Mercurial > hg > openttd
changeset 8464:016868c4c468 draft
(svn r12034) -Codechange: A bit of code style cleaning, regarding comments.
Thanks to MagicBuzz who spotted yet another non-converted file
author | belugas <belugas@openttd.org> |
---|---|
date | Fri, 01 Feb 2008 17:22:24 +0000 |
parents | a841e826fcc9 |
children | f011b1cfdfd9 |
files | src/settings_type.h |
diffstat | 1 files changed, 117 insertions(+), 117 deletions(-) [+] |
line wrap: on
line diff
--- a/src/settings_type.h +++ b/src/settings_type.h @@ -22,7 +22,7 @@ GDType initial_interest; GDType vehicle_costs; GDType competitor_speed; - GDType competitor_intelligence; // no longer in use + GDType competitor_intelligence; ///< no longer in use GDType vehicle_breakdowns; GDType subsidy_multiplier; GDType construction_cost; @@ -31,7 +31,7 @@ GDType economy; GDType line_reverse_mode; GDType disasters; - GDType town_council_tolerance; // minimum required town ratings to be allowed to demolish stuff + GDType town_council_tolerance; ///< minimum required town ratings to be allowed to demolish stuff }; struct GameOptions { @@ -57,122 +57,122 @@ extern GameOptions *_opt_ptr; struct Patches { - bool modified_catchment; // different-size catchment areas - bool vehicle_speed; // show vehicle speed - bool build_on_slopes; // allow building on slopes - bool mammoth_trains; // allow very long trains - bool join_stations; // allow joining of train stations - bool full_load_any; // new full load calculation, any cargo must be full - bool improved_load; // improved loading algorithm - bool gradual_loading; // load vehicles gradually - byte station_spread; // amount a station may spread - bool inflation; // disable inflation - bool selectgoods; // only send the goods to station if a train has been there - bool longbridges; // allow 100 tile long bridges - bool gotodepot; // allow goto depot in orders + bool modified_catchment; ///< different-size catchment areas + bool vehicle_speed; ///< show vehicle speed + bool build_on_slopes; ///< allow building on slopes + bool mammoth_trains; ///< allow very long trains + bool join_stations; ///< allow joining of train stations + bool full_load_any; ///< new full load calculation, any cargo must be full + bool improved_load; ///< improved loading algorithm + bool gradual_loading; ///< load vehicles gradually + byte station_spread; ///< amount a station may spread + bool inflation; ///< disable inflation + bool selectgoods; ///< only send the goods to station if a train has been there + bool longbridges; ///< allow 100 tile long bridges + bool gotodepot; ///< allow goto depot in orders uint8 raw_industry_construction; ///< Type of (raw) industry construction (none, "normal", prospecting) - bool multiple_industry_per_town; // allow many industries of the same type per town - bool same_industry_close; // allow same type industries to be built close to each other - bool lost_train_warn; // if a train can't find its destination, show a warning + bool multiple_industry_per_town; ///< allow many industries of the same type per town + bool same_industry_close; ///< allow same type industries to be built close to each other + bool lost_train_warn; ///< if a train can't find its destination, show a warning uint8 order_review_system; - bool train_income_warn; // if train is generating little income, show a warning - bool status_long_date; // always show long date in status bar - bool signal_side; // show signals on right side - bool show_finances; // show finances at end of year - bool new_nonstop; // ttdpatch compatible nonstop handling - bool roadveh_queue; // buggy road vehicle queueing - bool autoscroll; // scroll when moving mouse to the edge. - byte errmsg_duration; // duration of error message - byte land_generator; // the landscape generator - byte oil_refinery_limit; // distance oil refineries allowed from map edge - byte snow_line_height; // a number 0-15 that configured snow line height - byte tgen_smoothness; // how rough is the terrain from 0-3 - uint32 generation_seed; // noise seed for world generation - byte tree_placer; // the tree placer algorithm - byte heightmap_rotation; // rotation director for the heightmap - byte se_flat_world_height; // land height a flat world gets in SE - bool bribe; // enable bribing the local authority - bool nonuniform_stations; // allow nonuniform train stations - bool adjacent_stations; // allow stations to be built directly adjacent to other stations - bool