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authorbelugas <belugas@openttd.org>2007-04-04 03:21:14 +0000
committerbelugas <belugas@openttd.org>2007-04-04 03:21:14 +0000
commit4c4f2a34ef3cd08b45b2b5e2edb866020dbd84ea (patch)
treeee49dd11233b9b7f3c596bad4f124f8a5b794d8e /src
parent695ff8dd37e5bde257fa1aafdbf821f91f369f46 (diff)
downloadopenttd-4c4f2a34ef3cd08b45b2b5e2edb866020dbd84ea.tar.xz
(svn r9558) -Documentation: doxygen and comment changes: 'T' now. Almost done
Diffstat (limited to 'src')
-rw-r--r--src/console.cpp2
-rw-r--r--src/terraform_gui.cpp6
-rw-r--r--src/texteff.cpp8
-rw-r--r--src/tgp.cpp43
-rw-r--r--src/tgp.h2
-rw-r--r--src/thread.cpp2
-rw-r--r--src/thread.h2
-rw-r--r--src/tile.cpp2
-rw-r--r--src/tile.h2
-rw-r--r--src/town.h69
-rw-r--r--src/town_cmd.cpp263
-rw-r--r--src/town_gui.cpp20
-rw-r--r--src/town_map.h2
-rw-r--r--src/train.h14
-rw-r--r--src/train_cmd.cpp273
-rw-r--r--src/train_gui.cpp16
-rw-r--r--src/tree_cmd.cpp11
-rw-r--r--src/tree_map.h8
-rw-r--r--src/tunnel_map.cpp2
-rw-r--r--src/tunnel_map.h2
-rw-r--r--src/tunnelbridge_cmd.cpp56
21 files changed, 435 insertions, 370 deletions
diff --git a/src/console.cpp b/src/console.cpp
index d9f9dd4bd..31f9d6e5f 100644
--- a/src/console.cpp
+++ b/src/console.cpp
@@ -411,7 +411,7 @@ void IConsolePrint(uint16 color_code, const char *string)
/**
* Handle the printing of text entered into the console or redirected there
* by any other means. Uses printf() style format, for more information look
- * at @IConsolePrint()
+ * at IConsolePrint()
*/
void CDECL IConsolePrintF(uint16 color_code, const char *s, ...)
{
diff --git a/src/terraform_gui.cpp b/src/terraform_gui.cpp
index 095ec7ca4..97bd70378 100644
--- a/src/terraform_gui.cpp
+++ b/src/terraform_gui.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file terraform_gui.cpp */
+
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
@@ -91,11 +93,11 @@ static void GenerateRockyArea(TileIndex end, TileIndex start)
/**
* A central place to handle all X_AND_Y dragged GUI functions.
- * @param e @WindowEvent variable holding in its higher bits (excluding the lower
+ * @param e WindowEvent variable holding in its higher bits (excluding the lower
* 4, since that defined the X_Y drag) the type of action to be performed
* @return Returns true if the action was found and handled, and false otherwise. This
* allows for additional implements that are more local. For example X_Y drag
- * of convertrail which belongs in rail_gui.c and not terraform_gui.c
+ * of convertrail which belongs in rail_gui.cpp and not terraform_gui.cpp
**/
bool GUIPlaceProcDragXY(const WindowEvent *e)
{
diff --git a/src/texteff.cpp b/src/texteff.cpp
index ed9e7c512..4dc3b310f 100644
--- a/src/texteff.cpp
+++ b/src/texteff.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file texteff.cpp */
+
#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
@@ -121,7 +123,7 @@ void InitTextMessage()
}
}
-/* Hide the textbox */
+/** Hide the textbox */
void UndrawTextMessage()
{
if (_textmessage_visible) {
@@ -172,7 +174,7 @@ void UndrawTextMessage()
}
}
-/* Check if a message is expired every day */
+/** Check if a message is expired every day */
void TextMessageDailyLoop()
{
uint i;
@@ -196,7 +198,7 @@ void TextMessageDailyLoop()
}
}
-/* Draw the textmessage-box */
+/** Draw the textmessage-box */
void DrawTextMessage()
{
if (!_textmessage_dirty) return;
diff --git a/src/tgp.cpp b/src/tgp.cpp
index cfdb037ff..9b66b3f3d 100644
--- a/src/tgp.cpp
+++ b/src/tgp.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file tgp.cpp OTTD Perlin Noise Landscape Generator, aka TerraGenesis Perlin */
+
#include "stdafx.h"
#include <math.h>
#include "openttd.h"
@@ -17,7 +19,6 @@
#include "helpers.hpp"
/*
- * OTTD Perlin Noise Landscape Generator, aka TerraGenesis Perlin
*
* Quickie guide to Perlin Noise
* Perlin noise is a predictable pseudo random number sequence. By generating
@@ -167,11 +168,11 @@ static const int amplitude_decimal_bits = 10;
/** Height map - allocated array of heights (MapSizeX() + 1) x (MapSizeY() + 1) */
struct HeightMap
{
- height_t *h; //! array of heights
- uint dim_x; //! height map size_x MapSizeX() + 1
- uint total_size; //! height map total size
- uint size_x; //! MapSizeX()
- uint size_y; //! MapSizeY()
+ height_t *h; //< array of heights
+ uint dim_x; //< height map size_x MapSizeX() + 1
+ uint total_size; //< height map total size
+ uint size_x; //< MapSizeX()
+ uint size_y; //< MapSizeY()
};
/** Global height map instance */
@@ -200,13 +201,13 @@ static HeightMap _height_map = {NULL, 0, 0, 0, 0};
/** Noise amplitudes (multiplied by 1024)
* - indexed by "smoothness setting" and log2(frequency) */
static const amplitude_t _amplitudes_by_smoothness_and_frequency[4][12] = {
- // Very smooth
+ /* Very smooth */
{1000, 350, 123, 43, 15, 1, 1, 0, 0, 0, 0, 0},
- // Smooth
+ /* Smooth */
{1000, 1000, 403, 200, 64, 8, 1, 0, 0, 0, 0, 0},
- // Rough
+ /* Rough */
{1000, 1200, 800, 500, 200, 16, 4, 0, 0, 0, 0, 0},
- // Very Rough
+ /* Very Rough */
{1500, 1000, 1200, 1000, 500, 32, 20, 0, 0, 0, 0, 0},
};
@@ -215,13 +216,17 @@ static const amplitude_t _water_percent[4] = {20, 80, 250, 400};
/** Desired maximum height - indexed by _opt.diff.terrain_type */
static const int8 _max_height[4] = {
- 6, // Very flat
- 9, // Flat
- 12, // Hilly
- 15 // Mountainous
+ 6, ///< Very flat
+ 9, ///< Flat
+ 12, ///< Hilly
+ 15 ///< Mountainous
};
-/** Check if a X/Y set are within the map. */
+/** Check if a X/Y set are within the map.
+ * @param x coordinate x
+ * @param y coordinate y
+ * @return true if within the map
+ */
static inline bool IsValidXY(uint x, uint y)
{
return ((int)x) >= 0 && x < _height_map.size_x && ((int)y) >= 0 && y < _height_map.size_y;
@@ -680,10 +685,10 @@ static inline int perlin_landXY(uint x, uint y)
/* The following decimals are the octave power modifiers for the Perlin noise */
static const double _perlin_p_values[][7] = { // perlin frequency per power
- { 0.35, 0.35, 0.35, 0.35, 0.35, 0.25, 0.539 }, // Very smooth
- { 0.45, 0.55, 0.45, 0.45, 0.35, 0.25, 0.89 }, // Smooth
- { 0.85, 0.80, 0.70, 0.45, 0.45, 0.35, 1.825 }, // Rough 1.825
- { 0.95, 0.85, 0.80, 0.55, 0.55, 0.45, 2.245 } // Very Rough 2.25
+ { 0.35, 0.35, 0.35, 0.35, 0.35, 0.25, 0.539 }, ///< Very smooth
+ { 0.45, 0.55, 0.45, 0.45, 0.35, 0.25, 0.89 }, ///< Smooth
+ { 0.85, 0.80, 0.70, 0.45, 0.45, 0.35, 1.825 }, ///< Rough 1.825
+ { 0.95, 0.85, 0.80, 0.55, 0.55, 0.45, 2.245 } //< Very Rough 2.25
};
/**
diff --git a/src/tgp.h b/src/tgp.h
index 3c440308c..dd2ea8f8f 100644
--- a/src/tgp.h
+++ b/src/tgp.h
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file tgp.h */
+
#ifndef TGP_H
#define TGP_H
diff --git a/src/thread.cpp b/src/thread.cpp
index f5a37ba7b..b17efa8f0 100644
--- a/src/thread.cpp
+++ b/src/thread.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file thread.cpp */
+
#include "stdafx.h"
#include "thread.h"
#include <stdlib.h>
diff --git a/src/thread.h b/src/thread.h
index 1e602bf4c..c359cbca4 100644
--- a/src/thread.h
+++ b/src/thread.h
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file thread.h */
+
#ifndef THREAD_H
#define THREAD_H
diff --git a/src/tile.cpp b/src/tile.cpp
index c9db4516f..128c16128 100644
--- a/src/tile.cpp
+++ b/src/tile.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file tile.cpp */
+
#include "stdafx.h"
#include "tile.h"
diff --git a/src/tile.h b/src/tile.h
index 7894bb514..d7f747b45 100644
--- a/src/tile.h
+++ b/src/tile.h
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file tile.h */
+
#ifndef TILE_H
#define TILE_H
diff --git a/src/town.h b/src/town.h
index e824d3fe6..832fd913b 100644
--- a/src/town.h
+++ b/src/town.h
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file town.h */
+
#ifndef TOWN_H
#define TOWN_H
@@ -76,34 +78,34 @@ struct BuildingCounts {
struct Town {
TileIndex xy;
- // Current population of people and amount of houses.
+ /* Current population of people and amount of houses. */
uint16 num_houses;
uint32 population;
- // Town name
+ /* Town name */
uint16 townnametype;
uint32 townnameparts;
- // NOSAVE: Location of name sign, UpdateTownVirtCoord updates this.
+ /* NOSAVE: Location of name sign, UpdateTownVirtCoord updates this. */
ViewportSign sign;
- // Makes sure we don't build certain house types twice.
- // bit 0 = Building funds received
- // bit 1 = CHURCH
- // bit 2 = STADIUM
+ /* Makes sure we don't build certain house types twice.
+ * bit 0 = Building funds received
+ * bit 1 = CHURCH
+ * bit 2 = STADIUM */
byte flags12;
- // Which players have a statue?
+ /* Which players have a statue? */
byte statues;
- // Player ratings as well as a mask that determines which players have a rating.
+ /* Player ratings as well as a mask that determines which players have a rating. */
byte have_ratings;
- uint8 unwanted[MAX_PLAYERS]; // how many months companies aren't wanted by towns (bribe)
- PlayerByte exclusivity; // which player has exslusivity
- uint8 exclusive_counter; // months till the exclusivity expires
+ uint8 unwanted[MAX_PLAYERS]; ///< how many months companies aren't wanted by towns (bribe)
+ PlayerByte exclusivity; ///< which player has exslusivity
+ uint8 exclusive_counter; ///< months till the exclusivity expires
int16 ratings[MAX_PLAYERS];
- // Maximum amount of passengers and mail that can be transported.
+ /* Maximum amount of passengers and mail that can be transported. */
uint32 max_pass;
uint32 max_mail;
uint32 new_max_pass;
@@ -113,36 +115,36 @@ struct Town {
uint32 new_act_pass;
uint32 new_act_mail;
- // Amount of passengers that were transported.
+ /* Amount of passengers that were transported. */
byte pct_pass_transported;
byte pct_mail_transported;
- // Amount of food and paper that was transported. Actually a bit mask would be enough.
+ /* Amount of food and paper that was transported. Actually a bit mask would be enough. */
uint16 act_food;
uint16 act_water;
uint16 new_act_food;
uint16 new_act_water;
- // Time until we rebuild a house.
+ /* Time until we rebuild a house. */
byte time_until_rebuild;
- // When to grow town next time.
+ /* When to grow town next time. */
byte grow_counter;
byte growth_rate;
- // Fund buildings program in action?
+ /* Fund buildings program in action? */
byte fund_buildings_months;
- // Fund road reconstruction in action?
+ /* Fund road reconstruction in action? */
byte road_build_months;
- // Index in town array
+ /* Index in town array */
TownID index;
- // NOSAVE: UpdateTownRadius updates this given the house count.
+ /* NOSAVE: UpdateTownRadius updates this given the house count. */
uint16 radius[5];
- // NOSAVE: The number of each type of building in the town.
