diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp --- a/src/town_cmd.cpp +++ b/src/town_cmd.cpp @@ -420,7 +420,8 @@ static void MakeSingleHouseBigger(TileIn MarkTileDirtyByTile(tile); } -/** Make the house advance in its construction stages until completion +/** + * Make the house advance in its construction stages until completion * @param tile TileIndex of house */ static void MakeTownHouseBigger(TileIndex tile) @@ -1191,7 +1192,8 @@ static void GrowTownInTile(TileIndex *ti GrowTownWithRoad(t1, tile, rcmd); } -/** Returns "growth" if a house was built, or no if the build failed. +/** + * Returns "growth" if a house was built, or no if the build failed. * @param t town to inquiry * @param tile to inquiry * @return something other than zero(0)if town expansion was possible @@ -1275,7 +1277,8 @@ static RoadBits GenRandomRoadBits() return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b)); } -/** Grow the town +/** + * Grow the town * @param t town to grow * @return true iff a house was built */ @@ -1761,7 +1764,8 @@ static Town *CreateRandomTown(uint attem static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high -/** This function will generate a certain amount of towns, with a certain layout +/** + * This function will generate a certain amount of towns, with a certain layout * It can be called from the scenario editor (i.e.: generate Random Towns) * as well as from world creation. * @param layout which towns will be set to, when created @@ -1807,7 +1811,8 @@ bool GenerateTowns(TownLayout layout) } -/** Returns the bit corresponding to the town zone of the specified tile +/** + * Returns the bit corresponding to the town zone of the specified tile * @param t Town on which town zone is to be found * @param tile TileIndex where town zone needs to be found * @return the bit position of the given zone, as defined in HouseZones @@ -2278,7 +2283,8 @@ void ClearTownHouse(Town *t, TileIndex t if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house); } -/** Rename a town (server-only). +/** + * Rename a town (server-only). * @param tile unused * @param flags type of operation * @param p1 town ID to rename @@ -2334,7 +2340,8 @@ void ExpandTown(Town *t) UpdateTownMaxPass(t); } -/** Factor in the cost of each town action. +/** + * Factor in the cost of each town action. * @see TownActions */ const byte _town_action_costs[TACT_COUNT] = { @@ -2506,7 +2513,8 @@ static TownActionProc * const _town_acti TownActionBribe }; -/** Get a list of available actions to do at a town. +/** + * Get a list of available actions to do at a town. * @param nump if not NULL add put the number of available actions in it * @param cid the company that is querying the town * @param t the town that is queried @@ -2548,7 +2556,8 @@ uint GetMaskOfTownActions(int *nump, Com return buttons; } -/** Do a town action. +/** + * Do a town action. * This performs an action such as advertising, building a statue, funding buildings, * but also bribing the town-council * @param tile unused @@ -2617,7 +2626,8 @@ static void UpdateTownGrowRate(Town *t) ClrBit(t->flags, TOWN_IS_FUNDED); if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return; - /** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the + /** + * Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the * number of times towns are processed before a new building is built. */ static const uint16 _grow_count_values[2][6] = { { 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated @@ -2702,7 +2712,8 @@ CommandCost CheckIfAuthorityAllowsNewSta return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS); } -/** Return the town closest to the given tile within \a threshold. +/** + * Return the town closest to the given tile within \a threshold. * @param tile Starting point of the search. * @param threshold Biggest allowed distance to the town. * @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.