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-rw-r--r--src/effectvehicle_base.h8
-rw-r--r--src/saveload/afterload.cpp5
-rw-r--r--src/saveload/oldloader_sl.cpp11
-rw-r--r--src/saveload/vehicle_sl.cpp2
-rw-r--r--src/vehicle.cpp18
-rw-r--r--src/vehicle_base.h70
6 files changed, 79 insertions, 35 deletions
diff --git a/src/effectvehicle_base.h b/src/effectvehicle_base.h
index 11067db61..4cd31988b 100644
--- a/src/effectvehicle_base.h
+++ b/src/effectvehicle_base.h
@@ -23,8 +23,8 @@
* - bubbles (industry)
*/
struct EffectVehicle : public SpecializedVehicle<EffectVehicle, VEH_EFFECT> {
- uint16 animation_state;
- byte animation_substate;
+ uint16 animation_state; ///< State primarily used to change the graphics/behaviour.
+ byte animation_substate; ///< Sub state to time the change of the graphics/behaviour.
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
EffectVehicle() : SpecializedVehicleBase() {}
@@ -35,6 +35,10 @@ struct EffectVehicle : public SpecializedVehicle<EffectVehicle, VEH_EFFECT> {
bool Tick();
};
+/**
+ * Iterate over disaster vehicles.
+ * @param var The variable used to iterate over.
+ */
#define FOR_ALL_EFFECTVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(EffectVehicle, var)
#endif /* EFFECTVEHICLE_BASE_H */
diff --git a/src/saveload/afterload.cpp b/src/saveload/afterload.cpp
index 679b0244f..35a5579ba 100644
--- a/src/saveload/afterload.cpp
+++ b/src/saveload/afterload.cpp
@@ -473,6 +473,11 @@ static uint FixVehicleInclination(Vehicle *v, Direction dir)
return 1U << GVF_GOINGUP_BIT;
}
+/**
+ * Perform a (large) amount of savegame conversion *magic* in order to
+ * load older savegames and to fill the caches for various purposes.
+ * @return True iff conversion went without a problem.
+ */
bool AfterLoadGame()
{
SetSignalHandlers();
diff --git a/src/saveload/oldloader_sl.cpp b/src/saveload/oldloader_sl.cpp
index f6572cd8f..e846c1ce5 100644
--- a/src/saveload/oldloader_sl.cpp
+++ b/src/saveload/oldloader_sl.cpp
@@ -163,6 +163,11 @@ static void FixOldTowns()
static StringID *_old_vehicle_names;
+/**
+ * Convert the old style vehicles into something that resembles
+ * the old new style savegames. Then #AfterLoadGame can handle
+ * the rest of the conversion.
+ */
void FixOldVehicles()
{
Vehicle *v;
@@ -1212,6 +1217,12 @@ static const OldChunks vehicle_chunk[] = {
OCL_END()
};
+/**
+ * Load the vehicles of an old style savegame.
+ * @param ls State (buffer) of the currently loaded game.
+ * @param num The number of vehicles to load.
+ * @return True iff loading went without problems.
+ */
bool LoadOldVehicle(LoadgameState *ls, int num)
{
/* Read the TTDPatch flags, because we need some info from it */
diff --git a/src/saveload/vehicle_sl.cpp b/src/saveload/vehicle_sl.cpp
index 61dece380..8abcb916b 100644
--- a/src/saveload/vehicle_sl.cpp
+++ b/src/saveload/vehicle_sl.cpp
@@ -22,7 +22,7 @@
#include <map>
-/*
+/**
* Link front and rear multiheaded engines to each other
* This is done when loading a savegame
*/
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index d2e4556d4..50aa1c5c5 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -63,7 +63,7 @@ uint16 _returned_mail_refit_capacity; ///< Stores the mail capacity after a refi
byte _age_cargo_skip_counter; ///< Skip aging of cargo?
