(svn r6045) -Cleanup: align all table-like structures using spaces, i.e. whitespace fixes only except for a few comments to make them uniform for the whole enum/struct.

This commit is contained in:
rubidium
2006-08-22 14:38:37 +00:00
parent 7ba3ea5f29
commit 908d3bcfe6
97 changed files with 5385 additions and 5386 deletions

104
vehicle.h
View File

@@ -8,24 +8,24 @@
#include "rail.h"
enum {
VEH_Invalid = 0,
VEH_Train = 0x10,
VEH_Road = 0x11,
VEH_Ship = 0x12,
VEH_Invalid = 0x00,
VEH_Train = 0x10,
VEH_Road = 0x11,
VEH_Ship = 0x12,
VEH_Aircraft = 0x13,
VEH_Special = 0x14,
VEH_Special = 0x14,
VEH_Disaster = 0x15,
} ;
enum VehStatus {
VS_HIDDEN = 1,
VS_STOPPED = 2,
VS_UNCLICKABLE = 4,
VS_DEFPAL = 0x8,
VS_TRAIN_SLOWING = 0x10,
VS_SHADOW = 0x20,
VS_HIDDEN = 0x01,
VS_STOPPED = 0x02,
VS_UNCLICKABLE = 0x04,
VS_DEFPAL = 0x08,
VS_TRAIN_SLOWING = 0x10,
VS_SHADOW = 0x20,
VS_AIRCRAFT_BROKEN = 0x40,
VS_CRASHED = 0x80,
VS_CRASHED = 0x80,
};
/* Effect vehicle types */
@@ -81,14 +81,14 @@ typedef struct VehicleRail {
} VehicleRail;
enum {
VRF_REVERSING = 0,
VRF_REVERSING = 0,
// used to calculate if train is going up or down
VRF_GOINGUP = 1,
VRF_GOINGDOWN = 2,
VRF_GOINGUP = 1,
VRF_GOINGDOWN = 2,
// used to store if a wagon is powered or not
VRF_POWEREDWAGON = 3,
VRF_POWEREDWAGON = 3,
// used to reverse the visible direction of the vehicle
VRF_REVERSE_DIRECTION = 4,
@@ -130,63 +130,63 @@ typedef struct VehicleShip {
struct Vehicle {
byte type; // type, ie roadven,train,ship,aircraft,special
byte subtype; // subtype (Filled with values from EffectVehicles or TrainSubTypes)
byte type; // type, ie roadven,train,ship,aircraft,special
byte subtype; // subtype (Filled with values from EffectVehicles or TrainSubTypes)
VehicleID index; // NOSAVE: Index in vehicle array
VehicleID index; // NOSAVE: Index in vehicle array
Vehicle *next; // next
Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain
Vehicle *depot_list; //NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace
Vehicle *next; // next
Vehicle *first; // NOSAVE: pointer to the first vehicle in the chain
Vehicle *depot_list; //NOSAVE: linked list to tell what vehicles entered a depot during the last tick. Used by autoreplace
StringID string_id; // Displayed string
StringID string_id; // Displayed string
UnitID unitnumber; // unit number, for display purposes only
PlayerID owner; // which player owns the vehicle?
UnitID unitnumber; // unit number, for display purposes only
PlayerID owner; // which player owns the vehicle?
TileIndex tile; // Current tile index
TileIndex dest_tile; // Heading for this tile
TileIndex tile; // Current tile index
TileIndex dest_tile; // Heading for this tile
int32 x_pos; // coordinates
int32 x_pos; // coordinates
int32 y_pos;
byte z_pos;
byte direction; // facing
byte direction; // facing
byte spritenum; // currently displayed sprite index
// 0xfd == custom sprite, 0xfe == custom second head sprite
// 0xff == reserved for another custom sprite
uint16 cur_image; // sprite number for this vehicle
byte sprite_width;// width of vehicle sprite
byte sprite_height;// height of vehicle sprite
byte z_height; // z-height of vehicle sprite
int8 x_offs; // x offset for vehicle sprite
int8 y_offs; // y offset for vehicle sprite
byte spritenum; // currently displayed sprite index
// 0xfd == custom sprite, 0xfe == custom second head sprite
// 0xff == reserved for another custom sprite
uint16 cur_image; // sprite number for this vehicle
byte sprite_width; // width of vehicle sprite
byte sprite_height; // height of vehicle sprite
byte z_height; // z-height of vehicle sprite
int8 x_offs; // x offset for vehicle sprite
int8 y_offs; // y offset for vehicle sprite
EngineID engine_type;
// for randomized variational spritegroups
// bitmask used to resolve them; parts of it get reseeded when triggers
// of corresponding spritegroups get matched
byte random_bits;
byte waiting_triggers; // triggers to be yet matched
byte waiting_triggers; // triggers to be yet matched
uint16 max_speed; // maximum speed
uint16 cur_speed; // current speed
byte subspeed; // fractional speed
byte acceleration; // used by train & aircraft
uint16 max_speed; // maximum speed
uint16 cur_speed; // current speed
byte subspeed; // fractional speed
byte acceleration; // used by train & aircraft
byte progress;
byte vehstatus; // Status
byte vehstatus; // Status
StationID last_station_visited;
CargoID cargo_type; // type of cargo this vehicle is carrying
byte cargo_days; // how many days have the pieces been in transit
StationID cargo_source;// source of cargo
uint16 cargo_cap; // total capacity
uint16 cargo_count;// how many pieces are used
CargoID cargo_type; // type of cargo this vehicle is carrying
byte cargo_days; // how many days have the pieces been in transit
StationID cargo_source; // source of cargo
uint16 cargo_cap; // total capacity
uint16 cargo_count; // how many pieces are used
byte cargo_subtype; ///< Used for livery refits (NewGRF variations)
byte day_counter; // increased by one for each day
byte tick_counter;// increased by one for each tick
byte day_counter; // increased by one for each day
byte tick_counter; // increased by one for each tick
/* Begin Order-stuff */
Order current_order; ///< The current order (+ status, like: loading)
@@ -220,7 +220,7 @@ struct Vehicle {
byte breakdown_chance;
Year build_year;
bool leave_depot_instantly; // NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace
bool leave_depot_instantly; // NOSAVE: stores if the vehicle needs to leave the depot it just entered. Used by autoreplace
uint16 load_unload_time_rem;