always_small_airport; // always allow small airports - bool realistic_acceleration; // realistic acceleration for trains - bool wagon_speed_limits; // enable wagon speed limits - bool forbid_90_deg; // forbid trains to make 90 deg turns - bool invisible_trees; // don't show trees when buildings are transparent - bool no_servicing_if_no_breakdowns; // dont send vehicles to depot when breakdowns are disabled - bool link_terraform_toolbar; // display terraform toolbar when displaying rail, road, water and airport toolbars - bool reverse_scroll; // Right-Click-Scrolling scrolls in the opposite direction + bool train_income_warn; ///< if train is generating little income, show a warning + bool status_long_date; ///< always show long date in status bar + bool signal_side; ///< show signals on right side + bool show_finances; ///< show finances at end of year + bool new_nonstop; ///< ttdpatch compatible nonstop handling + bool roadveh_queue; ///< buggy road vehicle queueing + bool autoscroll; ///< scroll when moving mouse to the edge. + byte errmsg_duration; ///< duration of error message + byte land_generator; ///< the landscape generator + byte oil_refinery_limit; ///< distance oil refineries allowed from map edge + byte snow_line_height; ///< a number 0-15 that configured snow line height + byte tgen_smoothness; ///< how rough is the terrain from 0-3 + uint32 generation_seed; ///< noise seed for world generation + byte tree_placer; ///< the tree placer algorithm + byte heightmap_rotation; ///< rotation director for the heightmap + byte se_flat_world_height; ///< land height a flat world gets in SE + bool bribe; ///< enable bribing the local authority + bool nonuniform_stations; ///< allow nonuniform train stations + bool adjacent_stations; ///< allow stations to be built directly adjacent to other stations + bool always_small_airport; ///< always allow small airports + bool realistic_acceleration; ///< realistic acceleration for trains + bool wagon_speed_limits; ///< enable wagon speed limits + bool forbid_90_deg; ///< forbid trains to make 90 deg turns + bool invisible_trees; ///< don't show trees when buildings are transparent + bool no_servicing_if_no_breakdowns; ///< dont send vehicles to depot when breakdowns are disabled + bool link_terraform_toolbar; ///< display terraform toolbar when displaying rail, road, water and airport toolbars + bool reverse_scroll; ///< Right-Click-Scrolling scrolls in the opposite direction bool smooth_scroll; ///< Smooth scroll viewports - bool disable_elrails; // when true, the elrails are disabled - bool measure_tooltip; // Show a permanent tooltip when dragging tools - byte liveries; // Options for displaying company liveries, 0=none, 1=self, 2=all - bool prefer_teamchat; // Choose the chat message target with <ENTER>, true=all players, false=your team - uint8 advanced_vehicle_list; // Use the "advanced" vehicle list - uint8 loading_indicators; // Show loading indicators + bool disable_elrails; ///< when true, the elrails are disabled + bool measure_tooltip; ///< Show a permanent tooltip when dragging tools + byte liveries; ///< Options for displaying company liveries, 0=none, 1=self, 2=all + bool prefer_teamchat; ///< Choose the chat message target with <ENTER>, true=all players, false=your team + uint8 advanced_vehicle_list; ///< Use the "advanced" vehicle list + uint8 loading_indicators; ///< Show loading indicators uint8 default_rail_type; ///< The default rail type for the rail GUI - uint8 toolbar_pos; // position of toolbars, 0=left, 1=center, 2=right - uint8 window_snap_radius; // Windows snap at each other if closer than this + uint8 toolbar_pos; ///< position of toolbars, 0=left, 1=center, 2=right + uint8 window_snap_radius; ///< Windows snap at each other if closer than this bool always_build_infrastructure; ///< Always allow building of infrastructure, even when you do not have the vehicles for it - UnitID max_trains; // max trains in game per player (these are 16bit because the unitnumber field can't hold more) - UnitID max_roadveh; // max trucks in game per player - UnitID max_aircraft; // max planes in game per player - UnitID max_ships; // max ships in game per player + UnitID max_trains; ///< max trains in game per player (these are 16bit because the unitnumber field can't hold more) + UnitID max_roadveh; ///< max trucks in game per player + UnitID max_aircraft; ///< max planes in game per player + UnitID max_ships; ///< max ships in game per player - bool