(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines more uniform.

-Cleanup: whitespace alignment of a few tables.
pull/155/head
rubidium 18 years ago
parent ca9ec81fd1
commit 21ac20aeca

@ -515,7 +515,7 @@ int32 CmdSendAircraftToHangar(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
if (!!(p2 & DEPOT_SERVICE) == HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT)) {
/* We called with a different DEPOT_SERVICE setting.
* Now we change the setting to apply the new one and let the vehicle head for the same hangar.
* Note: the if is (true for requesting service == true for ordered to stop in hangar) */
* Note: the if is (true for requesting service == true for ordered to stop in hangar) */
if (flags & DC_EXEC) {
TOGGLEBIT(v->current_order.flags, OFB_HALT_IN_DEPOT);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);
@ -1915,15 +1915,15 @@ static bool AirportFindFreeTerminal(Vehicle *v, const AirportFTAClass *Airport)
Station *st;
/* example of more terminalgroups
{0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
Heading 255 denotes a group. We see 2 groups here:
1. group 0 -- TERM_GROUP1_block (check block)
2. group 1 -- TERM_GROUP2_ENTER_block (check block)
First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
looks at the corresponding terminals of that group. If no free ones are found, other
possible groups are checked (in this case group 1, since that is after group 0). If that
fails, then attempt fails and plane waits
*/
* {0,HANGAR,NOTHING_block,1}, {0,255,TERM_GROUP1_block,0}, {0,255,TERM_GROUP2_ENTER_block,1}, {0,0,N,1},
* Heading 255 denotes a group. We see 2 groups here:
* 1. group 0 -- TERM_GROUP1_block (check block)
* 2. group 1 -- TERM_GROUP2_ENTER_block (check block)
* First in line is checked first, group 0. If the block (TERM_GROUP1_block) is free, it
* looks at the corresponding terminals of that group. If no free ones are found, other
* possible groups are checked (in this case group 1, since that is after group 0). If that
* fails, then attempt fails and plane waits
*/
if (Airport->terminals[0] > 1) {
st = GetStation(v->u.air.targetairport);
temp = Airport->layout[v->u.air.pos].next_in_chain;

@ -4,7 +4,7 @@
#define DEPOT_H
/** @file depot.h Header files for depots (not hangars)
* @see depot.c */
* @see depot.c */
#include "direction.h"
#include "pool.h"

@ -246,8 +246,8 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
_current_player = old_player;
/* Temporarily increase the player's money, to be sure that
* removing his/her property doesn't fail because of lack of money.
* Not too drastically though, because it could overflow */
* removing his/her property doesn't fail because of lack of money.
* Not too drastically though, because it could overflow */
if (new_player == OWNER_SPECTATOR) {
GetPlayer(old_player)->money64 = MAX_UVALUE(uint64) >>2; // jackpot ;p
UpdatePlayerMoney32(GetPlayer(old_player));

@ -1,49 +1,49 @@
/* $Id$ */
/** @file elrail.c
This file deals with displaying wires and pylons for electric railways.
<h2>Basics</h2>
<h3>Tile Types</h3>
We have two different types of tiles in the drawing code:
Normal Railway Tiles (NRTs) which can have more than one track on it, and
Special Railways tiles (SRTs) which have only one track (like crossings, depots
stations, etc).
<h3>Location Categories</h3>
All tiles are categorized into three location groups (TLG):
Group 0: Tiles with both an even X coordinate and an even Y coordinate
Group 1: Tiles with an even X and an odd Y coordinate
Group 2: Tiles with an odd X and an even Y coordinate
Group 3: Tiles with both an odd X and Y coordnate.
<h3>Pylon Points</h3>
<h4>Control Points</h4>
A Pylon Control Point (PCP) is a position where a wire (or rather two)
is mounted onto a pylon.
Each NRT does contain 4 PCPs which are bitmapped to a byte
variable and are represented by the DiagDirection enum
Each track ends on two PCPs and thus requires one pylon on each end. However,
there is one exception: Straight-and-level tracks only have one pylon every
other tile.
Now on each edge there are two PCPs: One from each adjacent tile. Both PCPs
are merged using an OR operation (i. e. if one tile needs a PCP at the postion
in question, both tiles get it).
<h4>Position Points</h4>
A Pylon Position Point (PPP) is a position where a pylon is located on the
ground. Each PCP owns 8 in (45 degree steps) PPPs that are located around
it. PPPs are represented using the Direction enum. Each track bit has PPPs
that are impossible (because the pylon would be situated on the track) and
some that are preferred (because the pylon would be rectangular to the track).
<img src="../../elrail_tile.png">
<img src="../../elrail_track.png">
*/
* This file deals with displaying wires and pylons for electric railways.
* <h2>Basics</h2>
*
* <h3>Tile Types</h3>
*
* We have two different types of tiles in the drawing code:
* Normal Railway Tiles (NRTs) which can have more than one track on it, and
* Special Railways tiles (SRTs) which have only one track (like crossings, depots
* stations, etc).
*
* <h3>Location Categories</h3>
*
* All tiles are categorized into three location groups (TLG):
* Group 0: Tiles with both an even X coordinate and an even Y coordinate
* Group 1: Tiles with an even X and an odd Y coordinate
* Group 2: Tiles with an odd X and an even Y coordinate
* Group 3: Tiles with both an odd X and Y coordnate.
*
* <h3>Pylon Points</h3>
* <h4>Control Points</h4>
* A Pylon Control Point (PCP) is a position where a wire (or rather two)
* is mounted onto a pylon.
* Each NRT does contain 4 PCPs which are bitmapped to a byte
* variable and are represented by the DiagDirection enum
*
* Each track ends on two PCPs and thus requires one pylon on each end. However,
* there is one exception: Straight-and-level tracks only have one pylon every
* other tile.
*
* Now on each edge there are two PCPs: One from each adjacent tile. Both PCPs
* are merged using an OR operation (i. e. if one tile needs a PCP at the postion
* in question, both tiles get it).
*
* <h4>Position Points</h4>
* A Pylon Position Point (PPP) is a position where a pylon is located on the
* ground. Each PCP owns 8 in (45 degree steps) PPPs that are located around
* it. PPPs are represented using the Direction enum. Each track bit has PPPs
* that are impossible (because the pylon would be situated on the track) and
* some that are preferred (because the pylon would be rectangular to the track).
*
* <img src="../../elrail_tile.png">
* <img src="../../elrail_track.png">
*
*/
#include "stdafx.h"
#include "openttd.h"
@ -68,8 +68,8 @@ static inline TLG GetTLG(TileIndex t)
}
/** Finds which Rail Bits are present on a given tile. For bridge tiles,
* returns track bits under the bridge
*/
* returns track bits under the bridge
*/
static TrackBits GetRailTrackBitsUniversal(TileIndex t, byte *override)
{
switch (GetTileType(t)) {
@ -123,9 +123,9 @@ static TrackBits GetRailTrackBitsUniversal(TileIndex t, byte *override)
}
/** Corrects the tileh for certain tile types. Returns an effective tileh for the track on the tile.
* @param tile The tile to analyse
* @param *tileh the tileh
*/
* @param tile The tile to analyse
* @param *tileh the tileh
*/
static void AdjustTileh(TileIndex tile, Slope *tileh)
{
if (IsTileType(tile, MP_TUNNELBRIDGE)) {
@ -150,13 +150,13 @@ static void AdjustTileh(TileIndex tile, Slope *tileh)
}
/** Draws wires and, if required, pylons on a given tile
* @param ti The Tileinfo to draw the tile for
*/
* @param ti The Tileinfo to draw the tile for
*/
static void DrawCatenaryRailway(const TileInfo *ti)
{
/* Pylons are placed on a tile edge, so we need to take into account
the track configuration of 2 adjacent tiles. trackconfig[0] stores the
current tile (home tile) while [1] holds the neighbour */
* the track configuration of 2 adjacent tiles. trackconfig[0] stores the
* current tile (home tile) while [1] holds the neighbour */
TrackBits trackconfig[TS_END];
bool isflat[TS_END];
/* Note that ti->tileh has already been adjusted for Foundations */
@ -171,11 +171,11 @@ static void DrawCatenaryRailway(const TileInfo *ti)
Track t;
/* Find which rail bits are present, and select the override points.
We don't draw a pylon:
1) INSIDE a tunnel (we wouldn't see it anyway)
2) on the "far" end of a bridge head (the one that connects to bridge middle),
because that one is drawn on the bridge. Exception is for length 0 bridges
which have no middle tiles */
* We don't draw a pylon:
* 1) INSIDE a tunnel (we wouldn't see it anyway)
* 2) on the "far" end of a bridge head (the one that connects to bridge middle),
* because that one is drawn on the bridge. Exception is for length 0 bridges
* which have no middle tiles */
trackconfig[TS_HOME] = GetRailTrackBitsUniversal(ti->tile, &OverridePCP);
/* If a track bit is present that is not in the main direction, the track is level */
isflat[TS_HOME] = trackconfig[TS_HOME] & (TRACK_BIT_HORZ | TRACK_BIT_VERT);
@ -188,7 +188,7 @@ static void DrawCatenaryRailway(const TileInfo *ti)
int k;
/* Here's one of the main headaches. GetTileSlope does not correct for possibly
existing foundataions, so we do have to do that manually later on.*/
* existing foundataions, so we do have to do that manually later on.*/
tileh[TS_NEIGHBOUR] = GetTileSlope(neighbour, NULL);
trackconfig[TS_NEIGHBOUR] = GetRailTrackBitsUniversal(neighbour, NULL);
if (IsTunnelTile(neighbour) && i != GetTunnelDirection(neighbour)) trackconfig[TS_NEIGHBOUR] = 0;
@ -198,7 +198,7 @@ static void DrawCatenaryRailway(const TileInfo *ti)
PPPallowed[i] = AllowedPPPonPCP[i];
/* We cycle through all the existing tracks at a PCP and see what
PPPs we want to have, or may not have at all */
* PPPs we want to have, or may not have at all */
for (k = 0; k < NUM_TRACKS_AT_PCP; k++) {
/* Next to us, we have a bridge head, don't worry about that one, if it shows away from us */
if (TrackSourceTile[i][k] == TS_NEIGHBOUR &&
@ -208,10 +208,10 @@ static void DrawCatenaryRailway(const TileInfo *ti)
}
/* We check whether the track in question (k) is present in the tile
(TrackSourceTile) */
* (TrackSourceTile) */
if (HASBIT(trackconfig[TrackSourceTile[i][k]], TracksAtPCP[i][k])) {
/* track found, if track is in the neighbour tile, adjust the number
of the PCP for preferred/allowed determination*/
* of the PCP for preferred/allowed determination*/
DiagDirection PCPpos = (TrackSourceTile[i][k] == TS_HOME) ? i : ReverseDiagDir(i);
SETBIT(PCPstatus, i); /* This PCP is in use */
@ -244,7 +244,7 @@ static void DrawCatenaryRailway(const TileInfo *ti)
AdjustTileh(neighbour, &tileh[TS_NEIGHBOUR]);
/* If we have a straight (and level) track, we want a pylon only every 2 tiles
Delete the PCP if this is the case. */
* Delete the PCP if this is the case. */
/* Level means that the slope is the same, or the track is flat */
if (tileh[TS_HOME] == tileh[TS_NEIGHBOUR] || (isflat[TS_HOME] && isflat[TS_NEIGHBOUR])) {
for (k = 0; k < NUM_IGNORE_GROUPS; k++)
@ -252,9 +252,9 @@ static void DrawCatenaryRailway(const TileInfo *ti)
}
/* Now decide where we draw our pylons. First try the preferred PPPs, but they may not exist.
In that case, we try the any of the allowed ones. if they don't exist either, don't draw
anything. Note that the preferred PPPs still contain the end-of-line markers.
Remove those (simply by ANDing with allowed, since these markers are never allowed) */
* In that case, we try the any of the allowed ones. if they don't exist either, don't draw
* anything. Note that the preferred PPPs still contain the end-of-line markers.
* Remove those (simply by ANDing with allowed, since these markers are never allowed) */
if ((PPPallowed[i] & PPPpreferred[i]) != 0) PPPallowed[i] &= PPPpreferred[i];
if (PPPallowed[i] != 0 && HASBIT(PCPstatus, i) && !HASBIT(OverridePCP, i)) {

