Changeset - r16361:e671cd9d13b7
[Not reviewed]
master
0 1 0
alberth - 14 years ago 2010-11-05 15:48:30
alberth@openttd.org
(svn r21087) -Doc: Align and make existing comments available for doxygen.
1 file changed with 55 insertions and 55 deletions:
0 comments (0 inline, 0 general)
src/vehicle_base.h
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@@ -44,7 +44,7 @@ enum VehicleFlags {
 
	VF_STOP_LOADING,            ///< Don't load anymore during the next load cycle.
 
};
 

	
 
/** Cached oftenly queried (NewGRF) values */
 
/** Cached often queried (NewGRF) values */
 
struct VehicleCache {
 
	uint8 cache_valid;   ///< Whether the caches are valid
 
	uint32 cached_var40; ///< Cache for NewGRF var 40
 
@@ -67,12 +67,12 @@ extern void FixOldVehicles();
 

	
 
struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle {
 
private:
 
	Vehicle *next;           ///< pointer to the next vehicle in the chain
 
	Vehicle *previous;       ///< NOSAVE: pointer to the previous vehicle in the chain
 
	Vehicle *first;          ///< NOSAVE: pointer to the first vehicle in the chain
 
	Vehicle *next;                      ///< pointer to the next vehicle in the chain
 
	Vehicle *previous;                  ///< NOSAVE: pointer to the previous vehicle in the chain
 
	Vehicle *first;                     ///< NOSAVE: pointer to the first vehicle in the chain
 

	
 
	Vehicle *next_shared;     ///< pointer to the next vehicle that shares the order
 
	Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
 
	Vehicle *next_shared;               ///< pointer to the next vehicle that shares the order
 
	Vehicle *previous_shared;           ///< NOSAVE: pointer to the previous vehicle in the shared order chain
 
public:
 
	friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
 
	friend bool AfterLoadGame();
 
@@ -80,9 +80,9 @@ public:
 
	friend void AfterLoadVehicles(bool part_of_load);             ///< So we can set the previous and first pointers while loading
 
	friend bool LoadOldVehicle(LoadgameState *ls, int num);       ///< So we can set the proper next pointer while loading
 

	
 
	char *name;              ///< Name of vehicle
 
	char *name;                         ///< Name of vehicle
 

	
 
	TileIndex tile;          ///< Current tile index
 
	TileIndex tile;                     ///< Current tile index
 

	
 
	/**
 
	 * Heading for this tile.
 
@@ -91,16 +91,16 @@ public:
 
	 */
 
	TileIndex dest_tile;
 

	
 
	Money profit_this_year;        ///< Profit this year << 8, low 8 bits are fract
 
	Money profit_last_year;        ///< Profit last year << 8, low 8 bits are fract
 
	Money value;                   ///< Value of the vehicle
 
	Money profit_this_year;             ///< Profit this year << 8, low 8 bits are fract
 
	Money profit_last_year;             ///< Profit last year << 8, low 8 bits are fract
 
	Money value;                        ///< Value of the vehicle
 

	
 
	CargoPayment *cargo_payment;   ///< The cargo payment we're currently in
 
	CargoPayment *cargo_payment;        ///< The cargo payment we're currently in
 

	
 
	/* Used for timetabling. */
 
	uint32 current_order_time;     ///< How many ticks have passed since this order started.
 
	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.
 
	uint32 current_order_time;          ///< How many ticks have passed since this order started.
 
	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() */
 
@@ -109,12 +109,12 @@ public:
 
	Vehicle *next_new_hash, **prev_new_hash;
 
	Vehicle **old_new_hash;
 

	
 
	SpriteID colourmap; // NOSAVE: cached colour mapping
 
	SpriteID colourmap;                 ///< NOSAVE: cached colour mapping
 

	
 
	/* Related to age and service time */
 
	Year build_year;
 
	Date age;     // Age in days
 
	Date max_age; // Maximum age
 
	Date age;                           ///< Age in days
 
	Date max_age;                       ///< Maximum age
 
	Date date_of_last_service;
 
	Date service_interval;
 
	uint16 reliability;
 
@@ -124,30 +124,30 @@ public:
 
	byte breakdowns_since_last_service;
 
	byte breakdown_chance;
 

	
 
	int32 x_pos;             // coordinates
 
	int32 y_pos;
 
	byte z_pos;
 
	DirectionByte direction; // facing
 
	int32 x_pos;                        ///< x coordinate.
 
	int32 y_pos;                        ///< y coordinate.
 
	byte z_pos;                         ///< z coordinate.
 
