mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r24776) -Doc: Typo fixes, additions, and additional dots collected from various sources (including Eagle_rainbow, MinchinWeb)
This commit is contained in:
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01d023ad3b
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732e073261
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@ -157,8 +157,18 @@ static inline bool IsCargoInClass(CargoID c, CargoClass cc)
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#define FOR_EACH_SET_CARGO_ID(var, cargo_bits) FOR_EACH_SET_BIT_EX(CargoID, var, uint, cargo_bits)
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/**
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* Loop header for iterating over cargoes, sorted by name. This includes phony cargoes like regearing cargoes.
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* @param var Reference getting the cargospec.
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* @see CargoSpec
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*/
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#define FOR_ALL_SORTED_CARGOSPECS(var) for (uint8 index = 0; var = _sorted_cargo_specs[index], index < _sorted_cargo_specs_size; index++)
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/**
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* Loop header for iterating over 'real' cargoes, sorted by name. Phony cargoes like regearing cargoes are skipped.
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* @param var Reference getting the cargospec.
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* @see CargoSpec
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*/
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#define FOR_ALL_SORTED_STANDARD_CARGOSPECS(var) for (uint8 index = 0; var = _sorted_cargo_specs[index], index < _sorted_standard_cargo_specs_size; index++)
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#endif /* CARGOTYPE_H */
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@ -13,18 +13,18 @@
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#define BITMATH_FUNC_HPP
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/**
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* Fetch n bits from x, started at bit s.
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* Fetch \a n bits from \a x, started at bit \a s.
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*
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* This function can be used to fetch n bits from the value x. The
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* s value set the startposition to read. The startposition is
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* count from the LSB and starts at 0. The result starts at a
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* This function can be used to fetch \a n bits from the value \a x. The
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* \a s value set the start position to read. The start position is
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* count from the LSB and starts at \c 0. The result starts at a
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* LSB, as this isn't just an and-bitmask but also some
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* bit-shifting operations. GB(0xFF, 2, 1) will so
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* return 0x01 (0000 0001) instead of
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* 0x04 (0000 0100).
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*
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* @param x The value to read some bits.
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* @param s The startposition to read some bits.
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* @param s The start position to read some bits.
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* @param n The number of bits to read.
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* @return The selected bits, aligned to a LSB.
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*/
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@ -44,10 +44,10 @@ static inline uint GB(const T x, const uint8 s, const uint8 n)
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* This is not a bug, its a feature.
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*
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* @note Parameter \a x must be a variable as the result is saved there.
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* @note To avoid unexpecting results the value of \a d should not use more
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* @note To avoid unexpected results the value of \a d should not use more
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* space as the provided space of \a n bits (log2)
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* @param x The variable to change some bits
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* @param s The startposition for the new bits
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* @param s The start position for the new bits
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* @param n The size/window for the new bits
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* @param d The actually new bits to save in the defined position.
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* @return The new value of \a x
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@ -61,19 +61,19 @@ static inline T SB(T &x, const uint8 s, const uint8 n, const U d)
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}
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/**
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* Add i to n bits of x starting at bit s.
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* Add \a i to \a n bits of \a x starting at bit \a s.
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*
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* This add the value of i on n bits of x starting at bit s. The parameters x,
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* s, i are similar to #GB besides x must be a variable as the result are
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* This adds the value of \a i on \a n bits of \a x starting at bit \a s. The parameters \a x,
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* \a s, \a i are similar to #GB. Besides, \ a x must be a variable as the result are
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* saved there. An overflow does not affect the following bits of the given
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* bit window and is simply ignored.
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*
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* @note Parameter x must be a variable as the result is saved there.
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* @param x The variable to add some bits at some position
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* @param s The startposition of the addition
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* @param s The start position of the addition
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* @param n The size/window for the addition
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* @param i The value to add at the given startposition in the given window.
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* @return The new value of x
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* @param i The value to add at the given start position in the given window.