@ -191,10 +191,10 @@ void StartupEngines(void)
}
/* This sets up type for the engine
It is needed if you want to ask the engine what type it is
It should hopefully be the same as when you ask a vehicle what it is
but using this, you can ask what type an engine number is
even if it is not a vehicle (yet)*/
* It is needed if you want to ask the engine what type it is
* It should hopefully be the same as when you ask a vehicle what it is
* but using this, you can ask what type an engine number is
* even if it is not a vehicle (yet)*/
}
AdjustAvailAircraft();

@ -3,8 +3,7 @@
#ifndef ENGINE_H
#define ENGINE_H
/** @file engine.h
*/
/** @file engine.h */
#include "pool.h"
@ -71,8 +70,8 @@ typedef struct RoadVehicleInfo {
} RoadVehicleInfo;
/** Information about a vehicle
* @see table/engines.h
*/
* @see table/engines.h
*/
typedef struct EngineInfo {
Date base_intro;
byte unk2; ///< Carriages have the highest bit set in this one

@ -121,7 +121,7 @@ static bool ReadHeightmapPNG(char *filename, uint *x, uint *y, byte **map)
png_init_io(png_ptr, fp);
/* Allocate memory and read image, without alpha or 16-bit samples
* (result is either 8-bit indexed/grayscale or 24-bit RGB) */
* (result is either 8-bit indexed/grayscale or 24-bit RGB) */
png_set_packing(png_ptr);
png_read_png(png_ptr, info_ptr, PNG_TRANSFORM_PACKING | PNG_TRANSFORM_STRIP_ALPHA | PNG_TRANSFORM_STRIP_16, NULL);

@ -17,18 +17,18 @@
#include "date.h"
/* News system
News system is realized as a FIFO queue (in an array)
The positions in the queue can't be rearranged, we only access
the array elements through pointers to the elements. Once the
array is full, the oldest entry (_oldest_news) is being overwritten
by the newest (_latest news).
oldest current lastest
| | |
[O------------F-------------C---------L ]
|
forced
*/
* News system is realized as a FIFO queue (in an array)
* The positions in the queue can't be rearranged, we only access
* the array elements through pointers to the elements. Once the
* array is full, the oldest entry (_oldest_news) is being overwritten
* by the newest (_latest news).
*
* oldest current lastest
* | | |
* [O------------F-------------C---------L ]
* |
* forced
*/
#define MAX_NEWS 30
@ -524,7 +524,7 @@ void ShowLastNewsMessage(void)
/* return news by number, with 0 being the most
recent news. Returns INVALID_NEWS if end of queue reached. */
* recent news. Returns INVALID_NEWS if end of queue reached. */
static byte getNews(byte i)
{
if (i >= _total_news) return INVALID_NEWS;

@ -1519,7 +1519,7 @@ static bool LoadOldMain(LoadgameState *ls)
_m[i].m4 = (_m[i].m4 >> 1) & 7;
}
/* TTDPatch stores PBS things in L6 and all elsewhere; so we'll just
* clear it for ourselves and let OTTD's rebuild PBS itself */
* clear it for ourselves and let OTTD's rebuild PBS itself */
_m[i].m4 &= 0xF; /* Only keep the lower four bits; upper four is PBS */
}
}

@ -1068,13 +1068,13 @@ static void UpdateExclusiveRights(void)
}
/* FIXME old exclusive rights status is not being imported (stored in s->blocked_months_obsolete)
could be implemented this way:
1.) Go through all stations
Build an array town_blocked[ town_id ][ player_id ]
that stores if at least one station in that town is blocked for a player
2.) Go through that array, if you find a town that is not blocked for
one player, but for all others, then give him exclusivity.
*/
* could be implemented this way:
* 1.) Go through all stations
* Build an array town_blocked[ town_id ][ player_id ]
* that stores if at least one station in that town is blocked for a player
* 2.) Go through that array, if you find a town that is not blocked for
* one player, but for all others, then give him exclusivity.
*/
}
static const byte convert_currency[] = {

@ -1,7 +1,6 @@
/* $Id$ */
/** @file order.h
*/
/** @file order.h */
#ifndef ORDER_H
#define ORDER_H

@ -817,9 +817,9 @@ void RestoreVehicleOrders(const Vehicle* v, const BackuppedOrders* bak)
}
/* CMD_NO_TEST_IF_IN_NETWORK is used here, because CMD_INSERT_ORDER checks if the
order number is one more than the current amount of orders, and because
in network the commands are queued before send, the second insert always
fails in test mode. By bypassing the test-mode, that no longer is a problem. */
* order number is one more than the current amount of orders, and because
* in network the commands are queued before send, the second insert always
* fails in test mode. By bypassing the test-mode, that no longer is a problem. */
for (i = 0; bak->order[i].type != OT_NOTHING; i++) {
if (!DoCommandP(0, v->index + (i << 16), PackOrder(&bak->order[i]), NULL, CMD_INSERT_ORDER | CMD_NO_TEST_IF_IN_NETWORK))
break;
@ -1055,10 +1055,10 @@ void DeleteVehicleOrders(Vehicle *v)
v->next_shared = NULL;
/* We only need to update this-one, because if there is a third
vehicle which shares the same order-list, nothing will change. If
this is the last vehicle, the last line of the order-window
will change from Shared order list, to Order list, so it needs
an update */
* vehicle which shares the same order-list, nothing will change. If
* this is the last vehicle, the last line of the order-window
* will change from Shared order list, to Order list, so it needs
* an update */
InvalidateVehicleOrder(u);
return;
}
@ -1175,8 +1175,8 @@ static void Load_ORDR(void)
/* Update all the next pointer */
for (i = 1; i < len; ++i) {
/* The orders were built like this:
Vehicle one had order[0], and as long as order++.type was not
OT_NOTHING, it was part of the order-list of that vehicle */
* Vehicle one had order[0], and as long as order++.type was not
* OT_NOTHING, it was part of the order-list of that vehicle */
if (GetOrder(i)->type != OT_NOTHING)
GetOrder(i - 1)->next = GetOrder(i);
}

@ -229,8 +229,7 @@ static inline bool IsLocalPlayer(void)
void DeletePlayerWindows(PlayerID pi);
byte GetPlayerRailtypes(PlayerID p);
/** Finds out if a Player has a certain railtype available
*/
/** Finds out if a Player has a certain railtype available */
static inline bool HasRailtypeAvail(const Player *p, RailType Railtype)
{
return HASBIT(p->avail_railtypes, Railtype);

@ -1,8 +1,8 @@
/* $Id$ */
/** @file players.c
* @todo Cleanup the messy DrawPlayerFace function asap
*/
* @todo Cleanup the messy DrawPlayerFace function asap
*/
#include "stdafx.h"
#include "openttd.h"
#include "engine.h"

@ -82,7 +82,7 @@ static inline TrackBits AxisToTrackBits(Axis a)
/** These are a combination of tracks and directions. Values are 0-5 in one
direction (corresponding to the Track enum) and 8-13 in the other direction. */
* direction (corresponding to the Track enum) and 8-13 in the other direction. */
typedef enum Trackdirs {
TRACKDIR_X_NE = 0,
TRACKDIR_Y_SE = 1,
@ -103,7 +103,7 @@ typedef enum Trackdirs {
} Trackdir;
/** These are a combination of tracks and directions. Values are 0-5 in one
direction (corresponding to the Track enum) and 8-13 in the other direction. */
* direction (corresponding to the Track enum) and 8-13 in the other direction. */
typedef enum TrackdirBits {
TRACKDIR_BIT_NONE = 0x0000,
TRACKDIR_BIT_X_NE = 0x0001,

@ -586,13 +586,12 @@ int32 CmdBuildTrainDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
tileh = GetTileSlope(tile, NULL);
/* Prohibit construction if
The tile is non-flat AND
1) The AI is "old-school"
2) build-on-slopes is disabled
3) the tile is steep i.e. spans two height levels
4) the exit points in the wrong direction
*/
* The tile is non-flat AND
* 1) The AI is "old-school"
* 2) build-on-slopes is disabled
* 3) the tile is steep i.e. spans two height levels
* 4) the exit points in the wrong direction
*/
if (tileh != SLOPE_FLAT && (
_is_old_ai_player ||
@ -753,7 +752,7 @@ static int32 CmdSignalTrackHelper(TileIndex tile, uint32 flags, uint32 p1, uint3
SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
/* for vertical/horizontal tracks, double the given signals density
* since the original amount will be too dense (shorter tracks) */
* since the original amount will be too dense (shorter tracks) */
if (!IsDiagonalTrack(track)) signal_density *= 2;
if (CmdFailed(ValidateAutoDrag(&trackdir, tile, end_tile))) return CMD_ERROR;
@ -777,7 +776,7 @@ static int32 CmdSignalTrackHelper(TileIndex tile, uint32 flags, uint32 p1, uint3
* trackdir - trackdir to build with autorail
* semaphores - semaphores or signals
* signals - is there a signal/semaphore on the first tile, copy its style (two-way/single-way)
and convert all others to semaphore/signal
* and convert all others to semaphore/signal
* mode - 1 remove signals, 0 build signals */
signal_ctr = total_cost = 0;
for (;;) {

@ -386,8 +386,8 @@ int32 CmdSendRoadVehToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (v->current_order.type == OT_GOTO_DEPOT) {
if (!!(p2 & DEPOT_SERVICE) == HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT)) {
/* We called with a different DEPOT_SERVICE setting.
* Now we change the setting to apply the new one and let the vehicle head for the same depot.
* Note: the if is (true for requesting service == true for ordered to stop in depot) */
* Now we change the setting to apply the new one and let the vehicle head for the same depot.
* Note: the if is (true for requesting service == true for ordered to stop in depot) */
if (flags & DC_EXEC) {
TOGGLEBIT(v->current_order.flags, OFB_HALT_IN_DEPOT);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);

@ -688,10 +688,10 @@ bool SlObjectMember(void *ptr, const SaveLoad *sld)
break;
/* SL_WRITEBYTE translates a value of a variable to another one upon
* saving or loading.
* XXX - variable renaming abuse
* game_value: the value of the variable ingame is abused by sld->version_from
* file_value: the value of the variable in the savegame is abused by sld->version_to */
* saving or loading.
* XXX - variable renaming abuse
* game_value: the value of the variable ingame is abused by sld->version_from
* file_value: the value of the variable in the savegame is abused by sld->version_to */
case SL_WRITEBYTE:
if (_sl.save) {
SlWriteByte(sld->version_to);
@ -1606,7 +1606,7 @@ SaveOrLoadResult SaveOrLoad(const char *filename, int mode)
fclose(_sl.fh);
/* After loading fix up savegame for any internal changes that
* might've occured since then. If it fails, load back the old game */
* might've occured since then. If it fails, load back the old game */
if (!AfterLoadGame()) return SL_REINIT;
}

@ -768,7 +768,7 @@ static void ini_save_settings(IniFile *ini, const SettingDesc *sd, const char *g
const void *p = string_to_val(sdb, item->value);
/* The main type of a variable/setting is in bytes 8-15
* The subtype (what kind of numbers do we have there) is in 0-7 */
* The subtype (what kind of numbers do we have there) is in 0-7 */
switch (sdb->cmd) {
case SDT_BOOLX:
case SDT_NUMX:

