forked from mirror/OpenTTD
(svn r20283) -Codechange: Unify start of doygen comments.
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@@ -420,7 +420,8 @@ static void MakeSingleHouseBigger(TileIndex tile)
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MarkTileDirtyByTile(tile);
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}
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/** Make the house advance in its construction stages until completion
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/**
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* Make the house advance in its construction stages until completion
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* @param tile TileIndex of house
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*/
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static void MakeTownHouseBigger(TileIndex tile)
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@@ -1191,7 +1192,8 @@ static void GrowTownInTile(TileIndex *tile_ptr, RoadBits cur_rb, DiagDirection t
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GrowTownWithRoad(t1, tile, rcmd);
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}
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/** Returns "growth" if a house was built, or no if the build failed.
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/**
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* Returns "growth" if a house was built, or no if the build failed.
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* @param t town to inquiry
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* @param tile to inquiry
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* @return something other than zero(0)if town expansion was possible
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@@ -1275,7 +1277,8 @@ static RoadBits GenRandomRoadBits()
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return (RoadBits)((ROAD_NW << a) + (ROAD_NW << b));
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}
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/** Grow the town
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/**
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* Grow the town
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* @param t town to grow
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* @return true iff a house was built
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*/
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@@ -1761,7 +1764,8 @@ static Town *CreateRandomTown(uint attempts, uint32 townnameparts, TownSize size
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static const byte _num_initial_towns[4] = {5, 11, 23, 46}; // very low, low, normal, high
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/** This function will generate a certain amount of towns, with a certain layout
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/**
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* This function will generate a certain amount of towns, with a certain layout
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* It can be called from the scenario editor (i.e.: generate Random Towns)
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* as well as from world creation.
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* @param layout which towns will be set to, when created
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@@ -1807,7 +1811,8 @@ bool GenerateTowns(TownLayout layout)
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}
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/** Returns the bit corresponding to the town zone of the specified tile
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/**
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* Returns the bit corresponding to the town zone of the specified tile
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* @param t Town on which town zone is to be found
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* @param tile TileIndex where town zone needs to be found
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* @return the bit position of the given zone, as defined in HouseZones
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@@ -2278,7 +2283,8 @@ void ClearTownHouse(Town *t, TileIndex tile)
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if (eflags & BUILDING_HAS_4_TILES) DoClearTownHouseHelper(tile + TileDiffXY(1, 1), t, ++house);
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}
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/** Rename a town (server-only).
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/**
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* Rename a town (server-only).
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* @param tile unused
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* @param flags type of operation
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* @param p1 town ID to rename
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@@ -2334,7 +2340,8 @@ void ExpandTown(Town *t)
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UpdateTownMaxPass(t);
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}
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/** Factor in the cost of each town action.
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/**
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* Factor in the cost of each town action.
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* @see TownActions
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*/
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const byte _town_action_costs[TACT_COUNT] = {
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@@ -2506,7 +2513,8 @@ static TownActionProc * const _town_action_proc[] = {
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TownActionBribe
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};
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/** Get a list of available actions to do at a town.
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/**
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* Get a list of available actions to do at a town.
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* @param nump if not NULL add put the number of available actions in it
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* @param cid the company that is querying the town
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* @param t the town that is queried
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@@ -2548,7 +2556,8 @@ uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
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return buttons;
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}
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/** Do a town action.
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/**
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* Do a town action.
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* This performs an action such as advertising, building a statue, funding buildings,
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* but also bribing the town-council
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* @param tile unused
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@@ -2617,7 +2626,8 @@ static void UpdateTownGrowRate(Town *t)
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ClrBit(t->flags, TOWN_IS_FUNDED);
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if (_settings_game.economy.town_growth_rate == 0 && t->fund_buildings_months == 0) return;
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/** Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
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/**
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* Towns are processed every TOWN_GROWTH_FREQUENCY ticks, and this is the
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* number of times towns are processed before a new building is built. */
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static const uint16 _grow_count_values[2][6] = {
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{ 120, 120, 120, 100, 80, 60 }, // Fund new buildings has been activated
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@@ -2702,7 +2712,8 @@ CommandCost CheckIfAuthorityAllowsNewStation(TileIndex tile, DoCommandFlag flags
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return_cmd_error(STR_ERROR_LOCAL_AUTHORITY_REFUSES_TO_ALLOW_THIS);
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}
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/** Return the town closest to the given tile within \a threshold.
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/**
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* Return the town closest to the given tile within \a threshold.
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* @param tile Starting point of the search.
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* @param threshold Biggest allowed distance to the town.
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* @return Closest town to \a tile within \a threshold, or \c NULL if there is no such town.
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