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* @return The new value of \a x
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*/
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template <typename T, typename U>
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static inline T AB(T &x, const uint8 s, const uint8 n, const U i)
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@ -87,8 +87,8 @@ static inline T AB(T &x, const uint8 s, const uint8 n, const U i)
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* Checks if a bit in a value is set.
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*
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* This function checks if a bit inside a value is set or not.
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* The y value specific the position of the bit, started at the
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* LSB and count from 0.
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* The \a y value specific the position of the bit, started at the
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* LSB and count from \c 0.
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*
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* @param x The value to check
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* @param y The position of the bit to check, started from the LSB
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@ -165,7 +165,7 @@ static inline T ClrBit(T &x, const uint8 y)
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* changed and the value is also returned. Parameter y defines the bit
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* to toggle and starts at the LSB with 0.
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*
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* @param x The varliable to toggle the bit
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* @param x The variable to toggle the bit
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* @param y The bit position to toggle
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* @return The new value of the old value with the bit toggled
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*/
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@ -281,11 +281,11 @@ static inline bool HasAtMostOneBit(T value)
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}
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/**
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* ROtate x Left by n
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* ROtate \a x Left by \a n
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*
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* @note Assumes a byte has 8 bits
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* @param x The value which we want to rotate
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* @param n The number how many we waht to rotate
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* @param n The number how many we want to rotate
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* @return A bit rotated number
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*/
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template <typename T>
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@ -295,11 +295,11 @@ static inline T ROL(const T x, const uint8 n)
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}
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/**
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* ROtate x Right by n
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* ROtate \a x Right by \a n
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*
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* @note Assumes a byte has 8 bits
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* @param x The value which we want to rotate
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* @param n The number how many we waht to rotate
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* @param n The number how many we want to rotate
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* @return A bit rotated number
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*/
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template <typename T>
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@ -15,7 +15,7 @@
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/**
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* Overflow safe template for integers, i.e. integers that will never overflow
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* you multiply the maximum value with 2, or add 2, or substract somethng from
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* you multiply the maximum value with 2, or add 2, or subtract something from
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* the minimum value, etc.
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* @param T the type these integers are stored with.
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* @param T_MAX the maximum value for the integers.
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@ -54,7 +54,7 @@ public:
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return *this;
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}
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/* Operators for addition and substraction */
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/* Operators for addition and subtraction */
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inline OverflowSafeInt operator + (const OverflowSafeInt& other) const { OverflowSafeInt result = *this; result += other; return result; }
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inline OverflowSafeInt operator + (const int other) const { OverflowSafeInt result = *this; result += (int64)other; return result; }
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inline OverflowSafeInt operator + (const uint other) const { OverflowSafeInt result = *this; result += (int64)other; return result; }
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@ -135,7 +135,7 @@ static inline bool Chance16(const uint a, const uint b)
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* This function uses the same parameters as Chance16. The third parameter
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* must be a variable the randomize-number from Random() is saved in.
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*
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* The low 16 bits of r will already be used and can therefor not be passed to
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* The low 16 bits of r will already be used and can therefore not be passed to
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* Chance16I. One can only send the high 16 bits to Chance16I.
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*
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* @see Chance16I()
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@ -62,7 +62,7 @@ static const byte SHADOW_COLOUR = 2;
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/**
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* Get the font loaded into a Freetype face by using a font-name.
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* If no appropiate font is found, the function returns an error
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* If no appropriate font is found, the function returns an error
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*/
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/* ========================================================================================
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@ -109,7 +109,7 @@ static inline void GetAllCargoSuffixes(uint cb_offset, CargoSuffixType cst, cons
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}
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}
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IndustryType _sorted_industry_types[NUM_INDUSTRYTYPES];
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IndustryType _sorted_industry_types[NUM_INDUSTRYTYPES]; ///< Industry types sorted by name.
