(svn r12971) -Documentation: add @file in files that missed them and add something more than whitespace as description of files that don't have a description.
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file ai_rail.h Tables that the default AI uses to build tracks/stations. */
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struct AiDefaultBlockData {
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byte mode;
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DiagDirection attr;
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file autorail.h Highlight/sprite information for autorail. */
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/* Rail selection types (directions):
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* / \ / \ / \ / \ / \ / \
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* / /\ /\ \ /===\ / \ /| \ / |\
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@@ -1,6 +1,6 @@
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/* $Id$ */
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/** @file build_industry.h */
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/** @file build_industry.h Tables with default industry layouts and behaviours. */
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#ifndef BUILD_INDUSTRY_H
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#define BUILD_INDUSTRY_H
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@@ -1,6 +1,6 @@
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/* $Id$ */
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/* Table of all default cargo types */
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/** @file cargo_const.h Table of all default cargo types */
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#define MK(bt, label, c, e, f, g, h, fr, te, ks1, ks2, ks3, ks4, ks5, l, m) \
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{bt, label, 0, c, c, e, f, {g, h}, fr, te, 0, 0, ks1, ks2, ks3, ks4, ks5, l, m, NULL}
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file clear_land.h Tables with sprites for clear land and fences. */
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static const SpriteID _landscape_clear_sprites[8] = {
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0xFA0,
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0xFB3,
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@@ -1,11 +1,14 @@
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/* $Id$ */
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/** @file control_codes.h Control codes that are embedded in the translation strings. */
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#ifndef CONTROL_CODES_H
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#define CONTROL_CODES_H
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/* List of string control codes used for string formatting, displaying, and
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* by strgen to generate the language files. */
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/**
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* List of string control codes used for string formatting, displaying, and
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* by strgen to generate the language files.
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*/
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enum StringControlCode {
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SCC_CONTROL_START = 0xE000,
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SCC_CONTROL_END = 0xE1FF,
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@@ -1,4 +1,5 @@
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/* $Id$ */
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/** @file elrail_data.h Stores all the data for overhead wire and pylon drawing.
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* @see elrail.c */
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@@ -1,12 +1,12 @@
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/* $Id$ */
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#ifndef ENGINES_H
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#define ENGINES_H
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/** @file table/engines.h
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* This file contains all the data for vehicles
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*/
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#ifndef ENGINES_H
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#define ENGINES_H
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enum {
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RC_W = 0xFF, ///< Running cost price index (out of range) of wagons
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RC_S = 0x2A, ///< Running cost price index of steam
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file files.h MD5 checksum information and names of the original and extra data files. */
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/*
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MD5 sums of graphics files
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file genland.h Table used to generate deserts and/or rain forests. */
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#define M(x, y) {x, y}
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static const TileIndexDiffC _make_desert_or_rainforest_data[] = {
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@@ -1,6 +1,6 @@
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/* $Id$ */
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/** @file industry_land.h */
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/** @file industry_land.h Information about the behaviour of the default industry tiles. */
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/**
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* This is used to gather some data about animation
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file landscape_sprite.h Offsets of sprites to replace for non-temperate landscapes. */
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enum {
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END = 0xFFFF
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};
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file palettes.h The colour translation of the GRF palettes. */
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#define M(r, g, b) { r, g, b }
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static const Colour _palettes[][256] = {
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/* palette 1 (TTD Windows) */
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file road_land.h Sprite constructs for road depots. */
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#define TILE_SEQ_LINE(img, pal, dx, dy, sx, sy) { dx, dy, 0, sx, sy, 20, {img, pal} },
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#define TILE_SEQ_END() { 0, 0, 0, 0, 0, 0, {0, 0} }
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@@ -1,8 +1,5 @@
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/* $Id$ */
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#ifndef SPRITES_H
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#define SPRITES_H
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/** @file sprites.h
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* This file contails all sprite-related enums and defines. These consist mainly of
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* the sprite numbers and a bunch of masks and macros to handle sprites and to get
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@@ -32,6 +29,9 @@
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* @todo Split the "Sprites" enum into smaller chunks and document them
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*/
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#ifndef SPRITES_H
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#define SPRITES_H
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#include "../gfx_type.h"
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enum Sprites {
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file station_land.h Sprites to use and how to display them for station tiles. */
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#define TILE_SEQ_LINE(dx, dy, dz, sx, sy, sz, img) { dx, dy, dz, sx, sy, sz, {img, PAL_NONE} },
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#define TILE_SEQ_LINE_PAL(dx, dy, dz, sx, sy, sz, img, pal) { dx, dy, dz, sx, sy, sz, {img, pal} },
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#define TILE_SEQ_END() { (byte)0x80, 0, 0, 0, 0, 0, {0, 0} }
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@@ -1,7 +1,6 @@
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/* $Id$ */
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/** @file town_land.h */
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/** @file town_land.h Sprites to use and how to display them for town tiles. */
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/** Writes the data into the Town Tile Drawing Struct
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* @param s1 The first sprite of the building, mostly the ground sprite
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file track_land.h Sprites to use and how to display them for train depot/waypoint tiles. */
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#define TILE_SEQ_LINE(img, dx, dy, sx, sy) { dx, dy, 0, sx, sy, 23, {img, PAL_NONE} },
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#define TILE_SEQ_END() { (byte)0x80, 0, 0, 0, 0, 0, {0, 0} }
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file train_cmd.h Sprites to use for trains. */
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static const SpriteID _engine_sprite_base[] = {
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0x0B59, 0x0B61, 0x0B69, 0x0BE1, 0x0B71, 0x0B75, 0x0B7D, 0x0B7D,
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0x0B85, 0x0B85, 0x0B8D, 0x0B8D, 0x0BC9, 0x0BD1, 0x0BD9, 0x0BE9,
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @file tree_land.h Sprites to use and how to display them for tree tiles. */
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#ifndef TREE_LAND_H
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#define TREE_LAND_H
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@@ -1,5 +1,6 @@
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/* $Id$ */
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/** @file unicode.h Character mapping for using Unicode characters in OTTD. */
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struct DefaultUnicodeMapping {
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WChar code; ///< Unicode value
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@@ -1,5 +1,6 @@
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/* $Id$ */
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/** @file unmovable_land.h Sprites to use and how to display them for unmovable tiles. */
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static const DrawTileSeqStruct _draw_tile_transmitterlighthouse_data[] = {
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{ 7, 7, 0, 2, 2, 70, {SPR_UNMOVABLE_TRANSMITTER, PAL_NONE}},
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/* $Id$ */
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/** @file water_land.h Sprites to use and how to display them for water tiles (depots/shiplifts). */
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struct WaterDrawTileStruct {
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byte delta_x;
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byte delta_y;
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