airports
- bool realistic_acceleration; // realistic acceleration for trains
- bool wagon_speed_limits; // enable wagon speed limits
- bool forbid_90_deg; // forbid trains to make 90 deg turns
- bool invisible_trees; // don't show trees when buildings are transparent
- bool no_servicing_if_no_breakdowns; // dont send vehicles to depot when breakdowns are disabled
- bool link_terraform_toolbar; // display terraform toolbar when displaying rail, road, water and airport toolbars
- bool reverse_scroll; // Right-Click-Scrolling scrolls in the opposite direction
+ bool train_income_warn; ///< if train is generating little income, show a warning
+ bool status_long_date; ///< always show long date in status bar
+ bool signal_side; ///< show signals on right side
+ bool show_finances; ///< show finances at end of year
+ bool new_nonstop; ///< ttdpatch compatible nonstop handling
+ bool roadveh_queue; ///< buggy road vehicle queueing
+ bool autoscroll; ///< scroll when moving mouse to the edge.
+ byte errmsg_duration; ///< duration of error message
+ byte land_generator; ///< the landscape generator
+ byte oil_refinery_limit; ///< distance oil refineries allowed from map edge
+ byte snow_line_height; ///< a number 0-15 that configured snow line height
+ byte tgen_smoothness; ///< how rough is the terrain from 0-3
+ uint32 generation_seed; ///< noise seed for world generation
+ byte tree_placer; ///< the tree placer algorithm
+ byte heightmap_rotation; ///< rotation director for the heightmap
+ byte se_flat_world_height; ///< land height a flat world gets in SE
+ bool bribe; ///< enable bribing the local authority
+ bool nonuniform_stations; ///< allow nonuniform train stations
+ bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations
+ bool always_small_airport; ///< always allow small airports
+ bool realistic_acceleration; ///< realistic acceleration for trains
+ bool wagon_speed_limits; ///< enable wagon speed limits
+ bool forbid_90_deg; ///< forbid trains to make 90 deg turns
+ bool invisible_trees; ///< don't show trees when buildings are transparent
+ bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled
+ bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars
+ bool reverse_scroll; ///< Right-Click-Scrolling scrolls in the opposite direction
bool smooth_scroll; ///< Smooth scroll viewports
- bool disable_elrails; // when true, the elrails are disabled
- bool measure_tooltip; // Show a permanent tooltip when dragging tools
- byte liveries; // Options for displaying company liveries, 0=none, 1=self, 2=all
- bool prefer_teamchat; // Choose the chat message target with <ENTER>, true=all players, false=your team
- uint8 advanced_vehicle_list; // Use the "advanced" vehicle list
- uint8 loading_indicators; // Show loading indicators
+ bool disable_elrails; ///< when true, the elrails are disabled
+ bool measure_tooltip; ///< Show a permanent tooltip when dragging tools
+ byte liveries; ///< Options for displaying company liveries, 0=none, 1=self, 2=all
+ bool prefer_teamchat; ///< Choose the chat message target with <ENTER>, true=all players, false=your team
+ uint8 advanced_vehicle_list; ///< Use the "advanced" vehicle list
+ uint8 loading_indicators; ///< Show loading indicators
uint8 default_rail_type; ///< The default rail type for the rail GUI
- uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right
- uint8 window_snap_radius; // Windows snap at each other if closer than this
+ uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right
+ uint8 window_snap_radius; ///< Windows snap at each other if closer than this
bool always_build_infrastructure; ///< Always allow building of infrastructure, even when you do not have the vehicles for it
- UnitID max_trains; // max trains in game per player (these are 16bit because the unitnumber field can't hold more)
- UnitID max_roadveh; // max trucks in game per player
- UnitID max_aircraft; // max planes in game per player
- UnitID max_ships; // max ships in game per player
+ UnitID max_trains; ///< max trains in game per player (these are 16bit because the unitnumber field can't hold more)
+ UnitID max_roadveh; ///< max trucks in game per player
+ UnitID max_aircraft; ///< max planes in game per player
+ UnitID max_ships; ///< max ships in game per player
