Changeset - r15810:0e843b449a0a
[Not reviewed]
master
0 12 0
alberth - 14 years ago 2010-08-15 14:06:43
alberth@openttd.org
(svn r20499) -Doc: Spelling fixes, and one doxygen comment addition.
12 files changed with 50 insertions and 41 deletions:
0 comments (0 inline, 0 general)
src/ai/ai_instance.hpp
Show inline comments
 
@@ -30,7 +30,7 @@ public:
 
	{}
 

	
 
	/**
 
	 * Get the amount ot ticks the AI should be suspended.
 
	 * Get the amount of ticks the AI should be suspended.
 
	 * @return The amount of AI ticks to suspend the AI.
 
	 */
 
	int GetSuspendTime() { return time; }
 
@@ -172,7 +172,7 @@ private:
 
	void RegisterAPI();
 

	
 
	/**
 
	 * Load squirrel scipts to emulate an older API.
 
	 * Load squirrel scripts to emulate an older API.
 
	 */
 
	bool LoadCompatibilityScripts(const char *api_version);
 

	
 
@@ -182,7 +182,7 @@ private:
 
	void Died();
 

	
 
	/**
 
	 * Save one object (int / string / arrray / table) to the savegame.
 
	 * Save one object (int / string / array / table) to the savegame.
 
	 * @param vm The virtual machine to get all the data from.
 
	 * @param index The index on the squirrel stack of the element to save.
 
	 * @param max_depth The maximum depth recursive arrays / tables will be stored
src/ai/api/ai_base.hpp
Show inline comments
 
@@ -36,7 +36,7 @@ public:
 

	
 
	/**
 
	 * Get a random value.
 
	 * @param unused_param This param is not used, but is needed to work with lists.
 
	 * @param unused_param This parameter is not used, but is needed to work with lists.
 
	 * @return A random value between 0 and MAX(uint32).
 
	 */
 
	static uint32 RandItem(int unused_param);
 
@@ -50,14 +50,14 @@ public:
 

	
 
	/**
 
	 * Get a random value in a range.
 
	 * @param unused_param This param is not used, but is needed to work with lists.
 
	 * @param unused_param This parameter is not used, but is needed to work with lists.
 
	 * @param max The first number this function will never return (the maximum it returns is max - 1).
 
	 * @return A random value between 0 .. max - 1.
 
	 */
 
	static uint RandRangeItem(int unused_param, uint max);
 

	
 
	/**
 
	 * Returns approximatelly 'out' times true when called 'max' times.
 
	 * Returns approximately 'out' times true when called 'max' times.
 
	 *   After all, it is a random function.
 
	 * @param out How many times it should return true.
 
	 * @param max Out of this many times.
 
@@ -66,9 +66,9 @@ public:
 
	static bool Chance(uint out, uint max);
 

	
 
	/**
 
	 * Returns approximatelly 'out' times true when called 'max' times.
 
	 * Returns approximately 'out' times true when called 'max' times.
 
	 *   After all, it is a random function.
 
	 * @param unused_param This param is not used, but is needed to work with lists.
 
	 * @param unused_param This parameter is not used, but is needed to work with lists.
 
	 * @param out How many times it should return true.
 
	 * @param max Out of this many times.
 
	 * @return True if the chance worked out.
src/build_vehicle_gui.cpp
Show inline comments
 
@@ -716,7 +716,7 @@ int DrawVehiclePurchaseInfo(int left, in
 
 * @param type Type of vehicle (VEH_*)
 
 * @param l The left most location of the list
 
 * @param r The right most location of the list
 
 * @param y The top most location of teh list
 
 * @param y The top most location of the list
 
 * @param eng_list What engines to draw
 
 * @param min where to start in the list
 
 * @param max where in the list to end
src/genworld_gui.cpp
Show inline comments
 
@@ -80,7 +80,7 @@ enum GenerateLandscapeWindowWidgets {
 
	GLAND_START_DATE_TEXT,    ///< Start year
 
	GLAND_START_DATE_UP,      ///< Increase start year
 

	
 