@ -328,25 +328,25 @@ static inline bool GetBitAndShift(uint32 *b)
}
/*
A: competitors
B: start time in months / 3
C: town count (2 = high, 0 = low)
D: industry count (3 = high, 0 = none)
E: inital loan / 1000 (in GBP)
F: interest rate
G: running costs (0 = low, 2 = high)
H: construction speed of competitors (0 = very slow, 4 = very fast)
I: intelligence (0-2)
J: breakdowns(0 = off, 2 = normal)
K: subsidy multiplier (0 = 1.5, 3 = 4.0)
L: construction cost (0-2)
M: terrain type (0 = very flat, 3 = mountainous)
N: amount of water (0 = very low, 3 = high)
O: economy (0 = steady, 1 = fluctuating)
P: Train reversing (0 = end of line + stations, 1 = end of line)
Q: disasters
R: area restructuring (0 = permissive, 2 = hostile)
*/
* A: competitors
* B: start time in months / 3
* C: town count (2 = high, 0 = low)
* D: industry count (3 = high, 0 = none)
* E: inital loan / 1000 (in GBP)
* F: interest rate
* G: running costs (0 = low, 2 = high)
* H: construction speed of competitors (0 = very slow, 4 = very fast)
* I: intelligence (0-2)
* J: breakdowns (0 = off, 2 = normal)
* K: subsidy multiplier (0 = 1.5, 3 = 4.0)
* L: construction cost (0-2)
* M: terrain type (0 = very flat, 3 = mountainous)
* N: amount of water (0 = very low, 3 = high)
* O: economy (0 = steady, 1 = fluctuating)
* P: Train reversing (0 = end of line + stations, 1 = end of line)
* Q: disasters
* R: area restructuring (0 = permissive, 2 = hostile)
*/
static const int16 _default_game_diff[3][GAME_DIFFICULTY_NUM] = { /*
A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R*/
{2, 2, 1, 3, 300, 2, 0, 2, 0, 1, 2, 0, 1, 0, 0, 0, 0, 0}, //easy
@ -987,7 +987,7 @@ static void NewgrfWndProc(Window *w, WindowEvent *e)
break;
} break;
/* Parameter edit box not used yet
#if 0 /* Parameter edit box not used yet */
case WE_TIMEOUT:
WP(w,def_d).data_2 = 0;
SetWindowDirty(w);
@ -999,7 +999,8 @@ static void NewgrfWndProc(Window *w, WindowEvent *e)
}
break;
}
*/
#endif
case WE_DESTROY:
_sel_grffile = NULL;
DeleteWindowById(WC_QUERY_STRING, 0);

@ -230,8 +230,8 @@ static const uint16 * const _legend_table[] = {
# endif
}
#else
# define WRITE_PIXELS(dst, val) *(uint32*)(dst) = (val);
# define WRITE_PIXELS_OR(dst,val) *(uint32*)(dst) |= (val);
# define WRITE_PIXELS(dst, val) *(uint32*)(dst) = (val);
# define WRITE_PIXELS_OR(dst,val) *(uint32*)(dst) |= (val);
#endif
#define MKCOLOR(x) TO_LE32X(x)

@ -1,7 +1,6 @@
/* $Id$ */
/** @file station_cmd.c
*/
/** @file station_cmd.c */
#include "stdafx.h"
#include "openttd.h"
@ -169,7 +168,7 @@ RoadStop *AllocateRoadStop(void)
}
/* Calculate the radius of the station. Basicly it is the biggest
radius that is available within the station */
* radius that is available within the station */
static uint FindCatchmentRadius(const Station* st)
{
uint ret = 0;
@ -783,13 +782,13 @@ int32 CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invali
tileh = GetTileSlope(tile_cur, &z);
/* Prohibit building if
1) The tile is "steep" (i.e. stretches two height levels)
-OR-
2) The tile is non-flat if
a) the player building is an "old-school" AI
-OR-
b) the build_on_slopes switch is disabled
*/
* 1) The tile is "steep" (i.e. stretches two height levels)
* -OR-
* 2) The tile is non-flat if
* a) the player building is an "old-school" AI
* -OR-
* b) the build_on_slopes switch is disabled
*/
if (IsSteepSlope(tileh) ||
((_is_old_ai_player || !_patches.build_on_slopes) && tileh != SLOPE_FLAT)) {
return_cmd_error(STR_0007_FLAT_LAND_REQUIRED);
@ -1252,11 +1251,11 @@ uint GetStationPlatforms(const Station *st, TileIndex tile)
}
/** Determines the REMAINING length of a platform, starting at (and including)
* the given tile.
* @param tile the tile from which to start searching. Must be a railway station tile
* @param dir The direction in which to search.
* @return The platform length
*/
* the given tile.
* @param tile the tile from which to start searching. Must be a railway station tile
* @param dir The direction in which to search.
* @return The platform length
*/
uint GetPlatformLength(TileIndex tile, DiagDirection dir)
{
TileIndex start_tile = tile;
@ -1353,23 +1352,23 @@ int32 DoConvertStationRail(TileIndex tile, RailType totype, bool exec)
}
/** Heavy wizardry used to add a roadstop to a station.
* To understand the function, lets first look at what is passed around,
* especially the last two parameters. CmdBuildRoadStop allocates a road
* stop and needs to put that stop into the linked list of road stops.
* It (CmdBuildRoadStop) has a **currstop pointer which points to element
* in the linked list of stops (each element in this list being a pointer
* in itself, hence the double pointer). We (FindRoadStopSpot) need to
* modify this pointer (**currstop) thus we need to pass by reference,
* obtaining a triple pointer (***currstop). When finished, **currstop
* in CmdBuildRoadStop will contain the address of the pointer which will
* then point into the global roadstop array. *prev (in CmdBuildRoadStop)
* is the pointer tino the global roadstop array which has *currstop in
* its ->next element.
* @param[in] truck_station Determines whether a stop is RS_BUS or RS_TRUCK
* @param[in] station The station to do the whole procedure for
* @param[out] currstop See the detailed function description
* @param prev See the detailed function description
*/
* To understand the function, lets first look at what is passed around,
* especially the last two parameters. CmdBuildRoadStop allocates a road
* stop and needs to put that stop into the linked list of road stops.
* It (CmdBuildRoadStop) has a **currstop pointer which points to element
* in the linked list of stops (each element in this list being a pointer
* in itself, hence the double pointer). We (FindRoadStopSpot) need to
* modify this pointer (**currstop) thus we need to pass by reference,
* obtaining a triple pointer (***currstop). When finished, **currstop
* in CmdBuildRoadStop will contain the address of the pointer which will
* then point into the global roadstop array. *prev (in CmdBuildRoadStop)
* is the pointer tino the global roadstop array which has *currstop in
* its ->next element.
* @param[in] truck_station Determines whether a stop is RS_BUS or RS_TRUCK
* @param[in] station The station to do the whole procedure for
* @param[out] currstop See the detailed function description
* @param prev See the detailed function description
*/
static void FindRoadStopSpot(bool truck_station, Station* st, RoadStop*** currstop, RoadStop** prev)
{
RoadStop **primary_stop = (truck_station) ? &st->truck_stops : &st->bus_stops;
@ -2367,12 +2366,12 @@ void DestroyRoadStop(RoadStop* rs)
}
/**
* Clean up a station by clearing vehicle orders and invalidating windows.
* Aircraft-Hangar orders need special treatment here, as the hangars are
* actually part of a station (tiletype is STATION), but the order type
* is OT_GOTO_DEPOT.
* @param st Station to be deleted
*/
* Clean up a station by clearing vehicle orders and invalidating windows.
* Aircraft-Hangar orders need special treatment here, as the hangars are
* actually part of a station (tiletype is STATION), but the order type
* is OT_GOTO_DEPOT.
* @param st Station to be deleted
*/
void DestroyStation(Station *st)
{
StationID index;

@ -247,7 +247,7 @@ static void PlayerStationsWndProc(Window *w, WindowEvent *e)
switch (e->event) {
case WE_PAINT: {
/* Set up cargo click-states. Toggle the all-vehicle and all-cargo types button
* depending on if all types are clicked or not */
* depending on if all types are clicked or not */
SB(w->click_state, 6, 5, facilities);
SB(w->click_state, 26, 1, facilities == (FACIL_TRAIN | FACIL_TRUCK_STOP | FACIL_BUS_STOP | FACIL_AIRPORT | FACIL_DOCK));
SB(w->click_state, 12, NUM_CARGO + 1, cargo_filter);

@ -1,12 +1,12 @@
/* $Id$ */
/* Rail selection types (directions):
/ \ / \ / \ / \ / \ / \
/ /\ /\ \ /===\ / \ /| \ / |\
\/ / \ \/ \ / \===/ \| / \ |/
\ / \ / \ / \ / \ / \ /
0 1 2 3 4 5
*/
* / \ / \ / \ / \ / \ / \
* / /\ /\ \ /===\ / \ /| \ / |\
* \/ / \ \/ \ / \===/ \| / \ |/
* \ / \ / \ / \ / \ / \ /
* 0 1 2 3 4 5
*/
// mark invalid tiles red
#define RED(c) c | PALETTE_SEL_TILE_RED

@ -1,27 +1,27 @@
/* $Id$ */
/** @file bridge_land.h This file contains all the sprites for bridges
* It consists of a number of arrays.
* <ul><li>_bridge_sprite_table_n_m. Defines all the sprites of a bridge besides the pylons.
* n defines the number of the bridge type, m the number of the section. the highest m for
* each bridge set defines the heads.<br>
* Sprites for middle secionts are arranged in groups of four, the elements are:
* <ol><li>Element containing the track. This element is logically behind the vehicle.</li>
* <li>Element containing the structure that is logically between the vehicle and the camera</li>
* <li>Element containing the pylons.</li></ol>
* First group is for railway in X direction, second for railway in Y direction, two groups each follow for road, monorail and maglev<p>
* <br>Elements for heads are arranged in groups of eight:
* <ol><li>X direction, north end, flat</li>
* <li>Y direction, north end, flat</li>
* <li>X direction, south end, flat</li>
* <li>Y direction, south end, flat</li>
* <li>X direction, north end, sloped</li>
* <li>Y direction, north end, sloped</li>
* <li>X direction, south end, sloped</li>
* <li>Y direction, south end, sloped</li></ol>
* This is repeated 4 times, for rail, road, monorail, maglev</li>
* </ul>
*/
* It consists of a number of arrays.
* <ul><li>_bridge_sprite_table_n_m. Defines all the sprites of a bridge besides the pylons.
* n defines the number of the bridge type, m the number of the section. the highest m for
* each bridge set defines the heads.<br>
* Sprites for middle secionts are arranged in groups of four, the elements are:
* <ol><li>Element containing the track. This element is logically behind the vehicle.</li>
* <li>Element containing the structure that is logically between the vehicle and the camera</li>
* <li>Element containing the pylons.</li></ol>
* First group is for railway in X direction, second for railway in Y direction, two groups each follow for road, monorail and maglev<p>
* <br>Elements for heads are arranged in groups of eight:
* <ol><li>X direction, north end, flat</li>
* <li>Y direction, north end, flat</li>
* <li>X direction, south end, flat</li>
* <li>Y direction, south end, flat</li>
* <li>X direction, north end, sloped</li>
* <li>Y direction, north end, sloped</li>
* <li>X direction, south end, sloped</li>
* <li>Y direction, south end, sloped</li></ol>
* This is repeated 4 times, for rail, road, monorail, maglev</li>
* </ul>
*/
static const PalSpriteID _bridge_sprite_table_2_0[] = {
0x9C3, 0x9C7, 0x9C9, 0x0, 0x9C4, 0x9C8, 0x9CA, 0x0,

