(svn r21925) -Doc: Doxygen additions and markup corrections to vehicle-related functions.

pull/155/head
alberth 14 years ago
parent 0e51dab6a6
commit 5ef4317dd9

@ -155,6 +155,11 @@ void DrawRoadVehEngine(int left, int right, int preferred_x, int y, EngineID eng
DrawSprite(sprite, pal, preferred_x, y);
}
/**
* Get length of a road vehicle.
* @param v Road vehicle to query length.
* @return Length of the given road vehicle.
*/
static uint GetRoadVehLength(const RoadVehicle *v)
{
uint length = 8;
@ -167,6 +172,11 @@ static uint GetRoadVehLength(const RoadVehicle *v)
return length;
}
/**
* Update the cache of a road vehicle.
* @param v Road vehicle needing an update of its cache.
* @pre \a v must be first road vehicle.
*/
void RoadVehUpdateCache(RoadVehicle *v)
{
assert(v->type == VEH_ROAD);

@ -21,26 +21,16 @@
struct Train;
/** Rail vehicle flags. */
enum VehicleRailFlags {
VRF_REVERSING = 0,
/* used to store if a wagon is powered or not */
VRF_POWEREDWAGON = 3,
/* used to reverse the visible direction of the vehicle */
VRF_REVERSE_DIRECTION = 4,
/* used to mark that electric train engine is allowed to run on normal rail */
VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
/* used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only) */
VRF_TOGGLE_REVERSE = 7,
/* used to mark a train that can't get a path reservation */
VRF_TRAIN_STUCK = 8,
/* used to mark a train that is just leaving a station */
VRF_LEAVING_STATION = 9,
VRF_REVERSING = 0,
VRF_POWEREDWAGON = 3, ///< Wagon is powered.
VRF_REVERSE_DIRECTION = 4, ///< Reverse the visible direction of the vehicle.
VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6, ///< Electric train engine is allowed to run on normal rail. */
VRF_TOGGLE_REVERSE = 7, ///< Used for vehicle var 0xFE bit 8 (toggled each time the train is reversed, accurate for first vehicle only).
VRF_TRAIN_STUCK = 8, ///< Train can't get a path reservation.
VRF_LEAVING_STATION = 9, ///< Train is just leaving a station.
};
/** Modes for ignoring signals. */

@ -903,6 +903,10 @@ static void DoDrawVehicle(const Vehicle *v)
v->x_extent, v->y_extent, v->z_extent, v->z_pos, (v->vehstatus & VS_SHADOW) != 0);
}
/**
* Add the vehicle sprites that should be drawn at a part of the screen.
* @param dpi Rectangle being drawn.
*/
void ViewportAddVehicles(DrawPixelInfo *dpi)
{
/* The bounding rectangle */
@ -954,6 +958,13 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
}
}
/**
* Find the vehicle close to the clicked coordinates.
* @param vp Viewport clicked in.
* @param x X coordinate in the viewport.
* @param y Y coordinate in the viewport.
* @return Closest vehicle, or \c NULL if none found.
*/
Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
{
Vehicle *found = NULL, *v;
@ -984,6 +995,10 @@ Vehicle *CheckClickOnVehicle(const ViewPort *vp, int x, int y)
return found;
}
/**
* Decrease the value of a vehicle.
* @param v %Vehicle to devaluate.
*/
void DecreaseVehicleValue(Vehicle *v)
{
v->value -= v->value >> 8;
@ -1187,6 +1202,10 @@ uint8 CalcPercentVehicleFilled(const Vehicle *v, StringID *colour)
return (count * 100) / max;
}
/**
* Vehicle entirely entered the depot, update its status, orders, vehicle windows, service it, etc.
* @param v Vehicle that entered a depot.
*/
void VehicleEnterDepot(Vehicle *v)
{
/* Always work with the front of the vehicle */
@ -2357,11 +2376,11 @@ const GroundVehicleCache *Vehicle::GetGroundVehicleCache() const
/**
* Calculates the set of vehicles that will be affected by a given selection.
* @param set Set of affected vehicles.
* @param set [inout] Set of affected vehicles.
* @param v First vehicle of the selection.
* @param num_vehicles Number of vehicles in the selection (not counting articulated parts).
* @pre \c set must be empty.
* @post \c set will contain the vehicles that will be refitted.
* @pre \a set must be empty.
* @post \a set will contain the vehicles that will be refitted.
*/
void GetVehicleSet(VehicleSet &set, Vehicle *v, uint8 num_vehicles)
{

@ -118,7 +118,7 @@ extern bool LoadOldVehicle(LoadgameState *ls, int num);
extern bool AfterLoadGame();
extern void FixOldVehicles();
/** Vehicle data structure. */
/** %Vehicle data structure. */
struct Vehicle : VehiclePool::PoolItem<&_vehicle_pool>, BaseVehicle {
private:
Vehicle *next; ///< pointer to the next vehicle in the chain
@ -141,7 +141,7 @@ public:
/**
* Heading for this tile.
* For airports and train stations this tile does not necessarily belong to the destination station,
* but it can be used for heuristical purposes to estimate the distance.
* but it can be used for heuristic purposes to estimate the distance.
*/
TileIndex dest_tile;

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