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authorbelugas <belugas@openttd.org>2007-03-01 01:24:44 +0000
committerbelugas <belugas@openttd.org>2007-03-01 01:24:44 +0000
commit978d7da81883c775c45b1bac64ce8b73f58d6d2f (patch)
treeb54eae356dabaadef12af40bb13f3e6e4f25c59e /src/genworld.cpp
parent66487d59fd5fdeb253361865cb4322347b0b18fb (diff)
downloadopenttd-978d7da81883c775c45b1bac64ce8b73f58d6d2f.tar.xz
(svn r8950) -Cleanup: doxygen changes. Mostly @files missing tags and a few comments style.
Diffstat (limited to 'src/genworld.cpp')
-rw-r--r--src/genworld.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/genworld.cpp b/src/genworld.cpp
index dd7d42bd3..b08b64834 100644
--- a/src/genworld.cpp
+++ b/src/genworld.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file genworld.cpp */
+
#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
@@ -87,10 +89,10 @@ static void *_GenerateWorld(void *arg)
SetObjectToPlace(SPR_CURSOR_ZZZ, PAL_NONE, 0, WC_MAIN_WINDOW, 0);
IncreaseGeneratingWorldProgress(GWP_MAP_INIT);
- // Must start economy early because of the costs.
+ /* Must start economy early because of the costs. */
StartupEconomy();
- // Don't generate landscape items when in the scenario editor.
+ /* Don't generate landscape items when in the scenario editor. */
if (_gw.mode == GW_EMPTY) {
SetGeneratingWorldProgress(GWP_UNMOVABLE, 1);
@@ -103,7 +105,7 @@ static void *_GenerateWorld(void *arg)
GenerateLandscape(_gw.mode);
GenerateClearTile();
- // only generate towns, tree and industries in newgame mode.
+ /* only generate towns, tree and industries in newgame mode. */
if (_game_mode != GM_EDITOR) {
GenerateTowns();
GenerateIndustries();
@@ -112,7 +114,7 @@ static void *_GenerateWorld(void *arg)
}
}
- // These are probably pointless when inside the scenario editor.
+ /* These are probably pointless when inside the scenario editor. */
SetGeneratingWorldProgress(GWP_GAME_INIT, 3);
StartupPlayers();
IncreaseGeneratingWorldProgress(GWP_GAME_INIT);
@@ -121,7 +123,7 @@ static void *_GenerateWorld(void *arg)
StartupDisasters();
_generating_world = false;
- // No need to run the tile loop in the scenario editor.
+ /* No need to run the tile loop in the scenario editor. */
if (_gw.mode != GW_EMPTY) {
uint i;
@@ -230,7 +232,7 @@ void HandleGeneratingWorldAbortion(void)
/**
* Generate a world.
- * @param mode The mode of world generation (@see GenerateWorldModes).
+ * @param mode The mode of world generation (see GenerateWorldModes).
* @param size_x The X-size of the map.
* @param size_y The Y-size of the map.
*/