servint_ispercent; // service intervals are in percents - uint16 servint_trains; // service interval for trains - uint16 servint_roadveh; // service interval for road vehicles - uint16 servint_aircraft; // service interval for aircraft - uint16 servint_ships; // service interval for ships + bool servint_ispercent; ///< service intervals are in percents + uint16 servint_trains; ///< service interval for trains + uint16 servint_roadveh; ///< service interval for road vehicles + uint16 servint_aircraft; ///< service interval for aircraft + uint16 servint_ships; ///< service interval for ships bool autorenew; int16 autorenew_months; int32 autorenew_money; - byte pf_maxdepth; // maximum recursion depth when searching for a train route for new pathfinder - uint16 pf_maxlength; // maximum length when searching for a train route for new pathfinder + byte pf_maxdepth; ///< maximum recursion depth when searching for a train route for new pathfinder + uint16 pf_maxlength; ///< maximum length when searching for a train route for new pathfinder - bool bridge_pillars; // show bridge pillars for high bridges + bool bridge_pillars; ///< show bridge pillars for high bridges - bool ai_disable_veh_train; // disable types for AI - bool ai_disable_veh_roadveh; // disable types for AI - bool ai_disable_veh_aircraft; // disable types for AI - bool ai_disable_veh_ship; // disable types for AI - Year starting_year; // starting date - Year ending_year; // end of the game (just show highscore) - Year colored_news_year; // when does newspaper become colored? + bool ai_disable_veh_train; ///< disable types for AI + bool ai_disable_veh_roadveh; ///< disable types for AI + bool ai_disable_veh_aircraft; ///< disable types for AI + bool ai_disable_veh_ship; ///< disable types for AI + Year starting_year; ///< starting date + Year ending_year; ///< end of the game (just show highscore) + Year colored_news_year; ///< when does newspaper become colored? - bool keep_all_autosave; // name the autosave in a different way. - bool autosave_on_exit; // save an autosave when you quit the game, but do not ask "Do you really want to quit?" - byte max_num_autosaves; // controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1) - bool extra_dynamite; // extra dynamite - bool road_stop_on_town_road; // allow building of drive-through road stops on town owned roads + bool keep_all_autosave; ///< name the autosave in a different way. + bool autosave_on_exit; ///< save an autosave when you quit the game, but do not ask "Do you really want to quit?" + byte max_num_autosaves; ///< controls how many autosavegames are made before the game starts to overwrite (names them 0 to max_num_autosaves - 1) + bool extra_dynamite; ///< extra dynamite + bool road_stop_on_town_road; ///< allow building of drive-through road stops on town owned roads - bool never_expire_vehicles; // never expire vehicles - byte extend_vehicle_life; // extend vehicle life by this many years + bool never_expire_vehicles; ///< never expire vehicles + byte extend_vehicle_life; ///< extend vehicle life by this many years - bool auto_euro; // automatically switch to euro in 2002 - bool serviceathelipad; // service helicopters at helipads automatically (no need to send to depot) - bool smooth_economy; // smooth economy - bool allow_shares; // allow the buying/selling of shares - byte dist_local_authority; // distance for town local authority, default 20 + bool auto_euro; ///< automatically switch to euro in 2002 + bool serviceathelipad; ///< service helicopters at helipads automatically (no need to send to depot) + bool smooth_economy; ///< smooth economy + bool allow_shares; ///< allow the buying/selling of shares + byte dist_local_authority; ///< distance for town local authority, default 20 - byte wait_oneway_signal; // waitingtime in days before a oneway signal - byte wait_twoway_signal; // waitingtime in days before a twoway signal + byte wait_oneway_signal; ///< waitingtime in days before a oneway signal + byte wait_twoway_signal; ///< waitingtime in days before a twoway signal - uint8 map_x; // Size of map + uint8 map_x; ///< Size of map uint8 map_y; - byte drag_signals_density; // many signals density - Year semaphore_build_before; // Build semaphore signals automatically before this year - bool ainew_active; // Is the new AI active? - bool ai_in_multiplayer; // Do we allow AIs in multiplayer + byte drag_signals_density; ///< many signals density + Year semaphore_build_before; ///< Build