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author | rubidium <rubidium@openttd.org> | 2006-09-04 20:40:33 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2006-09-04 20:40:33 +0000 |
commit | 63687763e9680663e68754b47ee9f1511641faf8 (patch) | |
tree | b1e52d993ce60e919358d998b36ea08adfe26cba /vehicle.c | |
parent | a7cfb80c40d9a4c544ece10872fd3808f9f59f8d (diff) | |
download | openttd-63687763e9680663e68754b47ee9f1511641faf8.tar.xz |
(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines more uniform.
-Cleanup: whitespace alignment of a few tables.
Diffstat (limited to 'vehicle.c')
-rw-r--r-- | vehicle.c | 60 |
1 files changed, 30 insertions, 30 deletions
@@ -344,10 +344,10 @@ Vehicle *AllocateVehicle(void) /** Allocates a lot of vehicles and frees them again -* @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only) -* @param num number of vehicles to allocate room for -* @return true if there is room to allocate all the vehicles -*/ + * @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only) + * @param num number of vehicles to allocate room for + * @return true if there is room to allocate all the vehicles + */ bool AllocateVehicles(Vehicle **vl, int num) { int i; @@ -514,9 +514,9 @@ Vehicle *GetFirstVehicleInChain(const Vehicle *v) } /* It is the fact (currently) that newly built vehicles do not have - * their ->first pointer set. When this is the case, go up to the - * first engine and set the pointers correctly. Also the first pointer - * is not saved in a savegame, so this has to be fixed up after loading */ + * their ->first pointer set. When this is the case, go up to the + * first engine and set the pointers correctly. Also the first pointer + * is not saved in a savegame, so this has to be fixed up after loading */ /* Find the 'locomotive' or the first wagon in a chain */ while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u; @@ -574,8 +574,8 @@ static void MaybeReplaceVehicle(Vehicle *v); static Vehicle* _first_veh_in_depot_list; /** Adds a vehicle to the list of vehicles, that visited a depot this tick -* @param *v vehicle to add -*/ + * @param *v vehicle to add + */ void VehicleEnteredDepotThisTick(Vehicle *v) { // we need to set v->leave_depot_instantly as we have no control of it's contents at this time @@ -1537,10 +1537,10 @@ void AgeVehicle(Vehicle *v) } /** Clone a vehicle. If it is a train, it will clone all the cars too -* @param tile tile of the depot where the cloned vehicle is build -* @param p1 the original vehicle's index -* @param p2 1 = shared orders, else copied orders -*/ + * @param tile tile of the depot where the cloned vehicle is build + * @param p1 the original vehicle's index + * @param p2 1 = shared orders, else copied orders + */ int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Vehicle *v_front, *v; @@ -1919,14 +1919,14 @@ static void MaybeReplaceVehicle(Vehicle *v) } /** -* @param sort_list list to store the list in. Note: it's presumed that it is big enough to store all vehicles in the game (worst case) and it will not check size -* @param type type of vehicle -* @param owner PlayerID of owner to generate a list for -* @param station index of station to generate a list for. INVALID_STATION when not used -* @param order index of oder to generate a list for. INVALID_ORDER when not used -* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h -* @return the number of vehicles added to the list -*/ + * @param sort_list list to store the list in. Note: it's presumed that it is big enough to store all vehicles in the game (worst case) and it will not check size + * @param type type of vehicle + * @param owner PlayerID of owner to generate a list for + * @param station index of station to generate a list for. INVALID_STATION when not used + * @param order index of oder to generate a list for. INVALID_ORDER when not used + * @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h + * @return the number of vehicles added to the list + */ uint GenerateVehicleSortList(const Vehicle** sort_list, byte type, PlayerID owner, StationID station, OrderID order, uint16 window_type) { const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2; @@ -1985,13 +1985,13 @@ uint GenerateVehicleSortList(const Vehicle** sort_list, byte type, PlayerID owne } /** send all vehicles of type to depots -* @param type type of vehicle -* @param flags the flags used for DoCommand() -* @param service should the vehicles only get service in the depots -* @param owner PlayerID of owner of the vehicles to send -* @param VLW_flag tells what kind of list requested the goto depot -* @return 0 for success and CMD_ERROR if no vehicle is able to go to depot -*/ + * @param type type of vehicle + * @param flags the flags used for DoCommand() + * @param service should the vehicles only get service in the depots + * @param owner PlayerID of owner of the vehicles to send + * @param VLW_flag tells what kind of list requested the goto depot + * @return 0 for success and CMD_ERROR if no vehicle is able to go to depot + */ int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id) { const Vehicle** sort_list; @@ -2544,7 +2544,7 @@ static void Load_VEHS(void) if (CheckSavegameVersion(5)) { /* Convert the current_order.type (which is a mix of type and flags, because - in those versions, they both were 4 bits big) to type and flags */ + * in those versions, they both were 4 bits big) to type and flags */ v->current_order.flags = (v->current_order.type & 0xF0) >> 4; v->current_order.type = v->current_order.type & 0x0F; } @@ -2557,7 +2557,7 @@ static void Load_VEHS(void) FOR_ALL_VEHICLES_FROM(u, v->index + 1) { /* If a vehicle has the same orders, add the link to eachother - in both vehicles */ + * in both vehicles */ if (v->orders == u->orders) { v->next_shared = u; u->prev_shared = v; |