+ /* NOSAVE: The number of each type of building in the town. */
BuildingCounts building_counts;
};
@@ -197,8 +199,8 @@ enum {
};
enum {
- // These refer to the maximums, so Appalling is -1000 to -400
- // MAXIMUM RATINGS BOUNDARIES
+ /* These refer to the maximums, so Appalling is -1000 to -400
+ * MAXIMUM RATINGS BOUNDARIES */
RATING_MINIMUM = -1000,
RATING_APPALLING = -400,
RATING_VERYPOOR = -200,
@@ -207,11 +209,11 @@ enum {
RATING_GOOD = 400,
RATING_VERYGOOD = 600,
RATING_EXCELLENT = 800,
- RATING_OUTSTANDING = 1000, // OUTSTANDING
+ RATING_OUTSTANDING = 1000, ///< OUTSTANDING
RATING_MAXIMUM = RATING_OUTSTANDING,
- // RATINGS AFFECTING NUMBERS
+ /* RATINGS AFFECTING NUMBERS */
RATING_TREE_DOWN_STEP = -35,
RATING_TREE_MINIMUM = RATING_MINIMUM,
RATING_TREE_UP_STEP = 7,
@@ -241,16 +243,16 @@ enum {
TOWN_HOUSE_COMPLETED = 3,
};
-/* This enum is used in conjonction with town->flags12.
+/** This enum is used in conjonction with town->flags12.
* IT simply states what bit is used for.
* It is pretty unrealistic (IMHO) to only have one church/stadium
* per town, NO MATTER the population of it.
* And there are 5 more bits available on flags12...
*/
enum {
- TOWN_IS_FUNDED = 0, // Town has received some funds for
- TOWN_HAS_CHURCH = 1, // There can be only one church by town.
- TOWN_HAS_STADIUM = 2 // There can be only one stadium by town.
+ TOWN_IS_FUNDED = 0, ///< Town has received some funds for
+ TOWN_HAS_CHURCH = 1, ///< There can be only one church by town.
+ TOWN_HAS_STADIUM = 2 ///< There can be only one stadium by town.
};
bool CheckforTownRating(uint32 flags, Town *t, byte type);
@@ -267,12 +269,19 @@ static inline HouseSpec *GetHouseSpecs(HouseID house_id)
/**
* Check if a Town really exists.
+ * @param town to inquiry
+ * @return true if it exists
*/
static inline bool IsValidTown(const Town* town)
{
return town->xy != 0;
}
+/**
+ * Check if a TownID is valid.
+ * @param TownID to inquiry
+ * @return true if it exists
+ */
static inline bool IsValidTownID(TownID index)
{
return index < GetTownPoolSize() && IsValidTown(GetTown(index));
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 004fce6bd..482e7e5aa 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -198,10 +198,10 @@ static void AnimateTile_Town(TileIndex tile)
if (_tick_counter & 3) return;
- // If the house is not one with a lift anymore, then stop this animating.
- // Not exactly sure when this happens, but probably when a house changes.
- // Before this was just a return...so it'd leak animated tiles..
- // That bug seems to have been here since day 1??
+ /* If the house is not one with a lift anymore, then stop this animating.
+ * Not exactly sure when this happens, but probably when a house changes.
+ * Before this was just a return...so it'd leak animated tiles..
+ * That bug seems to have been here since day 1?? */
if (!(GetHouseSpecs(GetHouseType(tile))->building_flags & BUILDING_IS_ANIMATED)) {
DeleteAnimatedTile(tile);
return;
@@ -210,7 +210,7 @@ static void AnimateTile_Town(TileIndex tile)
if (!LiftHasDestination(tile)) {
int i;
- /** Building has 6 floors, number 0 .. 6, where 1 is illegal.
+ /* Building has 6 floors, number 0 .. 6, where 1 is illegal.
* This is due to the fact that the first floor is, in the graphics,
* the height of 2 'normal' floors.
* Furthermore, there are 6 lift positions from floor N (incl) to floor N + 1 (excl) */
@@ -328,7 +328,7 @@ static void TileLoop_Town(TileIndex tile)
if (house_id >= NEW_HOUSE_OFFSET && !NewHouseTileLoop(tile)) return;
if (!IsHouseCompleted(tile)) {
- /*Construction is not completed. See if we can go further in construction*/
+ /* Construction is not completed. See if we can go further in construction*/
MakeTownHouseBigger(tile);
return;
}
@@ -367,7 +367,7 @@ static void TileLoop_Town(TileIndex tile)
ClearTownHouse(t, tile);
- // rebuild with another house?
+ /* rebuild with another house? */
if (GB(r, 24, 8) >= 12) DoBuildTownHouse(t, tile);
}
@@ -446,8 +446,8 @@ static const TileIndexDiffC _roadblock_tileadd[] = {
{ 0, 1},
{-1, 0},
- // Store the first 3 elements again.
- // Lets us rotate without using &3.
+ /* Store the first 3 elements again.
+ * Lets us rotate without using &3. */
{ 0, -1},
{ 1, 0},
{ 0, 1}
@@ -510,16 +510,16 @@ static bool IsRoadAllowedHere(TileIndex tile, int dir)
Slope k;
Slope slope;
- // If this assertion fails, it might be because the world contains
- // land at the edges. This is not ok.
+ /* If this assertion fails, it might be because the world contains
+ * land at the edges. This is not ok. */
TILE_ASSERT(tile);
for (;;) {
- // Check if there already is a road at this point?
+ /* Check if there already is a road at this point? */
if (GetAnyRoadTrackBits(tile) == 0) {
- // No, try to build one in the direction.
- // if that fails clear the land, and if that fails exit.
- // This is to make sure that we can build a road here later.
+ /* No, try to build one in the direction.
+ * if that fails clear the land, and if that fails exit.
+ * This is to make sure that we can build a road here later. */
if (CmdFailed(DoCommand(tile, (dir & 1 ? ROAD_X : ROAD_Y), 0, DC_AUTO, CMD_BUILD_ROAD)) &&
CmdFailed(DoCommand(tile, 0, 0, DC_AUTO, CMD_LANDSCAPE_CLEAR)))
return false;
@@ -528,20 +528,20 @@ static bool IsRoadAllowedHere(TileIndex tile, int dir)
slope = GetTileSlope(tile, NULL);
if (slope == SLOPE_FLAT) {
no_slope:
- // Tile has no slope
- // Disallow the road if any neighboring tile has a road.
+ /* Tile has no slope
+ * Disallow the road if any neighboring tile has a road. */
if (HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]))), dir^2) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]))), dir^2) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+1]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir) ||
HASBIT(GetTownRoadMask(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[dir+3]) + ToTileIndexDiff(_roadblock_tileadd[dir+2]))), dir))
return false;
- // Otherwise allow
+ /* Otherwise allow */
return true;
}
- // If the tile is not a slope in the right direction, then
- // maybe terraform some.
+ /* If the tile is not a slope in the right direction, then
+ * maybe terraform some. */
k = (dir & 1) ? SLOPE_NE : SLOPE_NW;
if (k != slope && ComplementSlope(k) != slope) {
uint32 r = Random();
@@ -557,7 +557,7 @@ no_slope:
CMD_TERRAFORM_LAND);
}
if (CmdFailed(res) && CHANCE16I(1, 3, r)) {
- // We can consider building on the slope, though.
+ /* We can consider building on the slope, though. */
goto no_slope;
}
}
@@ -585,12 +585,12 @@ static void LevelTownLand(TileIndex tile)
TILE_ASSERT(tile);
- // Don't terraform if land is plain or if there's a house there.
+ /* Don't terraform if land is plain or if there's a house there. */
if (IsTileType(tile, MP_HOUSE)) return;
tileh = GetTileSlope(tile, NULL);
if (tileh == SLOPE_FLAT) return;
- // First try up, then down
+ /* First try up, then down */
if (!TerraformTownTile(tile, ~tileh & 0xF, 1)) {
TerraformTownTile(tile, tileh & 0xF, 0);
}
@@ -610,17 +610,17 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
int a;
int b;
- // Tile has no road. First reset the status counter
- // to say that this is the last iteration.
+ /* Tile has no road. First reset the status counter
+ * to say that this is the last iteration. */
_grow_town_result = 0;
- // Remove hills etc
+ /* Remove hills etc */
LevelTownLand(tile);
- // Is a road allowed here?
+ /* Is a road allowed here? */
if (!IsRoadAllowedHere(tile, block)) return;
- // Randomize new road block numbers
+ /* Randomize new road block numbers */
a = block;
b = block ^ 2;
if (CHANCE16(1, 4)) {
@@ -630,29 +630,29 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
}
if (!IsRoadAllowedHere(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a])), a)) {
- // A road is not allowed to continue the randomized road,
- // return if the road we're trying to build is curved.
+ /* A road is not allowed to continue the randomized road,
+ * return if the road we're trying to build is curved. */
if (a != (b ^ 2)) return;
- // Return if neither side of the new road is a house
+ /* Return if neither side of the new road is a house */
if (!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 1])), MP_HOUSE) &&
!IsTileType(TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[a + 3])), MP_HOUSE))
return;
- // That means that the road is only allowed if there is a house
- // at any side of the new road.
+ /* That means that the road is only allowed if there is a house
+ * at any side of the new road. */
}
rcmd = (RoadBits)((1 << a) + (1 << b));
} else if (block < 5 && !HASBIT(mask,block^2)) {
- // Continue building on a partial road.
- // Always OK.
+ /* Continue building on a partial road.
+ * Always OK. */
_grow_town_result = 0;
rcmd = (RoadBits)(1 << (block ^ 2));
} else {
int i;
- // Reached a tunnel/bridge? Then continue at the other side of it.
+ /* Reached a tunnel/bridge? Then continue at the other side of it. */
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
if (IsTunnel(tile) && GetTunnelTransportType(tile) == TRANSPORT_ROAD) {
*tile_ptr = GetOtherTunnelEnd(tile);
@@ -662,27 +662,27 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
return;
}
- // Possibly extend the road in a direction.
- // Randomize a direction and if it has a road, bail out.
+ /* Possibly extend the road in a direction.
+ * Randomize a direction and if it has a road, bail out. */
i = GB(Random(), 0, 2);
if (HASBIT(mask, i)) return;
- // This is the tile we will reach if we extend to this direction.
+ /* This is the tile we will reach if we extend to this direction. */
tmptile = TILE_ADD(tile, ToTileIndexDiff(_roadblock_tileadd[i]));
- // Don't do it if it reaches to water.
+ /* Don't do it if it reaches to water. */
if (IsClearWaterTile(tmptile)) return;
- // Build a house at the edge. 60% chance or
- // always ok if no road allowed.
+ /* Build a house at the edge. 60% chance or
+ * always ok if no road allowed. */
if (!IsRoadAllowedHere(tmptile, i) || CHANCE16(6, 10)) {
- // But not if there already is a house there.
+ /* But not if there already is a house there. */
if (!IsTileType(tmptile, MP_HOUSE)) {
- // Level the land if possible
+ /* Level the land if possible */
LevelTownLand(tmptile);
- // And build a house.
- // Set result to -1 if we managed to build it.
+ /* And build a house.
+ * Set result to -1 if we managed to build it. */
if (BuildTownHouse(t1, tmptile)) _grow_town_result = -1;
}
return;
@@ -692,11 +692,11 @@ static void GrowTownInTile(TileIndex* tile_ptr, RoadBits mask, int block, Town*
rcmd = (RoadBits)(1 << i);
}
- // Return if a water tile
+ /* Return if a water tile */
if (IsClearWaterTile(tile)) return;
- // Determine direction of slope,
- // and build a road if not a special slope.
+ /* Determine direction of slope,
+ * and build a road if not a special slope. */
switch (GetTileSlope(tile, NULL)) {
case SLOPE_SW: i = DIAGDIR_NE; break;
case SLOPE_SE: i = DIAGDIR_NW; break;
@@ -713,7 +713,7 @@ build_road_and_exit:
tmptile = tile;
- // Now it contains the direction of the slope
+ /* Now it contains the direction of the slope */
j = -11; // max 11 tile long bridges
do {
if (++j == 0)
@@ -721,11 +721,11 @@ build_road_and_exit:
tmptile = TILE_MASK(tmptile + TileOffsByDiagDir(i));
} while (IsClearWaterTile(tmptile));
- // no water tiles in between?
+ /* no water tiles in between? */
if (j == -10)
goto build_road_and_exit;
- // Quit if it selecting an appropiate bridge type fails a large number of times.
+ /* Quit if it selecting an appropiate bridge type fails a large number of times. */
j = 22;
{
int32 bridge_len = GetBridgeLength(tile, tmptile);
@@ -735,38 +735,42 @@ build_road_and_exit:
if (!CmdFailed(DoCommand(tile, tmptile, 0x8000 + bridge_type, DC_EXEC | DC_AUTO, CMD_BUILD_BRIDGE)))
_grow_town_result = -1;
- // obviously, if building any bridge would fail, there is no need to try other bridge-types
+ /* obviously, if building any bridge would fail, there is no need to try other bridge-types */
return;
}
} while (--j != 0);
}
}
-// Returns true if a house was built, or no if the build failed.
+/** Returns "growth" if a house was built, or no if the build failed.
+ * @param t town to inquiry
+ * @param tile to inquiry
+ * @return something other than zero(0)if town expansion was possible
+ */
static int GrowTownAtRoad(Town *t, TileIndex tile)
{
int block = 5; // special case
TILE_ASSERT(tile);
- // Number of times to search.
