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(svn r21087) -Doc: Align and make existing comments available for doxygen.
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@ -44,7 +44,7 @@ enum VehicleFlags {
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VF_STOP_LOADING, ///< Don't load anymore during the next load cycle.
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};
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/** Cached oftenly queried (NewGRF) values */
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/** Cached often queried (NewGRF) values */
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struct VehicleCache {
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uint8 cache_valid; ///< Whether the caches are valid
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uint32 cached_var40; ///< Cache for NewGRF var 40
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@ -67,12 +67,12 @@ extern void FixOldVehicles();
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struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle {
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private:
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Vehicle *next; ///< pointer to the next vehicle in the chain
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Vehicle *previous; ///< NOSAVE: pointer to the previous vehicle in the chain
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Vehicle *first; ///< NOSAVE: pointer to the first vehicle in the chain
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Vehicle *next; ///< pointer to the next vehicle in the chain
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Vehicle *previous; ///< NOSAVE: pointer to the previous vehicle in the chain
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Vehicle *first; ///< NOSAVE: pointer to the first vehicle in the chain
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Vehicle *next_shared; ///< pointer to the next vehicle that shares the order
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Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
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Vehicle *next_shared; ///< pointer to the next vehicle that shares the order
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Vehicle *previous_shared; ///< NOSAVE: pointer to the previous vehicle in the shared order chain
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public:
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friend const SaveLoad *GetVehicleDescription(VehicleType vt); ///< So we can use private/protected variables in the saveload code
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friend bool AfterLoadGame();
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@ -80,9 +80,9 @@ public:
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friend void AfterLoadVehicles(bool part_of_load); ///< So we can set the previous and first pointers while loading
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friend bool LoadOldVehicle(LoadgameState *ls, int num); ///< So we can set the proper next pointer while loading
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char *name; ///< Name of vehicle
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char *name; ///< Name of vehicle
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TileIndex tile; ///< Current tile index
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TileIndex tile; ///< Current tile index
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/**
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* Heading for this tile.
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@ -91,16 +91,16 @@ public:
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*/
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TileIndex dest_tile;
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Money profit_this_year; ///< Profit this year << 8, low 8 bits are fract
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Money profit_last_year; ///< Profit last year << 8, low 8 bits are fract
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Money value; ///< Value of the vehicle
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Money profit_this_year; ///< Profit this year << 8, low 8 bits are fract
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Money profit_last_year; ///< Profit last year << 8, low 8 bits are fract
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Money value; ///< Value of the vehicle
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CargoPayment *cargo_payment; ///< The cargo payment we're currently in
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CargoPayment *cargo_payment; ///< The cargo payment we're currently in
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/* Used for timetabling. */
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uint32 current_order_time; ///< How many ticks have passed since this order started.
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int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is.
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Date timetable_start; ///< When the vehicle is supposed to start the timetable.
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uint32 current_order_time; ///< How many ticks have passed since this order started.
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int32 lateness_counter; ///< How many ticks late (or early if negative) this vehicle is.
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Date timetable_start; ///< When the vehicle is supposed to start the timetable.
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/* Boundaries for the current position in the world and a next hash link.
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* NOSAVE: All of those can be updated with VehiclePositionChanged() */
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@ -109,12 +109,12 @@ public:
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Vehicle *next_new_hash, **prev_new_hash;
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Vehicle **old_new_hash;
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SpriteID colourmap; // NOSAVE: cached colour mapping
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SpriteID colourmap; ///< NOSAVE: cached colour mapping
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/* Related to age and service time */
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Year build_year;
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Date age; // Age in days
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Date max_age; // Maximum age
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Date age; ///< Age in days
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Date max_age; ///< Maximum age
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Date date_of_last_service;
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Date service_interval;
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uint16 reliability;
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@ -124,30 +124,30 @@ public:
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byte breakdowns_since_last_service;
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byte breakdown_chance;
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int32 x_pos; // coordinates
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int32 y_pos;
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byte z_pos;
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DirectionByte direction; // facing
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int32 x_pos; ///< x coordinate.
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int32 y_pos; ///< y coordinate.
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byte z_pos; ///< z coordinate.
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DirectionByte direction; ///< facing
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OwnerByte owner; // which company owns the vehicle?
