forked from mirror/OpenTTD
(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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/** @file unmovable_cmd.cpp */
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#include "stdafx.h"
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#include "openttd.h"
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#include "table/strings.h"
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@@ -44,7 +46,7 @@ static int32 DestroyCompanyHQ(PlayerID pid, uint32 flags)
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InvalidateWindow(WC_COMPANY, pid);
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}
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// cost of relocating company is 1% of company value
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/* cost of relocating company is 1% of company value */
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return CalculateCompanyValue(p) / 100;
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}
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@@ -69,12 +71,14 @@ void UpdateCompanyHQ(Player *p, uint score)
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MarkTileDirtyByTile(tile + TileDiffXY(1, 1));
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}
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extern int32 CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invalid_dirs, StationID* station);
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/** Build or relocate the HQ. This depends if the HQ is already built or not
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* @param tile tile where the HQ will be built or relocated to
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* @param flags type of operation
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* @param p1 unused
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* @param p2 unused
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*/
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extern int32 CheckFlatLandBelow(TileIndex tile, uint w, uint h, uint flags, uint invalid_dirs, StationID* station);
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int32 CmdBuildCompanyHQ(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Player *p = GetPlayer(_current_player);
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@@ -87,7 +91,7 @@ int32 CmdBuildCompanyHQ(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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if (CmdFailed(ret)) return ret;
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cost = ret;
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if (p->location_of_house != 0) { /* Moving HQ */
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if (p->location_of_house != 0) { // Moving HQ
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cost += DestroyCompanyHQ(_current_player, flags);
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}
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@@ -224,7 +228,7 @@ static int32 ClearTile_Unmovable(TileIndex tile, byte flags)
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return DoCommand(tile, 0, 0, flags, CMD_SELL_LAND_AREA);
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}
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// checks if you're allowed to remove unmovable things
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/* checks if you're allowed to remove unmovable things */
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if (_game_mode != GM_EDITOR && _current_player != OWNER_WATER && ((flags & DC_AUTO || !_cheats.magic_bulldozer.value)) )
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return_cmd_error(STR_5800_OBJECT_IN_THE_WAY);
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@@ -252,14 +256,14 @@ static void GetAcceptedCargo_Unmovable(TileIndex tile, AcceptedCargo ac)
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level = GetCompanyHQSize(tile) + 1;
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// Top town building generates 10, so to make HQ interesting, the top
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// type makes 20.
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/* Top town building generates 10, so to make HQ interesting, the top
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* type makes 20. */
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ac[CT_PASSENGERS] = max(1U, level);
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// Top town building generates 4, HQ can make up to 8. The
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// proportion passengers:mail is different because such a huge
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// commercial building generates unusually high amount of mail
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// correspondence per physical visitor.
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/* Top town building generates 4, HQ can make up to 8. The
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* proportion passengers:mail is different because such a huge
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* commercial building generates unusually high amount of mail
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* correspondence per physical visitor. */
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ac[CT_MAIL] = max(1U, level / 2);
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}
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@@ -295,16 +299,16 @@ static void TileLoop_Unmovable(TileIndex tile)
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assert(level < 6);
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r = Random();
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// Top town buildings generate 250, so the top HQ type makes 256.
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/* Top town buildings generate 250, so the top HQ type makes 256. */
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if (GB(r, 0, 8) < (256 / 4 / (6 - level))) {
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uint amt = GB(r, 0, 8) / 8 / 4 + 1;
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if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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MoveGoodsToStation(tile, 2, 2, CT_PASSENGERS, amt);
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}
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// Top town building generates 90, HQ can make up to 196. The
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// proportion passengers:mail is about the same as in the acceptance
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// equations.
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/* Top town building generates 90, HQ can make up to 196. The
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* proportion passengers:mail is about the same as in the acceptance
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* equations. */
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if (GB(r, 8, 8) < (196 / 4 / (6 - level))) {
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uint amt = GB(r, 8, 8) / 8 / 4 + 1;
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if (_economy.fluct <= 0) amt = (amt + 1) >> 1;
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