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/** Sort industry types by their name. */
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static int CDECL IndustryTypeNameSorter(const IndustryType *a, const IndustryType *b)
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@ -441,7 +441,7 @@ struct MainWindow : Window
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virtual void OnInvalidateData(int data = 0, bool gui_scope = true)
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{
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if (!gui_scope) return;
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/* Forward the message to the appropiate toolbar (ingame or scenario editor) */
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/* Forward the message to the appropriate toolbar (ingame or scenario editor) */
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InvalidateWindowData(WC_MAIN_TOOLBAR, 0, data, true);
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}
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@ -37,7 +37,7 @@ struct TileExtended {
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/**
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* An offset value between to tiles.
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*
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* This value is used fro the difference between
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* This value is used for the difference between
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* to tiles. It can be added to a tileindex to get
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* the resulting tileindex of the start tile applied
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* with this saved difference.
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@ -29,7 +29,7 @@ enum PacketGameType {
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/*
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* These first three pair of packets (thus six in
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* total) must remain in this order for backward
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* and forward compatability between clients that
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* and forward compatibility between clients that
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* are trying to join directly.
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*/
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@ -171,7 +171,7 @@ void NetworkGameListRequery()
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void NetworkAfterNewGRFScan()
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{
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for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
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/* Reset compatability state */
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/* Reset compatibility state */
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item->info.compatible = item->info.version_compatible;
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for (GRFConfig *c = item->info.grfconfig; c != NULL; c = c->next) {
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@ -181,13 +181,13 @@ void NetworkAfterNewGRFScan()
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if (f == NULL) {
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/* Don't know the GRF, so mark game incompatible and the (possibly)
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* already resolved name for this GRF (another server has sent the
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* name of the GRF already */
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* name of the GRF already. */
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c->name->Release();
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c->name = FindUnknownGRFName(c->ident.grfid, c->ident.md5sum, true);
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c->name->AddRef();
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c->status = GCS_NOT_FOUND;
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/* If we miss a file, we're obviously incompatible */
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/* If we miss a file, we're obviously incompatible. */
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item->info.compatible = false;
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} else {
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c->filename = f->filename;
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@ -72,7 +72,6 @@ void SortNetworkLanguages()
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/**
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* Update the network new window because a new server is
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* found on the network.
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* @param unselect unselect the currently selected item
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*/
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void UpdateNetworkGameWindow()
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{
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@ -850,7 +849,7 @@ public:
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this->server = this->servers[this->list_pos];
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/* scroll to the new server if it is outside the current range */
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/* Scroll to the new server if it is outside the current range. */
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this->ScrollToSelectedServer();
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/* redraw window */
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@ -1037,7 +1036,7 @@ void ShowNetworkGameWindow()
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/* Only show once */
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if (first) {
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first = false;
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/* add all servers from the config file to our list */
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/* Add all servers from the config file to our list. */
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for (char **iter = _network_host_list.Begin(); iter != _network_host_list.End(); iter++) {
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NetworkAddServer(*iter);
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}
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@ -1101,7 +1100,7 @@ struct NetworkStartServerWindow : public Window {
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{
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switch (widget) {
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case WID_NSS_SETPWD:
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/* if password is set, draw red '*' next to 'Set password' button */
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/* If password is set, draw red '*' next to 'Set password' button. */
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if (!StrEmpty(_settings_client.network.server_password)) DrawString(r.right + WD_FRAMERECT_LEFT, this->width - WD_FRAMERECT_RIGHT, r.top, "*", TC_RED);
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}
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}
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@ -1126,7 +1125,7 @@ struct NetworkStartServerWindow : public Window {