	GLAND_SNOW_LEVEL_DOWN,    ///< Docrease snow level
 
	GLAND_SNOW_LEVEL_DOWN,    ///< Decrease snow level
 
	GLAND_SNOW_LEVEL_TEXT,    ///< Snow level
 
	GLAND_SNOW_LEVEL_UP,      ///< Increase snow level
 

	
 
@@ -1244,7 +1244,7 @@ void PrepareGenerateWorldProgress()
 
	_gws.current = 0;
 
	_gws.total   = 0;
 
	_gws.percent = 0;
 
	_gws.timer   = 0; // Forces to paint the progress window immediatelly
 
	_gws.timer   = 0; // Forces to paint the progress window immediately
 
}
 

	
 
/**
src/industry_cmd.cpp
Show inline comments
 
@@ -1991,7 +1991,7 @@ static void MaybeNewIndustry()
 

	
 
		if (!ind_spc->enabled || chance == 0 || ind_spc->num_table == 0) continue;
 

	
 
		/* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did anot failed,
 
		/* If there is no Callback CBID_INDUSTRY_AVAILABLE or if this one did not fail,
 
		 * and if appearing chance for this landscape is above 0, this industry can be chosen */
 
		if (CheckIfCallBackAllowsAvailability(j, IACT_RANDOMCREATION)) {
 
			probability_max += chance;
src/industry_gui.cpp
Show inline comments
 
@@ -331,7 +331,7 @@ public:
 
					}
 
					d = maxdim(d, GetStringBoundingBox(str));
 

	
 
					/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
 
					/* Draw the produced cargoes, if any. Otherwise, will print "Nothing". */
 
					GetAllCargoSuffixes(3, CST_FUND, NULL, this->index[i], indsp, indsp->produced_cargo, cargo_suffix);
 
					str = STR_INDUSTRY_VIEW_PRODUCES_CARGO;
 
					p = 0;
 
@@ -422,7 +422,7 @@ public:
 
					y += FONT_HEIGHT_NORMAL;
 
				}
 

	
 
				/* Draw the accepted cargos, if any. Otherwhise, will print "Nothing" */
 
				/* Draw the accepted cargoes, if any. Otherwise, will print "Nothing". */
 
				char cargo_suffix[3][512];
 
				GetAllCargoSuffixes(0, CST_FUND, NULL, this->selected_type, indsp, indsp->accepts_cargo, cargo_suffix);
 
				StringID str = STR_INDUSTRY_VIEW_REQUIRES_CARGO;
 
@@ -438,7 +438,7 @@ public:
 
				DrawString(left, right, y, str);
 
				y += FONT_HEIGHT_NORMAL;
 

	
 
				/* Draw the produced cargos, if any. Otherwhise, will print "Nothing" */
 
				/* Draw the produced cargoes, if any. Otherwise, will print "Nothing". */
 
				GetAllCargoSuffixes(3, CST_FUND, NULL, this->selected_type, indsp, indsp->produced_cargo, cargo_suffix);
 
				str = STR_INDUSTRY_VIEW_PRODUCES_CARGO;
 
				p = 0;
 
@@ -1259,7 +1259,7 @@ public:
 
Listing IndustryDirectoryWindow::last_sorting = {false, 0};
 
const Industry *IndustryDirectoryWindow::last_industry = NULL;
 

	
 
/* Availible station sorting functions */
 
/* Available station sorting functions. */
 
GUIIndustryList::SortFunction * const IndustryDirectoryWindow::sorter_funcs[] = {
 
	&IndustryNameSorter,
 
	&IndustryTypeSorter,
src/network/core/tcp_content.h
Show inline comments
 
@@ -191,7 +191,7 @@ protected:
 
	 * Handle the given packet, i.e. pass it to the right
 
	 * parser receive command.
 
