diff --git a/src/town.h b/src/town.h --- a/src/town.h +++ b/src/town.h @@ -36,11 +36,10 @@ extern TownPool _town_pool; /** Town data structure. */ struct Town : TownPool::PoolItem<&_town_pool> { - TileIndex xy; + TileIndex xy; ///< town center tile - /* Current population of people and amount of houses. */ - uint32 num_houses; - uint32 population; + uint32 num_houses; ///< amount of houses + uint32 population; ///< current population of people /* Town name */ uint32 townnamegrfid; @@ -48,8 +47,7 @@ struct Town : TownPool::PoolItem<&_town_ uint32 townnameparts; char *name; - /* NOSAVE: Location of name sign, UpdateVirtCoord updates this. */ - ViewportSign sign; + ViewportSign sign; ///< NOSAVE: Location of name sign, UpdateVirtCoord updates this /* Makes sure we don't build certain house types twice. * bit 0 = Building funds received @@ -57,22 +55,19 @@ struct Town : TownPool::PoolItem<&_town_ * bit 2 = STADIUM */ byte flags; - /* level of noise that all the airports are generating */ - uint16 noise_reached; + uint16 noise_reached; ///< level of noise that all the airports are generating - /* Which companies have a statue? */ - CompanyMask statues; + CompanyMask statues; ///< which companies have a statue? - /* Company ratings as well as a mask that determines which companies have a rating. */ - CompanyMask have_ratings; + /* Company ratings. */ + CompanyMask have_ratings; ///< which companies have a rating uint8 unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe) CompanyByte exclusivity; ///< which company has exclusivity uint8 exclusive_counter; ///< months till the exclusivity expires - int16 ratings[MAX_COMPANIES]; ///< Ratings of each company for this town. + int16 ratings[MAX_COMPANIES]; ///< ratings of each company for this town - /* Maximum amount of passengers and mail that can be transported. */ - uint32 max_pass; - uint32 max_mail; + uint32 max_pass; ///< maximum amount of passengers that can be transported + uint32 max_mail; ///< maximum amount of mail that can be transported uint32 new_max_pass; uint32 new_max_mail; uint32 act_pass; @@ -80,48 +75,40 @@ struct Town : TownPool::PoolItem<&_town_ uint32 new_act_pass; uint32 new_act_mail; - /* Amount of passengers that were transported. */ - byte pct_pass_transported; - byte pct_mail_transported; + byte pct_pass_transported; ///< amount of passengers that were transported + byte pct_mail_transported; ///< amount of mail that was transported - /* Amount of food and paper that was transported. Actually a bit mask would be enough. */ - uint16 act_food; - uint16 act_water; + uint16 act_food; ///< amount of food that was transported + uint16 act_water; ///< amount of water that was transported uint16 new_act_food; uint16 new_act_water; - /* Time until we rebuild a house. */ - uint16 time_until_rebuild; + uint16 time_until_rebuild; ///< time until we rebuild a house - /* When to grow town next time. */ - uint16 grow_counter; - int16 growth_rate; + uint16 grow_counter; ///< counter to count when to grow + int16 growth_rate; ///< town growth rate - /* Fund buildings program in action? */ - byte fund_buildings_months; + byte fund_buildings_months; ///< fund buildings program in action? + byte road_build_months; ///< fund road reconstruction in action? - /* Fund road reconstruction in action? */ - byte road_build_months; - - /* If this is a larger town, and should grow more quickly. */ - bool larger_town; - TownLayoutByte layout; ///< town specific road layout + bool larger_town; ///< if this is a larger town and should grow more quickly + TownLayoutByte layout; ///< town specific road layout std::list psa_list; PartOfSubsidyByte part_of_subsidy; ///< NOSAVE: is this town a source/destination of a subsidy? - /* NOSAVE: UpdateTownRadius updates this given the house count. */ - uint32 squared_town_zone_radius[HZB_END]; + uint32 squared_town_zone_radius[HZB_END]; ///< NOSAVE: UpdateTownRadius updates this given the house count - BuildingCounts building_counts; ///< NOSAVE: The number of each type of building in the town. + BuildingCounts building_counts; ///< NOSAVE: the number of each type of building in the town /** - * Creates a new town + * Creates a new town. + * @param tile center tile of the town */ Town(TileIndex tile = INVALID_TILE) : xy(tile) { } - /** Destroy the town */ + /** Destroy the town. */ ~Town(); void InitializeLayout(TownLayout layout);