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case WID_NSS_CLIENTS_BTND: case WID_NSS_CLIENTS_BTNU: // Click on up/down button for number of clients
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case WID_NSS_COMPANIES_BTND: case WID_NSS_COMPANIES_BTNU: // Click on up/down button for number of companies
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case WID_NSS_SPECTATORS_BTND: case WID_NSS_SPECTATORS_BTNU: // Click on up/down button for number of spectators
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/* Don't allow too fast scrolling */
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/* Don't allow too fast scrolling. */
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if (!(this->flags & WF_TIMEOUT) || this->timeout_timer <= 1) {
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this->HandleButtonClick(widget);
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this->SetDirty();
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@ -1353,7 +1352,7 @@ static void ShowNetworkStartServerWindow()
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}
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struct NetworkLobbyWindow : public Window {
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CompanyID company; ///< Select company
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CompanyID company; ///< Selected company
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NetworkGameList *server; ///< Selected server
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NetworkCompanyInfo company_info[MAX_COMPANIES];
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Scrollbar *vscroll;
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CompanyID NetworkLobbyFindCompanyIndex(byte pos) const
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{
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/* Scroll through all this->company_info and get the 'pos' item that is not empty */
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/* Scroll through all this->company_info and get the 'pos' item that is not empty. */
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for (CompanyID i = COMPANY_FIRST; i < MAX_COMPANIES; i++) {
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if (!StrEmpty(this->company_info[i].company_name)) {
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if (pos-- == 0) return i;
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@ -1423,11 +1422,11 @@ struct NetworkLobbyWindow : public Window {
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{
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const NetworkGameInfo *gi = &this->server->info;
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/* Join button is disabled when no company is selected and for AI companies*/
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/* Join button is disabled when no company is selected and for AI companies. */
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this->SetWidgetDisabledState(WID_NL_JOIN, this->company == INVALID_COMPANY || GetLobbyCompanyInfo(this->company)->ai);
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/* Cannot start new company if there are too many */
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/* Cannot start new company if there are too many. */
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this->SetWidgetDisabledState(WID_NL_NEW, gi->companies_on >= gi->companies_max);
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/* Cannot spectate if there are too many spectators */
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/* Cannot spectate if there are too many spectators. */
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this->SetWidgetDisabledState(WID_NL_SPECTATE, gi->spectators_on >= gi->spectators_max);
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this->vscroll->SetCount(gi->companies_on);
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void DrawDetails(const Rect &r) const
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{
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const int detail_height = 12 + FONT_HEIGHT_NORMAL + 12;
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/* Draw info about selected company when it is selected in the left window */
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/* Draw info about selected company when it is selected in the left window. */
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GfxFillRect(r.left + 1, r.top + 1, r.right - 1, r.top + detail_height - 1, PC_DARK_BLUE);
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DrawString(r.left + WD_FRAMERECT_LEFT, r.right - WD_FRAMERECT_RIGHT, r.top + 12, STR_NETWORK_GAME_LOBBY_COMPANY_INFO, TC_FROMSTRING, SA_HOR_CENTER);
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}
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case WID_NL_JOIN: // Join company
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/* Button can be clicked only when it is enabled */
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/* Button can be clicked only when it is enabled. */
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NetworkClientConnectGame(NetworkAddress(_settings_client.network.last_host, _settings_client.network.last_port), this->company);
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break;
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this->AddAction(STR_NETWORK_CLIENTLIST_SPEAK_TO_ALL, &ClientList_SpeakToAll);
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if (_network_own_client_id != ci->client_id) {
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/* We are no spectator and the company we want to give money to is no spectator and money gifts are allowed */
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/* We are no spectator and the company we want to give money to is no spectator and money gifts are allowed. */
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if (Company::IsValidID(_local_company) && Company::IsValidID(ci->client_playas) && _settings_game.economy.give_money) {
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this->AddAction(STR_NETWORK_CLIENTLIST_GIVE_MONEY, &ClientList_GiveMoney);
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}
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}
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/* A server can kick clients (but not himself) */
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/* A server can kick clients (but not himself). */
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if (_network_server && _network_own_client_id != ci->client_id) {
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this->AddAction(STR_NETWORK_CLIENTLIST_KICK, &ClientList_Kick);
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this->AddAction(STR_NETWORK_CLIENTLIST_BAN, &ClientList_Ban);
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@ -1399,7 +1399,7 @@ private:
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const GRFConfig *best = FindGRFConfig(c->ident.grfid, HasBit(c->flags, GCF_INVALID) ? FGCM_NEWEST : FGCM_NEWEST_VALID);
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/*
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* If the best version is 0, then all NewGRF with this GRF ID
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* have version 0, so for backward compatability reasons we
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* have version 0, so for backward compatibility reasons we
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* want to show them all.