- bool servint_ispercent; // service intervals are in percents
- uint16 servint_trains; // service interval for trains
- uint16 servint_roadveh; // service interval for road vehicles
- uint16 servint_aircraft; // service interval for aircraft
- uint16 servint_ships; // service interval for ships
+ bool servint_ispercent; ///< service intervals are in percents
+ uint16 servint_trains; ///< service interval for trains
+ uint16 servint_roadveh; ///< service interval for road vehicles
+ uint16 servint_aircraft; ///< service interval for aircraft
+ uint16 servint_ships; ///< service interval for ships
bool autorenew;
int16 autorenew_months;
int32 autorenew_money;
- byte pf_maxdepth; // maximum recursion depth when searching for a train route for new pathfinder
- uint16 pf_maxlength; // maximum length when searching for a train route for new pathfinder
+ byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder
+ uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder
- bool bridge_pillars; // show bridge pillars for high bridges
+ bool bridge_pillars; ///< show bridge pillars for high bridges
- bool ai_disable_veh_train; // disable types for AI
- bool ai_disable_veh_roadveh; // disable types for AI
- bool ai_disable_veh_aircraft; // disable types for AI
- bool ai_disable_veh_ship; // disable types for AI
- Year starting_year; // starting date
- Year ending_year; // end of the game (just show highscore)
- Year colored_news_year; // when does newspaper become colored?
+ bool ai_disable_veh_train; ///< disable types for AI
+ bool ai_disable_veh_roadveh; ///< disable types for AI
+ bool ai_disable_veh_aircraft; ///< disable types for AI
+ bool ai_disable_veh_ship; ///< disable types for AI
+ Year starting_year; ///< starting date
+ Year ending_year; ///< end of the game (just show highscore)
+ Year colored_news_year; ///< when does newspaper become colored?
- bool keep_all_autosave; // name the autosave in a different way.
- bool autosave_on_exit; // save an autosave when you quit the game, but do not ask "Do you really want to quit?"
- byte max_num_autosaves; // controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
- bool extra_dynamite; // extra dynamite
- bool road_stop_on_town_road; // allow building of drive-through road stops on town owned roads
+ bool keep_all_autosave; ///< name the autosave in a different way.
+ bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?"
+ byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1)
+ bool extra_dynamite; ///< extra dynamite
+ bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads
- bool never_expire_vehicles; // never expire vehicles
- byte extend_vehicle_life; // extend vehicle life by this many years
+ bool never_expire_vehicles; ///< never expire vehicles
+ byte extend_vehicle_life; ///< extend vehicle life by this many years
- bool auto_euro; // automatically switch to euro in 2002
- bool serviceathelipad; // service helicopters at helipads automatically (no need to send to depot)
- bool smooth_economy; // smooth economy
- bool allow_shares; // allow the buying/selling of shares
- byte dist_local_authority; // distance for town local authority, default 20
+ bool auto_euro; ///< automatically switch to euro in 2002
+ bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot)
+ bool smooth_economy; ///< smooth economy
+ bool allow_shares; ///< allow the buying/selling of shares
+ byte dist_local_authority; ///< distance for town local authority, default 20
- byte wait_oneway_signal; // waitingtime in days before a oneway signal
- byte wait_twoway_signal; // waitingtime in days before a twoway signal
+ byte wait_oneway_signal; ///< waitingtime in days before a oneway signal
+ byte wait_twoway_signal; ///< waitingtime in days before a twoway signal
- uint8 map_x; // Size of map
+ uint8 map_x; ///< Size of map
uint8 map_y;
- byte drag_signals_density; // many signals density
- Year semaphore_build_before; // Build semaphore signals automatically before this year
- bool ainew_active; // Is the new AI active?
- bool ai_in_multiplayer; // Do we allow AIs in multiplayer
+ byte drag_signals_density; ///< many signals density
+ Year semaphore_build_before; ///< Build semaphore signals automatically before this year
+ bool ainew_active; ///< Is the new AI active?