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byte spritenum; // currently displayed sprite index
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// 0xfd == custom sprite, 0xfe == custom second head sprite
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// 0xff == reserved for another custom sprite
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uint16 cur_image; // sprite number for this vehicle
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byte x_extent; // x-extent of vehicle bounding box
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byte y_extent; // y-extent of vehicle bounding box
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byte z_extent; // z-extent of vehicle bounding box
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int8 x_offs; // x offset for vehicle sprite
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int8 y_offs; // y offset for vehicle sprite
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OwnerByte owner; ///< Which company owns the vehicle?
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byte spritenum; ///< currently displayed sprite index
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///< 0xfd == custom sprite, 0xfe == custom second head sprite
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///< 0xff == reserved for another custom sprite
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uint16 cur_image; ///< sprite number for this vehicle
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byte x_extent; ///< x-extent of vehicle bounding box
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byte y_extent; ///< y-extent of vehicle bounding box
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byte z_extent; ///< z-extent of vehicle bounding box
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int8 x_offs; ///< x offset for vehicle sprite
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int8 y_offs; ///< y offset for vehicle sprite
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EngineID engine_type;
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TextEffectID fill_percent_te_id; // a text-effect id to a loading indicator object
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UnitID unitnumber; // unit number, for display purposes only
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TextEffectID fill_percent_te_id; ///< a text-effect id to a loading indicator object
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UnitID unitnumber; ///< unit number, for display purposes only
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uint16 max_speed; ///< maximum speed
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uint16 cur_speed; ///< current speed
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byte subspeed; ///< fractional speed
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byte acceleration; ///< used by train & aircraft
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uint16 max_speed; ///< maximum speed
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uint16 cur_speed; ///< current speed
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byte subspeed; ///< fractional speed
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byte acceleration; ///< used by train & aircraft
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uint32 motion_counter;
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byte progress;
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@ -155,38 +155,38 @@ public:
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* bitmask used to resolve them; parts of it get reseeded when triggers
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* of corresponding spritegroups get matched */
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byte random_bits;
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byte waiting_triggers; ///< triggers to be yet matched
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byte waiting_triggers; ///< triggers to be yet matched
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StationID last_station_visited;
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CargoID cargo_type; ///< type of cargo this vehicle is carrying
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byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
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uint16 cargo_cap; ///< total capacity
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VehicleCargoList cargo; ///< The cargo this vehicle is carrying
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CargoID cargo_type; ///< type of cargo this vehicle is carrying
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byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
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uint16 cargo_cap; ///< total capacity
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VehicleCargoList cargo; ///< The cargo this vehicle is carrying
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byte day_counter; ///< Increased by one for each day
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byte tick_counter; ///< Increased by one for each tick
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byte running_ticks; ///< Number of ticks this vehicle was not stopped this day
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byte day_counter; ///< Increased by one for each day
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byte tick_counter; ///< Increased by one for each tick
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byte running_ticks; ///< Number of ticks this vehicle was not stopped this day
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byte vehstatus; ///< Status
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Order current_order; ///< The current order (+ status, like: loading)
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VehicleOrderID cur_order_index; ///< The index to the current order
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byte vehstatus; ///< Status
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Order current_order; ///< The current order (+ status, like: loading)
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VehicleOrderID cur_order_index; ///< The index to the current order
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union {
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OrderList *list; ///< Pointer to the order list for this vehicle
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Order *old; ///< Only used during conversion of old save games
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OrderList *list; ///< Pointer to the order list for this vehicle
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Order *old; ///< Only used during conversion of old save games
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} orders;
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byte vehicle_flags; ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
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byte vehicle_flags; ///< Used for gradual loading and other miscellaneous things (@see VehicleFlags enum)
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/** Ticks to wait before starting next cycle. */
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uint16 load_unload_ticks;
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GroupID group_id; ///< Index of group Pool array
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GroupID group_id; ///< Index of group Pool array
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byte subtype; ///< subtype (Filled with values from EffectVehicles/TrainSubTypes/AircraftSubTypes)
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byte subtype; ///< subtype (Filled with values from #EffectVehicles/#TrainSubTypes/#AircraftSubTypes)
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VehicleCache vcache; ///< Cache of often used calculated values
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VehicleCache vcache; ///< Cache of often used calculated values
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/** Create a new vehicle */
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Vehicle(VehicleType type = VEH_INVALID);
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