@ -1,12 +1,12 @@
/* $Id */
/** @file elrail_data.h Stores all the data for overhead wire and pylon drawing.
@see elrail.c */
* @see elrail.c */
#ifndef ELRAIL_DATA_H
#define ELRAIL_DATA_H
/** Tile Location group.
This defines whether the X and or Y coordinate of a tile is even */
* This defines whether the X and or Y coordinate of a tile is even */
typedef enum TLG {
XEVEN_YEVEN = 0,
XEVEN_YODD = 1,
@ -16,8 +16,8 @@ typedef enum TLG {
} TLG;
/** When determining the pylon configuration on the edge, two tiles are taken
into account: the tile being drawn itself (the home tile, the one in
ti->tile), and the neighbouring tile */
* into account: the tile being drawn itself (the home tile, the one in
* ti->tile), and the neighbouring tile */
typedef enum {
TS_HOME = 0,
TS_NEIGHBOUR = 1,
@ -38,8 +38,8 @@ static byte AllowedPPPonPCP[DIAGDIR_END] = {
};
/** Which of the PPPs are inside the tile. For the two PPPs on the tile border
the following system is used: if you rotate the PCP so that it is in the
north, the eastern PPP belongs to the tile. */
* the following system is used: if you rotate the PCP so that it is in the
* north, the eastern PPP belongs to the tile. */
static byte OwnedPPPonPCP[DIAGDIR_END] = {
1 << DIR_SE | 1 << DIR_S | 1 << DIR_SW | 1 << DIR_W,
1 << DIR_N | 1 << DIR_SW | 1 << DIR_W | 1 << DIR_NW,
@ -59,9 +59,9 @@ static const DiagDirection PCPpositions[TRACK_END][2] = {
#define PCP_NOT_ON_TRACK 0xFF
/** Preferred points of each trackbit. Those are the ones perpendicular to the
track, plus the point in extension of the track (to mark end-of-track). PCPs
which are not on either end of the track are fully preferred.
@see PCPpositions */
* track, plus the point in extension of the track (to mark end-of-track). PCPs
* which are not on either end of the track are fully preferred.
* @see PCPpositions */
static byte PreferredPPPofTrackAtPCP[TRACK_END][DIAGDIR_END] = {
{ /* X */
1 << DIR_NE | 1 << DIR_SE | 1 << DIR_NW, /* NE */
@ -101,8 +101,8 @@ static byte PreferredPPPofTrackAtPCP[TRACK_END][DIAGDIR_END] = {
#define NUM_IGNORE_GROUPS 3
#define IGNORE_NONE 0xFF
/** In case we have a staight line, we place pylon only every two tiles,
so there are certain tiles which we ignore. A straight line is found if
we have exactly two PPPs. */
* so there are certain tiles which we ignore. A straight line is found if
* we have exactly two PPPs. */
static byte IgnoredPCP[NUM_IGNORE_GROUPS][TLG_END][DIAGDIR_END] = {
{ /* Ignore group 1, X and Y tracks */
{ /* X even, Y even */
@ -196,7 +196,7 @@ static const Track TracksAtPCP[DIAGDIR_END][NUM_TRACKS_AT_PCP] = {
};
/* takes each of the 6 track bits from the array above and
assigns it to the home tile or neighbour tile */
* assigns it to the home tile or neighbour tile */
static const TileSource TrackSourceTile[DIAGDIR_END][NUM_TRACKS_AT_PCP] = {
{TS_HOME, TS_NEIGHBOUR, TS_HOME , TS_NEIGHBOUR, TS_NEIGHBOUR, TS_HOME },
{TS_HOME, TS_NEIGHBOUR, TS_NEIGHBOUR, TS_HOME , TS_NEIGHBOUR, TS_HOME },
@ -232,8 +232,8 @@ static const Direction PPPorder[DIAGDIR_END][TLG_END][DIR_END] = { /* X -
static const int8 x_pcp_offsets[DIAGDIR_END] = {0, 8, 15, 8};
static const int8 y_pcp_offsets[DIAGDIR_END] = {8, 15, 8, 0};
/* Geometric placement of the PPP relative to the PCP*/
static const int8 x_ppp_offsets[DIR_END] = {-3, -4, -3, 0, +3, +4, +3, 0};
static const int8 y_ppp_offsets[DIR_END] = {-3, 0, +3, +4, +3, 0, -3, -4};
static const int8 x_ppp_offsets[DIR_END] = {-3, -4, -3, 0, 3, 4, 3, 0};
static const int8 y_ppp_offsets[DIR_END] = {-3, 0, 3, 4, 3, 0, -3, -4};
/* The type of pylon to draw at each PPP */
static const SpriteID pylons_normal[] = {
SPR_PYLON_EW_N,
@ -341,16 +341,16 @@ static const SortableSpriteStruct CatenarySpriteData_Depot[] = {
};
/** Refers to a certain element of the catenary.
* Identifiers for Wires:
* <ol><li>Direction of the wire</li>
* <li>Slope of the tile for diagonals, placement inside the track for horiz/vertical pieces</li>
* <li>Place where a pylon shoule be</li></ol>
* Identifiers for Pylons:
* <ol><li>Direction of the wire</li>
* <li>Slope of the tile</li>
* <li>Position of the Pylon relative to the track</li>
* <li>Position of the Pylon inside the tile</li></ol>
*/
* Identifiers for Wires:
* <ol><li>Direction of the wire</li>
* <li>Slope of the tile for diagonals, placement inside the track for horiz/vertical pieces</li>
* <li>Place where a pylon shoule be</li></ol>
* Identifiers for Pylons:
* <ol><li>Direction of the wire</li>
* <li>Slope of the tile</li>
* <li>Position of the Pylon relative to the track</li>
* <li>Position of the Pylon inside the tile</li></ol>
*/
typedef enum {
WIRE_X_FLAT_SW,
WIRE_X_FLAT_NE,
@ -398,11 +398,11 @@ typedef enum {
} CatenarySprite;
/* Selects a Wire (with white and grey ends) depending on whether:
a) none (should never happen)
b) the first
c) the second
d) both
PCP exists.*/
* a) none (should never happen)
* b) the first
* c) the second
* d) both
* PCP exists.*/
static const CatenarySprite Wires[5][TRACK_END][4] = {
{ /* Tileh == 0 */
{INVALID_CATENARY, WIRE_X_FLAT_NE, WIRE_X_FLAT_SW, WIRE_X_FLAT_BOTH},

@ -4,25 +4,25 @@
#define ENGINES_H
/** @file table/engines.h
* This file contains all the data for vehicles
*/
* This file contains all the data for vehicles
*/
#include "../sound.h"
/** Writes the properties of a vehicle into the EngineInfo struct.
* @see EngineInfo
* @param a Introduction date
* @param e Rail Type of the vehicle
* @param f Bitmask of the climates
*/
* @see EngineInfo
* @param a Introduction date
* @param e Rail Type of the vehicle
* @param f Bitmask of the climates
*/
#define MK(a, b, c, d, e, f) { DAYS_TILL_ORIGINAL_BASE_YEAR + a, b, c, d, e, f, 0, 8, 0, 0 }
/** Writes the properties of a train carriage into the EngineInfo struct.
* @see EngineInfo
* @param a Introduction date
* @param e Rail Type of the vehicle
* @param f Bitmask of the climates
* @note the 0x80 in parameter b sets the "is carriage bit"
*/
* @see EngineInfo
* @param a Introduction date
* @param e Rail Type of the vehicle
* @param f Bitmask of the climates
* @note the 0x80 in parameter b sets the "is carriage bit"
*/
#define MW(a, b, c, d, e, f) { DAYS_TILL_ORIGINAL_BASE_YEAR + a, b | 0x80, c, d, e, f, 0, 8, 0, 0 }
// Rail types

@ -4,36 +4,36 @@
#define SPRITES_H
/** @file sprites.h
This file contails all sprite-related enums and defines. These consist mainly of
the sprite numbers and a bunch of masks and macros to handle sprites and to get
rid of all the magic numbers in the code.
@NOTE:
ALL SPRITE NUMBERS BELOW 5126 are in the main files
SPR_CANALS_BASE is in canalsw.grf
SPR_SLOPES_BASE is in trkfoundw.grf
SPR_OPENTTD_BASE is in openttd.grf
All elements which consist of two elements should
have the same name and then suffixes
_GROUND and _BUILD for building-type sprites
_REAR and _FRONT for transport-type sprites (tiles where vehicles are on)
These sprites are split because of the Z order of the elements
(like some parts of a bridge are behind the vehicle, while others are before)
All sprites which are described here are referenced only one to a handful of times
throughout the code. When introducing new sprite enums, use meaningful names.
Don't be lazy and typing, and only use abbrevations when their meaning is clear or
the length of the enum would get out of hand. In that case EXPLAIN THE ABBREVATION
IN THIS FILE, and perhaps add some comments in the code where it is used.
Now, don't whine about this being too much typing work if the enums are like
30 characters in length. If your editor doen't help you simplifying your work,
get a proper editor. If your Operating Systems don't have any decent editors,
get a proper Operating System.
@todo Split the "Sprites" enum into smaller chunks and document them
*/
* This file contails all sprite-related enums and defines. These consist mainly of
* the sprite numbers and a bunch of masks and macros to handle sprites and to get
* rid of all the magic numbers in the code.
*
* @NOTE:
* ALL SPRITE NUMBERS BELOW 5126 are in the main files
* SPR_CANALS_BASE is in canalsw.grf
* SPR_SLOPES_BASE is in trkfoundw.grf
* SPR_OPENTTD_BASE is in openttd.grf
*
* All elements which consist of two elements should
* have the same name and then suffixes
* _GROUND and _BUILD for building-type sprites
* _REAR and _FRONT for transport-type sprites (tiles where vehicles are on)
* These sprites are split because of the Z order of the elements
* (like some parts of a bridge are behind the vehicle, while others are before)
*
*
* All sprites which are described here are referenced only one to a handful of times
* throughout the code. When introducing new sprite enums, use meaningful names.
* Don't be lazy and typing, and only use abbrevations when their meaning is clear or
* the length of the enum would get out of hand. In that case EXPLAIN THE ABBREVATION
* IN THIS FILE, and perhaps add some comments in the code where it is used.
* Now, don't whine about this being too much typing work if the enums are like
* 30 characters in length. If your editor doen't help you simplifying your work,
* get a proper editor. If your Operating Systems don't have any decent editors,
* get a proper Operating System.
*
* @todo Split the "Sprites" enum into smaller chunks and document them
*/
enum Sprites {
@ -226,8 +226,8 @@ enum Sprites {
/* Elrail stuff */
/* Wires. First identifier is the direction of the track, second is the required placement of the pylon.
"short" denotes a wire that requires a pylon on each end. Third identifier is the direction of the slope
(in positive coordinate direction) */
* "short" denotes a wire that requires a pylon on each end. Third identifier is the direction of the slope
* (in positive coordinate direction) */
SPR_WIRE_X_SHORT = SPR_ELRAIL_BASE + 3,
SPR_WIRE_Y_SHORT = SPR_ELRAIL_BASE + 4,
SPR_WIRE_EW_SHORT = SPR_ELRAIL_BASE + 5,
@ -561,19 +561,18 @@ enum Sprites {
/* BTSUS == Suspension bridge */
/* TILE_* denotes the different tiles a suspension bridge
can have
TILE_A and TILE_B are the "beginnings" and "ends" of the
suspension system. they have small rectangluar endcaps
TILE_C and TILE_D look almost identical to TILE_A and
TILE_B, but they do not have the "endcaps". They form the
middle part
TILE_E is a condensed configuration of two pillars. while they
are usually 2 pillars apart, they only have 1 pillar separation
here
TILE_F is an extended configuration of pillars. they are
plugged in when pillars should be 3 tiles apart
*/
* can have
* TILE_A and TILE_B are the "beginnings" and "ends" of the
* suspension system. they have small rectangluar endcaps
* TILE_C and TILE_D look almost identical to TILE_A and
* TILE_B, but they do not have the "endcaps". They form the
* middle part
* TILE_E is a condensed configuration of two pillars. while they
* are usually 2 pillars apart, they only have 1 pillar separation
* here
* TILE_F is an extended configuration of pillars. they are
* plugged in when pillars should be 3 tiles apart
*/
SPR_BTSUS_ROAD_Y_REAR_TILE_A = 2453,
SPR_BTSUS_ROAD_Y_REAR_TILE_B = 2454,
SPR_BTSUS_Y_FRONT_TILE_A = 2455,
@ -713,10 +712,10 @@ enum Sprites {
/* tubular bridges */
/* tubular bridges have 3 kinds of tiles:
a start tile (with only half a tube on the far side, marked _BEG
a middle tile (full tunnel), marked _MID
and an end tile (half a tube on the near side, maked _END
*/
* a start tile (with only half a tube on the far side, marked _BEG
* a middle tile (full tunnel), marked _MID
* and an end tile (half a tube on the near side, maked _END
*/
SPR_BTTUB_X_FRONT_BEG = 2559,
SPR_BTTUB_X_FRONT_MID = 2660,
SPR_BTTUB_X_FRONT_END = 2561,