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* If we are the best version, then we definitely want to
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* show that NewGRF!.
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@ -61,8 +61,8 @@ enum OrderUnloadFlags {
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*/
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enum OrderLoadFlags {
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OLF_LOAD_IF_POSSIBLE = 0, ///< Load as long as there is cargo that fits in the train.
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OLFB_FULL_LOAD = 1 << 1, ///< Full load the complete the consist.
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OLF_FULL_LOAD_ANY = 3, ///< Full load the a single cargo of the consist.
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OLFB_FULL_LOAD = 1 << 1, ///< Full load all cargoes of the consist.
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OLF_FULL_LOAD_ANY = 3, ///< Full load a single cargo of the consist.
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OLFB_NO_LOAD = 4, ///< Do not load anything.
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};
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@ -137,7 +137,7 @@ enum OrderConditionComparator {
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/**
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* Enumeration for the data to set in CmdModifyOrder.
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* Enumeration for the data to set in #CmdModifyOrder.
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*/
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enum ModifyOrderFlags {
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MOF_NON_STOP, ///< Passes an OrderNonStopFlags.
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@ -154,7 +154,7 @@ enum ModifyOrderFlags {
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template <> struct EnumPropsT<ModifyOrderFlags> : MakeEnumPropsT<ModifyOrderFlags, byte, MOF_NON_STOP, MOF_END, MOF_END, 4> {};
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/**
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* Depot action to switch to when doing a MOF_DEPOT_ACTION.
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* Depot action to switch to when doing a #MOF_DEPOT_ACTION.
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*/
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enum OrderDepotAction {
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DA_ALWAYS_GO, ///< Always go to the depot
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@ -164,7 +164,7 @@ enum OrderDepotAction {
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};
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||||
|
||||
/**
|
||||
* Enumeration for the data to set in CmdChangeTimetable.
|
||||
* Enumeration for the data to set in #CmdChangeTimetable.
|
||||
*/
|
||||
enum ModifyTimetableFlags {
|
||||
MTF_WAIT_TIME, ///< Set wait time.
|
||||
|
@ -175,7 +175,7 @@ enum ModifyTimetableFlags {
|
|||
template <> struct EnumPropsT<ModifyTimetableFlags> : MakeEnumPropsT<ModifyTimetableFlags, byte, MTF_WAIT_TIME, MTF_END, MTF_END, 2> {};
|
||||
|
||||
|
||||
/* Possible clone options */
|
||||
/** Clone actions. */
|
||||
enum CloneOptions {
|
||||
CO_SHARE = 0,
|
||||
CO_COPY = 1,
|
||||
|
|
|
@ -44,7 +44,7 @@ RoadStop *RoadStop::GetNextRoadStop(const RoadVehicle *v) const
|
|||
for (RoadStop *rs = this->next; rs != NULL; rs = rs->next) {
|
||||
/* The vehicle cannot go to this roadstop (different roadtype) */
|
||||
if ((GetRoadTypes(rs->xy) & v->compatible_roadtypes) == ROADTYPES_NONE) continue;
|
||||
/* The vehicle is articulated and can therefor not go the a standard road stop */
|
||||
/* The vehicle is articulated and can therefore not go to a standard road stop. */
|
||||
if (IsStandardRoadStopTile(rs->xy) && v->HasArticulatedPart()) continue;
|
||||
|
||||
/* The vehicle can actually go to this road stop. So, return it! */
|
||||
|
|
|
@ -636,7 +636,7 @@ bool AfterLoadGame()
|
|||
SetDate(_date, _date_fract);
|
||||
|
||||
/*
|
||||
* Force the old behaviour for compatability reasons with old savegames.
|
||||
* Force the old behaviour for compatibility reasons with old savegames.
