diff --git a/src/unmovable_cmd.cpp b/src/unmovable_cmd.cpp --- a/src/unmovable_cmd.cpp +++ b/src/unmovable_cmd.cpp @@ -1,5 +1,7 @@ /* $Id$ */ +/** @file unmovable_cmd.cpp */ + #include "stdafx.h" #include "openttd.h" #include "table/strings.h" @@ -44,7 +46,7 @@ static int32 DestroyCompanyHQ(PlayerID p InvalidateWindow(WC_COMPANY, pid); } - // cost of relocating company is 1% of company value + /* cost of relocating company is 1% of company value */ return CalculateCompanyValue(p) / 100; } @@ -69,12 +71,14 @@ void UpdateCompanyHQ(Player *p, uint sco MarkTileDirtyByTile(tile + TileDiffXY(1, 1)); } +extern int32 CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invalid_dirs, StationID* station); + /** Build or relocate the HQ. This depends if the HQ is already built or not * @param tile tile where the HQ will be built or relocated to + * @param flags type of operation * @param p1 unused * @param p2 unused */ -extern int32 CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invalid_dirs, StationID* station); int32 CmdBuildCompanyHQ(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p = GetPlayer(_current_player); @@ -87,7 +91,7 @@ int32 CmdBuildCompanyHQ(TileIndex tile, if (CmdFailed(ret)) return ret; cost = ret; - if (p->location_of_house != 0) { /* Moving HQ */ + if (p->location_of_house != 0) { // Moving HQ cost += DestroyCompanyHQ(_current_player, flags); } @@ -224,7 +228,7 @@ static int32 ClearTile_Unmovable(TileInd return DoCommand(tile, 0, 0, flags, CMD_SELL_LAND_AREA); } - // checks if you're allowed to remove unmovable things + /* checks if you're allowed to remove unmovable things */ if (_game_mode != GM_EDITOR && _current_player != OWNER_WATER && ((flags & DC_AUTO || !_cheats.magic_bulldozer.value)) ) return_cmd_error(STR_5800_OBJECT_IN_THE_WAY); @@ -252,14 +256,14 @@ static void GetAcceptedCargo_Unmovable(T level = GetCompanyHQSize(tile) + 1; - // Top town building generates 10, so to make HQ interesting, the top - // type makes 20. + /* Top town building generates 10, so to make HQ interesting, the top + * type makes 20. */ ac[CT_PASSENGERS] = max(1U, level); - // Top town building generates 4, HQ can make up to 8. The - // proportion passengers:mail is different because such a huge - // commercial building generates unusually high amount of mail - // correspondence per physical visitor. + /* Top town building generates 4, HQ can make up to 8. The + * proportion passengers:mail is different because such a huge + * commercial building generates unusually high amount of mail + * correspondence per physical visitor. */ ac[CT_MAIL] = max(1U, level / 2); } @@ -295,16 +299,16 @@ static void TileLoop_Unmovable(TileIndex assert(level < 6); r = Random(); - // Top town buildings generate 250, so the top HQ type makes 256. + /* Top town buildings generate 250, so the top HQ type makes 256. */ if (GB(r, 0, 8) < (256 / 4 / (6 - level))) { uint amt = GB(r, 0, 8) / 8 / 4 + 1; if (_economy.fluct <= 0) amt = (amt + 1) >> 1; MoveGoodsToStation(tile, 2, 2, CT_PASSENGERS, amt); } - // Top town building generates 90, HQ can make up to 196. The - // proportion passengers:mail is about the same as in the acceptance - // equations. + /* Top town building generates 90, HQ can make up to 196. The + * proportion passengers:mail is about the same as in the acceptance + * equations. */ if (GB(r, 8, 8) < (196 / 4 / (6 - level))) { uint amt = GB(r, 8, 8) / 8 / 4 + 1; if (_economy.fluct <= 0) amt = (amt + 1) >> 1;