semaphore signals automatically before this year + bool ainew_active; ///< Is the new AI active? + bool ai_in_multiplayer; ///< Do we allow AIs in multiplayer /* * New Path Finding */ - bool new_pathfinding_all; /* Use the newest pathfinding algorithm for all */ + bool new_pathfinding_all; ///< Use the newest pathfinding algorithm for all /** * The maximum amount of search nodes a single NPF run should take. This @@ -182,22 +182,22 @@ */ uint32 npf_max_search_nodes; - uint32 npf_rail_firstred_penalty; // The penalty for when the first signal is red (and it is not an exit or combo signal) - uint32 npf_rail_firstred_exit_penalty; // The penalty for when the first signal is red (and it is an exit or combo signal) - uint32 npf_rail_lastred_penalty; // The penalty for when the last signal is red - uint32 npf_rail_station_penalty; // The penalty for station tiles - uint32 npf_rail_slope_penalty; // The penalty for sloping upwards - uint32 npf_rail_curve_penalty; // The penalty for curves - uint32 npf_rail_depot_reverse_penalty; // The penalty for reversing in depots - uint32 npf_buoy_penalty; // The penalty for going over (through) a buoy - uint32 npf_water_curve_penalty; // The penalty for curves - uint32 npf_road_curve_penalty; // The penalty for curves - uint32 npf_crossing_penalty; // The penalty for level crossings - uint32 npf_road_drive_through_penalty; // The penalty for going through a drive-through road stop + uint32 npf_rail_firstred_penalty; ///< The penalty for when the first signal is red (and it is not an exit or combo signal) + uint32 npf_rail_firstred_exit_penalty; ///< The penalty for when the first signal is red (and it is an exit or combo signal) + uint32 npf_rail_lastred_penalty; ///< The penalty for when the last signal is red + uint32 npf_rail_station_penalty; ///< The penalty for station tiles + uint32 npf_rail_slope_penalty; ///< The penalty for sloping upwards + uint32 npf_rail_curve_penalty; ///< The penalty for curves + uint32 npf_rail_depot_reverse_penalty; ///< The penalty for reversing in depots + uint32 npf_buoy_penalty; ///< The penalty for going over (through) a buoy + uint32 npf_water_curve_penalty; ///< The penalty for curves + uint32 npf_road_curve_penalty; ///< The penalty for curves + uint32 npf_crossing_penalty; ///< The penalty for level crossings + uint32 npf_road_drive_through_penalty; ///< The penalty for going through a drive-through road stop - bool population_in_label; // Show the population of a town in his label? + bool population_in_label; ///< Show the population of a town in his label? - uint8 freight_trains; // Value to multiply the weight of cargo by + uint8 freight_trains; ///< Value to multiply the weight of cargo by /** YAPF settings */ YapfSettings yapf; @@ -207,25 +207,25 @@ uint8 scrollwheel_scrolling; uint8 scrollwheel_multiplier; - uint8 town_growth_rate; ///< Town growth rate - uint8 larger_towns; ///< The number of cities to build. These start off larger and grow twice as fast - uint8 initial_city_size; ///< Multiplier for the initial size of the cities compared to towns + uint8 town_growth_rate; ///< Town growth rate + uint8 larger_towns; ///< The number of cities to build. These start off larger and grow twice as fast + uint8 initial_city_size; ///< Multiplier for the initial size of the cities compared to towns - bool pause_on_newgame; ///< Whether to start new games paused or not. + bool pause_on_newgame; ///< Whether to start new games paused or not. TownLayoutByte town_layout; ///< Select town layout - bool timetabling; ///< Whether to allow timetabling. - bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days. + bool timetabling; ///< Whether to allow timetabling. + bool timetable_in_ticks; ///< Whether to show the timetable in ticks rather than days. - bool autoslope; ///< Allow terraforming under things. + bool autoslope; ///< Allow terraforming under things. - bool mod_road_rebuild; ///< Roadworks remove unneccesary RoadBits + bool mod_road_rebuild; ///< Roadworks remove unneccesary RoadBits - bool exclusive_rights; ///< allow buying exclusive rights - bool give_money; ///< allow giving other players money + bool exclusive_rights; ///< allow buying exclusive rights + bool give_money; ///< allow giving other players money - bool enable_signal_gui; ///< Show the signal GUI when the signal button is pressed + bool enable_signal_gui; ///< Show the signal GUI when the signal button is pressed }; extern Patches _patches;