	 * @param p the packet to handle
 
	 * @return true if we should immediatelly handle further packets, false otherwise
 
	 * @return true if we should immediately handle further packets, false otherwise
 
	 */
 
	bool HandlePacket(Packet *p);
 
public:
src/network/network_content.cpp
Show inline comments
 
@@ -988,7 +988,7 @@ void ClientNetworkContentSocketHandler::
 

	
 
		/* Nothing depends on us, mark the whole graph as unselected.
 
		 * After that's done run over them once again to test their children
 
		 * to unselect. Don't do it immediatelly because it'll do exactly what
 
		 * to unselect. Don't do it immediately because it'll do exactly what
 
		 * we're doing now. */
 
		for (ConstContentIterator iter = parents.Begin(); iter != parents.End(); iter++) {
 
			const ContentInfo *c = *iter;
src/roadveh_cmd.cpp
Show inline comments
 
@@ -146,6 +146,15 @@ SpriteID RoadVehicle::GetImage(Direction
 
	return sprite;
 
}
 

	
 
/**
 
 * Draw a road vehicle engine.
 
 * @param left Left edge to draw within.
 
 * @param right Right edge to draw within.
 
 * @param preferred_x Preferred position of the engine.
 
 * @param y Vertical position of the engine.
 
 * @param engine Engine to draw
 
 * @param pal Palette to use.
 
 */
 
void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal)
 
{
 
	SpriteID sprite = GetRoadVehIcon(engine);
 
@@ -1122,7 +1131,7 @@ static Trackdir FollowPreviousRoadVehicl
 
		if (already_reversed && prev->tile != tile) {
 
			/*
 
			 * The vehicle has reversed, but did not go straight back.
 
			 * It immediatelly turn onto another tile. This means that
 
			 * It immediately turn onto another tile. This means that
 
			 * the roadstate of the previous vehicle cannot be used
 
			 * as the direction we have to go with this vehicle.
 
			 *
src/station_gui.cpp
Show inline comments
 
@@ -1500,7 +1500,7 @@ static bool StationJoinerNeeded(CommandC
 

	
 
	/* Test for adjacent station or station below selection.
 
	 * If adjacent-stations is disabled and we are building next to a station, do not show the selection window.
 
	 * but join the other station immediatelly. */
 
	 * but join the other station immediately. */
 
	const T *st = FindStationsNearby<T>(ta, false);
 
	return st == NULL && (_settings_game.station.adjacent_stations || _stations_nearby_list.Length() == 0);
 
}
src/train_cmd.cpp
Show inline comments
 
@@ -316,7 +316,7 @@ int GetTrainStopLocation(StationID stati
 
			break;
 
	}
 

	
 
	/* Substract half the front vehicle length of the train so we get the real
 
	/* Subtract half the front vehicle length of the train so we get the real
 
	 * stop location of the train. */
 
	return stop - (v->tcache.cached_veh_length + 1) / 2;
 
}
 
@@ -717,7 +717,7 @@ CommandCost CmdBuildRailVehicle(TileInde
 
		CountArticulatedParts(eid, false);
 

	
 
	/* Check if depot and new engine uses the same kind of tracks *
 
	 * We need to see if the engine got power on the tile to avoid eletric engines in non-electric depots */
 
	 * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
 
	if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
 

	
 
	/* Allow for the dual-heads and the articulated parts */
 
@@ -821,7 +821,7 @@ bool Train::IsInDepot() const
 

	
 
bool Train::IsStoppedInDepot() const
 
{
 
	/* Are we stopped? Ofcourse wagons don't really care... */
 
	/* Are we stopped? Of course wagons don't really care... */
 
	if (this->IsFrontEngine() && !(this->vehstatus & VS_STOPPED)) return false;
 
	return this->IsInDepot();
 
}
 
@@ -948,7 +948,7 @@ static void NormaliseSubtypes(Train *cha
 
	/* We must be the first in the chain. */
 
	assert(chain->Previous() == NULL);
 

	
 
	/* Set the appropirate bits for the first in the chain. */
 
	/* Set the appropriate bits for the first in the chain. */
 
	if (chain->IsWagon()) {
 
		chain->SetFreeWagon();
 
	} else {
 
@@ -974,7 +974,7 @@ static void NormaliseSubtypes(Train *cha
 
 */
 
static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
 
{
 
	/* Just add 'new' engines and substract the original ones.
 