-/* Initialize the vehicle-pool */
+/** The pool with all our precious vehicles. */
VehiclePool _vehicle_pool("Vehicle");
INSTANTIATE_POOL_METHODS(Vehicle)
@@ -1805,9 +1805,13 @@ void Vehicle::DeleteUnreachedAutoOrders()
}
}
+/**
+ * Prepare everything to begin the loading when arriving at a station.
+ * @pre IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP.
+ */
void Vehicle::BeginLoading()
{
- assert(IsTileType(tile, MP_STATION) || type == VEH_SHIP);
+ assert(IsTileType(this->tile, MP_STATION) || this->type == VEH_SHIP);
if (this->current_order.IsType(OT_GOTO_STATION) &&
this->current_order.GetDestination() == this->last_station_visited) {
@@ -1854,16 +1858,20 @@ void Vehicle::BeginLoading()
this->MarkDirty();
}
+/**
+ * Perform all actions when leaving a station.
+ * @pre this->current_order.IsType(OT_LOADING)
+ */
void Vehicle::LeaveStation()
{
- assert(current_order.IsType(OT_LOADING));
+ assert(this->current_order.IsType(OT_LOADING));
delete this->cargo_payment;
/* Only update the timetable if the vehicle was supposed to stop here. */
- if (current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
+ if (this->current_order.GetNonStopType() != ONSF_STOP_EVERYWHERE) UpdateVehicleTimetable(this, false);
- current_order.MakeLeaveStation();
+ this->current_order.MakeLeaveStation();
Station *st = Station::Get(this->last_station_visited);
st->loading_vehicles.remove(this);
diff --git a/src/vehicle_base.h b/src/vehicle_base.h
index c5290e770..623f534fb 100644
--- a/src/vehicle_base.h
+++ b/src/vehicle_base.h
@@ -156,27 +156,29 @@ public:
int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is.
Date timetable_start; ///< When the vehicle is supposed to start the timetable.
- /* Boundaries for the current position in the world and a next hash link.
- * NOSAVE: All of those can be updated with VehiclePositionChanged() */
- Rect coord;
- Vehicle *next_hash, **prev_hash;
- Vehicle *next_new_hash, **prev_new_hash;
- Vehicle **old_new_hash;
+ Rect coord; ///< NOSAVE: Graphical bounding box of the vehicle, i.e. what to redraw on moves.
+
+ Vehicle *next_hash; ///< NOSAVE: Next vehicle in the visual location hash.
+ Vehicle **prev_hash; ///< NOSAVE: Previous vehicle in the visual location hash.
+
+ Vehicle *next_new_hash; ///< NOSAVE: Next vehicle in the tile location hash.
+ Vehicle **prev_new_hash; ///< NOSAVE: Previous vehicle in the tile location hash.
+ Vehicle **old_new_hash; ///< NOSAVE: Cache of the current hash chain.
SpriteID colourmap; ///< NOSAVE: cached colour mapping
/* Related to age and service time */
- Year build_year;
+ Year build_year; ///< Year the vehicle has been built.
Date age; ///< Age in days
Date max_age; ///< Maximum age
- Date date_of_last_service;
- Date service_interval;
+ Date date_of_last_service; ///< Last date the vehicle had a service at a depot.
+ Date service_interval; ///< The interval for (automatic) servicing; either in days or %.
uint16 reliability; ///< Reliability.
uint16 reliability_spd_dec; ///< Reliability decrease speed.
byte breakdown_ctr; ///< Counter for managing breakdown events. @see Vehicle::HandleBreakdown
byte breakdown_delay; ///< Counter for managing breakdown length.
- byte breakdowns_since_last_service;
- byte breakdown_chance;
+ byte breakdowns_since_last_service; ///< Counter for the amount of breakdowns.
+ byte breakdown_chance; ///< Current chance of breakdowns.
int32 x_pos; ///< x coordinate.
int32 y_pos; ///< y coordinate.
@@ -193,7 +195,7 @@ public:
byte z_extent; ///< z-extent of vehicle bounding box
int8 x_offs; ///< x offset for vehicle sprite
int8 y_offs; ///< y offset for vehicle sprite
- EngineID engine_type;
+ EngineID engine_type; ///< The type of engine used for this vehicle.