|
||||
*
|
||||
* Note that there is no non-stop in here. This is because the setting could have
|
||||
* either value in TTDPatch. To convert it properly the user has to make sure the
|
||||
|
|
|
@ -1218,7 +1218,7 @@ static size_t ReferenceToInt(const void *obj, SLRefType rt)
|
|||
|
||||
/**
|
||||
* Pointers cannot be loaded from a savegame, so this function
|
||||
* gets the index from the savegame and returns the appropiate
|
||||
* gets the index from the savegame and returns the appropriate
|
||||
* pointer from the already loaded base.
|
||||
* Remember that an index of 0 is a NULL pointer so all indices
|
||||
* are +1 so vehicle 0 is saved as 1.
|
||||
|
@ -1675,7 +1675,7 @@ static void SlStubSaveProc()
|
|||
|
||||
/**
|
||||
* Save a chunk of data (eg. vehicles, stations, etc.). Each chunk is
|
||||
* prefixed by an ID identifying it, followed by data, and terminator where appropiate
|
||||
* prefixed by an ID identifying it, followed by data, and terminator where appropriate
|
||||
* @param ch The chunkhandler that will be used for the operation
|
||||
*/
|
||||
static void SlSaveChunk(const ChunkHandler *ch)
|
||||
|
@ -1730,7 +1730,7 @@ static void SlSaveChunks()
|
|||
* Find the ChunkHandler that will be used for processing the found
|
||||
* chunk in the savegame or in memory
|
||||
* @param id the chunk in question
|
||||
* @return returns the appropiate chunkhandler
|
||||
* @return returns the appropriate chunkhandler
|
||||
*/
|
||||
static const ChunkHandler *SlFindChunkHandler(uint32 id)
|
||||
{
|
||||
|
@ -2408,7 +2408,7 @@ static void SaveFileError()
|
|||
|
||||
/**
|
||||
* We have written the whole game into memory, _memory_savegame, now find
|
||||
* and appropiate compressor and start writing to file.
|
||||
* and appropriate compressor and start writing to file.
|
||||
*/
|
||||
static SaveOrLoadResult SaveFileToDisk(bool threaded)
|
||||
{
|
||||
|
|
|
@ -113,7 +113,7 @@ public:
|
|||
|
||||
/**
|
||||
* Move a vehicle to a group.
|
||||
* @param group_id The group to move the vehicel to.
|
||||
* @param group_id The group to move the vehicle to.
|
||||
* @param vehicle_id The vehicle to move to the group.
|
||||
* @pre IsValidGroup(group_id) || group_id == GROUP_DEFAULT.
|
||||
* @pre ScriptVehicle::IsValidVehicle(vehicle_id).
|
||||
|
@ -129,7 +129,7 @@ public:
|
|||
* (auto)replaced with a longer variant (longer wagons or longer engines)
|
||||
* If enabled, wagons are removed from the end of the vehicle until it
|
||||
* fits in the same number of tiles as it did before.
|
||||
* @param keep_length If true, wagons will be removed if the a new engine is longer.
|
||||
* @param keep_length If true, wagons will be removed if the new engine is longer.
|
||||
* @return True if and only if the value was successfully changed.
|
||||
*/
|
||||
static bool EnableWagonRemoval(bool keep_length);
|
||||
|
|
|
@ -133,7 +133,7 @@ public:
|
|||
* Can a non-developer select Script for a new game.
|
||||
*
|
||||
* The idea behind this function is to 'forbid' using your script with a new
|
||||
* game if you for example specificly wrote it for a certain scenario.
|
||||
* game if you for example specifically wrote it for a certain scenario.
|
||||
*
|
||||
* @return True if the Script can be selected from the GUI as non-developer.
|
||||
* @note This function is optional. Default is false.
|
||||
|
@ -153,13 +153,13 @@ public:
|
|||
|
||||
/**
|
||||
* Gets the API version this Script is written for. If this function
|
||||
* does not exist API compatability with version 0.7 is assumed.
|
||||
* does not exist API compatibility with version 0.7 is assumed.
|
||||
* If the function returns something OpenTTD does not understand,
|
||||
* for example a newer version or a string that is not a version,
|
||||
* the Script will not be loaded.