	/* Just add 'new' engines and subtract the original ones.
 
	 * If that's less than or equal to 0 we can be sure we did
 
	 * not add any engines (read: trains) along the way. */
 
	if ((src          != NULL && src->IsEngine()          ? 1 : 0) +
 
@@ -1405,7 +1405,7 @@ CommandCost CmdSellRailWagon(TileIndex t
 

	
 
		if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
 
			/* We are selling the front engine. In this case we want to
 
			 * 'give' the order, unitnumber and such to the new head. */
 
			 * 'give' the order, unit number and such to the new head. */
 
			new_head->orders.list = first->orders.list;
 
			new_head->AddToShared(first);
 
			DeleteVehicleOrders(first);
 
@@ -1555,7 +1555,7 @@ static void ReverseTrainSwapVeh(Train *v
 
		if (a->track != TRACK_BIT_WORMHOLE) VehicleEnterTile(a, a->tile, a->x_pos, a->y_pos);
 
	}
 

	
 
	/* Update train's power incase tiles were different rail type */
 
	/* Update power of the train in case tiles were different rail type. */
 
	v->PowerChanged();
 
}
 

	
 
@@ -1713,13 +1713,13 @@ static void AdvanceWagonsAfterSwap(Train
 
	Train *last = v->Last(); // last vehicle to move
 
	uint length = CountVehiclesInChain(v);
 

	
 
	/* we have to make sure all wagons that leave a depot because of train reversing are moved coorectly
 
	/* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
 
	 * they have already correct spacing, so we have to make sure they are moved how they should */
 
	bool nomove = (dep == NULL); // if there is no vehicle leaving a depot, limit the number of wagons moved immediatelly
 
	bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
 

	
 
	while (length > 2) {
 
		/* we reached vehicle (originally) in front of a depot, stop now
 
		 * (we would move wagons that are alredy moved with new wagon length) */
 
		 * (we would move wagons that are already moved with new wagon length). */
 
		if (base == dep) break;
 

	
 
		/* the last wagon was that one leaving a depot, so do not move it anymore */
 
@@ -2066,7 +2066,7 @@ static void HandleLocomotiveSmokeCloud(c
 
		/* No smoke in depots or tunnels */
 
		if (IsRailDepotTile(v->tile) || IsTunnelTile(v->tile)) continue;
 

	
 
		/* No sparks for electric vehicles on nonelectrified tracks */
 
		/* No sparks for electric vehicles on non-electrified tracks. */
 
		if (!HasPowerOnRail(v->railtype, GetTileRailType(v->tile))) continue;
 

	
 
		if (effect_type == 0) {
 
@@ -2787,7 +2787,7 @@ bool TryPathReserve(Train *v, bool mark_
 

	
 
	Vehicle *other_train = NULL;
 
	PBSTileInfo origin = FollowTrainReservation(v, &other_train);
 
	/* The path we are driving on is alread blocked by some other train.
 
	/* The path we are driving on is already blocked by some other train.
 
	 * This can only happen in certain situations when mixing path and
 
	 * block signals or when changing tracks and/or signals.
 
