(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.

This commit is contained in:
rubidium
2008-05-06 15:11:33 +00:00
parent 1b9197d6dd
commit 1ce0b03bf0
360 changed files with 542 additions and 335 deletions

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file ai_rail.h Tables that the default AI uses to build tracks/stations. */
struct AiDefaultBlockData {
byte mode;
DiagDirection attr;

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file autorail.h Highlight/sprite information for autorail. */
/* Rail selection types (directions):
* / \ / \ / \ / \ / \ / \
* / /\ /\ \ /===\ / \ /| \ / |\

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@@ -1,6 +1,6 @@
/* $Id$ */
/** @file build_industry.h */
/** @file build_industry.h Tables with default industry layouts and behaviours. */
#ifndef BUILD_INDUSTRY_H
#define BUILD_INDUSTRY_H

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@@ -1,6 +1,6 @@
/* $Id$ */
/* Table of all default cargo types */
/** @file cargo_const.h Table of all default cargo types */
#define MK(bt, label, c, e, f, g, h, fr, te, ks1, ks2, ks3, ks4, ks5, l, m) \
{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 @@
/* $Id$ */
/** @file clear_land.h Tables with sprites for clear land and fences. */
static const SpriteID _landscape_clear_sprites[8] = {
0xFA0,
0xFB3,

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@@ -1,11 +1,14 @@
/* $Id$ */
/** @file control_codes.h Control codes that are embedded in the translation strings. */
#ifndef CONTROL_CODES_H
#define CONTROL_CODES_H
/* List of string control codes used for string formatting, displaying, and
* by strgen to generate the language files. */
/**
* List of string control codes used for string formatting, displaying, and
* by strgen to generate the language files.
*/
enum StringControlCode {
SCC_CONTROL_START = 0xE000,
SCC_CONTROL_END = 0xE1FF,

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@@ -1,4 +1,5 @@
/* $Id$ */
/** @file elrail_data.h Stores all the data for overhead wire and pylon drawing.
* @see elrail.c */

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@@ -1,12 +1,12 @@
/* $Id$ */
#ifndef ENGINES_H
#define ENGINES_H
/** @file table/engines.h
* This file contains all the data for vehicles
*/
#ifndef ENGINES_H
#define ENGINES_H
enum {
RC_W = 0xFF, ///< Running cost price index (out of range) of wagons
RC_S = 0x2A, ///< Running cost price index of steam

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file files.h MD5 checksum information and names of the original and extra data files. */
/*
MD5 sums of graphics files

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file genland.h Table used to generate deserts and/or rain forests. */
#define M(x, y) {x, y}
static const TileIndexDiffC _make_desert_or_rainforest_data[] = {

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@@ -1,6 +1,6 @@
/* $Id$ */
/** @file industry_land.h */
/** @file industry_land.h Information about the behaviour of the default industry tiles. */
/**
* This is used to gather some data about animation

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file landscape_sprite.h Offsets of sprites to replace for non-temperate landscapes. */
enum {
END = 0xFFFF
};

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file palettes.h The colour translation of the GRF palettes. */
#define M(r, g, b) { r, g, b }
static const Colour _palettes[][256] = {
/* palette 1 (TTD Windows) */

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file road_land.h Sprite constructs for road depots. */
#define TILE_SEQ_LINE(img, pal, dx, dy, sx, sy) { dx, dy, 0, sx, sy, 20, {img, pal} },
#define TILE_SEQ_END() { 0, 0, 0, 0, 0, 0, {0, 0} }

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@@ -1,8 +1,5 @@
/* $Id$ */
#ifndef SPRITES_H
#define SPRITES_H
/** @file sprites.h
* This file contails all sprite-related enums and defines. These consist mainly of
* the sprite numbers and a bunch of masks and macros to handle sprites and to get
@@ -32,6 +29,9 @@
* @todo Split the "Sprites" enum into smaller chunks and document them
*/
#ifndef SPRITES_H
#define SPRITES_H
#include "../gfx_type.h"
enum Sprites {

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file station_land.h Sprites to use and how to display them for station tiles. */
#define TILE_SEQ_LINE(dx, dy, dz, sx, sy, sz, img) { dx, dy, dz, sx, sy, sz, {img, PAL_NONE} },
#define TILE_SEQ_LINE_PAL(dx, dy, dz, sx, sy, sz, img, pal) { dx, dy, dz, sx, sy, sz, {img, pal} },
#define TILE_SEQ_END() { (byte)0x80, 0, 0, 0, 0, 0, {0, 0} }

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@@ -1,7 +1,6 @@
/* $Id$ */
/** @file town_land.h */
/** @file town_land.h Sprites to use and how to display them for town tiles. */
/** Writes the data into the Town Tile Drawing Struct
* @param s1 The first sprite of the building, mostly the ground sprite

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file track_land.h Sprites to use and how to display them for train depot/waypoint tiles. */
#define TILE_SEQ_LINE(img, dx, dy, sx, sy) { dx, dy, 0, sx, sy, 23, {img, PAL_NONE} },
#define TILE_SEQ_END() { (byte)0x80, 0, 0, 0, 0, 0, {0, 0} }

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file train_cmd.h Sprites to use for trains. */
static const SpriteID _engine_sprite_base[] = {
0x0B59, 0x0B61, 0x0B69, 0x0BE1, 0x0B71, 0x0B75, 0x0B7D, 0x0B7D,
0x0B85, 0x0B85, 0x0B8D, 0x0B8D, 0x0BC9, 0x0BD1, 0x0BD9, 0x0BE9,

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file tree_land.h Sprites to use and how to display them for tree tiles. */
#ifndef TREE_LAND_H
#define TREE_LAND_H

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@@ -1,5 +1,6 @@
/* $Id$ */
/** @file unicode.h Character mapping for using Unicode characters in OTTD. */
struct DefaultUnicodeMapping {
WChar code; ///< Unicode value

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@@ -1,5 +1,6 @@
/* $Id$ */
/** @file unmovable_land.h Sprites to use and how to display them for unmovable tiles. */
static const DrawTileSeqStruct _draw_tile_transmitterlighthouse_data[] = {
{ 7, 7, 0, 2, 2, 70, {SPR_UNMOVABLE_TRANSMITTER, PAL_NONE}},

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@@ -1,5 +1,7 @@
/* $Id$ */
/** @file water_land.h Sprites to use and how to display them for water tiles (depots/shiplifts). */
struct WaterDrawTileStruct {
byte delta_x;
byte delta_y;