+ /* Number of times to search. */
_grow_town_result = 10 + t->num_houses * 4 / 9;
do {
- // Get a bitmask of the road blocks on a tile
+ /* Get a bitmask of the road blocks on a tile */
RoadBits mask = GetTownRoadMask(tile);
- // Try to grow the town from this point
- GrowTownInTile(&tile,mask,block,t);
+ /* Try to grow the town from this point */
+ GrowTownInTile(&tile, mask, block, t);
- // Exclude the source position from the bitmask
- // and return if no more road blocks available
+ /* Exclude the source position from the bitmask
+ * and return if no more road blocks available */
ClrBitT(mask, (block ^ 2));
if (mask == 0)
return _grow_town_result;
- // Select a random bit from the blockmask, walk a step
- // and continue the search from there.
+ /* Select a random bit from the blockmask, walk a step
+ * and continue the search from there. */
do block = Random() & 3; while (!HASBIT(mask,block));
tile += ToTileIndexDiff(_roadblock_tileadd[block]);
@@ -782,15 +786,15 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
}
}
- // Max number of times is checked.
+ /* Max number of times is checked. */
} while (--_grow_town_result >= 0);
return (_grow_town_result == -2);
}
-// Generate a random road block
-// The probability of a straight road
-// is somewhat higher than a curved.
+/** Generate a random road block
+ * The probability of a straight road
+ * is somewhat higher than a curved. */
static RoadBits GenRandomRoadBits()
{
uint32 r = Random();
@@ -800,8 +804,8 @@ static RoadBits GenRandomRoadBits()
return (RoadBits)((1 << a) + (1 << b));
}
-// Grow the town
-// Returns true if a house was built, or no if the build failed.
+/** Grow the town
+ * @Return true if a house was built, or no if the build failed. */
static bool GrowTown(Town *t)
{
TileIndex tile;
@@ -824,11 +828,11 @@ static bool GrowTown(Town *t)
{ 0, 0}
};
- // Current player is a town
+ /* Current player is a town */
old_player = _current_player;
_current_player = OWNER_TOWN;
- // Find a road that we can base the construction on.
+ /* Find a road that we can base the construction on. */
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
if (GetAnyRoadTrackBits(tile) != 0) {
@@ -839,8 +843,8 @@ static bool GrowTown(Town *t)
tile = TILE_ADD(tile, ToTileIndexDiff(*ptr));
}
- // No road available, try to build a random road block by
- // clearing some land and then building a road there.
+ /* No road available, try to build a random road block by
+ * clearing some land and then building a road there. */
tile = t->xy;
for (ptr = _town_coord_mod; ptr != endof(_town_coord_mod); ++ptr) {
/* Only work with plain land that not already has a house */
@@ -890,11 +894,11 @@ static void UpdateTownRadius(Town *t)
memcpy(t->radius, _town_radius_data[t->num_houses / 4], sizeof(t->radius));
} else {
int mass = t->num_houses / 8;
- // At least very roughly extrapolate. Empirical numbers dancing between
- // overwhelming by cottages and skyscrapers outskirts.
+ /* At least very roughly extrapolate. Empirical numbers dancing between
+ * overwhelming by cottages and skyscrapers outskirts. */
t->radius[0] = mass * mass;
- // Actually we are proportional to sqrt() but that's right because
- // we are covering an area.
+ /* Actually we are proportional to sqrt() but that's right because
+ * we are covering an area. */
t->radius[1] = mass * 7;
t->radius[2] = 0;
t->radius[3] = mass * 4;
@@ -926,12 +930,12 @@ restart:
SetDParam(0, r);
GetString(buf1, townnametype, lastof(buf1));
- // Check size and width
+ /* Check size and width */
if (strlen(buf1) >= 31 || GetStringBoundingBox(buf1).width > 130) continue;
FOR_ALL_TOWNS(t2) {
- // We can't just compare the numbers since
- // several numbers may map to a single name.
+ /* We can't just compare the numbers since
+ * several numbers may map to a single name. */
SetDParam(0, t2->index);
GetString(buf2, STR_TOWN, lastof(buf2));
if (strcmp(buf1, buf2) == 0) {
@@ -954,7 +958,7 @@ static void DoCreateTown(Town *t, TileIndex tile, uint32 townnameparts, uint siz
{
int x, i;
- // clear the town struct
+ /* clear the town struct */
i = t->index;
memset(t, 0, sizeof(Town));
t->index = i;
@@ -1046,6 +1050,7 @@ static Town *AllocateTown()
* This obviously only works in the scenario editor. Function not removed
* as it might be possible in the future to fund your own town :)
* @param tile coordinates where town is built
+ * @param flags type of operation
* @param p1 size of the town (0 = random, 1 = small, 2 = medium, 3 = large)
* @param p2 unused
*/
@@ -1059,28 +1064,28 @@ int32 CmdBuildTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
SET_EXPENSES_TYPE(EXPENSES_OTHER);
- // Check if too close to the edge of map
+ /* Check if too close to the edge of map */
if (DistanceFromEdge(tile) < 12)
return_cmd_error(STR_0237_TOO_CLOSE_TO_EDGE_OF_MAP);
- // Can only build on clear flat areas, possibly with trees.
+ /* Can only build on clear flat areas, possibly with trees. */
if ((!IsTileType(tile, MP_CLEAR) && !IsTileType(tile, MP_TREES)) || GetTileSlope(tile, NULL) != SLOPE_FLAT) {
return_cmd_error(STR_0239_SITE_UNSUITABLE);
}
- // Check distance to all other towns.
+ /* Check distance to all other towns. */
if (IsCloseToTown(tile, 20))
return_cmd_error(STR_0238_TOO_CLOSE_TO_ANOTHER_TOWN);
- // Get a unique name for the town.
+ /* Get a unique name for the town. */
if (!CreateTownName(&townnameparts))
return_cmd_error(STR_023A_TOO_MANY_TOWNS);
- // Allocate town struct
+ /* Allocate town struct */
t = AllocateTown();
if (t == NULL) return_cmd_error(STR_023A_TOO_MANY_TOWNS);
- // Create the town
+ /* Create the town */
if (flags & DC_EXEC) {
_generating_world = true;
DoCreateTown(t, tile, townnameparts, p1);
@@ -1096,20 +1101,20 @@ Town *CreateRandomTown(uint attempts, uint size_mode)
uint32 townnameparts;
do {
- // Generate a tile index not too close from the edge
+ /* Generate a tile index not too close from the edge */
tile = RandomTile();
if (DistanceFromEdge(tile) < 20) continue;
- // Make sure the tile is plain
+ /* Make sure the tile is plain */
if (!IsTileType(tile, MP_CLEAR) || GetTileSlope(tile, NULL) != SLOPE_FLAT) continue;
- // Check not too close to a town
+ /* Check not too close to a town */
if (IsCloseToTown(tile, 20)) continue;
- // Get a unique name for the town.
+ /* Get a unique name for the town. */
if (!CreateTownName(&townnameparts)) break;
- // Allocate a town struct
+ /* Allocate a town struct */
t = AllocateTown();
if (t == NULL) break;
@@ -1130,11 +1135,11 @@ bool GenerateTowns()
do {
IncreaseGeneratingWorldProgress(GWP_TOWN);
- // try 20 times to create a random-sized town for the first loop.
+ /* try 20 times to create a random-sized town for the first loop. */
if (CreateRandomTown(20, 0) != NULL) num++;
} while (--n);
- // give it a last try, but now more aggressive
+ /* give it a last try, but now more aggressive */
if (num == 0 && CreateRandomTown(10000, 0) == NULL) {
if (GetNumTowns() == 0) {
/* XXX - can we handle that more gracefully? */
@@ -1223,10 +1228,10 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
uint oneof = 0;
HouseSpec *hs;
- // Above snow?
+ /* Above snow? */
slope = GetTileSlope(tile, &z);
- // Get the town zone type
+ /* Get the town zone type */
{
uint rad = GetTownRadiusGroup(t, tile);
@@ -1236,16 +1241,16 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
bitmask = (1 << rad) + (1 << (land + 12));
}
- // bits 0-4 are used
- // bits 11-15 are used
- // bits 5-10 are not used.
+ /* bits 0-4 are used
+ * bits 11-15 are used
+ * bits 5-10 are not used. */
{
HouseID houses[HOUSE_MAX];
int num = 0;
uint cumulative_probs[HOUSE_MAX];
uint probability_max = 0;
- // Generate a list of all possible houses that can be built.
+ /* Generate a list of all possible houses that can be built. */
for (i = 0; i < HOUSE_MAX; i++) {
hs = GetHouseSpecs(i);
if ((~hs->building_availability & bitmask) == 0 && hs->enabled) {
@@ -1282,7 +1287,7 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
if (_cur_year < hs->min_date || _cur_year > hs->max_date) continue;
- // Special houses that there can be only one of.
+ /* Special houses that there can be only one of. */
if (hs->building_flags & BUILDING_IS_CHURCH) {
SETBIT(oneof, TOWN_HAS_CHURCH);
} else if (hs->building_flags & BUILDING_IS_STADIUM) {
@@ -1293,7 +1298,7 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
if (HASBITS(t->flags12 , oneof)) continue;
- // Make sure there is no slope?
+ /* Make sure there is no slope? */
if (hs->building_flags & TILE_NOT_SLOPED && slope != SLOPE_FLAT) continue;
if (hs->building_flags & TILE_SIZE_2x2) {
@@ -1327,7 +1332,7 @@ static void DoBuildTownHouse(Town *t, TileIndex tile)
t->num_houses++;
IncreaseBuildingCount(t, house);
- // Special houses that there can be only one of.
+ /* Special houses that there can be only one of. */
t->flags12 |= oneof;
{
@@ -1379,7 +1384,7 @@ void ClearTownHouse(Town *t, TileIndex tile)
assert(IsTileType(tile, MP_HOUSE));
- // need to align the tile to point to the upper left corner of the house
+ /* need to align the tile to point to the upper left corner of the house */
if (house >= 3) { // house id 0,1,2 MUST be single tile houses, or this code breaks.
if (GetHouseSpecs(house-1)->building_flags & TILE_SIZE_2x1) {
house--;
@@ -1398,7 +1403,7 @@ void ClearTownHouse(Town *t, TileIndex tile)
hs = GetHouseSpecs(house);
- // Remove population from the town if the house is finished.
+ /* Remove population from the town if the house is finished. */
if (IsHouseCompleted(tile)) {
ChangePopulation(t, -hs->population);
}
@@ -1406,14 +1411,14 @@ void ClearTownHouse(Town *t, TileIndex tile)
t->num_houses--;
DecreaseBuildingCount(t, house);
- // Clear flags for houses that only may exist once/town.
+ /* Clear flags for houses that only may exist once/town. */
if (hs->building_flags & BUILDING_IS_CHURCH) {
CLRBIT(t->flags12, TOWN_HAS_CHURCH);
} else if (hs->building_flags & BUILDING_IS_STADIUM) {
CLRBIT(t->flags12, TOWN_HAS_STADIUM);
}
- // Do the actual clearing of tiles
+ /* Do the actual clearing of tiles */
eflags = hs->building_flags;
DoClearTownHouseHelper(tile);
if (eflags & BUILDING_2_TILES_X) DoClearTownHouseHelper(tile + TileDiffXY(1, 0));
@@ -1423,6 +1428,7 @@ void ClearTownHouse(Town *t, TileIndex tile)
/** Rename a town (server-only).
* @param tile unused
+ * @param flags type of operation
* @param p1 town ID to rename
* @param p2 unused
*/
@@ -1452,7 +1458,7 @@ int32 CmdRenameTown(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
return 0;
}
-// Called from GUI
+/** Called from GUI */
void ExpandTown(Town *t)
{
int amount, n;
@@ -1555,16 +1561,16 @@ static void TownActionBuildStatue(Town* t)
TileIndex tile = t->xy;
if (CircularTileSearch(tile, 9, SearchTileForStatue, t->index))
- SETBIT(t->statues, _current_player); ///< Once found and built, "inform" the Town
+ SETBIT(t->statues, _current_player); // Once found and built, "inform" the Town
}
static void TownActionFundBuildings(Town* t)
{
- // Build next tick
+ /* Build next tick */
t->grow_counter = 1;
- // If we were not already growing
+ /* If we were not already growing */
SETBIT(t->flags12, TOWN_IS_FUNDED);
- // And grow for 3 months
+ /* And grow for 3 months */
t->fund_buildings_months = 3;
}
@@ -1581,18 +1587,18 @@ static void TownActionBribe(Town* t)
if (!RandomRange(15)) {
Station *st;
- // set as unwanted for 6 months
+ /* set as unwanted for 6 months */
t->unwanted[_current_player] = 6;
- // set all close by station ratings to 0
+ /* set all close by station ratings to 0 */
FOR_ALL_STATIONS(st) {
if (st->town == t && st->owner == _current_player) {
for (CargoID i = 0; i < NUM_CARGO; i++) st->goods[i].rating = 0;
}
}
- // only show errormessage to the executing player. All errors are handled command.c
- // but this is special, because it can only 'fail' on a DC_EXEC
+ /* only show errormessage to the executing player. All errors are handled command.c
+ * but this is special, because it can only 'fail' on a DC_EXEC */
if (IsLocalPlayer()) ShowErrorMessage(STR_BRIBE_FAILED_2, STR_BRIBE_FAILED, 0, 0);
/* decrease by a lot!