+ bool ai_in_multiplayer; ///< Do we allow AIs in multiplayer
/*
* New Path Finding
*/
- bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */
+ bool new_pathfinding_all; ///< Use the newest pathfinding algorithm for all
/**
* The maximum amount of search nodes a single NPF run should take. This
@@ -182,22 +182,22 @@ struct Patches {
*/
uint32 npf_max_search_nodes;
- uint32 npf_rail_firstred_penalty; // The penalty for when the first signal is red (and it is not an exit or combo signal)
- uint32 npf_rail_firstred_exit_penalty; // The penalty for when the first signal is red (and it is an exit or combo signal)
- uint32 npf_rail_lastred_penalty; // The penalty for when the last signal is red
- uint32 npf_rail_station_penalty; // The penalty for station tiles
- uint32 npf_rail_slope_penalty; // The penalty for sloping upwards
- uint32 npf_rail_curve_penalty; // The penalty for curves
- uint32 npf_rail_depot_reverse_penalty; // The penalty for reversing in depots
- uint32 npf_buoy_penalty; // The penalty for going over (through) a buoy
- uint32 npf_water_curve_penalty; // The penalty for curves
- uint32 npf_road_curve_penalty; // The penalty for curves
- uint32 npf_crossing_penalty; // The penalty for level crossings
- uint32 npf_road_drive_through_penalty; // The penalty for going through a drive-through road stop
+ uint32 npf_rail_firstred_penalty; ///< The penalty for when the first signal is red (and it is not an exit or combo signal)
+ uint32 npf_rail_firstred_exit_penalty; ///< The penalty for when the first signal is red (and it is an exit or combo signal)
+ uint32 npf_rail_lastred_penalty; ///< The penalty for when the last signal is red
+ uint32 npf_rail_station_penalty; ///< The penalty for station tiles
+ uint32 npf_rail_slope_penalty; ///< The penalty for sloping upwards
+ uint32 npf_rail_curve_penalty; ///< The penalty for curves
+ uint32 npf_rail_depot_reverse_penalty; ///< The penalty for reversing in depots
+ uint32 npf_buoy_penalty; ///< The penalty for going over (through) a buoy
+ uint32 npf_water_curve_penalty; ///< The penalty for curves
+ uint32 npf_road_curve_penalty; ///< The penalty for curves
+ uint32 npf_crossing_penalty; ///< The penalty for level crossings
+ uint32 npf_road_drive_through_penalty; ///< The penalty for going through a drive-through road stop
- bool population_in_label; // Show the population of a town in his label?
+ bool population_in_label; ///< Show the population of a town in his label?
- uint8 freight_trains; // Value to multiply the weight of cargo by
+ uint8 freight_trains; ///< Value to multiply the weight of cargo by
/** YAPF settings */
YapfSettings yapf;
@@ -207,25 +207,25 @@ struct Patches {
uint8 scrollwheel_scrolling;
uint8 scrollwheel_multiplier;
- uint8 town_growth_rate; ///< Town growth rate
- uint8 larger_towns; ///< The number of cities to build. These start off larger and grow twice as fast
- uint8 initial_city_size; ///< Multiplier for the initial size of the cities compared to towns
+ uint8 town_growth_rate; ///< Town growth rate
+ uint8 larger_towns; ///< The number of cities to build. These start off larger and grow twice as fast
+ uint8 initial_city_size; ///< Multiplier for the initial size of the cities compared to towns
- bool pause_on_newgame; ///< Whether to start new games paused or not.
+ bool pause_on_newgame; ///< Whether to start new games paused or not.
TownLayoutByte town_layout; ///< Select town layout
- bool timetabling; ///< Whether to allow timetabling.
- bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days.
+ bool timetabling; ///< Whether to allow timetabling.
+ bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days.
- bool autoslope; ///< Allow terraforming under things.
+ bool autoslope; ///< Allow terraforming under things.
- bool mod_road_rebuild; ///< Roadworks remove unneccesary RoadBits
+ bool mod_road_rebuild; ///< Roadworks remove unneccesary RoadBits
- bool exclusive_rights; ///< allow buying exclusive rights
- bool give_money; ///< allow giving other players money
+ bool exclusive_rights; ///< allow buying exclusive rights
+ bool give_money; ///< allow giving other players money
- bool enable_signal_gui; ///< Show the signal GUI when the signal button is pressed
+ bool enable_signal_gui; ///< Show the signal GUI when the signal button is pressed
};
extern Patches _patches;