@ -1,7 +1,6 @@
/* $Id$ */
/** @file town_land.h
*/
/** @file town_land.h */
enum {
HOUSE_TEMP_CHURCH = 0x03,
@ -16,16 +15,16 @@ enum {
};
/** Writes the data into the Town Tile Drawing Struct
* @param s1 The first sprite of the building, mostly the ground sprite
* @param s2 The second sprite of the building.
* @param sx The x-position of the sprite within the tile
* @param xy the y-position of the sprite within the tile
* @param w the width of the sprite
* @param h the height of the sprite
* @param dz the virtual height of the sprite
* @param p set to 1 if a lift is present
* @see DrawTownTileStruct
*/
* @param s1 The first sprite of the building, mostly the ground sprite
* @param s2 The second sprite of the building.
* @param sx The x-position of the sprite within the tile
* @param xy the y-position of the sprite within the tile
* @param w the width of the sprite
* @param h the height of the sprite
* @param dz the virtual height of the sprite
* @param p set to 1 if a lift is present
* @see DrawTownTileStruct
*/
#define M(s1, s2, sx, sy, w, h, dz, p) {s1, s2, sx, sy, w - 1, h - 1, dz, p}
static const DrawBuildingsTileStruct _town_draw_tile_data[] = {
@ -1928,20 +1927,20 @@ static const uint16 _housetype_flags[] = {
assert_compile(lengthof(_housetype_flags) == HOUSE_MAX);
static const byte _housetype_extra_flags[] = {
0, 0, 0, 0,32,32, 0, 8,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0,16, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
16, 0, 0, 0, 0, 0, 0, 0,
16, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 8, 0, 8, 0, 0, 0,
0, 0, 4, 0, 4, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 4,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 8, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 32, 32, 0, 8,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 16, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
16, 0, 0, 0, 0, 0, 0, 0,
16, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 8, 0, 8, 0, 0, 0,
0, 0, 4, 0, 4, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 4,
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 8, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
};
assert_compile(lengthof(_housetype_extra_flags) == HOUSE_MAX);
@ -2137,20 +2136,20 @@ static const HousetypeYear _housetype_years[] = {
assert_compile(lengthof(_housetype_years) == HOUSE_MAX);
static const byte _housetype_cargo_passengers[] = {
8, 8, 8, 2, 10,10,4, 6,
6, 2, 2, 2, 2, 8, 6, 6,
6, 10,6, 6, 4, 4, 4, 4,
3, 3, 3, 7, 8, 6, 8, 8,
4, 4, 4, 4, 8, 3, 3, 8,
8, 8, 8, 8, 5, 5, 3, 3,
3, 3, 8, 8, 9, 9,10, 10,
2, 2, 3, 3, 2, 2, 3, 3,
6, 6, 6, 6, 6, 6, 7, 7,
9, 9, 7, 7, 7, 7, 3, 3,
3, 3, 6, 2, 3, 6, 6, 8,
8, 6, 8, 2, 6, 3, 3, 3,
3, 3, 8, 4, 4, 8, 3, 3,
8, 8, 8, 4, 3, 3,
8, 8, 8, 2, 10, 10, 4, 6,
6, 2, 2, 2, 2, 8, 6, 6,
6, 10, 6, 6, 4, 4, 4, 4,
3, 3, 3, 7, 8, 6, 8, 8,
4, 4, 4, 4, 8, 3, 3, 8,
8, 8, 8, 8, 5, 5, 3, 3,
3, 3, 8, 8, 9, 9, 10, 10,
2, 2, 3, 3, 2, 2, 3, 3,
6, 6, 6, 6, 6, 6, 7, 7,
9, 9, 7, 7, 7, 7, 3, 3,
3, 3, 6, 2, 3, 6, 6, 8,
8, 6, 8, 2, 6, 3, 3, 3,
3, 3, 8, 4, 4, 8, 3, 3,
8, 8, 8, 4, 3, 3,
};
assert_compile(lengthof(_housetype_cargo_passengers) == HOUSE_MAX);

50
tgp.c

@ -505,25 +505,25 @@ static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_
static double perlin_coast_noise_2D(const double x, const double y, const double p, const int prime);
/**
* This routine sculpts in from the edge a random amount, again a Perlin
* sequence, to avoid the rigid flat-edge slopes that were present before. The
* Perlin noise map doesnt know where we are going to slice across, and so we
* often cut straight through high terrain. the smoothing routine makes it
* legal, gradually increasing up from the edge to the original terrain height.
* By cutting parts of this away, it gives a far more irregular edge to the
* map-edge. Sometimes it works beautifully with the existing sea & lakes, and
* creates a very realistic coastline. Other times the variation is less, and
* the map-edge shows its cliff-like roots.
*
* This routine may be extended to randomly sculpt the height of the terrain
* near the edge. This will have the coast edge at low level (1-3), rising in
* smoothed steps inland to about 15 tiles in. This should make it look as
* though the map has been built for the map size, rather than a slice through
* a larger map.
*
* Please note that all the small numbers; 53, 101, 167, etc. are small primes
* to help give the perlin noise a bit more of a random feel.
*/
* This routine sculpts in from the edge a random amount, again a Perlin
* sequence, to avoid the rigid flat-edge slopes that were present before. The
* Perlin noise map doesnt know where we are going to slice across, and so we
* often cut straight through high terrain. the smoothing routine makes it
* legal, gradually increasing up from the edge to the original terrain height.
* By cutting parts of this away, it gives a far more irregular edge to the
* map-edge. Sometimes it works beautifully with the existing sea & lakes, and
* creates a very realistic coastline. Other times the variation is less, and
* the map-edge shows its cliff-like roots.
*
* This routine may be extended to randomly sculpt the height of the terrain
* near the edge. This will have the coast edge at low level (1-3), rising in
* smoothed steps inland to about 15 tiles in. This should make it look as
* though the map has been built for the map size, rather than a slice through
* a larger map.
*
* Please note that all the small numbers; 53, 101, 167, etc. are small primes
* to help give the perlin noise a bit more of a random feel.
*/
static void HeightMapCoastLines(void)
{
int smallest_size = min(_patches.map_x, _patches.map_y);
@ -626,12 +626,12 @@ static void HeightMapSmoothCoasts(void)
}
/**
* This routine provides the essential cleanup necessary before OTTD can
* display the terrain. When generated, the terrain heights can jump more than
* one level between tiles. This routine smooths out those differences so that
* the most it can change is one level. When OTTD can support cliffs, this
* routine may not be necessary.
*/
* This routine provides the essential cleanup necessary before OTTD can
* display the terrain. When generated, the terrain heights can jump more than
* one level between tiles. This routine smooths out those differences so that
* the most it can change is one level. When OTTD can support cliffs, this
* routine may not be necessary.
*/
static void HeightMapSmoothSlopes(height_t dh_max)
{
int x, y;

@ -738,7 +738,7 @@ static int GrowTownAtRoad(Town *t, TileIndex tile)
_grow_town_result = -1;
} else if (_game_mode == GM_EDITOR) {
/* If we are in the SE, and this road-piece has no town owner yet, it just found an
* owner :) (happy happy happy road now) */
* owner :) (happy happy happy road now) */
SetTileOwner(tile, OWNER_TOWN);
SetTownIndex(tile, t->index);
}

@ -1343,8 +1343,8 @@ int32 CmdSellRailWagon(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
for (tmp = first; tmp != NULL; tmp = tmp->next) tmp->first = NULL;
/* 2.2 If there are wagons present after the deleted front engine, check
* if the second wagon (which will be first) is an engine. If it is one,
* promote it as a new train, retaining the unitnumber, orders */
* if the second wagon (which will be first) is an engine. If it is one,
* promote it as a new train, retaining the unitnumber, orders */
if (new_f != NULL) {
if (IsTrainEngine(new_f)) {
switch_engine = true;
@ -1902,9 +1902,9 @@ static TrainFindDepotData FindClosestTrainDepot(Vehicle *v, int max_distance)
/* Found target */
tfdd.tile = ftd.node.tile;
/* Our caller expects a number of tiles, so we just approximate that
* number by this. It might not be completely what we want, but it will
* work for now :-) We can possibly change this when the old pathfinder
* is removed. */
* number by this. It might not be completely what we want, but it will
* work for now :-) We can possibly change this when the old pathfinder
* is removed. */
tfdd.best_length = ftd.best_path_dist / NPF_TILE_LENGTH;
if (NPFGetFlag(&ftd.node, NPF_FLAG_REVERSE)) tfdd.reverse = true;
}
@ -1960,8 +1960,8 @@ int32 CmdSendTrainToDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
if (v->current_order.type == OT_GOTO_DEPOT) {
if (!!(p2 & DEPOT_SERVICE) == HASBIT(v->current_order.flags, OFB_HALT_IN_DEPOT)) {
/* We called with a different DEPOT_SERVICE setting.
* Now we change the setting to apply the new one and let the vehicle head for the same depot.
* Note: the if is (true for requesting service == true for ordered to stop in depot) */
* Now we change the setting to apply the new one and let the vehicle head for the same depot.
* Note: the if is (true for requesting service == true for ordered to stop in depot) */
if (flags & DC_EXEC) {
TOGGLEBIT(v->current_order.flags, OFB_HALT_IN_DEPOT);
InvalidateWindowWidget(WC_VEHICLE_VIEW, v->index, STATUS_BAR);

@ -918,22 +918,22 @@ uint GetBridgeFoundation(Slope tileh, Axis axis)
}
/**
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only needa draw the entrance.
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
* and it works a bit like a bitmask.<p> For bridge heads:
* <ul><li>Bit 0: direction</li>
* <li>Bit 1: northern or southern heads</li>
* <li>Bit 2: Set if the bridge head is sloped</li>
* <li>Bit 3 and more: Railtype Specific subset</li>
* </ul>
* For middle parts:
* <ul><li>Bits 0-1: need to be 0</li>
* <li>Bit 2: direction</li>
* <li>Bit 3 and above: Railtype Specific subset</li>
* </ul>
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
*/
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only needa draw the entrance.
* Bridges are a bit more complex. base_offset is where the sprite selection comes into play
* and it works a bit like a bitmask.<p> For bridge heads:
* <ul><li>Bit 0: direction</li>
* <li>Bit 1: northern or southern heads</li>
* <li>Bit 2: Set if the bridge head is sloped</li>
* <li>Bit 3 and more: Railtype Specific subset</li>
* </ul>
* For middle parts:
* <ul><li>Bits 0-1: need to be 0</li>
* <li>Bit 2: direction</li>
* <li>Bit 3 and above: Railtype Specific subset</li>
* </ul>
* Please note that in this code, "roads" are treated as railtype 1, whilst the real railtypes are 0, 2 and 3
*/
static void DrawTile_TunnelBridge(TileInfo *ti)
{
uint32 image;

@ -184,16 +184,16 @@ typedef struct Patches {
bool ai_in_multiplayer; // Do we allow AIs in multiplayer
/*
* New Path Finding
*/
* New Path Finding
*/
bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */
/**
* The maximum amount of search nodes a single NPF run should take. This
* limit should make sure performance stays at acceptable levels at the cost
* of not being perfect anymore. This will probably be fixed in a more
* sophisticated way sometime soon
*/
* The maximum amount of search nodes a single NPF run should take. This
* limit should make sure performance stays at acceptable levels at the cost
* of not being perfect anymore. This will probably be fixed in a more
* sophisticated way sometime soon
*/
uint32 npf_max_search_nodes;
uint32 npf_rail_firstred_penalty; /* The penalty for when the first signal is red (and it is not an exit or combo signal) */