	DirectionByte direction;            ///< facing
 

	
 
	OwnerByte owner;         // which company owns the vehicle?
 
	byte spritenum;          // currently displayed sprite index
 
	                         // 0xfd == custom sprite, 0xfe == custom second head sprite
 
	                         // 0xff == reserved for another custom sprite
 
	uint16 cur_image;        // sprite number for this vehicle
 
	byte x_extent;           // x-extent of vehicle bounding box
 
	byte y_extent;           // y-extent of vehicle bounding box
 
	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
 
	OwnerByte owner;                    ///< Which company owns the vehicle?
 
	byte spritenum;                     ///< currently displayed sprite index
 
	                                    ///< 0xfd == custom sprite, 0xfe == custom second head sprite
 
	                                    ///< 0xff == reserved for another custom sprite
 
	uint16 cur_image;                   ///< sprite number for this vehicle
 
	byte x_extent;                      ///< x-extent of vehicle bounding box
 
	byte y_extent;                      ///< y-extent of vehicle bounding box
 
	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;
 

	
 
	TextEffectID fill_percent_te_id; // a text-effect id to a loading indicator object
 
	UnitID unitnumber;       // unit number, for display purposes only
 
	TextEffectID fill_percent_te_id;    ///< a text-effect id to a loading indicator object
 
	UnitID unitnumber;                  ///< unit number, for display purposes only
 

	
 
	uint16 max_speed;        ///< maximum speed
 
	uint16 cur_speed;        ///< current speed
 
	byte subspeed;           ///< fractional speed
 
	byte acceleration;       ///< used by train & aircraft
 
	uint16 max_speed;                   ///< maximum speed
 
	uint16 cur_speed;                   ///< current speed
 
	byte subspeed;                      ///< fractional speed
 
	byte acceleration;                  ///< used by train & aircraft
 
	uint32 motion_counter;
 
	byte progress;
 

	
 
@@ -155,38 +155,38 @@ public:
 
	 * 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 waiting_triggers;              ///< triggers to be yet matched
 

	
 
	StationID last_station_visited;
 

	
 
	CargoID cargo_type;      ///< type of cargo this vehicle is carrying
 
	byte cargo_subtype;      ///< Used for livery refits (NewGRF variations)
 
	uint16 cargo_cap;        ///< total capacity
 
	VehicleCargoList cargo;  ///< The cargo this vehicle is carrying
 
	CargoID cargo_type;                 ///< type of cargo this vehicle is carrying
 
	byte cargo_subtype;                 ///< Used for livery refits (NewGRF variations)
 
	uint16 cargo_cap;                   ///< total capacity
 
	VehicleCargoList cargo;             ///< The cargo this vehicle is carrying
 

	
 
	byte day_counter;        ///< Increased by one for each day
 
	byte tick_counter;       ///< Increased by one for each tick
 
	byte running_ticks;      ///< Number of ticks this vehicle was not stopped this day
 
	byte day_counter;                   ///< Increased by one for each day
 
	byte tick_counter;                  ///< Increased by one for each tick
 
	byte running_ticks;                 ///< Number of ticks this vehicle was not stopped this day
 

	
 
	byte vehstatus;                 ///< Status
 
	Order current_order;            ///< The current order (+ status, like: loading)
 
	VehicleOrderID cur_order_index; ///< The index to the current order
 
	byte vehstatus;                     ///< Status
 
	Order current_order;                ///< The current order (+ status, like: loading)
 
	VehicleOrderID cur_order_index;     ///< The index to the current order
 

	
 
	union {
 
		OrderList *list;              ///< Pointer to the order list for this vehicle
 
		Order     *old;               ///< Only used during conversion of old save games
 
		OrderList *list;            ///< Pointer to the order list for this vehicle
 
		Order     *old;             ///< Only used during conversion of old save games
 
	} orders;
 

	
 
	byte vehicle_flags;             ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
 
	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;
 

	
 
	GroupID group_id;               ///< Index of group Pool array
 
	GroupID group_id;                   ///< Index of group Pool array
 

	
 
	byte subtype;                   ///< subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
 
	byte subtype;                       ///< subtype (Filled with values from #EffectVehicles/#TrainSubTypes/#AircraftSubTypes)
 

	
 
	VehicleCache vcache;            ///< Cache of often used calculated values
 
	VehicleCache vcache;                ///< Cache of often used calculated values
 

	
 
	/** Create a new vehicle */
 
	Vehicle(VehicleType type = VEH_INVALID);
0 comments (0 inline, 0 general)