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(svn r22888) -Doc: Doxygenize Town struct. (adf88)
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src/town.h
67
src/town.h
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@ -36,11 +36,10 @@ extern TownPool _town_pool;
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/** Town data structure. */
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struct Town : TownPool::PoolItem<&_town_pool> {
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TileIndex xy;
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TileIndex xy; ///< town center tile
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/* Current population of people and amount of houses. */
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uint32 num_houses;
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uint32 population;
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uint32 num_houses; ///< amount of houses
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uint32 population; ///< current population of people
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/* Town name */
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uint32 townnamegrfid;
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@ -48,8 +47,7 @@ struct Town : TownPool::PoolItem<&_town_pool> {
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uint32 townnameparts;
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char *name;
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/* NOSAVE: Location of name sign, UpdateVirtCoord updates this. */
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ViewportSign sign;
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ViewportSign sign; ///< NOSAVE: Location of name sign, UpdateVirtCoord updates this
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/* Makes sure we don't build certain house types twice.
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* bit 0 = Building funds received
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@ -57,22 +55,19 @@ struct Town : TownPool::PoolItem<&_town_pool> {
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* bit 2 = STADIUM */
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byte flags;
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/* level of noise that all the airports are generating */
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uint16 noise_reached;
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uint16 noise_reached; ///< level of noise that all the airports are generating
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/* Which companies have a statue? */
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CompanyMask statues;
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CompanyMask statues; ///< which companies have a statue?
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/* Company ratings as well as a mask that determines which companies have a rating. */
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CompanyMask have_ratings;
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/* Company ratings. */
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CompanyMask have_ratings; ///< which companies have a rating
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uint8 unwanted[MAX_COMPANIES]; ///< how many months companies aren't wanted by towns (bribe)
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CompanyByte exclusivity; ///< which company has exclusivity
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uint8 exclusive_counter; ///< months till the exclusivity expires
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int16 ratings[MAX_COMPANIES]; ///< Ratings of each company for this town.
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int16 ratings[MAX_COMPANIES]; ///< ratings of each company for this town
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/* Maximum amount of passengers and mail that can be transported. */
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uint32 max_pass;
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uint32 max_mail;
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uint32 max_pass; ///< maximum amount of passengers that can be transported
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uint32 max_mail; ///< maximum amount of mail that can be transported
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uint32 new_max_pass;
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uint32 new_max_mail;
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uint32 act_pass;
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@ -80,48 +75,40 @@ struct Town : TownPool::PoolItem<&_town_pool> {
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uint32 new_act_pass;
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uint32 new_act_mail;
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/* Amount of passengers that were transported. */
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byte pct_pass_transported;
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byte pct_mail_transported;
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byte pct_pass_transported; ///< amount of passengers that were transported
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byte pct_mail_transported; ///< amount of mail that was transported
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/* Amount of food and paper that was transported. Actually a bit mask would be enough. */
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uint16 act_food;
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uint16 act_water;
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uint16 act_food; ///< amount of food that was transported
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uint16 act_water; ///< amount of water that was transported
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uint16 new_act_food;
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uint16 new_act_water;
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/* Time until we rebuild a house. */
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uint16 time_until_rebuild;
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uint16 time_until_rebuild; ///< time until we rebuild a house
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/* When to grow town next time. */
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uint16 grow_counter;
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int16 growth_rate;
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uint16 grow_counter; ///< counter to count when to grow
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int16 growth_rate; ///< town growth rate
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/* Fund buildings program in action? */
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byte fund_buildings_months;
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byte fund_buildings_months; ///< fund buildings program in action?
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byte road_build_months; ///< fund road reconstruction in action?
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/* Fund road reconstruction in action? */
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byte road_build_months;
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/* If this is a larger town, and should grow more quickly. */
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bool larger_town;
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TownLayoutByte layout; ///< town specific road layout
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bool larger_town; ///< if this is a larger town and should grow more quickly
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TownLayoutByte layout; ///< town specific road layout
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std::list<PersistentStorage *> psa_list;
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PartOfSubsidyByte part_of_subsidy; ///< NOSAVE: is this town a source/destination of a subsidy?
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/* NOSAVE: UpdateTownRadius updates this given the house count. */
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uint32 squared_town_zone_radius[HZB_END];
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uint32 squared_town_zone_radius[HZB_END]; ///< NOSAVE: UpdateTownRadius updates this given the house count
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BuildingCounts<uint16> building_counts; ///< NOSAVE: The number of each type of building in the town.
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BuildingCounts<uint16> building_counts; ///< NOSAVE: the number of each type of building in the town
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/**
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* Creates a new town
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* Creates a new town.
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* @param tile center tile of the town
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*/
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Town(TileIndex tile = INVALID_TILE) : xy(tile) { }
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/** Destroy the town */
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/** Destroy the town. */
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~Town();
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void InitializeLayout(TownLayout layout);
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