@ -344,10 +344,10 @@ Vehicle *AllocateVehicle(void)
/** Allocates a lot of vehicles and frees them again
* @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
* @param num number of vehicles to allocate room for
* @return true if there is room to allocate all the vehicles
*/
* @param vl pointer to an array of vehicles to get allocated. Can be NULL if the vehicles aren't needed (makes it test only)
* @param num number of vehicles to allocate room for
* @return true if there is room to allocate all the vehicles
*/
bool AllocateVehicles(Vehicle **vl, int num)
{
int i;
@ -514,9 +514,9 @@ Vehicle *GetFirstVehicleInChain(const Vehicle *v)
}
/* It is the fact (currently) that newly built vehicles do not have
* their ->first pointer set. When this is the case, go up to the
* first engine and set the pointers correctly. Also the first pointer
* is not saved in a savegame, so this has to be fixed up after loading */
* their ->first pointer set. When this is the case, go up to the
* first engine and set the pointers correctly. Also the first pointer
* is not saved in a savegame, so this has to be fixed up after loading */
/* Find the 'locomotive' or the first wagon in a chain */
while ((u = GetPrevVehicleInChain_bruteforce(v)) != NULL) v = u;
@ -574,8 +574,8 @@ static void MaybeReplaceVehicle(Vehicle *v);
static Vehicle* _first_veh_in_depot_list;
/** Adds a vehicle to the list of vehicles, that visited a depot this tick
* @param *v vehicle to add
*/
* @param *v vehicle to add
*/
void VehicleEnteredDepotThisTick(Vehicle *v)
{
// we need to set v->leave_depot_instantly as we have no control of it's contents at this time
@ -1537,10 +1537,10 @@ void AgeVehicle(Vehicle *v)
}
/** Clone a vehicle. If it is a train, it will clone all the cars too
* @param tile tile of the depot where the cloned vehicle is build
* @param p1 the original vehicle's index
* @param p2 1 = shared orders, else copied orders
*/
* @param tile tile of the depot where the cloned vehicle is build
* @param p1 the original vehicle's index
* @param p2 1 = shared orders, else copied orders
*/
int32 CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
Vehicle *v_front, *v;
@ -1919,14 +1919,14 @@ static void MaybeReplaceVehicle(Vehicle *v)
}
/**
* @param sort_list list to store the list in. Note: it's presumed that it is big enough to store all vehicles in the game (worst case) and it will not check size
* @param type type of vehicle
* @param owner PlayerID of owner to generate a list for
* @param station index of station to generate a list for. INVALID_STATION when not used
* @param order index of oder to generate a list for. INVALID_ORDER when not used
* @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
*/
* @param sort_list list to store the list in. Note: it's presumed that it is big enough to store all vehicles in the game (worst case) and it will not check size
* @param type type of vehicle
* @param owner PlayerID of owner to generate a list for
* @param station index of station to generate a list for. INVALID_STATION when not used
* @param order index of oder to generate a list for. INVALID_ORDER when not used
* @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
*/
uint GenerateVehicleSortList(const Vehicle** sort_list, byte type, PlayerID owner, StationID station, OrderID order, uint16 window_type)
{
const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2;
@ -1985,13 +1985,13 @@ uint GenerateVehicleSortList(const Vehicle** sort_list, byte type, PlayerID owne
}
/** send all vehicles of type to depots
* @param type type of vehicle
* @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
* @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
*/
* @param type type of vehicle
* @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
* @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)
{
const Vehicle** sort_list;
@ -2544,7 +2544,7 @@ static void Load_VEHS(void)
if (CheckSavegameVersion(5)) {
/* Convert the current_order.type (which is a mix of type and flags, because
in those versions, they both were 4 bits big) to type and flags */
* in those versions, they both were 4 bits big) to type and flags */
v->current_order.flags = (v->current_order.type & 0xF0) >> 4;
v->current_order.type = v->current_order.type & 0x0F;
}
@ -2557,7 +2557,7 @@ static void Load_VEHS(void)
FOR_ALL_VEHICLES_FROM(u, v->index + 1) {
/* If a vehicle has the same orders, add the link to eachother
in both vehicles */
* in both vehicles */
if (v->orders == u->orders) {
v->next_shared = u;
u->prev_shared = v;

@ -625,10 +625,10 @@ static void DrawEngineArrayInReplaceWindow(Window *w, int x, int y, int x2, int
/* draw sorting criteria string */
/* Ensure that custom engines which substituted wagons
* are sorted correctly.
* XXX - DO NOT EVER DO THIS EVER AGAIN! GRRR hacking in wagons as
* engines to get more types.. Stays here until we have our own format
* then it is exit!!! */
* are sorted correctly.
* XXX - DO NOT EVER DO THIS EVER AGAIN! GRRR hacking in wagons as
* engines to get more types.. Stays here until we have our own format
* then it is exit!!! */
if (WP(w,replaceveh_d).wagon_btnstate) {
train_engine_drawing_loop(&x, &y, &pos, &sel[0], &selected_id[0], railtype, w->vscroll.cap, true, false, true, true); // True engines
train_engine_drawing_loop(&x2, &y2, &pos2, &sel[1], &selected_id[1], railtype, w->vscroll.cap, true, false, false, false); // True engines

@ -1177,7 +1177,7 @@ static const char* QZ_SetVideoWindowed(uint width, uint height)
/* _cocoa_video_data.realpixels now points to the window's pixels
* We want it to point to the *view's* pixels
*/
*/
{
int vOffset = [ _cocoa_video_data.window frame ].size.height - [ _cocoa_video_data.qdview frame ].size.height - [ _cocoa_video_data.qdview frame ].origin.y;
int hOffset = [ _cocoa_video_data.qdview frame ].origin.x;

@ -1271,9 +1271,9 @@ static void HandleKeypress(uint32 key)
{
Window *w;
WindowEvent we;
/* Stores if a window with a textfield for typing is open
* If this is the case, keypress events are only passed to windows with text fields and
* to thein this main toolbar. */
/* Stores if a window with a textfield for typing is open
* If this is the case, keypress events are only passed to windows with text fields and
* to thein this main toolbar. */
bool query_open = false;
// Setup event

@ -6,7 +6,7 @@
#include "fixedsizearray.hpp"
/** Flexible array with size limit. Implemented as fixed size
array of fixed size arrays */
* array of fixed size arrays */
template <class Titem_, int Tblock_size_ = 1024, int Tnum_blocks_ = Tblock_size_>
class CArrayT {
public:

@ -4,16 +4,16 @@
#define AUTOCOPYPTR_HPP
/** CAutoCopyPtrT - kind of CoW (Copy on Write) pointer.
It is non-invasive smart pointer (reference counter is held outside
of Tdata).
When copied, its new copy shares the same underlaying structure Tdata.
When dereferenced, its behavior depends on 2 factors:
- whether the data is shared (used by more than one pointer)
- type of access (read/write)
When shared pointer is dereferenced for write, new clone of Tdata
is made first.
Can't be used for polymorphic data types (interfaces).
*/
* It is non-invasive smart pointer (reference counter is held outside
* of Tdata).
* When copied, its new copy shares the same underlaying structure Tdata.
* When dereferenced, its behavior depends on 2 factors:
* - whether the data is shared (used by more than one pointer)
* - type of access (read/write)
* When shared pointer is dereferenced for write, new clone of Tdata
* is made first.
* Can't be used for polymorphic data types (interfaces).
*/
template <class Tdata_>
class CAutoCopyPtrT {
protected:

@ -10,22 +10,22 @@
/**
* Binary Heap as C++ template.
*
* For information about Binary Heap algotithm,
* see: http://www.policyalmanac.org/games/binaryHeaps.htm
*
* Implementation specific notes:
*
* 1) It allocates space for item pointers (array). Items are allocated elsewhere.
*
* 2) ItemPtr [0] is never used. Total array size is max_items + 1, because we
* use indices 1..max_items instead of zero based C indexing.
*
* 3) Item of the binary heap should support these public members:
* - 'lower-then' operator '<' - used for comparing items before moving
*
*/
* Binary Heap as C++ template.
*
* For information about Binary Heap algotithm,
* see: http://www.policyalmanac.org/games/binaryHeaps.htm
*
* Implementation specific notes:
*
* 1) It allocates space for item pointers (array). Items are allocated elsewhere.
*
* 2) ItemPtr [0] is never used. Total array size is max_items + 1, because we
* use indices 1..max_items instead of zero based C indexing.
*
* 3) Item of the binary heap should support these public members:
* - 'lower-then' operator '<' - used for comparing items before moving
*
*/
template <class Titem_>
class CBinaryHeapT {
@ -53,23 +53,23 @@ public:
public:
/** Return the number of items stored in the priority queue.
* @return number of items in the queue */
* @return number of items in the queue */
FORCEINLINE int Size() const {return m_size;};
/** Test if the priority queue is empty.
* @return true if empty */
* @return true if empty */
FORCEINLINE bool IsEmpty() const {return (m_size == 0);};
/** Test if the priority queue is full.
* @return true if full. */
* @return true if full. */
FORCEINLINE bool IsFull() const {return (m_size >= m_max_size);};
/** Find the smallest item in the priority queue.
* Return the smallest item, or throw assert if empty. */
* Return the smallest item, or throw assert if empty. */
FORCEINLINE Titem_& GetHead() {assert(!IsEmpty()); return *m_items[1];}
/** Insert new item into the priority queue, maintaining heap order.
* @return false if the queue is full. */
* @return false if the queue is full. */
bool Push(Titem_& new_item);
/** Remove and return the smallest item from the priority queue. */
@ -85,7 +85,7 @@ public:
int FindLinear(const Titem_& item) const;
/** Make the priority queue empty.
* All remaining items will remain untouched. */
* All remaining items will remain untouched. */
void Clear() {m_size = 0;};
/** verifies the heap consistency (added during first YAPF debug phase) */

@ -11,14 +11,14 @@ FORCEINLINE void MemCpyT(Titem_* d, const Titem_* s, int num_items = 1)
/** Base class for simple binary blobs.
Item is byte.
The word 'simple' means:
- no configurable allocator type (always made from heap)
- no smart deallocation - deallocation must be called from the same
module (DLL) where the blob was allocated
- no configurable allocation policy (how big blocks should be allocated)
- no extra ownership policy (i.e. 'copy on write') when blob is copied
- no thread synchronization at all */
* Item is byte.
* The word 'simple' means:
* - no configurable allocator type (always made from heap)
* - no smart deallocation - deallocation must be called from the same
* module (DLL) where the blob was allocated
* - no configurable allocation policy (how big blocks should be allocated)
* - no extra ownership policy (i.e. 'copy on write') when blob is copied
* - no thread synchronization at all */
class CBlobBaseSimple {
protected:
struct CHdr {
@ -78,7 +78,7 @@ public:
}
/** Reallocate if there is no free space for num_bytes bytes.
@return pointer to the new data to be added */
* @return pointer to the new data to be added */
FORCEINLINE int8* MakeRawFreeSpace(int num_bytes)
{
assert(num_bytes >= 0);
@ -89,7 +89,7 @@ public:
}
/** Increase RawSize() by num_bytes.
@return pointer to the new data added */
* @return pointer to the new data added */
FORCEINLINE int8* GrowRawSize(int num_bytes)
{
int8* pNewData = MakeRawFreeSpace(num_bytes);

@ -6,15 +6,15 @@
/** @file CCountedPtr - smart pointer implementation */
/** CCountedPtr - simple reference counting smart pointer.
*
* One of the standard ways how to maintain object's lifetime.
*
* See http://ootips.org/yonat/4dev/smart-pointers.html for more
* general info about smart pointers.
*
* This class implements ref-counted pointer for objects/interfaces that
* support AddRef() and Release() methods.
*/
*
* One of the standard ways how to maintain object's lifetime.
*
* See http://ootips.org/yonat/4dev/smart-pointers.html for more
* general info about smart pointers.
*
* This class implements ref-counted pointer for objects/interfaces that
* support AddRef() and Release() methods.
*/
template <class Tcls_>
class CCountedPtr {
/** redefine the template argument to make it visible for derived classes */

@ -5,13 +5,13 @@
/** fixed size array
Upon construction it preallocates fixed size block of memory
for all items, but doesn't construct them. Item's construction
is delayed. */
* Upon construction it preallocates fixed size block of memory
* for all items, but doesn't construct them. Item's construction
* is delayed. */
template <class Titem_, int Tcapacity_>
struct CFixedSizeArrayT {
/** the only member of fixed size array is pointer to the block
of C array of items. Header can be found on the offset -sizeof(CHdr). */
* of C array of items. Header can be found on the offset -sizeof(CHdr). */
Titem_ *m_items;
/** header for fixed size array */

@ -6,8 +6,8 @@
#include "yapf.hpp"
/** Track follower helper template class (can serve pathfinders and vehicle
controllers). See 6 different typedefs below for 3 different transport
types w/ of w/o 90-deg turns allowed */
* controllers). See 6 different typedefs below for 3 different transport
* types w/ of w/o 90-deg turns allowed */
template <TransportType Ttr_type_, bool T90deg_turns_allowed_ = true>
struct CFollowTrackT : public FollowTrack_t
{
@ -38,7 +38,7 @@ struct CFollowTrackT : public FollowTrack_t
FORCEINLINE static bool Allow90degTurns() {return T90deg_turns_allowed_;}
/** main follower routine. Fills all members and return true on success.
Otherwise returns false if track can't be followed. */
* Otherwise returns false if track can't be followed. */
FORCEINLINE bool Follow(TileIndex old_tile, Trackdir old_td)
{
m_old_tile = old_tile;

@ -95,26 +95,26 @@ struct CHashTableSlotT
};
/** @class CHashTableT<Titem, Thash_bits> - simple hash table
of pointers allocated elsewhere.
Supports: Add/Find/Remove of Titems.
Your Titem must meet some extra requirements to be CHashTableT
compliant:
- its constructor/destructor (if any) must be public
- if the copying of item requires an extra resource management,
you must define also copy constructor
- must support nested type (struct, class or typedef) Titem::Key
that defines the type of key class for that item
- must support public method:
const Key& GetKey() const; // return the item's key object
In addition, the Titem::Key class must support:
- public method that calculates key's hash:
int CalcHash() const;
- public 'equality' operator to compare the key with another one
bool operator == (const Key& other) const;
*/
* of pointers allocated elsewhere.
*
* Supports: Add/Find/Remove of Titems.
*
* Your Titem must meet some extra requirements to be CHashTableT
* compliant:
* - its constructor/destructor (if any) must be public
* - if the copying of item requires an extra resource management,
* you must define also copy constructor
* - must support nested type (struct, class or typedef) Titem::Key
* that defines the type of key class for that item
* - must support public method:
* const Key& GetKey() const; // return the item's key object
*
* In addition, the Titem::Key class must support:
* - public method that calculates key's hash:
* int CalcHash() const;
* - public 'equality' operator to compare the key with another one
* bool operator == (const Key& other) const;
*/
template <class Titem_, int Thash_bits_>
class CHashTableT {
public:
@ -125,7 +125,7 @@ public:
protected:
/** each slot contains pointer to the first item in the list,
Titem contains pointer to the next item - GetHashNext(), SetHashNext() */
* Titem contains pointer to the next item - GetHashNext(), SetHashNext() */
typedef CHashTableSlotT<Titem_> Slot;
Slot* m_slots; // here we store our data (array of blobs)

@ -8,8 +8,8 @@
#include "binaryheap.hpp"
/** Hash table based node list multi-container class.
Implements open list, closed list and priority queue for A-star
path finder. */
* Implements open list, closed list and priority queue for A-star
* path finder. */
template <class Titem_, int Thash_bits_open_, int Thash_bits_closed_>
class CNodeList_HashTableT {
public:

@ -160,8 +160,8 @@ struct CYapfTestBaseT
FORCEINLINE char TransportTypeChar() const {return 'T';}
/** Called by YAPF to move from the given node to the next tile. For each
* reachable trackdir on the new tile creates new node, initializes it
* and adds it to the open list by calling Yapf().AddNewNode(n) */
* reachable trackdir on the new tile creates new node, initializes it
* and adds it to the open list by calling Yapf().AddNewNode(n) */
FORCEINLINE void PfFollowNode(Node& org)
{
int x_org = org.m_key.m_x;
@ -207,8 +207,8 @@ struct CYapfTestBaseT
}
/** Called by YAPF to calculate the cost from the origin to the given node.
* Calculates only the cost of given node, adds it to the parent node cost
* and stores the result into Node::m_cost member */
* Calculates only the cost of given node, adds it to the parent node cost
* and stores the result into Node::m_cost member */
FORCEINLINE bool PfCalcCost(Node& n)
{
// base tile cost depending on distance
@ -225,7 +225,7 @@ struct CYapfTestBaseT
}
/** Called by YAPF to calculate cost estimate. Calculates distance to the destination
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
FORCEINLINE bool PfCalcEstimate(Node& n)
{
int dx = abs(n.m_key.m_x - m_x2);

@ -109,23 +109,23 @@ const TileIndexDiffC _tileoffs_by_dir[] = {
extern "C"
const byte _ffb_64[128] = {
0,0,1,0,2,0,1,0,
3,0,1,0,2,0,1,0,
4,0,1,0,2,0,1,0,
3,0,1,0,2,0,1,0,
5,0,1,0,2,0,1,0,
3,0,1,0,2,0,1,0,
4,0,1,0,2,0,1,0,
3,0,1,0,2,0,1,0,
0,0,0,2,0,4,4,6,
0,8,8,10,8,12,12,14,
0,16,16,18,16,20,20,22,
16,24,24,26,24,28,28,30,
0,32,32,34,32,36,36,38,
32,40,40,42,40,44,44,46,
32,48,48,50,48,52,52,54,
48,56,56,58,56,60,60,62,
0, 0, 1, 0, 2, 0, 1, 0,
3, 0, 1, 0, 2, 0, 1, 0,
4, 0, 1, 0, 2, 0, 1, 0,
3, 0, 1, 0, 2, 0, 1, 0,
5, 0, 1, 0, 2, 0, 1, 0,
3, 0, 1, 0, 2, 0, 1, 0,
4, 0, 1, 0, 2, 0, 1, 0,
3, 0, 1, 0, 2, 0, 1, 0,
0, 0, 0, 2, 0, 4, 4, 6,
0, 8, 8, 10, 8, 12, 12, 14,
0, 16, 16, 18, 16, 20, 20, 22,
16, 24, 24, 26, 24, 28, 28, 30,
0, 32, 32, 34, 32, 36, 36, 38,
32, 40, 40, 42, 40, 44, 44, 46,
32, 48, 48, 50, 48, 52, 52, 54,
48, 56, 56, 58, 56, 60, 60, 62,
};
/* Maps a trackdir to the (4-way) direction the tile is exited when following

@ -6,54 +6,54 @@
#include "../debug.h"
/** Finds the best path for given ship.
@param v - the ship that needs to find a path
@param tile - the tile to find the path from (should be next tile the ship is about to enter)
@param enterdir - diagonal direction which the ship 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
* @param v the ship that needs to find a path
* @param tile the tile to find the path from (should be next tile the ship is about to enter)
* @param enterdir diagonal direction which the ship 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 YapfChooseShipTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks);
/** Finds the best path for given road vehicle.
@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
*/
* @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);
/** Finds the best path for given train.
@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 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
*/
* @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 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 YapfChooseRailTrack(Vehicle *v, TileIndex tile, DiagDirection enterdir, TrackdirBits trackdirs);
/** Used by RV multistop feature to find the nearest road stop that has a free slot.
@param v - RV (its current tile will be the origin)
@param tile - destination tile
@return - distance from origin tile to the destination (number of road tiles) or UINT_MAX if path not found
*/
* @param v RV (its current tile will be the origin)
* @param tile destination tile
* @return distance from origin tile to the destination (number of road tiles) or UINT_MAX if path not found
*/
uint YapfRoadVehDistanceToTile(const Vehicle* v, TileIndex tile);
/** Used when user sends RV to the nearest depot or if RV needs servicing.
Returns the nearest depot (or NULL if depot was not found).
*/
* Returns the nearest depot (or NULL if depot was not found).
*/
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
(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
@return - the true if depot was found.
*/
* @v train that needs to go to some depot
* @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
* @return the true if depot was found.
*/
bool YapfFindNearestRailDepotTwoWay(Vehicle *v, int max_distance, int reverse_penalty, TileIndex* depot_tile, bool* reversed);
/** Returns true if it is better to reverse the train before leaving station */
@ -72,17 +72,17 @@ extern int _aystar_stats_closed_size;
/** Track followers. They should help whenever any new code will need to walk through
tracks, road or water tiles (pathfinders, signal controllers, vehicle controllers).
It is an attempt to introduce API that should simplify tasks listed above.
If you will need to use it:
1. allocate/declare FollowTrack_t structure;
2. call FollowTrackInit() and provide vehicle (if relevant)
3. call one of 6 FollowTrackXxxx() APIs below
4. check return value (if true then continue else stop)
5. look at FollowTrack_t structure for the result
6. optionally repeat steps 3..5
7. in case of troubles contact KUDr
*/
* tracks, road or water tiles (pathfinders, signal controllers, vehicle controllers).
* It is an attempt to introduce API that should simplify tasks listed above.
* If you will need to use it:
* 1. allocate/declare FollowTrack_t structure;
* 2. call FollowTrackInit() and provide vehicle (if relevant)
* 3. call one of 6 FollowTrackXxxx() APIs below
* 4. check return value (if true then continue else stop)
* 5. look at FollowTrack_t structure for the result
* 6. optionally repeat steps 3..5
* 7. in case of troubles contact KUDr
*/
/** Base struct for track followers. */
typedef struct FollowTrack_t

@ -14,34 +14,34 @@ EXTERN_C_END
extern int _total_pf_time_us;
/** CYapfBaseT - A-star type path finder base class.
Derive your own pathfinder from it. You must provide the following template argument:
Types - used as collection of local types used in pathfinder
Requirements for the Types struct:
----------------------------------
The following types must be defined in the 'Types' argument:
- Types::Tpf - your pathfinder derived from CYapfBaseT
- Types::NodeList - open/closed node list (look at CNodeList_HashTableT)
NodeList needs to have defined local type Titem - defines the pathfinder node type.
Node needs to define local type Key - the node key in the collection ()
For node list you can use template class CNodeList_HashTableT, for which
you need to declare only your node type. Look at test_yapf.h for an example.
Requrements to your pathfinder class derived from CYapfBaseT:
-------------------------------------------------------------
Your pathfinder derived class needs to implement following methods:
FORCEINLINE void PfSetStartupNodes()
FORCEINLINE void PfFollowNode(Node& org)
FORCEINLINE bool PfCalcCost(Node& n)
FORCEINLINE bool PfCalcEstimate(Node& n)
FORCEINLINE bool PfDetectDestination(Node& n)
For more details about those methods, look at the end of CYapfBaseT
declaration. There are some examples. For another example look at
test_yapf.h (part or unittest project).
*/
* Derive your own pathfinder from it. You must provide the following template argument:
* Types - used as collection of local types used in pathfinder
*
* Requirements for the Types struct:
* ----------------------------------
* The following types must be defined in the 'Types' argument:
* - Types::Tpf - your pathfinder derived from CYapfBaseT
* - Types::NodeList - open/closed node list (look at CNodeList_HashTableT)
* NodeList needs to have defined local type Titem - defines the pathfinder node type.
* Node needs to define local type Key - the node key in the collection ()
*
* For node list you can use template class CNodeList_HashTableT, for which
* you need to declare only your node type. Look at test_yapf.h for an example.
*
*
* Requrements to your pathfinder class derived from CYapfBaseT:
* -------------------------------------------------------------
* Your pathfinder derived class needs to implement following methods:
* FORCEINLINE void PfSetStartupNodes()
* FORCEINLINE void PfFollowNode(Node& org)
* FORCEINLINE bool PfCalcCost(Node& n)
* FORCEINLINE bool PfCalcEstimate(Node& n)
* FORCEINLINE bool PfDetectDestination(Node& n)
*
* For more details about those methods, look at the end of CYapfBaseT
* declaration. There are some examples. For another example look at
* test_yapf.h (part or unittest project).
*/
template <class Types>
class CYapfBaseT {
public:
@ -105,12 +105,12 @@ public:
}
/** Main pathfinder routine:
- set startup node(s)
- main loop that stops if:
- the destination was found
- or the open list is empty (no route to destination).
- or the maximum amount of loops reached - m_max_search_nodes (default = 10000)
@return true if the path was found */
* - set startup node(s)
* - main loop that stops if:
* - the destination was found
* - or the open list is empty (no route to destination).
* - or the maximum amount of loops reached - m_max_search_nodes (default = 10000)
* @return true if the path was found */
inline bool FindPath(const Vehicle* v)
{
m_veh = v;
@ -160,16 +160,16 @@ public:
}
/** If path was found return the best node that has reached the destination. Otherwise
return the best visited node (which was nearest to the destination).
*/
* return the best visited node (which was nearest to the destination).
*/
FORCEINLINE Node& GetBestNode()
{
return (m_pBestDestNode != NULL) ? *m_pBestDestNode : *m_pBestIntermediateNode;
}
/** Calls NodeList::CreateNewNode() - allocates new node that can be filled and used
as argument for AddStartupNode() or AddNewNode()
*/
* as argument for AddStartupNode() or AddNewNode()
*/
FORCEINLINE Node& CreateNewNode()
{
Node& node = *m_nodes.CreateNewNode();
@ -203,7 +203,7 @@ public:
}
/** AddNewNode() - called by Tderived::PfFollowNode() for each child node.
Nodes are evaluated here and added into open list */
* Nodes are evaluated here and added into open list */
void AddNewNode(Node& n)
{
// evaluate the node

@ -129,7 +129,7 @@ public:
}
/** Called by YAPF to calculate cost estimate. Calculates distance to the destination
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
inline bool PfCalcEstimate(Node& n)
{
int dx = abs(TileX(n.GetTile()) - TileX(m_destTile));
@ -144,9 +144,9 @@ public:
};
/** YAPF template that uses Ttypes template argument to determine all YAPF
* components (base classes) from which the actual YAPF is composed.
* For example classes consult: CYapfRail_TypesT template and its instantiations:
* CYapfRail1, CYapfRail2, CYapfRail3, CYapfAnyDepotRail1, CYapfAnyDepotRail2, CYapfAnyDepotRail3 */
* components (base classes) from which the actual YAPF is composed.
* For example classes consult: CYapfRail_TypesT template and its instantiations:
* CYapfRail1, CYapfRail2, CYapfRail3, CYapfAnyDepotRail1, CYapfAnyDepotRail2, CYapfAnyDepotRail3 */
template <class Ttypes>
class CYapfT
: public Ttypes::PfBase ///< Instance of CYapfBaseT - main YAPF loop and support base class

@ -4,9 +4,9 @@
/** CYapfSegmentCostCacheNoneT - the formal only yapf cost cache provider that implements
PfNodeCacheFetch() and PfNodeCacheFlush() callbacks. Used when nodes don't have CachedData
defined (they don't count with any segment cost caching).
*/
* PfNodeCacheFetch() and PfNodeCacheFlush() callbacks. Used when nodes don't have CachedData
* defined (they don't count with any segment cost caching).
*/
template <class Types>
class CYapfSegmentCostCacheNoneT
{
@ -15,14 +15,14 @@ public:
typedef typename Types::NodeList::Titem Node; ///< this will be our node type
/** Called by YAPF to attach cached or local segment cost data to the given node.
* @return true if globally cached data were used or false if local data was used */
* @return true if globally cached data were used or false if local data was used */
FORCEINLINE bool PfNodeCacheFetch(Node& n)
{
return false;
};
/** Called by YAPF to flush the cached segment cost data back into cache storage.
* Current cache implementation doesn't use that. */
* Current cache implementation doesn't use that. */
FORCEINLINE void PfNodeCacheFlush(Node& n)
{
};
@ -30,9 +30,9 @@ public:
/** CYapfSegmentCostCacheLocalT - the yapf cost cache provider that implements fake segment
cost caching functionality for yapf. Used when node needs caching, but you don't want to
cache the segment costs.
*/
* cost caching functionality for yapf. Used when node needs caching, but you don't want to
* cache the segment costs.
*/
template <class Types>
class CYapfSegmentCostCacheLocalT
{
@ -52,7 +52,7 @@ protected:
public:
/** Called by YAPF to attach cached or local segment cost data to the given node.
* @return true if globally cached data were used or false if local data was used */
* @return true if globally cached data were used or false if local data was used */
FORCEINLINE bool PfNodeCacheFetch(Node& n)
{
CacheKey key(n.GetKey());
@ -61,7 +61,7 @@ public:
};
/** Called by YAPF to flush the cached segment cost data back into cache storage.
* Current cache implementation doesn't use that. */
* Current cache implementation doesn't use that. */
FORCEINLINE void PfNodeCacheFlush(Node& n)
{
};
@ -69,10 +69,10 @@ public:
/** Base class for segment cost cache providers. Contains global counter
* of track layout changes and static notification function called whenever
* the track layout changes. It is implemented as base class because it needs
* to be shared between all rail YAPF types (one shared counter, one notification
* function. */
* of track layout changes and static notification function called whenever
* the track layout changes. It is implemented as base class because it needs
* to be shared between all rail YAPF types (one shared counter, one notification
* function. */
struct CSegmentCostCacheBase
{
static int s_rail_change_counter;
@ -82,13 +82,13 @@ struct CSegmentCostCacheBase
/** CSegmentCostCacheT - template class providing hash-map and storage (heap)
of Tsegment structures. Each rail node contains pointer to the segment
that contains cached (or non-cached) segment cost information. Nodes can
differ by key type, but they use the same segment type. Segment key should
be always the same (TileIndex + DiagDirection) that represent the beginning
of the segment (origin tile and exit-dir from this tile).
Different CYapfCachedCostT types can share the same type of CSegmentCostCacheT.
Look at CYapfRailSegment (yapf_node_rail.hpp) for the segment example */
* of Tsegment structures. Each rail node contains pointer to the segment
* that contains cached (or non-cached) segment cost information. Nodes can
* differ by key type, but they use the same segment type. Segment key should
* be always the same (TileIndex + DiagDirection) that represent the beginning
* of the segment (origin tile and exit-dir from this tile).
* Different CYapfCachedCostT types can share the same type of CSegmentCostCacheT.
* Look at CYapfRailSegment (yapf_node_rail.hpp) for the segment example */
template <class Tsegment>
struct CSegmentCostCacheT
: public CSegmentCostCacheBase
@ -119,8 +119,8 @@ struct CSegmentCostCacheT
};
/** CYapfSegmentCostCacheGlobalT - the yapf cost cache provider that adds the segment cost
caching functionality to yapf. Using this class as base of your will provide the global
segment cost caching services for your Nodes.
* caching functionality to yapf. Using this class as base of your will provide the global
* segment cost caching services for your Nodes.
*/
template <class Types>
class CYapfSegmentCostCacheGlobalT
@ -173,7 +173,7 @@ protected:
public:
/** Called by YAPF to attach cached or local segment cost data to the given node.
* @return true if globally cached data were used or false if local data was used */
* @return true if globally cached data were used or false if local data was used */
FORCEINLINE bool PfNodeCacheFetch(Node& n)
{
if (!Yapf().CanUseGlobalCache(n)) {
@ -187,7 +187,7 @@ public:
};
/** Called by YAPF to flush the cached segment cost data back into cache storage.
* Current cache implementation doesn't use that. */
* Current cache implementation doesn't use that. */
FORCEINLINE void PfNodeCacheFlush(Node& n)
{
};

@ -160,8 +160,8 @@ public:
FORCEINLINE void SetMaxCost(int max_cost) {m_max_cost = max_cost;}
/** Called by YAPF to calculate the cost from the origin to the given node.
* Calculates only the cost of given node, adds it to the parent node cost
* and stores the result into Node::m_cost member */
* Calculates only the cost of given node, adds it to the parent node cost
* and stores the result into Node::m_cost member */
FORCEINLINE bool PfCalcCost(Node& n)
{
assert(!n.flags_u.flags_s.m_targed_seen);

@ -46,7 +46,7 @@ public:
}
/** Called by YAPF to calculate cost estimate. Calculates distance to the destination
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
FORCEINLINE bool PfCalcEstimate(Node& n)
{
n.m_estimate = n.m_cost;
@ -118,7 +118,7 @@ public:
}
/** Called by YAPF to calculate cost estimate. Calculates distance to the destination
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
FORCEINLINE bool PfCalcEstimate(Node& n)
{
static int dg_dir_to_x_offs[] = {-1, 0, 1, 0};

@ -28,8 +28,8 @@ protected:
public:
/** Called by YAPF to move from the given node to the next tile. For each
* reachable trackdir on the new tile creates new node, initializes it
* and adds it to the open list by calling Yapf().AddNewNode(n) */
* reachable trackdir on the new tile creates new node, initializes it
* and adds it to the open list by calling Yapf().AddNewNode(n) */
inline void PfFollowNode(Node& old_node)
{
TrackFollower F(Yapf().GetVehicle());
@ -91,8 +91,8 @@ protected:
public:
/** Called by YAPF to move from the given node to the next tile. For each
* reachable trackdir on the new tile creates new node, initializes it
* and adds it to the open list by calling Yapf().AddNewNode(n) */
* reachable trackdir on the new tile creates new node, initializes it
* and adds it to the open list by calling Yapf().AddNewNode(n) */
inline void PfFollowNode(Node& old_node)
{
TrackFollower F(Yapf().GetVehicle());

@ -64,8 +64,8 @@ protected:
public:
/** Called by YAPF to calculate the cost from the origin to the given node.
* Calculates only the cost of given node, adds it to the parent node cost
* and stores the result into Node::m_cost member */
* Calculates only the cost of given node, adds it to the parent node cost
* and stores the result into Node::m_cost member */
FORCEINLINE bool PfCalcCost(Node& n)
{
int segment_cost = 0;
@ -144,7 +144,7 @@ public:
}
/** Called by YAPF to calculate cost estimate. Calculates distance to the destination
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
FORCEINLINE bool PfCalcEstimate(Node& n)
{
n.m_estimate = n.m_cost;
@ -186,7 +186,7 @@ public:
}
/** Called by YAPF to calculate cost estimate. Calculates distance to the destination
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
* adds it to the actual cost from origin and stores the sum to the Node::m_estimate */
inline bool PfCalcEstimate(Node& n)
{
static int dg_dir_to_x_offs[] = {-1, 0, 1, 0};
@ -231,8 +231,8 @@ protected:
public:
/** Called by YAPF to move from the given node to the next tile. For each
* reachable trackdir on the new tile creates new node, initializes it
* and adds it to the open list by calling Yapf().AddNewNode(n) */
* reachable trackdir on the new tile creates new node, initializes it
* and adds it to the open list by calling Yapf().AddNewNode(n) */
inline void PfFollowNode(Node& old_node)
{
TrackFollower F(Yapf().GetVehicle());

@ -7,15 +7,15 @@
# ifndef YS_DEF
/*
* if YS_DEF is not defined, we will only do following declaration:
* typedef struct YapfSettings {
* bool disable_node_optimization;
* uint32 max_search_nodes;
* .... all other yapf related settings ...
* } YapfSettings;
*
* otherwise we will just expand YS_DEF_xx macros and then #undef them
*/
* if YS_DEF is not defined, we will only do following declaration:
* typedef struct YapfSettings {
* bool disable_node_optimization;
* uint32 max_search_nodes;
* .... all other yapf related settings ...
* } YapfSettings;
*
* otherwise we will just expand YS_DEF_xx macros and then #undef them
*/
# define YS_DEF_BEGIN typedef struct YapfSettings {
# define YS_DEF(type, name) type name;
# define YS_DEF_END } YapfSettings;

@ -20,8 +20,8 @@ protected:
public:
/** Called by YAPF to move from the given node to the next tile. For each
* reachable trackdir on the new tile creates new node, initializes it
* and adds it to the open list by calling Yapf().AddNewNode(n) */
* reachable trackdir on the new tile creates new node, initializes it
* and adds it to the open list by calling Yapf().AddNewNode(n) */
inline void PfFollowNode(Node& old_node)
{
TrackFollower F;
@ -95,8 +95,8 @@ protected:
public:
/** Called by YAPF to calculate the cost from the origin to the given node.
* Calculates only the cost of given node, adds it to the parent node cost
* and stores the result into Node::m_cost member */
* Calculates only the cost of given node, adds it to the parent node cost
* and stores the result into Node::m_cost member */
FORCEINLINE bool PfCalcCost(Node& n)
{
// base tile cost depending on distance
@ -110,8 +110,8 @@ public:
};
/** Config struct of YAPF for ships.
Defines all 6 base YAPF modules as classes providing services for CYapfBaseT.
*/
* Defines all 6 base YAPF modules as classes providing services for CYapfBaseT.
*/
template <class Tpf_, class Ttrack_follower, class Tnode_list>
struct CYapfShip_TypesT
{

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