@@ -1625,6 +1631,7 @@ extern uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t);
* This performs an action such as advertising, building a statue, funding buildings,
* but also bribing the town-council
* @param tile unused
+ * @param flags type of operation
* @param p1 town to do the action at
* @param p2 action to perform, @see _town_action_proc for the list of available actions
*/
@@ -1658,7 +1665,7 @@ static void UpdateTownGrowRate(Town *t)
byte m;
Player *p;
- // Reset player ratings if they're low
+ /* Reset player ratings if they're low */
FOR_ALL_PLAYERS(p) {
if (p->is_active && t->ratings[p->index] <= 200) {
t->ratings[p->index] += 5;
@@ -1715,7 +1722,7 @@ static void UpdateTownGrowRate(Town *t)
static void UpdateTownAmounts(Town *t)
{
- // Using +1 here to prevent overflow and division by zero
+ /* Using +1 here to prevent overflow and division by zero */
t->pct_pass_transported = t->new_act_pass * 256 / (t->new_max_pass + 1);
t->max_pass = t->new_max_pass; t->new_max_pass = 0;
@@ -1723,7 +1730,7 @@ static void UpdateTownAmounts(Town *t)
t->act_food = t->new_act_food; t->new_act_food = 0;
t->act_water = t->new_act_water; t->new_act_water = 0;
- // Using +1 here to prevent overflow and division by zero
+ /* Using +1 here to prevent overflow and division by zero */
t->pct_mail_transported = t->new_act_mail * 256 / (t->new_max_mail + 1);
t->max_mail = t->new_max_mail; t->new_max_mail = 0;
t->act_mail = t->new_act_mail; t->new_act_mail = 0;
@@ -1793,7 +1800,7 @@ void ChangeTownRating(Town *t, int add, int max)
{
int rating;
- // if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff
+ /* if magic_bulldozer cheat is active, town doesn't penaltize for removing stuff */
if (t == NULL ||
!IsValidPlayer(_current_player) ||
(_cheats.magic_bulldozer.value && add < 0)) {
@@ -1820,17 +1827,17 @@ void ChangeTownRating(Town *t, int add, int max)
/* penalty for removing town-owned stuff */
static const int _default_rating_settings [3][3] = {
- // ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE
- { 0, 128, 384}, // Permissive
- { 48, 192, 480}, // Neutral
- { 96, 384, 768}, // Hostile
+ /* ROAD_REMOVE, TUNNELBRIDGE_REMOVE, INDUSTRY_REMOVE */
+ { 0, 128, 384}, ///< Permissive
+ { 48, 192, 480}, ///< Neutral
+ { 96, 384, 768}, ///< Hostile
};
bool CheckforTownRating(uint32 flags, Town *t, byte type)
{
int modemod;
- // if magic_bulldozer cheat is active, town doesn't restrict your destructive actions
+ /* if magic_bulldozer cheat is active, town doesn't restrict your destructive actions */
if (t == NULL || !IsValidPlayer(_current_player) || _cheats.magic_bulldozer.value)
return true;
@@ -1900,7 +1907,7 @@ extern const TileTypeProcs _tile_type_town_procs = {
};
-// Save and load of towns.
+/** Save and load of towns. */
static const SaveLoad _town_desc[] = {
SLE_CONDVAR(Town, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Town, xy, SLE_UINT32, 6, SL_MAX_VERSION),
@@ -1916,12 +1923,12 @@ static const SaveLoad _town_desc[] = {
SLE_VAR(Town, flags12, SLE_UINT8),
SLE_VAR(Town, statues, SLE_UINT8),
- // sort_index_obsolete was stored here in savegame format 0 - 1
+ /* sort_index_obsolete was stored here in savegame format 0 - 1 */
SLE_CONDNULL(1, 0, 1),
SLE_VAR(Town, have_ratings, SLE_UINT8),
SLE_ARR(Town, ratings, SLE_INT16, 8),
- // failed bribe attempts are stored since savegame format 4
+ /* failed bribe attempts are stored since savegame format 4 */
SLE_CONDARR(Town, unwanted, SLE_INT8, 8, 4,SL_MAX_VERSION),
SLE_CONDVAR(Town, max_pass, SLE_FILE_U16 | SLE_VAR_U32, 0, 8),
@@ -1958,7 +1965,7 @@ static const SaveLoad _town_desc[] = {
SLE_VAR(Town, exclusivity, SLE_UINT8),
SLE_VAR(Town, exclusive_counter, SLE_UINT8),
- // reserve extra space in savegame here. (currently 30 bytes)
+ /* reserve extra space in savegame here. (currently 30 bytes) */
SLE_CONDNULL(30, 2, SL_MAX_VERSION),
SLE_END()
diff --git a/src/town_gui.cpp b/src/town_gui.cpp
index a0840c542..f4af235ec 100644
--- a/src/town_gui.cpp
+++ b/src/town_gui.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file town_gui.cpp */
+
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
@@ -32,9 +34,9 @@ static const Widget _town_authority_widgets[] = {
extern const byte _town_action_costs[8];
/** Get a list of available actions to do at a town.
- * @param *nump if not NULL add put the number of available actions in it
+ * @param nump if not NULL add put the number of available actions in it
* @param pid the player that is querying the town
- * @param *t the town that is queried
+ * @param t the town that is queried
* @return bitmasked value of enabled actions
*/
uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t)
@@ -47,9 +49,9 @@ uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t)
if (pid != PLAYER_SPECTATOR) {
uint i;
- // bribe option enabled?
+ /* bribe option enabled? */
if (_patches.bribe) {
- // if unwanted, disable everything.
+ /* if unwanted, disable everything. */
if (t->unwanted[pid]) {
avail_buttons = 0;
} else if (t->ratings[pid] < RATING_BRIBE_MAXIMUM) {
@@ -57,7 +59,7 @@ uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t)
}
}
- // Things worth more than this are not shown
+ /* Things worth more than this are not shown */
avail = GetPlayer(pid)->player_money + _price.station_value * 200;
ref = _price.build_industry >> 8;
@@ -119,7 +121,7 @@ static void TownAuthorityWndProc(Window *w, WindowEvent *e)
DrawString(2, 15, STR_2023_TRANSPORT_COMPANY_RATINGS, 0);
- // Draw list of players
+ /* Draw list of players */
y = 25;
FOR_ALL_PLAYERS(p) {
if (p->is_active && (HASBIT(t->have_ratings, p->index) || t->exclusivity == p->index)) {
@@ -150,7 +152,7 @@ static void TownAuthorityWndProc(Window *w, WindowEvent *e)
}
}
- // Draw actions list
+ /* Draw actions list */
{
int y = 107, i;
int pos = w->vscroll.pos;
@@ -234,7 +236,7 @@ static void TownViewWndProc(Window *w, WindowEvent *e)
switch (e->event) {
case WE_PAINT:
- // disable renaming town in network games if you are not the server
+ /* disable renaming town in network games if you are not the server */
SetWindowWidgetDisabledState(w, 8, _networking && !_network_server);
SetDParam(0, t->index);
@@ -365,7 +367,7 @@ static const Widget _town_directory_widgets[] = {
};
-// used to get a sorted list of the towns
+/* used to get a sorted list of the towns */
static uint _num_town_sort;
static char _bufcache[64];
diff --git a/src/town_map.h b/src/town_map.h
index c6ffddd7b..b73404d6a 100644
--- a/src/town_map.h
+++ b/src/town_map.h
@@ -127,7 +127,7 @@ static inline byte GetLiftPosition(TileIndex t)
/**
* Set the position of the lift on this animated house
* @param t the tile
- * @param pos from 0 to 36
+ * @param pos position, from 0 to 36
*/
static inline void SetLiftPosition(TileIndex t, byte pos)
{
diff --git a/src/train.h b/src/train.h
index 31282c619..c39712e96 100644
--- a/src/train.h
+++ b/src/train.h
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file train.h */
+
#ifndef TRAIN_H
#define TRAIN_H
@@ -14,12 +16,12 @@
*/
enum TrainSubtype {
- Train_Front = 0, // Leading engine of a train
- Train_Articulated_Part = 1, // Articulated part of an engine
- Train_Wagon = 2, // Wagon
- Train_Engine = 3, // Engine, that can be front engines, but might be placed behind another engine
- Train_Free_Wagon = 4, // First in a wagon chain (in depot)
- Train_Multiheaded = 5, // Engine is a multiheaded
+ Train_Front = 0, ///< Leading engine of a train
+ Train_Articulated_Part = 1, ///< Articulated part of an engine
+ Train_Wagon = 2, ///< Wagon
+ Train_Engine = 3, ///< Engine, that can be front engines, but might be placed behind another engine
+ Train_Free_Wagon = 4, ///< First in a wagon chain (in depot)
+ Train_Multiheaded = 5, ///< Engine is a multiheaded
};
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index 03754b03e..12956353d 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file train_cmd.cpp */
+
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
@@ -105,24 +107,24 @@ static void TrainCargoChanged(Vehicle* v)
for (Vehicle *u = v; u != NULL; u = u->next) {
uint32 vweight = GetCargo(u->cargo_type)->weight * u->cargo_count * FreightWagonMult(u->cargo_type) / 16;
- // Vehicle weight is not added for articulated parts.
+ /* Vehicle weight is not added for articulated parts. */
if (!IsArticulatedPart(u)) {
- // vehicle weight is the sum of the weight of the vehicle and the weight of its cargo
+ /* vehicle weight is the sum of the weight of the vehicle and the weight of its cargo */
vweight += RailVehInfo(u->engine_type)->weight;
- // powered wagons have extra weight added
+ /* powered wagons have extra weight added */
if (HASBIT(u->u.rail.flags, VRF_POWEREDWAGON))
vweight += RailVehInfo(u->u.rail.first_engine)->pow_wag_weight;
}
- // consist weight is the sum of the weight of all vehicles in the consist
+ /* consist weight is the sum of the weight of all vehicles in the consist */
weight += vweight;
- // store vehicle weight in cache
+ /* store vehicle weight in cache */
u->u.rail.cached_veh_weight = vweight;
}
- // store consist weight in cache
+ /* store consist weight in cache */
v->u.rail.cached_weight = weight;
/* Now update train power (tractive effort is dependent on weight) */
@@ -151,10 +153,10 @@ void TrainConsistChanged(Vehicle* v)
for (Vehicle *u = v; u != NULL; u = u->next) {
const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
- // Update the v->first cache. This is faster than having to brute force it later.
+ /* Update the v->first cache. This is faster than having to brute force it later. */
if (u->first == NULL) u->first = v;
- // update the 'first engine'
+ /* update the 'first engine' */
u->u.rail.first_engine = v == u ? INVALID_ENGINE : first_engine;
u->u.rail.railtype = rvi_u->railtype;
@@ -164,13 +166,13 @@ void TrainConsistChanged(Vehicle* v)
u->u.rail.cached_vis_effect = rvi_u->visual_effect;
} else {
if (IsTrainWagon(u) || IsArticulatedPart(u)) {
- // Wagons and articulated parts have no effect by default
+ /* Wagons and articulated parts have no effect by default */
u->u.rail.cached_vis_effect = 0x40;
} else if (rvi_u->engclass == 0) {
- // Steam is offset by -4 units
+ /* Steam is offset by -4 units */
u->u.rail.cached_vis_effect = 4;
} else {
- // Diesel fumes and sparks come from the centre
+ /* Diesel fumes and sparks come from the centre */
u->u.rail.cached_vis_effect = 8;
}
}
@@ -204,13 +206,13 @@ void TrainConsistChanged(Vehicle* v)
u->u.rail.compatible_railtypes |= (1 << RAILTYPE_RAIL);
}
- // max speed is the minimum of the speed limits of all vehicles in the consist
+ /* max speed is the minimum of the speed limits of all vehicles in the consist */
if ((rvi_u->railveh_type != RAILVEH_WAGON || _patches.wagon_speed_limits) &&
rvi_u->max_speed != 0 && !UsesWagonOverride(u))
max_speed = min(rvi_u->max_speed, max_speed);
}
- // check the vehicle length (callback)
+ /* check the vehicle length (callback) */
uint16 veh_len = CALLBACK_FAILED;
if (HASBIT(EngInfo(u->engine_type)->callbackmask, CBM_VEHICLE_LENGTH)) {
veh_len = GetVehicleCallback(CBID_TRAIN_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
@@ -221,10 +223,10 @@ void TrainConsistChanged(Vehicle* v)
v->u.rail.cached_total_length += u->u.rail.cached_veh_length;
}
- // store consist weight/max speed in cache
+ /* store consist weight/max speed in cache */
v->u.rail.cached_max_speed = max_speed;
- // recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added)
+ /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
TrainCargoChanged(v);
}
@@ -263,8 +265,8 @@ static bool TrainShouldStop(const Vehicle* v, TileIndex tile)
StationID sid = GetStationIndex(tile);
assert(v->type == VEH_TRAIN);
- //When does a train drive through a station
- //first we deal with the "new nonstop handling"
+ /* When does a train drive through a station
+ * first we deal with the "new nonstop handling" */
if (_patches.new_nonstop && o->flags & OF_NON_STOP && sid == o->dest) {
return false;
}
@@ -278,14 +280,14 @@ static bool TrainShouldStop(const Vehicle* v, TileIndex tile)
return true;
}
-//new acceleration
+/** new acceleration*/
static int GetTrainAcceleration(Vehicle *v, bool mode)
{
int max_speed = 2000;
int speed = v->cur_speed * 10 / 16; //[mph]
int curvecount[2] = {0, 0};
- //first find the curve speed limit
+ /*first find the curve speed limit */
int numcurve = 0;
int sum = 0;
int pos = 0;
@@ -309,7 +311,7 @@ static int GetTrainAcceleration(Vehicle *v, bool mode)
}
}
- //if we have a 90 degree turn, fix the speed limit to 60
+ /*if we have a 90 degree turn, fix the speed limit to 60 */
if (_curve_neighbours90[dir][0] == ndir ||
_curve_neighbours90[dir][1] == ndir) {
max_speed = 61;
@@ -402,7 +404,7 @@ static int GetTrainAcceleration(Vehicle *v, bool mode)
break;
}
} else {
- //"kickoff" acceleration
+ /* "kickoff" acceleration */
force = (mode == AM_ACCEL && v->u.rail.railtype != RAILTYPE_MAGLEV) ? min(max_te, power) : power;
force = max(force, (mass * 8) + resistance);
}
@@ -521,7 +523,7 @@ static void AddArticulatedParts(Vehicle **vl)
bool flip_image = HASBIT(callback, 7);
const RailVehicleInfo *rvi_artic = RailVehInfo(engine_type);
- // get common values from first engine
+ /* get common values from first engine */
u->direction = v->direction;
u->owner = v->owner;
u->tile = v->tile;
@@ -535,7 +537,7 @@ static void AddArticulatedParts(Vehicle **vl)
u->vehstatus = v->vehstatus & ~VS_STOPPED;
u->u.rail.first_engine = v->engine_type;
- // get more settings from rail vehicle info
+ /* get more settings from rail vehicle info */
u->spritenum = rvi_artic->image_index;
if (flip_image) u->spritenum++;
u->cargo_type = rvi_artic->cargo_type;
@@ -645,7 +647,7 @@ static int32 CmdBuildRailWagon(EngineID engine, TileIndex tile, uint32 flags)
return value;
}
-// Move all free vehicles in the depot to the train
+/** Move all free vehicles in the depot to the train */
static void NormalizeTrainVehInDepot(const Vehicle* u)
{
const Vehicle* v;
@@ -697,6 +699,7 @@ static void AddRearEngineToMultiheadedTrain(Vehicle* v, Vehicle* u, bool buildin
/** Build a railroad vehicle.
* @param tile tile of the depot where rail-vehicle is built
+ * @param flags type of operation
* @param p1 engine type id
* @param p2 bit 0 when set, the train will get number 0, otherwise it will get a free number
* bit 1 prevents any free cars from being added to the train
@@ -874,7 +877,7 @@ inline bool CheckTrainIsInsideDepot(const Vehicle *v)
*/
static Vehicle *UnlinkWagon(Vehicle *v, Vehicle *first)
{
- // unlinking the first vehicle of the chain?
+ /* unlinking the first vehicle of the chain? */
if (v == first) {
v = GetNextVehicle(v);
if (v == NULL) return NULL;
@@ -898,7 +901,7 @@ static Vehicle *FindGoodVehiclePos(const Vehicle *src)
FOR_ALL_VEHICLES(dst) {
if (dst->type == VEH_TRAIN && IsFreeWagon(dst) && dst->tile == tile) {
- // check so all vehicles in the line have the same engine.
+ /* check so all vehicles in the line have the same engine. */
Vehicle *v = dst;
while (v->engine_type == eng) {
@@ -950,6 +953,7 @@ static void NormaliseTrainConsist(Vehicle *v)
/** Move a rail vehicle around inside the depot.
* @param tile unused
+ * @param flags type of operation
* @param p1 various bitstuffed elements
* - p1 (bit 0 - 15) source vehicle index
* - p1 (bit 16 - 31) what wagon to put the source wagon AFTER, XXX - INVALID_VEHICLE to make a new line
@@ -966,7 +970,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (src->type != VEH_TRAIN || !CheckOwnership(src->owner)) return CMD_ERROR;
- // if nothing is selected as destination, try and find a matching vehicle to drag to.
+ /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
Vehicle *dst;
if (d == INVALID_VEHICLE) {
dst = IsTrainEngine(src) ? NULL : FindGoodVehiclePos(src);
@@ -976,13 +980,13 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (dst->type != VEH_TRAIN || !CheckOwnership(dst->owner)) return CMD_ERROR;
}
- // if an articulated part is being handled, deal with its parent vehicle
+ /* if an articulated part is being handled, deal with its parent vehicle */
while (IsArticulatedPart(src)) src = GetPrevVehicleInChain(src);
if (dst != NULL) {
while (IsArticulatedPart(dst)) dst = GetPrevVehicleInChain(dst);
}
- // don't move the same vehicle..
+ /* don't move the same vehicle.. */
if (src == dst) return 0;
/* locate the head of the two chains */
@@ -991,7 +995,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (dst != NULL) {
dst_head = GetFirstVehicleInChain(dst);
if (dst_head->tile != src_head->tile) return CMD_ERROR;
- // Now deal with articulated part of destination wagon
+ /* Now deal with articulated part of destination wagon */
dst = GetLastEnginePart(dst);
} else {
dst_head = NULL;
@@ -1004,7 +1008,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
dst = GetPrevVehicleInChain(dst);
/* Now if the vehicle we want to link to is the vehicle itself, drop out */
if (dst == src) return CMD_ERROR;
- // if dst is NULL, it means that dst got a rear multiheaded engine as first engine. We can't use that
+ /* if dst is NULL, it means that dst got a rear multiheaded engine as first engine. We can't use that */
if (dst == NULL) return CMD_ERROR;
} else {
/* there are more units on this train, so we will add the wagon after the next one*/
@@ -1032,51 +1036,51 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (IsMultiheaded(src) && !IsTrainEngine(src)) return_cmd_error(STR_REAR_ENGINE_FOLLOW_FRONT_ERROR);
- // when moving all wagons, we can't have the same src_head and dst_head
+ /* when moving all wagons, we can't have the same src_head and dst_head */
if (HASBIT(p2, 0) && src_head == dst_head) return 0;
{
int max_len = _patches.mammoth_trains ? 100 : 9;
- // check if all vehicles in the source train are stopped inside a depot.
+ /* check if all vehicles in the source train are stopped inside a depot. */
int src_len = CheckTrainStoppedInDepot(src_head);
if (src_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
- // check the destination row if the source and destination aren't the same.
+ /* check the destination row if the source and destination aren't the same. */
if (src_head != dst_head) {
int dst_len = 0;
if (dst_head != NULL) {
- // check if all vehicles in the dest train are stopped.
+ /* check if all vehicles in the dest train are stopped. */
dst_len = CheckTrainStoppedInDepot(dst_head);
if (dst_len < 0) return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
- // We are moving between rows, so only count the wagons from the source
- // row that are being moved.
+ /* We are moving between rows, so only count the wagons from the source
+ * row that are being moved. */
if (HASBIT(p2, 0)) {
const Vehicle *u;
for (u = src_head; u != src && u != NULL; u = GetNextVehicle(u))
src_len--;
} else {
- // If moving only one vehicle, just count that.
+ /* If moving only one vehicle, just count that. */
src_len = 1;
}
if (src_len + dst_len > max_len) {
- // Abort if we're adding too many wagons to a train.
+ /* Abort if we're adding too many wagons to a train. */
if (dst_head != NULL && IsFrontEngine(dst_head)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
- // Abort if we're making a train on a new row.
+ /* Abort if we're making a train on a new row. */
if (dst_head == NULL && IsTrainEngine(src)) return_cmd_error(STR_8819_TRAIN_TOO_LONG);
}
} else {
- // Abort if we're creating a new train on an existing row.
+ /* Abort if we're creating a new train on an existing row. */
if (src_len > max_len && src == src_head && IsTrainEngine(GetNextVehicle(src_head)))
return_cmd_error(STR_8819_TRAIN_TOO_LONG);
}
}
- // moving a loco to a new line?, then we need to assign a unitnumber.
+ /* moving a loco to a new line?, then we need to assign a unitnumber. */
if (dst == NULL && !IsFrontEngine(src) && IsTrainEngine(src)) {
UnitID unit_num = GetFreeUnitNumber(VEH_TRAIN);
if (unit_num > _patches.max_trains)
@@ -1104,7 +1108,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
for (Vehicle *u = dst_head; u != NULL; u = u->next) u->first = NULL;
if (HASBIT(p2, 0)) {
- // unlink ALL wagons
+ /* unlink ALL wagons */
if (src != src_head) {
Vehicle *v = src_head;
while (GetNextVehicle(v) != src) v = GetNextVehicle(v);
@@ -1114,9 +1118,9 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
src_head = NULL;
}
} else {
- // if moving within the same chain, dont use dst_head as it may get invalidated
+ /* if moving within the same chain, dont use dst_head as it may get invalidated */
if (src_head == dst_head) dst_head = NULL;
- // unlink single wagon from linked list
+ /* unlink single wagon from linked list */
src_head = UnlinkWagon(src, src_head);
GetLastEnginePart(src)->next = NULL;
}
@@ -1125,10 +1129,10 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/* We make a new line in the depot, so we know already that we invalidate the window data */
InvalidateWindowData(WC_VEHICLE_DEPOT, src->tile);
- // move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4.
+ /* move the train to an empty line. for locomotives, we set the type to TS_Front. for wagons, 4. */
if (IsTrainEngine(src)) {
if (!IsFrontEngine(src)) {
- // setting the type to 0 also involves setting up the orders field.
+ /* setting the type to 0 also involves setting up the orders field. */
SetFrontEngine(src);
assert(src->orders == NULL);
src->num_orders = 0;
@@ -1139,7 +1143,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
dst_head = src;
} else {
if (IsFrontEngine(src)) {
- // the vehicle was previously a loco. need to free the order list and delete vehicle windows etc.
+ /* the vehicle was previously a loco. need to free the order list and delete vehicle windows etc. */
DeleteWindowById(WC_VEHICLE_VIEW, src->index);
DeleteVehicleOrders(src);
}
@@ -1151,7 +1155,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
src->unitnumber = 0; // doesn't occupy a unitnumber anymore.
}
- // link in the wagon(s) in the chain.
+ /* link in the wagon(s) in the chain. */
{
Vehicle *v;
@@ -1165,7 +1169,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
src_head = src_head->next;
}
AddWagonToConsist(src->u.rail.other_multiheaded_part, src);
- // previous line set the front engine to the old front. We need to clear that
+ /* previous line set the front engine to the old front. We need to clear that */
src->u.rail.other_multiheaded_part->first = NULL;
}
@@ -1184,7 +1188,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
}
if (engine != NULL && engine->u.rail.other_multiheaded_part != NULL) {
AddWagonToConsist(engine->u.rail.other_multiheaded_part, engine);
- // previous line set the front engine to the old front. We need to clear that
+ /* previous line set the front engine to the old front. We need to clear that */
engine->u.rail.other_multiheaded_part->first = NULL;
}
}
@@ -1233,6 +1237,7 @@ int32 CmdMoveRailVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/** Start/Stop a train.
* @param tile unused
+ * @param flags type of operation
* @param p1 train to start/stop
* @param p2 unused
*/
@@ -1269,6 +1274,7 @@ int32 CmdStartStopTrain(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/** Sell a (single) train wagon/engine.
* @param tile unused
+ * @param flags type of operation
* @param p1 the wagon/engine index
* @param p2 the selling mode
* - p2 = 0: only sell the single dragged wagon/engine (and any belonging rear-engines)
@@ -1290,7 +1296,7 @@ int32 CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
while (IsArticulatedPart(v)) v = GetPrevVehicleInChain(v);
Vehicle *first = GetFirstVehicleInChain(v);
- // make sure the vehicle is stopped in the depot
+ /* make sure the vehicle is stopped in the depot */
if (CheckTrainStoppedInDepot(first) < 0) {
return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
@@ -1596,8 +1602,8 @@ static void AdvanceWagons(Vehicle *v, bool before)
uint length = CountVehiclesInChain(v);
while (length > 2) {
- // find pairwise matching wagon
- // start<>end, start+1<>end-1, ...
+ /* find pairwise matching wagon
+ * start<>end, start+1<>end-1, ... */
Vehicle *last = first;
for (uint i = length - 3; i > 0; i--) last = last->next;
@@ -1605,7 +1611,7 @@ static void AdvanceWagons(Vehicle *v, bool before)
if (before) differential *= -1;
if (differential > 0) {
- // disconnect last car to make sure only this subset moves
+ /* disconnect last car to make sure only this subset moves */
Vehicle *tempnext = last->next;
last->next = NULL;
@@ -1643,7 +1649,7 @@ static void ReverseTrainDirection(Vehicle *v)
DisableTrainCrossing(tile);
}
- // count number of vehicles
+ /* count number of vehicles */
int r = -1;
const Vehicle *u = v;
do r++; while ( (u = u->next) != NULL );
@@ -1667,6 +1673,7 @@ static void ReverseTrainDirection(Vehicle *v)
/** Reverse train.
* @param tile unused
+ * @param flags type of operation
* @param p1 train to reverse
* @param p2 if true, reverse a unit in a train (needs to be in a depot)
*/
@@ -1679,14 +1686,14 @@ int32 CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, uint32 p
if (v->type != VEH_TRAIN || !CheckOwnership(v->owner)) return CMD_ERROR;
if (p2) {
- // turn a single unit around
+ /* turn a single unit around */
if (IsMultiheaded(v) || HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) {
return_cmd_error(STR_ONLY_TURN_SINGLE_UNIT);
}
Vehicle *front = GetFirstVehicleInChain(v);
- // make sure the vehicle is stopped in the depot
+ /* make sure the vehicle is stopped in the depot */
if (CheckTrainStoppedInDepot(front) < 0) {
return_cmd_error(STR_881A_TRAINS_CAN_ONLY_BE_ALTERED);
}
@@ -1697,7 +1704,7 @@ int32 CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, uint32 p
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
}
} else {
- //turn the whole train around
+ /*turn the whole train around */
if (v->u.rail.crash_anim_pos != 0 || v->breakdown_ctr != 0) return CMD_ERROR;
if (flags & DC_EXEC) {
@@ -1715,6 +1722,7 @@ int32 CmdReverseTrainDirection(TileIndex tile, uint32 flags, uint32 p1, uint32 p
/** Force a train through a red signal
* @param tile unused
+ * @param flags type of operation
* @param p1 train to ignore the red signal
* @param p2 unused
*/
@@ -1733,6 +1741,7 @@ int32 CmdForceTrainProceed(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
/** Refits a train to the specified cargo type.
* @param tile unused
+ * @param flags type of operation
* @param p1 vehicle ID of the train to refit
* param p2 various bitstuffed elements
* - p2 = (bit 0-7) - the new cargo type to refit to
@@ -1854,8 +1863,8 @@ static bool NtpCallbFindDepot(TileIndex tile, TrainFindDepotData *tfdd, int trac
return false;
}
-// returns the tile of a depot to goto to. The given vehicle must not be
-// crashed!
+/** returns the tile of a depot to goto to. The given vehicle must not be
+ * crashed! */
static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
{
assert(!(v->vehstatus & VS_CRASHED));
@@ -1893,7 +1902,7 @@ static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) tfdd.reverse = true;
}
} else {
- // search in the forward direction first.
+ /* search in the forward direction first. */
DiagDirection i = DirToDiagDir(v->direction);
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) {
i = ChangeDiagDir(i, DIAGDIRDIFF_90LEFT);
@@ -1901,7 +1910,7 @@ static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
NewTrainPathfind(tile, 0, v->u.rail.compatible_railtypes, i, (NTPEnumProc*)NtpCallbFindDepot, &tfdd);
if (tfdd.best_length == (uint)-1){
tfdd.reverse = true;
- // search in backwards direction
+ /* search in backwards direction */
i = ReverseDiagDir(DirToDiagDir(v->direction));
if (!(v->direction & 1) && v->u.rail.track != _state_dir_table[i]) {
i = ChangeDiagDir(i, DIAGDIRDIFF_90LEFT);
@@ -1915,6 +1924,7 @@ static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
/** Send a train to a depot
* @param tile unused
+ * @param flags type of operation
* @param p1 train to send to the depot
* @param p2 various bitmasked elements
* - p2 bit 0-3 - DEPOT_ flags (see vehicle.h)
@@ -2010,7 +2020,7 @@ static void HandleLocomotiveSmokeCloud(const Vehicle* v)
byte effect_type = GB(v->u.rail.cached_vis_effect, 4, 2);
bool disable_effect = HASBIT(v->u.rail.cached_vis_effect, 6);
- // no smoke?
+ /* no smoke? */
if ((rvi->railveh_type == RAILVEH_WAGON && effect_type == 0) ||
disable_effect ||
rvi->railtype > RAILTYPE_ELECTRIC ||
@@ -2018,14 +2028,14 @@ static void HandleLocomotiveSmokeCloud(const Vehicle* v)
continue;
}
- // No smoke in depots or tunnels
+ /* No smoke in depots or tunnels */
if (IsTileDepotType(v->tile, TRANSPORT_RAIL) || IsTunnelTile(v->tile)) continue;
- // No sparks for electric vehicles on nonelectrified tracks
+ /* No sparks for electric vehicles on nonelectrified tracks */
if (!HasPowerOnRail(v->u.rail.railtype, GetTileRailType(v->tile))) continue;
if (effect_type == 0) {
- // Use default effect type for engine class.
+ /* Use default effect type for engine class. */
effect_type = rvi->engclass;
} else {
effect_type--;
@@ -2041,7 +2051,7 @@ static void HandleLocomotiveSmokeCloud(const Vehicle* v)
switch (effect_type) {
case 0:
- // steam smoke.
+ /* steam smoke. */
if (GB(v->tick_counter, 0, 4) == 0) {
CreateEffectVehicleRel(v, x, y, 10, EV_STEAM_SMOKE);
sound = true;
@@ -2049,7 +2059,7 @@ static void HandleLocomotiveSmokeCloud(const Vehicle* v)
break;
case 1:
- // diesel smoke
+ /* diesel smoke */
if (u->cur_speed <= 40 && CHANCE16(15, 128)) {
CreateEffectVehicleRel(v, 0, 0, 10, EV_DIESEL_SMOKE);
sound = true;
@@ -2057,7 +2067,7 @@ static void HandleLocomotiveSmokeCloud(const Vehicle* v)
break;
case 2:
- // blue spark
+ /* blue spark */
if (GB(v->tick_counter, 0, 2) == 0 && CHANCE16(1, 45)) {
CreateEffectVehicleRel(v, 0, 0, 10, EV_ELECTRIC_SPARK);
sound = true;
@@ -2094,12 +2104,12 @@ static void TrainPlayLeaveStationSound(const Vehicle* v)
static bool CheckTrainStayInDepot(Vehicle *v)
{
- // bail out if not all wagons are in the same depot or not in a depot at all
+ /* bail out if not all wagons are in the same depot or not in a depot at all */
for (const Vehicle *u = v; u != NULL; u = u->next) {
if (u->u.rail.track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
}
- // if the train got no power, then keep it in the depot
+ /* if the train got no power, then keep it in the depot */
if (v->u.rail.cached_power == 0) {
v->vehstatus |= VS_STOPPED;
InvalidateWindow(WC_VEHICLE_DEPOT, v->tile);
@@ -2151,10 +2161,10 @@ struct TrainTrackFollowerData {
static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, Trackdir track, uint length)
{
- // heading for nowhere?
+ /* heading for nowhere? */
if (ttfd->dest_coords == 0) return false;
- // did we reach the final station?
+ /* did we reach the final station? */
if ((ttfd->station_index == INVALID_STATION && tile == ttfd->dest_coords) || (
IsTileType(tile, MP_STATION) &&
IsRailwayStation(tile) &&
@@ -2163,12 +2173,13 @@ static bool NtpCallbFindStation(TileIndex tile, TrainTrackFollowerData *ttfd, Tr
/* We do not check for dest_coords if we have a station_index,
* because in that case the dest_coords are just an
* approximation of where the station is */
- // found station
+
+ /* found station */
ttfd->best_track = track;
ttfd->best_bird_dist = 0;
return true;
} else {
- // didn't find station, keep track of the best path so far.
+ /* didn't find station, keep track of the best path so far. */
uint dist = DistanceManhattan(tile, ttfd->dest_coords);
if (dist < ttfd->best_bird_dist) {
ttfd->best_bird_dist = dist;
@@ -2205,12 +2216,12 @@ static const uint32 _reachable_tracks[4] = {
};
static const byte _search_directions[6][4] = {
- { 0, 9, 2, 9 }, // track 1
- { 9, 1, 9, 3 }, // track 2
- { 9, 0, 3, 9 }, // track upper
- { 1, 9, 9, 2 }, // track lower
- { 3, 2, 9, 9 }, // track left
- { 9, 9, 1, 0 }, // track right
+ { 0, 9, 2, 9 }, ///< track 1
+ { 9, 1, 9, 3 }, ///< track 2
+ { 9, 0, 3, 9 }, ///< track upper
+ { 1, 9, 9, 2 }, ///< track lower
+ { 3, 2, 9, 9 }, ///< track left
+ { 9, 9, 1, 0 }, ///< track right
};
static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
@@ -2219,7 +2230,7 @@ static const byte _pick_track_table[6] = {1, 3, 2, 2, 0, 0};
static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir, TrackBits tracks)
{
Track best_track;
- // pathfinders are able to tell that route was only 'guessed'
+ /* pathfinders are able to tell that route was only 'guessed' */
bool path_not_found = false;
#ifdef PF_BENCHMARK
@@ -2250,9 +2261,9 @@ static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir
NPFFoundTargetData ftd = NPFRouteToStationOrTile(tile - TileOffsByDiagDir(enterdir), trackdir, &fstd, TRANSPORT_RAIL, v->owner, v->u.rail.compatible_railtypes);
if (ftd.best_trackdir == 0xff) {
- /* We are already at our target. Just do something */
- //TODO: maybe display error?
- //TODO: go straight ahead if possible?
+ /* We are already at our target. Just do something
+ * @todo maybe display error?
+ * @todo: go straight ahead if possible? */
best_track = FindFirstTrack(tracks);
} else {
/* If ftd.best_bird_dist is 0, we found our target and ftd.best_trackdir contains
@@ -2280,11 +2291,11 @@ static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir
NewTrainPathfind(tile - TileOffsByDiagDir(enterdir), v->dest_tile,
v->u.rail.compatible_railtypes, enterdir, (NTPEnumProc*)NtpCallbFindStation, &fd);
- // check whether the path was found or only 'guessed'
+ /* check whether the path was found or only 'guessed' */
if (fd.best_bird_dist != 0) path_not_found = true;
if (fd.best_track == 0xff) {
- // blaha
+ /* blaha */
best_track = FindFirstTrack(tracks);
} else {
best_track = TrackdirToTrack(fd.best_track);
@@ -2293,13 +2304,13 @@ static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir
int time = NpfEndInterval(perf);
DEBUG(yapf, 4, "[NTPT] %d us - %d rounds - %d open - %d closed -- ", time, 0, 0, 0);
}
- // handle "path not found" state
+ /* handle "path not found" state */
if (path_not_found) {
- // PF didn't find the route
+ /* PF didn't find the route */
if (!HASBIT(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
- // it is first time the problem occurred, set the "path not found" flag
+ /* it is first time the problem occurred, set the "path not found" flag */
SETBIT(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
- // and notify user about the event
+ /* and notify user about the event */
if (_patches.lost_train_warn && v->owner == _local_player) {
SetDParam(0, v->unitnumber);
AddNewsItem(
@@ -2310,11 +2321,11 @@ static Track ChooseTrainTrack(Vehicle* v, TileIndex tile, DiagDirection enterdir
}
}
} else {
- // route found, is the train marked with "path not found" flag?
+ /* route found, is the train marked with "path not found" flag? */
if (HASBIT(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION)) {
- // clear the flag as the PF's problem was solved
+ /* clear the flag as the PF's problem was solved */
CLRBIT(v->u.rail.flags, VRF_NO_PATH_TO_DESTINATION);
- // can we also delete the "News" item somehow?
+ /* can we also delete the "News" item somehow? */
}
}
@@ -2440,14 +2451,14 @@ static bool ProcessTrainOrder(Vehicle *v)
default: break;
}
- // check if we've reached the waypoint?
+ /* check if we've reached the waypoint? */
bool at_waypoint = false;
if (v->current_order.type == OT_GOTO_WAYPOINT && v->tile == v->dest_tile) {
v->cur_order_index++;
at_waypoint = true;
}
- // check if we've reached a non-stop station while TTDPatch nonstop is enabled..
+ /* check if we've reached a non-stop station while TTDPatch nonstop is enabled.. */
if (_patches.new_nonstop &&
v->current_order.flags & OF_NON_STOP &&
IsTileType(v->tile, MP_STATION) &&
@@ -2455,25 +2466,25 @@ static bool ProcessTrainOrder(Vehicle *v)
v->cur_order_index++;
}
- // Get the current order
+ /* Get the current order */
if (v->cur_order_index >= v->num_orders) v->cur_order_index = 0;
const Order *order = GetVehicleOrder(v, v->cur_order_index);
- // If no order, do nothing.
+ /* If no order, do nothing. */
if (order == NULL) {
v->current_order.Free();
v->dest_tile = 0;
return false;
}
- // If it is unchanged, keep it.
+ /* If it is unchanged, keep it. */
if (order->type == v->current_order.type &&
order->flags == v->current_order.flags &&
order->dest == v->current_order.dest)
return false;
- // Otherwise set it, and determine the destination tile.
+ /* Otherwise set it, and determine the destination tile. */
v->current_order = *order;
v->dest_tile = 0;
@@ -2516,7 +2527,7 @@ static void HandleTrainLoading(Vehicle *v, bool mode)
case OT_LOADING: {
if (mode) return;
- // don't mark the train as lost if we're loading on the final station.
+ /* don't mark the train as lost if we're loading on the final station. */
if (v->current_order.flags & OF_NON_STOP) {
v->u.rail.days_since_order_progr = 0;
}
@@ -2527,13 +2538,13 @@ static void HandleTrainLoading(Vehicle *v, bool mode)
v->current_order.flags & OF_FULL_LOAD ||
(_patches.gradual_loading && !HASBIT(v->vehicle_flags, VF_LOADING_FINISHED))
)) {
- v->u.rail.days_since_order_progr = 0; /* Prevent a train lost message for full loading trains */
+ v->u.rail.days_since_order_progr = 0; // Prevent a train lost message for full loading trains
SET_EXPENSES_TYPE(EXPENSES_TRAIN_INC);
if (LoadUnloadVehicle(v, false)) {
InvalidateWindow(WC_TRAINS_LIST, v->owner);
MarkTrainDirty(v);
- // need to update acceleration and cached values since the goods on the train changed.
+ /* need to update acceleration and cached values since the goods on the train changed. */
TrainCargoChanged(v);
UpdateTrainAcceleration(v);
}
@@ -2545,7 +2556,7 @@ static void HandleTrainLoading(Vehicle *v, bool mode)
Order b = v->current_order;
v->LeaveStation();
- // If this was not the final order, don't remove it from the list.
+ /* If this was not the final order, don't remove it from the list. */
if (!(b.flags & OF_NON_STOP)) return;
break;
}
@@ -2614,16 +2625,16 @@ static void TrainEnterStation(Vehicle *v, StationID station)
);
}
- // Did we reach the final destination?
+ /* Did we reach the final destination? */
if (v->current_order.type == OT_GOTO_STATION &&
v->current_order.dest == station) {
- // Yeah, keep the load/unload flags
- // Non Stop now means if the order should be increased.
+ /* Yeah, keep the load/unload flags
+ * Non Stop now means if the order should be increased. */
v->BeginLoading();
v->current_order.flags &= OF_FULL_LOAD | OF_UNLOAD | OF_TRANSFER;
v->current_order.flags |= OF_NON_STOP;
} else {
- // No, just do a simple load
+ /* No, just do a simple load */
v->BeginLoading();
v->current_order.flags = 0;
}
@@ -2641,7 +2652,7 @@ static void TrainEnterStation(Vehicle *v, StationID station)
static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
{
- // need this hint so it returns the right z coordinate on bridges.
+ /* need this hint so it returns the right z coordinate on bridges. */
byte new_z = GetSlopeZ(v->x_pos, v->y_pos);
byte old_z = v->z_pos;
@@ -2654,7 +2665,7 @@ static byte AfterSetTrainPos(Vehicle *v, bool new_tile)
if (new_z != old_z) {
TileIndex tile = TileVirtXY(v->x_pos, v->y_pos);
- // XXX workaround, whole UP/DOWN detection needs overhaul
+ /* XXX workaround, whole UP/DOWN detection needs overhaul */
if (!IsTunnelTile(tile)) {
SETBIT(v->u.rail.flags, (new_z > old_z) ? VRF_GOINGUP : VRF_GOINGDOWN);
}
@@ -2727,13 +2738,13 @@ struct RailtypeSlowdownParams {
static const RailtypeSlowdownParams _railtype_slowdown[] = {
// normal accel
- {256 / 4, 256 / 2, 256 / 4, 2}, // normal
- {256 / 4, 256 / 2, 256 / 4, 2}, // electrified
- {256 / 4, 256 / 2, 256 / 4, 2}, // monorail
- {0, 256 / 2, 256 / 4, 2}, // maglev
+ {256 / 4, 256 / 2, 256 / 4, 2}, ///< normal
+ {256 / 4, 256 / 2, 256 / 4, 2}, ///< electrified
+ {256 / 4, 256 / 2, 256 / 4, 2}, ///< monorail
+ {0, 256 / 2, 256 / 4, 2}, ///< maglev
};
-/* Modify the speed of the vehicle due to a turn */
+/** Modify the speed of the vehicle due to a turn */
static void AffectSpeedByDirChange(Vehicle* v, Direction new_dir)
{
if (_patches.realistic_acceleration) return;
@@ -2745,7 +2756,7 @@ static void AffectSpeedByDirChange(Vehicle* v, Direction new_dir)
v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? rsp->small_turn : rsp->large_turn) * v->cur_speed >> 8;
}
-/* Modify the speed of the vehicle due to a change in altitude */
+/** Modify the speed of the vehicle due to a change in altitude */
static void AffectSpeedByZChange(Vehicle *v, byte old_z)
{
if (old_z == v->z_pos || _patches.realistic_acceleration) return;
@@ -2820,7 +2831,7 @@ static uint CountPassengersInTrain(const Vehicle* v)
return num;
}
-/*
+/**
* Checks whether the specified train has a collision with another vehicle. If
* so, destroys this vehicle, and the other vehicle if its subtype has TS_Front.
* Reports the incident in a flashy news item, modifies station ratings and
@@ -2848,10 +2859,10 @@ static void CheckTrainCollision(Vehicle *v)
(v->u.rail.track == TRACK_BIT_WORMHOLE && (v->direction & 2) != (realcoll->direction & 2)))
return;
- //two drivers + passangers killed in train v
+ /* two drivers + passangers killed in train v */
uint num = 2 + CountPassengersInTrain(v);
if (!(coll->vehstatus & VS_CRASHED))
- //two drivers + passangers killed in train coll (if it was not crashed already)
+ /* two drivers + passangers killed in train coll (if it was not crashed already) */
num += 2 + CountPassengersInTrain(coll);
SetVehicleCrashed(v);
@@ -2959,8 +2970,8 @@ static void TrainController(Vehicle *v, bool update_image)
/* Check if it's a red signal and that force proceed is not clicked. */
if ((tracks >> 16) & chosen_track && v->u.rail.force_proceed == 0) {
- // In front of a red signal
- /* find the first set bit in ts. need to do it in 2 steps, since
+ /* In front of a red signal
+ * find the first set bit in ts. need to do it in 2 steps, since
* FIND_FIRST_BIT only handles 6 bits at a time. */
Trackdir i = FindFirstTrackdir((TrackdirBits)(uint16)ts);
@@ -3300,7 +3311,7 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
return false;
}
if ((ts &= (ts >> 16)) == 0) {
- // make a rail/road crossing red
+ /* make a rail/road crossing red */
if (IsLevelCrossingTile(tile)) {
if (!IsCrossingBarred(tile)) {
BarCrossing(tile);
@@ -3316,7 +3327,7 @@ static bool TrainCheckIfLineEnds(Vehicle *v)
return false;
}
- // slow down
+ /* slow down */
v->vehstatus |= VS_TRAIN_SLOWING;
uint16 break_speed = _breakdown_speeds[x & 0xF];
if (!(v->direction & 1)) break_speed >>= 1;
@@ -3369,7 +3380,7 @@ static void TrainLocoHandler(Vehicle *v, bool mode)
int j = UpdateTrainSpeed(v);
if (j == 0) {
- // if the vehicle has speed 0, update the last_speed field.
+ /* if the vehicle has speed 0, update the last_speed field. */
if (v->cur_speed != 0) return;
} else {
TrainCheckIfLineEnds(v);
@@ -3396,11 +3407,11 @@ void Train_Tick(Vehicle *v)
if (IsFrontEngine(v)) {
TrainLocoHandler(v, false);
- // make sure vehicle wasn't deleted.
+ /* make sure vehicle wasn't deleted. */
if (v->type == VEH_TRAIN && IsFrontEngine(v))
TrainLocoHandler(v, true);
} else if (IsFreeWagon(v) && HASBITS(v->vehstatus, VS_CRASHED)) {
- // Delete flooded standalone wagon
+ /* Delete flooded standalone wagon */
if (++v->u.rail.crash_anim_pos >= 4400)
DeleteVehicle(v);
}
@@ -3415,8 +3426,8 @@ static void CheckIfTrainNeedsService(Vehicle *v)
if (v->vehstatus & VS_STOPPED) return;
if (_patches.gotodepot && VehicleHasDepotOrders(v)) return;
- // Don't interfere with a depot visit scheduled by the user, or a
- // depot visit by the order list.
+ /* Don't interfere with a depot visit scheduled by the user, or a
+ * depot visit by the order list. */
if (v->current_order.type == OT_GOTO_DEPOT &&
(v->current_order.flags & (OF_HALT_IN_DEPOT | OF_PART_OF_ORDERS)) != 0)
return;
@@ -3507,7 +3518,7 @@ void TrainsYearlyLoop()
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFrontEngine(v)) {
- // show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list)
+ /* show warning if train is not generating enough income last 2 years (corresponds to a red icon in the vehicle list) */
if (_patches.train_income_warn && v->owner == _local_player && v->age >= 730 && v->profit_this_year < 0) {
SetDParam(1, v->profit_this_year);
SetDParam(0, v->unitnumber);
@@ -3579,7 +3590,7 @@ void ConnectMultiheadedTrains()
}
}
-/*
+/**
* Converts all trains to the new subtype format introduced in savegame 16.2
* It also links multiheaded engines or make them forget they are multiheaded if no suitable partner is found
*/
diff --git a/src/train_gui.cpp b/src/train_gui.cpp
index 130bcfa34..e349802e8 100644
--- a/src/train_gui.cpp
+++ b/src/train_gui.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file train_gui.cpp */
+
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
@@ -22,7 +24,7 @@ void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2)
if (!success) return;
- // find a locomotive in the depot.
+ /* find a locomotive in the depot. */
found = NULL;
FOR_ALL_VEHICLES(v) {
if (v->type == VEH_TRAIN && IsFrontEngine(v) &&
@@ -33,10 +35,10 @@ void CcBuildWagon(bool success, TileIndex tile, uint32 p1, uint32 p2)
}
}
- // if we found a loco,
+ /* if we found a loco, */
if (found != NULL) {
found = GetLastVehicleInChain(found);
- // put the new wagon at the end of the loco.
+ /* put the new wagon at the end of the loco. */
DoCommandP(0, _new_vehicle_id | (found->index << 16), 0, NULL, CMD_MOVE_RAIL_VEHICLE);
RebuildVehicleLists();
}
@@ -447,7 +449,7 @@ static void DrawTrainDetailsWindow(Window *w)
y = 57;
sel = w->vscroll.pos;
- // draw the first 3 details tabs
+ /* draw the first 3 details tabs */
if (det_tab != 3) {
x = 1;
for (;;) {
@@ -470,7 +472,7 @@ static void DrawTrainDetailsWindow(Window *w)
default: NOT_REACHED();
case 0: TrainDetailsCargoTab( v, px, py); break;
case 1:
- // Only show name and value for the 'real' part
+ /* Only show name and value for the 'real' part */
if (!IsArticulatedPart(v)) {
TrainDetailsInfoTab(v, px, py);
}
@@ -481,7 +483,7 @@ static void DrawTrainDetailsWindow(Window *w)
v = u;
} else {
- // Move to the next line
+ /* Move to the next line */
do {
v = v->next;
} while (v != NULL && IsArticulatedPart(v) && v->cargo_cap == 0);
@@ -489,7 +491,7 @@ static void DrawTrainDetailsWindow(Window *w)
if (v == NULL) return;
}
} else {
- // draw total cargo tab
+ /* draw total cargo tab */
DrawString(x, y + 2, STR_013F_TOTAL_CAPACITY_TEXT, 0);
for (CargoID i = 0; i < NUM_CARGO; i++) {
if (max_cargo[i] > 0 && --sel < 0 && sel > -w->vscroll.cap) {
diff --git a/src/tree_cmd.cpp b/src/tree_cmd.cpp
index fff660560..4168b73b1 100644
--- a/src/tree_cmd.cpp
+++ b/src/tree_cmd.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file tree_cmd.cpp */
+
#include "stdafx.h"
#include "openttd.h"
#include "bridge_map.h"
@@ -53,7 +55,7 @@ static void PlaceTree(TileIndex tile, uint32 r)
if (tree != TREE_INVALID) {
MakeTree(tile, tree, GB(r, 22, 2), min(GB(r, 16, 3), 6), TREE_GROUND_GRASS, 0);
- // above snowline?
+ /* above snowline? */
if (_opt.landscape == LT_ARCTIC && GetTileZ(tile) > GetSnowLine()) {
SetTreeGroundDensity(tile, TREE_GROUND_SNOW_DESERT, 3);
SetTreeCounter(tile, (TreeGround)GB(r, 24, 3));
@@ -207,6 +209,7 @@ void GenerateTrees()
/** Plant a tree.
* @param tile start tile of area-drag of tree plantation
+ * @param flags type of operation
* @param p1 tree type, -1 means random.
* @param p2 end tile of area-drag
*/
@@ -240,7 +243,7 @@ int32 CmdPlantTree(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
switch (GetTileType(tile)) {
case MP_TREES:
- // no more space for trees?
+ /* no more space for trees? */
if (_game_mode != GM_EDITOR && GetTreeCount(tile) == 3) {
msg = STR_2803_TREE_ALREADY_HERE;
continue;
@@ -250,7 +253,7 @@ int32 CmdPlantTree(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
AddTreeCount(tile, 1);
MarkTileDirtyByTile(tile);
}
- // 2x as expensive to add more trees to an existing tile
+ /* 2x as expensive to add more trees to an existing tile */
cost += _price.build_trees * 2;
break;
@@ -622,7 +625,7 @@ void OnTick_Trees()
MakeTree(tile, tree, 0, 0, ct == CLEAR_ROUGH ? TREE_GROUND_ROUGH : TREE_GROUND_GRASS, 0);
}
- // byte underflow
+ /* byte underflow */
if (--_trees_tick_ctr != 0) return;
/* place a tree at a random spot */
diff --git a/src/tree_map.h b/src/tree_map.h
index e3a56272a..e57848bc5 100644
--- a/src/tree_map.h
+++ b/src/tree_map.h
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file tree_map.h */
+
#ifndef TREE_MAP_H
#define TREE_MAP_H
@@ -26,9 +28,9 @@ enum {
/* ground type, m2 bits 4...5
* valid densities (bits 6...7) in comments after the enum */
enum TreeGround {
- TREE_GROUND_GRASS = 0, // 0
- TREE_GROUND_ROUGH = 1, // 0
- TREE_GROUND_SNOW_DESERT = 2 // 0-3 for snow, 3 for desert
+ TREE_GROUND_GRASS = 0, ///< 0
+ TREE_GROUND_ROUGH = 1, ///< 0
+ TREE_GROUND_SNOW_DESERT = 2 ///< 0-3 for snow, 3 for desert
};
diff --git a/src/tunnel_map.cpp b/src/tunnel_map.cpp
index a4945591d..db5cedaa9 100644
--- a/src/tunnel_map.cpp
+++ b/src/tunnel_map.cpp
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file tunnel_map.cpp */
+
#include "stdafx.h"
#include "openttd.h"
#include "tile.h"
diff --git a/src/tunnel_map.h b/src/tunnel_map.h
index c9a3a36a3..9cce87055 100644
--- a/src/tunnel_map.h
+++ b/src/tunnel_map.h
@@ -1,5 +1,7 @@
/* $Id$ */
+/** @file tunnel_map.h */
+
#ifndef TUNNEL_MAP_H
#define TUNNEL_MAP_H
diff --git a/src/tunnelbridge_cmd.cpp b/src/tunnelbridge_cmd.cpp
index 777e869ac..55132b3f5 100644
--- a/src/tunnelbridge_cmd.cpp
+++ b/src/tunnelbridge_cmd.cpp
@@ -61,8 +61,9 @@ const Bridge orig_bridge[] = {
Bridge _bridge[MAX_BRIDGES];
-// calculate the price factor for building a long bridge.
-// basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
+/** calculate the price factor for building a long bridge.
+ * basically the cost delta is 1,1, 1, 2,2, 3,3,3, 4,4,4,4, 5,5,5,5,5, 6,6,6,6,6,6, 7,7,7,7,7,7,7, 8,8,8,8,8,8,8,8,
+ */
int CalcBridgeLenCostFactor(int x)
{
int n;
@@ -79,11 +80,11 @@ int CalcBridgeLenCostFactor(int x)
#define M(x) (1 << (x))
enum BridgeFoundation {
- // foundation, whole tile is leveled up --> 3 corners raised
+ /* foundation, whole tile is leveled up --> 3 corners raised */
BRIDGE_FULL_LEVELED_FOUNDATION = M(SLOPE_WSE) | M(SLOPE_NWS) | M(SLOPE_ENW) | M(SLOPE_SEN),
- // foundation, tile is partly leveled up --> 1 corner raised
+ /* foundation, tile is partly leveled up --> 1 corner raised */
BRIDGE_PARTLY_LEVELED_FOUNDATION = M(SLOPE_W) | M(SLOPE_S) | M(SLOPE_E) | M(SLOPE_N),
- // no foundations (X,Y direction)
+ /* no foundations (X,Y direction) */
BRIDGE_NO_FOUNDATION = M(SLOPE_FLAT) | M(SLOPE_SW) | M(SLOPE_SE) | M(SLOPE_NW) | M(SLOPE_NE),
BRIDGE_HORZ_RAMP = (BRIDGE_PARTLY_LEVELED_FOUNDATION | BRIDGE_NO_FOUNDATION) & ~M(SLOPE_FLAT)
};
@@ -167,6 +168,7 @@ bool CheckBridge_Stuff(byte bridge_type, uint bridge_len)
/** Build a Bridge
* @param end_tile end tile
+ * @param flags type of operation
* @param p1 packed start tile coords (~ dx)
* @param p2 various bitstuffed elements
* - p2 = (bit 0- 7) - bridge type (hi bh)
@@ -202,7 +204,7 @@ int32 CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
if (p1 >= MapSize()) return CMD_ERROR;
- // type of bridge
+ /* type of bridge */
if (HASBIT(p2, 15)) {
railtype = INVALID_RAILTYPE; // road bridge
} else {
@@ -255,7 +257,7 @@ int32 CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
if (z_start != z_end) return_cmd_error(STR_5009_LEVEL_LAND_OR_WATER_REQUIRED);
- // Towns are not allowed to use bridges on slopes.
+ /* Towns are not allowed to use bridges on slopes. */
allow_on_slopes = (!_is_old_ai_player
&& _current_player != OWNER_TOWN && _patches.build_on_slopes);
@@ -315,7 +317,7 @@ int32 CmdBuildBridge(TileIndex end_tile, uint32 flags, uint32 p1, uint32 p2)
if (CmdFailed(ret)) return ret;
cost += ret;
- // false - end tile slope check
+ /* false - end tile slope check */
terraformcost = CheckBridgeSlopeSouth(direction, tileh_end);
if (CmdFailed(terraformcost) || (terraformcost != 0 && !allow_on_slopes))
return_cmd_error(STR_1000_LAND_SLOPED_IN_WRONG_DIRECTION);
@@ -439,6 +441,7 @@ not_valid_below:;
/** Build Tunnel.
* @param tile start tile of tunnel
+ * @param flags type of operation
* @param p1 railtype, 0x200 for road tunnel
* @param p2 unused
*/
@@ -496,10 +499,10 @@ int32 CmdBuildTunnel(TileIndex start_tile, uint32 flags, uint32 p1, uint32 p2)
/* Add the cost of the entrance */
cost += _price.build_tunnel + ret;
- // if the command fails from here on we want the end tile to be highlighted
+ /* if the command fails from here on we want the end tile to be highlighted */
_build_tunnel_endtile = end_tile;
- // slope of end tile must be complementary to the slope of the start tile
+ /* slope of end tile must be complementary to the slope of the start tile */
if (end_tileh != ComplementSlope(start_tileh)) {
ret = DoCommand(end_tile, end_tileh & start_tileh, 0, flags, CMD_TERRAFORM_LAND);
if (CmdFailed(ret)) return_cmd_error(STR_5005_UNABLE_TO_EXCAVATE_LAND);
@@ -591,12 +594,12 @@ static int32 DoClearTunnel(TileIndex tile, uint32 flags)
}
if (flags & DC_EXEC) {
- // We first need to request the direction before calling DoClearSquare
- // else the direction is always 0.. dah!! ;)
+ /* We first need to request the direction before calling DoClearSquare
+ * else the direction is always 0.. dah!! ;) */
DiagDirection dir = GetTunnelDirection(tile);
Track track;
- // Adjust the town's player rating. Do this before removing the tile owner info.
+ /* Adjust the town's player rating. Do this before removing the tile owner info. */
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
@@ -661,8 +664,8 @@ static int32 DoClearBridge(TileIndex tile, uint32 flags)
TileIndex c;
Track track;
- //checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
- // you have a "Poor" (0) town rating
+ /* checks if the owner is town then decrease town rating by RATING_TUNNEL_BRIDGE_DOWN_STEP until
+ * you have a "Poor" (0) town rating */
if (IsTileOwner(tile, OWNER_TOWN) && _game_mode != GM_EDITOR)
ChangeTownRating(t, RATING_TUNNEL_BRIDGE_DOWN_STEP, RATING_TUNNEL_BRIDGE_MINIMUM);
@@ -717,7 +720,7 @@ int32 DoConvertTunnelBridgeRail(TileIndex tile, RailType totype, bool exec)
if (GetRailType(tile) == totype) return CMD_ERROR;
- // 'hidden' elrails can't be downgraded to normal rail when elrails are disabled
+ /* 'hidden' elrails can't be downgraded to normal rail when elrails are disabled */
if (_patches.disable_elrails && totype == RAILTYPE_RAIL && GetRailType(tile) == RAILTYPE_ELECTRIC) return CMD_ERROR;
endtile = CheckTunnelBusy(tile, &length);
@@ -829,7 +832,7 @@ uint GetBridgeFoundation(Slope tileh, Axis axis)
if (HASBIT(BRIDGE_FULL_LEVELED_FOUNDATION, tileh)) return tileh;
- // inclined sloped building
+ /* inclined sloped building */
switch (tileh) {
case SLOPE_W:
case SLOPE_STEEP_W: i = 0; break;
@@ -850,6 +853,7 @@ uint GetBridgeFoundation(Slope tileh, Axis axis)
* For tunnels, this is rather simple, as you only needa draw the entrance.
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
* and it works a bit like a bitmask.<p> For bridge heads:
+ * @param ti TileInfo of the structure to draw
* <ul><li>Bit 0: direction</li>
* <li>Bit 1: northern or southern heads</li>
* <li>Bit 2: Set if the bridge head is sloped</li>
@@ -884,7 +888,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
if (GetBridgeTransportType(ti->tile) == TRANSPORT_RAIL) {
base_offset = GetRailTypeInfo(GetRailType(ti->tile))->bridge_offset;
- assert(base_offset != 8); /* This one is used for roads */
+ assert(base_offset != 8); // This one is used for roads
} else {
base_offset = 8;
}
@@ -897,7 +901,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
if (f != 0) DrawFoundation(ti, f);
}
- // HACK Wizardry to convert the bridge ramp direction into a sprite offset
+ /* HACK Wizardry to convert the bridge ramp direction into a sprite offset */
base_offset += (6 - GetBridgeRampDirection(ti->tile)) % 4;
if (ti->tileh == SLOPE_FLAT) base_offset += 4; // sloped bridge head
@@ -915,7 +919,7 @@ static void DrawTile_TunnelBridge(TileInfo *ti)
image = psid->sprite;
- // draw ramp
+ /* draw ramp */
if (_display_opt & DO_TRANS_BUILDINGS) {
SETBIT(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
@@ -1030,7 +1034,7 @@ void DrawBridgeMiddle(const TileInfo* ti)
pal = psid->pal;
}
- // draw roof, the component of the bridge which is logically between the vehicle and the camera
+ /* draw roof, the component of the bridge which is logically between the vehicle and the camera */
if (axis == AXIS_X) {
y += 12;
if (image & SPRITE_MASK) AddSortableSpriteToDraw(image, pal, x, y, 16, 1, 0x28, z);
@@ -1043,7 +1047,7 @@ void DrawBridgeMiddle(const TileInfo* ti)
psid++;
if (ti->z + 5 == z) {
- // draw poles below for small bridges
+ /* draw poles below for small bridges */
if (psid->sprite != 0) {
image = psid->sprite;
if (_display_opt & DO_TRANS_BUILDINGS) {
@@ -1056,7 +1060,7 @@ void DrawBridgeMiddle(const TileInfo* ti)
DrawGroundSpriteAt(image, pal, x, y, z);
}
} else if (_patches.bridge_pillars) {
- // draw pillars below for high bridges
+ /* draw pillars below for high bridges */
DrawBridgePillars(psid, ti, axis, type, x, y, z);
}
}
@@ -1073,13 +1077,13 @@ static uint GetSlopeZ_TunnelBridge(TileIndex tile, uint x, uint y)
if (IsTunnel(tile)) {
uint pos = (DiagDirToAxis(GetTunnelDirection(tile)) == AXIS_X ? y : x);
- // In the tunnel entrance?
+ /* In the tunnel entrance? */
if (5 <= pos && pos <= 10) return z;
} else {
DiagDirection dir = GetBridgeRampDirection(tile);
uint pos = (DiagDirToAxis(dir) == AXIS_X ? y : x);
- // On the bridge ramp?
+ /* On the bridge ramp? */
if (5 <= pos && pos <= 10) {
uint delta;
@@ -1302,7 +1306,7 @@ static uint32 VehicleEnter_TunnelBridge(Vehicle *v, TileIndex tile, int x, int y
dir = GetTunnelDirection(tile);
vdir = DirToDiagDir(v->direction);
- // Enter tunnel?
+ /* Enter tunnel? */
if (v->u.road.state != RVSB_WORMHOLE && dir == vdir) {
if (fc == _tunnel_fractcoord_4[dir] ||
fc == _tunnel_fractcoord_5[dir]) {