	 * Exit here as doing any further reservations will probably just
 
@@ -2804,7 +2804,7 @@ bool TryPathReserve(Train *v, bool mark_
 
		return true;
 
	}
 

	
 
	/* If we are in a depot, tentativly reserve the depot. */
 
	/* If we are in a depot, tentatively reserve the depot. */
 
	if (v->track == TRACK_BIT_DEPOT) {
 
		SetDepotReservation(v->tile, true);
 
		if (_settings_client.gui.show_track_reservation) MarkTileDirtyByTile(v->tile);
 
@@ -3225,7 +3225,7 @@ static void TrainController(Train *v, Ve
 

	
 
				if (bits == TRACK_BIT_NONE) goto invalid_rail;
 

	
 
				/* Check if the new tile contrains tracks that are compatible
 
				/* Check if the new tile constrains tracks that are compatible
 
				 * with the current train, if not, bail out. */
 
				if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
 

	
 
@@ -3309,8 +3309,8 @@ static void TrainController(Train *v, Ve
 
						 * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
 
						 * I.e. when the tile between them has only space for a single vehicle like
 
						 *  1) horizontal/vertical track tiles and
 
						 *  2) some orientations of tunnelentries, where the vehicle is already inside the wormhole at 8/16 from the tileedge.
 
						 *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnelentry.
 
						 *  2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
 
						 *     Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
 
						 */
 
						static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
 
							{TRACK_BIT_X,     TRACK_BIT_LOWER, TRACK_BIT_NONE,  TRACK_BIT_LEFT },
 
@@ -3382,7 +3382,7 @@ static void TrainController(Train *v, Ve
 
				if (v->IsFrontEngine()) {
 
					v->wait_counter = 0;
 

	
 
					/* If we are approching a crossing that is reserved, play the sound now. */
 
					/* If we are approaching a crossing that is reserved, play the sound now. */
 
					TileIndex crossing = TrainApproachingCrossingTile(v);
 
					if (crossing != INVALID_TILE && HasCrossingReservation(crossing)) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
 

	
 
@@ -3514,7 +3514,7 @@ static void DeleteLastWagon(Train *v)
 

	
 
	/* Go to the last wagon and delete the link pointing there
 
	 * *u is then the one-before-last wagon, and *v the last
 
	 * one which will physicially be removed */
 
	 * one which will physically be removed */
 
	Train *u = v;
 
	for (; v->Next() != NULL; v = v->Next()) u = v;
 
	u->SetNext(NULL);
src/vehicle.cpp
Show inline comments
 
@@ -136,7 +136,7 @@ bool Vehicle::NeedsServicing() const
 
		/* Is there anything to refit? */
 
		if (union_mask != 0) {
 
			CargoID cargo_type;
 
			/* We cannot refit to mixed cargos in an automated way */
 
			/* We cannot refit to mixed cargoes in an automated way */
 
			if (IsArticulatedVehicleCarryingDifferentCargos(v, &cargo_type)) continue;
 

	
 
			/* Did the old vehicle carry anything? */
 
@@ -569,7 +569,7 @@ void ResetVehicleColourMap()
 

	
 
/**
 
 * List of vehicles that should check for autoreplace this tick.
 
 * Mapping of vehicle -> leave depot immediatelly after autoreplace.
 
 * Mapping of vehicle -> leave depot immediately after autoreplace.
 
 */
 
typedef SmallMap<Vehicle *, bool, 4> AutoreplaceMap;
 
static AutoreplaceMap _vehicles_to_autoreplace;
 
@@ -1416,7 +1416,7 @@ const Livery *GetEngineLivery(EngineID e
 
			default: NOT_REACHED();
 
			case VEH_TRAIN: {
 
				if (v != NULL && parent_engine_type != INVALID_ENGINE && (UsesWagonOverride(v) || (Train::From(v)->IsArticulatedPart() && e->u.rail.railveh_type != RAILVEH_WAGON))) {
 
					/* Wagonoverrides use the coloir scheme of the front engine.
 
					/* Wagonoverrides use the colour scheme of the front engine.
 
					 * Articulated parts use the colour scheme of the first part. (Not supported for articulated wagons) */
 
					engine_type = parent_engine_type;
 
					e = Engine::Get(engine_type);
0 comments (0 inline, 0 general)