TextEffectID fill_percent_te_id; ///< a text-effect id to a loading indicator object
UnitID unitnumber; ///< unit number, for display purposes only
@@ -201,16 +203,13 @@ public:
uint16 cur_speed; ///< current speed
byte subspeed; ///< fractional speed
byte acceleration; ///< used by train & aircraft
- uint32 motion_counter;
- byte progress;
+ uint32 motion_counter; ///< counter to occasionally play a vehicle sound.
+ byte progress; ///< The percentage (if divided by 256) this vehicle already crossed the tile unit.
- /* for randomized variational spritegroups
- * bitmask used to resolve them; parts of it get reseeded when triggers
- * of corresponding spritegroups get matched */
- byte random_bits;
- byte waiting_triggers; ///< triggers to be yet matched
+ byte random_bits; ///< Bits used for determining which randomized variational spritegroups to use when drawing.
+ byte waiting_triggers; ///< Triggers to be yet matched before rerandomizing the random bits.
- StationID last_station_visited;
+ StationID last_station_visited; ///< The last station we stopped at.
CargoID cargo_type; ///< type of cargo this vehicle is carrying
byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
@@ -228,15 +227,12 @@ public:
union {
OrderList *list; ///< Pointer to the order list for this vehicle
Order *old; ///< Only used during conversion of old save games
- } orders;
+ } orders; ///< The orders currently assigned to the vehicle.
byte vehicle_flags; ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
- /** Ticks to wait before starting next cycle. */
- uint16 load_unload_ticks;
-
+ uint16 load_unload_ticks; ///< Ticks to wait before starting next cycle.
GroupID group_id; ///< Index of group Pool array
-
byte subtype; ///< subtype (Filled with values from #EffectVehicles/#TrainSubTypes/#AircraftSubTypes)
NewGRFCache grf_cache; ///< Cache of often used calculated NewGRF values
@@ -736,7 +732,17 @@ public:
}
};
+/**
+ * Iterate over all vehicles from a given point.
+ * @param var The variable used to iterate over.
+ * @param start The vehicle to start the iteration at.
+ */
#define FOR_ALL_VEHICLES_FROM(var, start) FOR_ALL_ITEMS_FROM(Vehicle, vehicle_index, var, start)
+
+/**
+ * Iterate over all vehicles.
+ * @param var The variable used to iterate over.
+ */
#define FOR_ALL_VEHICLES(var) FOR_ALL_VEHICLES_FROM(var, 0)
/**
@@ -896,14 +902,19 @@ struct SpecializedVehicle : public Vehicle {
}
};
+/**
+ * Iterate over all vehicles of a particular type.
+ * @param name The type of vehicle to iterate over.
+ * @param var The variable used to iterate over.
+ */
#define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)
/**
* Disasters, like submarines, skyrangers and their shadows, belong to this class.
*/
struct DisasterVehicle : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER> {
- uint16 image_override;
- VehicleID big_ufo_destroyer_target;
+ SpriteID image_override; ///< Override for the default disaster vehicle sprite.
+ VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
/** We don't want GCC to zero our struct! It already is zeroed and has an index! */
DisasterVehicle() : SpecializedVehicleBase() {}
@@ -914,6 +925,10 @@ struct DisasterVehicle : public SpecializedVehicle<DisasterVehicle, VEH_DISASTER
bool Tick();
};
+/**
+ * Iterate over disaster vehicles.
+ * @param var The variable used to iterate over.
+ */
#define FOR_ALL_DISASTERVEHICLES(var) FOR_ALL_VEHICLES_OF_TYPE(DisasterVehicle, var)
/** Generates sequence of free UnitID numbers */
@@ -929,6 +944,7 @@ struct FreeUnitIDGenerator {
~FreeUnitIDGenerator() { free(this->cache); }
};
+/** Sentinel for an invalid coordinate. */
static const int32 INVALID_COORD = 0x7fffffff;
#endif /* VEHICLE_BASE_H */