(svn r9559) -Documentation: doxygen and comment changes: 'U' and 'V' now. Almost done. Yeah. I know, I've already said that...
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@@ -1,5 +1,7 @@
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/* $Id$ */
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/** @vehicle.h */
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#ifndef VEHICLE_H
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#define VEHICLE_H
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@@ -108,13 +110,13 @@ struct VehicleRail {
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uint16 crash_anim_pos;
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uint16 days_since_order_progr;
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// cached values, recalculated on load and each time a vehicle is added to/removed from the consist.
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/* cached values, recalculated on load and each time a vehicle is added to/removed from the consist. */
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uint16 cached_max_speed; // max speed of the consist. (minimum of the max speed of all vehicles in the consist)
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uint32 cached_power; // total power of the consist.
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uint8 cached_veh_length; // length of this vehicle in units of 1/8 of normal length, cached because this can be set by a callback
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uint16 cached_total_length; ///< Length of the whole train, valid only for first engine.
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// cached values, recalculated when the cargo on a train changes (in addition to the conditions above)
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/* cached values, recalculated when the cargo on a train changes (in addition to the conditions above) */
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uint32 cached_weight; // total weight of the consist.
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uint32 cached_veh_weight; // weight of the vehicle.
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uint32 cached_max_te; // max tractive effort of consist
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@@ -127,8 +129,8 @@ struct VehicleRail {
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*/
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byte cached_vis_effect;
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// NOSAVE: for wagon override - id of the first engine in train
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// 0xffff == not in train
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/* NOSAVE: for wagon override - id of the first engine in train
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* 0xffff == not in train */
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EngineID first_engine;
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TrackBitsByte track;
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@@ -138,27 +140,27 @@ struct VehicleRail {
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byte flags;
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// Link between the two ends of a multiheaded engine
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/* Link between the two ends of a multiheaded engine */
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Vehicle *other_multiheaded_part;
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};
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enum {
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VRF_REVERSING = 0,
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// used to calculate if train is going up or down
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/* used to calculate if train is going up or down */
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VRF_GOINGUP = 1,
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VRF_GOINGDOWN = 2,
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// used to store if a wagon is powered or not
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/* used to store if a wagon is powered or not */
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VRF_POWEREDWAGON = 3,
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// used to reverse the visible direction of the vehicle
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/* used to reverse the visible direction of the vehicle */
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VRF_REVERSE_DIRECTION = 4,
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// used to mark train as lost because PF can't find the route
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/* used to mark train as lost because PF can't find the route */
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VRF_NO_PATH_TO_DESTINATION = 5,
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// used to mark that electric train engine is allowed to run on normal rail
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/* used to mark that electric train engine is allowed to run on normal rail */
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VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL = 6,
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};
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@@ -171,7 +173,7 @@ struct VehicleAir {
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};
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struct VehicleRoad {
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byte state; /// @see RoadVehicleStates
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byte state; ///< @see RoadVehicleStates
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byte frame;
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uint16 blocked_ctr;
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byte overtaking;
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@@ -210,7 +212,7 @@ struct Vehicle {
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StringID string_id; // Displayed string
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UnitID unitnumber; // unit number, for display purposes only
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PlayerByte owner; // which player owns the vehicle?
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PlayerByte owner; // which player owns the vehicle?
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TileIndex tile; // Current tile index
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TileIndex dest_tile; // Heading for this tile
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@@ -231,9 +233,9 @@ struct Vehicle {
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int8 y_offs; // y offset for vehicle sprite
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EngineID engine_type;
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// for randomized variational spritegroups
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// bitmask used to resolve them; parts of it get reseeded when triggers
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// of corresponding spritegroups get matched
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/* for randomized variational spritegroups
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* bitmask used to resolve them; parts of it get reseeded when triggers
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* of corresponding spritegroups get matched */
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byte random_bits;
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byte waiting_triggers; // triggers to be yet matched
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@@ -269,15 +271,15 @@ struct Vehicle {
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Vehicle *prev_shared; ///< If not NULL, this points to the prev vehicle that shared the order
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/* End Order-stuff */
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// Boundaries for the current position in the world and a next hash link.
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// NOSAVE: All of those can be updated with VehiclePositionChanged()
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/* Boundaries for the current position in the world and a next hash link.
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* NOSAVE: All of those can be updated with VehiclePositionChanged() */
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int32 left_coord;
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int32 top_coord;
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int32 right_coord;
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int32 bottom_coord;
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Vehicle *next_hash;
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// Related to age and service time
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/* Related to age and service time */
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Date age; // Age in days
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Date max_age; // Maximum age
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Date date_of_last_service;
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@@ -492,7 +494,7 @@ static inline bool IsPlayerBuildableVehicleType(const Vehicle *v)
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/**
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* Check if an index is a vehicle-index (so between 0 and max-vehicles)
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*
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* @param index of the vehicle to query
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* @return Returns true if the vehicle-id is in range
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*/
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static inline bool IsValidVehicleID(uint index)
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@@ -513,7 +515,11 @@ static inline Order *GetVehicleOrder(const Vehicle *v, int index)
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return order;
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}
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/* Returns the last order of a vehicle, or NULL if it doesn't exists */
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/**
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* Returns the last order of a vehicle, or NULL if it doesn't exists
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* @param v Vehicle to query
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* @return last order of a vehicle, if available
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*/
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static inline Order *GetLastVehicleOrder(const Vehicle *v)
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{
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Order *order = v->orders;
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@@ -526,7 +532,10 @@ static inline Order *GetLastVehicleOrder(const Vehicle *v)
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return order;
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}
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/* Get the first vehicle of a shared-list, so we only have to walk forwards */
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/** Get the first vehicle of a shared-list, so we only have to walk forwards
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* @param v Vehicle to query
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* @return first vehicle of a shared-list
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*/
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static inline Vehicle *GetFirstVehicleFromSharedList(const Vehicle *v)
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{
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Vehicle *u = (Vehicle *)v;
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@@ -535,7 +544,7 @@ static inline Vehicle *GetFirstVehicleFromSharedList(const Vehicle *v)
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return u;
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}
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// NOSAVE: Return values from various commands.
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/* NOSAVE: Return values from various commands. */
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VARDEF VehicleID _new_vehicle_id;
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VARDEF uint16 _returned_refit_capacity;
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