|
||||
*
|
||||
* Although in the future we might need to make a separate
|
||||
* compatability 'wrapper' for a specific version of OpenTTD, for
|
||||
* compatibility 'wrapper' for a specific version of OpenTTD, for
|
||||
* example '0.7.1', we will use only the major and minor number
|
||||
* and not the bugfix number as valid return for this function.
|
||||
*
|
||||
|
@ -246,7 +246,7 @@ public:
|
|||
* @param setting_name The name of the setting.
|
||||
* @param value_names A table that maps values to names. The first
|
||||
* character of every identifier is ignored and the rest should
|
||||
* be the an integer of the value you define a name for. The value
|
||||
* be an integer of the value you define a name for. The value
|
||||
* is a short description of that value.
|
||||
* To define labels for a setting named "competition_level" you could
|
||||
* for example call it like this:
|
||||
|
|
|
@ -17,9 +17,9 @@
|
|||
|
||||
/* The reason this exists in C++, is that a user can trash his ai/ or game/ dir,
|
||||
* leaving no Scripts available. The complexity to solve this is insane, and
|
||||
* therefor the alternative is used, and make sure there is always a Script
|
||||
* therefore the alternative is used, and make sure there is always a Script
|
||||
* available, no matter what the situation is. By defining it in C++, there
|
||||
* is simply no way a user can delete it, and therefor safe to use. It has
|
||||
* is simply no way a user can delete it, and therefore safe to use. It has
|
||||
* to be noted that this Script is complete invisible for the user, and impossible
|
||||
* to select manual. It is a fail-over in case no Scripts are available.
|
||||
*/
|
||||
|
|
|
@ -1396,7 +1396,7 @@ bool SettingEntry::UpdateFilterState(StringFilter &filter, bool force_visible, R
|
|||
* | |-- setting
|
||||
* \endverbatim
|
||||
* The left-most vertical line is not wanted. It is prevented by setting the
|
||||
* appropiate bit in the \a parent_last parameter.
|
||||
* appropriate bit in the \a parent_last parameter.
|
||||
*
|
||||
* @param settings_ptr Pointer to current values of all settings
|
||||
* @param left Left-most position in window/panel to start drawing \a first_row
|
||||
|
|
|
@ -143,7 +143,7 @@ RoadStop *Station::GetPrimaryRoadStop(const RoadVehicle *v) const
|
|||
for (; rs != NULL; rs = rs->next) {
|
||||
/* The vehicle cannot go to this roadstop (different roadtype) */
|
||||
if ((GetRoadTypes(rs->xy) & v->compatible_roadtypes) == ROADTYPES_NONE) continue;
|
||||
/* The vehicle is articulated and can therefor not go the a standard road stop */
|
||||
/* The vehicle is articulated and can therefore not go to a standard road stop. */
|
||||
if (IsStandardRoadStopTile(rs->xy) && v->HasArticulatedPart()) continue;
|
||||
|
||||
/* The vehicle can actually go to this road stop. So, return it! */
|
||||
|
|
|
@ -290,7 +290,7 @@ static inline height_t RandomHeight(amplitude_t rMax)
|
|||
* One interpolation and noise round
|
||||
*
|
||||
* The heights on the map are generated in an iterative process.
|
||||
* We start off with a frequency of 1 (log_frequency == 0), and generate heights only for corners on the most coarsely mesh
|
||||
* We start off with a frequency of 1 (log_frequency == 0), and generate heights only for corners on the most coarsest mesh
|
||||
* (i.e. only for x/y coordinates which are multiples of the minimum edge length).
|
||||
*
|
||||
* After this initial step the frequency is doubled (log_frequency incremented) each iteration to generate corners on the next finer mesh.
|
||||
|
|
|
@ -1092,7 +1092,7 @@ static bool GrowTownWithBridge(const Town *t, const TileIndex tile, const DiagDi
|
|||
return true;
|
||||
}
|
||||
}
|
||||
/* Quit if it selecting an appropiate bridge type fails a large number of times. */
|
||||
/* Quit if it selecting an appropriate bridge type fails a large number of times. */
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue