Changeset - r6484:7a9ab9f50ee4
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master
0 11 0
belugas - 17 years ago 2007-04-18 00:41:09
belugas@openttd.org
(svn r9665) -Documentation: Doxygen corrections,errors, corrections of corrections...
11 files changed with 32 insertions and 26 deletions:
0 comments (0 inline, 0 general)
src/station_cmd.cpp
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@@ -1177,7 +1177,6 @@ static RoadStop **FindRoadStopSpot(bool 
 
/** Build a bus or truck stop
 
 * @param tile tile to build the stop at
 
 * @param flags operation to perform
 
 * @param flags operation to perform
 
 * @param p1 entrance direction (DiagDirection)
 
 * @param p2 bit 0: 0 for Bus stops, 1 for truck stops
 
 *           bit 1: 0 for normal, 1 for drive-through
src/table/sprites.h
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@@ -1302,7 +1302,7 @@ enum AnimCursors {
 
 * <li> TRANSPARENT_BIT is the bit number which toggles sprite transparency</li>
 
 * <li> RECOLOR_BIT toggles the recoloring system</li>
 
 * <li> PALETTE_SPRITE_WIDTH and PALETTE_SPRITE_START determine the position and number of
 
 * bits used for the recoloring process. For transparency, it must be 0x322.</li>
 
 * bits used for the recoloring process. For transparency, it must be 0x322.</li></ul>
 
 */
 
enum SpriteSetup {
 
	TRANSPARENT_BIT = 31,       ///< toggles transparency in the sprite
src/town.h
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@@ -279,7 +279,7 @@ static inline bool IsValidTown(const Tow
 

	
 
/**
 
 * Check if a TownID is valid.
 
 * @param TownID to inquiry
 
 * @param index to inquiry in the pool of town
 
 * @return true if it exists
 
 */
 
static inline bool IsValidTownID(TownID index)
src/town_cmd.cpp
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@@ -1543,6 +1543,7 @@ static bool DoBuildStatueOfCompany(TileI
 

	
 
/**
 
 * Search callback function for TownActionBuildStatue
 
 * @param tile on which to perform the search
 
 * @param town_id The town_id for which we want a statue
 
 * @return the result of the test
 
 */
src/train_cmd.cpp
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@@ -3107,7 +3107,7 @@ extern TileIndex CheckTunnelBusy(TileInd
 
 * train, then goes to the last wagon and deletes that. Each call to this function
 
 * will remove the last wagon of a crashed train. If this wagon was on a crossing,
 
 * or inside a tunnel, recalculate the signals as they might need updating
 
 * @param v the @Vehicle of which last wagon is to be removed
 
 * @param v the Vehicle of which last wagon is to be removed
 
 */
 
static void DeleteLastWagon(Vehicle *v)
 
{
src/tunnelbridge_cmd.cpp
Show inline comments
 
@@ -440,7 +440,7 @@ not_valid_below:;
 

	
 

	
 
/** Build Tunnel.
 
 * @param tile start tile of tunnel
 
 * @param start_tile start tile of tunnel
 
 * @param flags type of operation
 
 * @param p1 railtype, 0x200 for road tunnel
 
 * @param p2 unused
src/unmovable_cmd.cpp
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@@ -27,8 +27,9 @@
 
/** Destroy a HQ.
 
 * During normal gameplay you can only implicitely destroy a HQ when you are
 
 * rebuilding it. Otherwise, only water can destroy it.
 
 * @param tile tile coordinates where HQ is located to destroy
 
 * @param pid Player requesting the destruction of his HQ
 
 * @param flags docommand flags of calling function
 
 * @return cost of the operation
 
 */
 
static int32 DestroyCompanyHQ(PlayerID pid, uint32 flags)
 
{
src/vehicle.cpp
Show inline comments
 
@@ -767,7 +767,7 @@ bool CanRefitTo(EngineID engine_type, Ca
 
}
 

	
 
/** Find the first cargo type that an engine can be refitted to.
 
 * @param engine Which engine to find cargo for.
 
 * @param engine_type Which engine to find cargo for.
 
 * @return A climate dependent cargo type. CT_INVALID is returned if not refittable.
 
 */
 
CargoID FindFirstRefittableCargo(EngineID engine_type)
 
@@ -784,7 +784,7 @@ CargoID FindFirstRefittableCargo(EngineI
 
}
 

	
 
/** Learn the price of refitting a certain engine
 
* @param engine Which engine to refit
 
* @param engine_type Which engine to refit
 
* @return Price for refitting
 
*/
 
int32 GetRefitCost(EngineID engine_type)
 
@@ -1904,7 +1904,7 @@ static inline void ExtendVehicleListSize
 
/** Generates a list of vehicles inside a depot
 
 * Will enlarge allocated space for the list if they are too small, so it's ok to call with (pointer to NULL array, pointer to uninitised uint16, pointer to 0)
 
 * If one of the lists is not needed (say wagons when finding ships), all the pointers regarding that list should be set to NULL
 
 * @param Type type of vehicle
 
 * @param type Type of vehicle
 
 * @param tile The tile the depot is located in
 
 * @param ***engine_list Pointer to a pointer to an array of vehicles in the depot (old list is freed and a new one is malloced)
 
 * @param *engine_list_length Allocated size of engine_list. Needs to be set to 0 when engine_list points to a NULL array
 
@@ -1986,11 +1986,13 @@ void BuildDepotVehicleList(byte type, Ti
 
* @param length_of_array informs the length allocated for sort_list. This is not the same as the number of vehicles in the list. Needs to be 0 when sort_list is NULL
 
* @param type type of vehicle
 
* @param owner PlayerID of owner to generate a list for
 
* @param index This parameter got different meanings depending on window_type
 
			VLW_STATION_LIST:  index of station to generate a list for
 
			VLW_SHARED_ORDERS: index of order to generate a list for
 
			VLW_STANDARD: not used
 
			VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for
 
* @param index This parameter has different meanings depending on window_type
 
    <ul>
 
      <li>VLW_STATION_LIST:  index of station to generate a list for</li>
 
      <li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
 
      <li>VLW_STANDARD: not used<li>
 
      <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
 
    </ul>
 
* @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
 
*/
 
@@ -2088,7 +2090,7 @@ uint GenerateVehicleSortList(const Vehic
 
 * @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
 
 * @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)
src/vehicle_gui.cpp
Show inline comments
 
@@ -279,8 +279,11 @@ static RefitList *BuildRefitList(const V
 

	
 
/** Draw the list of available refit options for a consist.
 
 * Draw the list and highlight the selected refit option (if any)
 
 * @param *v first vehicle in consist to get the refit-options of
 
 * @param *list first vehicle in consist to get the refit-options of
 
 * @param sel selected refit cargo-type in the window
 
 * @param pos position of the selected item in caller widow
 
 * @param rows number of rows(capacity) in caller window
 
 * @param delta step height in caller window
 
 * @return the refit option that is hightlighted, NULL if none
 
 */
 
static RefitOption *DrawVehicleRefitWindow(const RefitList *list, int sel, uint pos, uint rows, uint delta)
src/viewport.cpp
Show inline comments
 
@@ -2023,8 +2023,9 @@ static byte Check2x1AutoRail(int mode)
 
 * north-south (DIR_S) to obtain the same results with less code. This is what
 
 * the return value signifies.
 
 * @param style HighLightStyle dragging style
 
 * @param start_tile, end_tile start and end tile of drag
 
 * @param boolean value which when true means start/end should be swapped */
 
 * @param start_tile start tile of drag
 
 * @param end_tile end tile of drag
 
 * @return boolean value which when true means start/end should be swapped */
 
static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile)
 
{
 
	uint start_x = TileX(start_tile);
src/yapf/yapf.h
Show inline comments
 
@@ -20,7 +20,6 @@ Trackdir YapfChooseShipTrack(Vehicle *v,
 
 * @param v        the RV that needs to find a path
 
 * @param tile     the tile to find the path from (should be next tile the RV is about to enter)
 
 * @param enterdir diagonal direction which the RV will enter this new tile from
 
 * @param tracks   available tracks on the new tile (to choose from)
 
 * @return         the best trackdir for next turn or INVALID_TRACKDIR if the path could not be found
 
 */
 
Trackdir YapfChooseRoadTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir);
 
@@ -29,8 +28,8 @@ Trackdir YapfChooseRoadTrack(Vehicle *v,
 
 * @param v        the train that needs to find a path
 
 * @param tile     the tile to find the path from (should be next tile the train is about to enter)
 
 * @param enterdir diagonal direction which the RV will enter this new tile from
 
 * @param trackdirs available trackdirs on the new tile (to choose from)
 
 * @param no_path_found [out] true is returned if no path can be found (returned Trackdir is only a 'guess')
 
 * @param tracks   available trackdirs on the new tile (to choose from)
 
 * @param path_not_found [out] true is returned if no path can be found (returned Trackdir is only a 'guess')
 
 * @return         the best trackdir for next turn or INVALID_TRACKDIR if the path could not be found
 
 */
 
Trackdir YapfChooseRailTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool *path_not_found);
 
@@ -48,13 +47,13 @@ uint YapfRoadVehDistanceToTile(const Veh
 
Depot* YapfFindNearestRoadDepot(const Vehicle *v);
 

	
 
/** Used when user sends train to the nearest depot or if train needs servicing.
 
 * @v            train that needs to go to some depot
 
 * @max_distance max distance (number of track tiles) from the current train position
 
 * @param v            train that needs to go to some depot
 
 * @param max_distance max distance (number of track tiles) from the current train position
 
 *                  (used also as optimization - the pathfinder can stop path finding if max_distance
 
 *                  was reached and no depot was seen)
 
 * @reverse_penalty penalty that should be added for the path that requires reversing the train first
 
 * @depot_tile   receives the depot tile if depot was found
 
 * @reversed     receives true if train needs to reversed first
 
 * @param reverse_penalty penalty that should be added for the path that requires reversing the train first
 
 * @param depot_tile   receives the depot tile if depot was found
 
 * @param reversed     receives true if train needs to reversed first
 
 * @return       the true if depot was found.
 
 */
 
bool YapfFindNearestRailDepotTwoWay(Vehicle *v, int max_distance, int reverse_penalty, TileIndex* depot_tile, bool* reversed);
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