Index: ai/ai.h =================================================================== --- ai/ai.h (revision 3746) +++ ai/ai.h (working copy) @@ -20,20 +20,20 @@ /* The struct for an AIScript Player */ typedef struct AIPlayer { - bool active; //! Is this AI active? - AICommand *queue; //! The commands that he has in his queue - AICommand *queue_tail; //! The tail of this queue + bool active; ///< Is this AI active? + AICommand *queue; ///< The commands that he has in his queue + AICommand *queue_tail; ///< The tail of this queue } AIPlayer; /* The struct to keep some data about the AI in general */ typedef struct AIStruct { /* General */ - bool enabled; //! Is AI enabled? - uint tick; //! The current tick (something like _frame_counter, only for AIs) + bool enabled; ///< Is AI enabled? + uint tick; ///< The current tick (something like _frame_counter, only for AIs) /* For network-clients (a OpenTTD client who acts as an AI connected to a server) */ - bool network_client; //! Are we a network_client? - uint8 network_playas; //! The current network player we are connected as + bool network_client; ///< Are we a network_client? + uint8 network_playas; ///< The current network player we are connected as } AIStruct; VARDEF AIStruct _ai; Index: industry_cmd.c =================================================================== --- industry_cmd.c (revision 3746) +++ industry_cmd.c (working copy) @@ -90,9 +90,9 @@ #include "table/build_industry.h" typedef enum IndustryType { - INDUSTRY_NOT_CLOSABLE, //! Industry can never close - INDUSTRY_PRODUCTION, //! Industry can close and change of production - INDUSTRY_CLOSABLE, //! Industry can only close (no production change) + INDUSTRY_NOT_CLOSABLE, ///< Industry can never close + INDUSTRY_PRODUCTION, ///< Industry can close and change of production + INDUSTRY_CLOSABLE, ///< Industry can only close (no production change) } IndustryType; Index: misc.c =================================================================== --- misc.c (revision 3746) +++ misc.c (working copy) @@ -609,10 +609,10 @@ return i; } -//!We're writing an own sort algorithm here, as -//!qsort isn't stable -//!Since the number of elements will be low, a -//!simple bubble sort will have to do :) +/// @note We're writing an own sort algorithm here, as +/// @note qsort isn't stable +/// @note Since the number of elements will be low, a +/// @note simple bubble sort will have to do :) void bubblesort(void *base, size_t nmemb, size_t size, int(*compar)(const void *, const void *)) { Index: network.h =================================================================== --- network.h (revision 3746) +++ network.h (working copy) @@ -170,8 +170,8 @@ VARDEF char _network_server_password[NETWORK_PASSWORD_LENGTH]; VARDEF char _network_rcon_password[NETWORK_PASSWORD_LENGTH]; -VARDEF uint16 _network_max_join_time; //! Time a client can max take to join -VARDEF bool _network_pause_on_join; //! Pause the game when a client tries to join (more chance of succeeding join) +VARDEF uint16 _network_max_join_time; ///< Time a client can max take to join +VARDEF bool _network_pause_on_join; ///< Pause the game when a client tries to join (more chance of succeeding join) VARDEF uint16 _redirect_console_to_client; Index: oldloader.c =================================================================== --- oldloader.c (revision 3746) +++ oldloader.c (working copy) @@ -44,12 +44,12 @@ typedef bool OldChunkProc(LoadgameState *ls, int num); typedef struct OldChunks { - uint32 type; //! Type of field - uint32 amount; //! Amount of fields + uint32 type; ///< Type of field + uint32 amount; ///< Amount of fields - void *ptr; //! Pointer where to save the data (may only be set if offset is 0) - uint offset; //! Offset from basepointer (may only be set if ptr is NULL) - OldChunkProc *proc; //! Pointer to function that is called with OC_CHUNK + void *ptr; ///< Pointer where to save the data (may only be set if offset is 0) + uint offset; ///< Offset from basepointer (may only be set if ptr is NULL) + OldChunkProc *proc; ///< Pointer to function that is called with OC_CHUNK } OldChunks; /* OldChunk-Type */ Index: openttd.h =================================================================== --- openttd.h (revision 3746) +++ openttd.h (working copy) @@ -65,11 +65,11 @@ typedef byte OrderID; typedef byte CargoID; typedef uint16 StringID; -typedef uint32 SpriteID; //! The number of a sprite, without mapping bits and colortables -typedef uint32 PalSpriteID; //! The number of a sprite plus all the mapping bits and colortables +typedef uint32 SpriteID; ///< The number of a sprite, without mapping bits and colortables +typedef uint32 PalSpriteID; ///< The number of a sprite plus all the mapping bits and colortables typedef uint32 CursorID; -typedef uint16 EngineID; //! All enginenumbers should be of this type -typedef uint16 UnitID; //! All unitnumber stuff is of this type (or anyway, should be) +typedef uint16 EngineID; ///< All enginenumbers should be of this type +typedef uint16 UnitID; ///< All unitnumber stuff is of this type (or anyway, should be) typedef uint32 WindowNumber; typedef byte WindowClass; Index: order.h =================================================================== --- order.h (revision 3746) +++ order.h (working copy) @@ -85,9 +85,9 @@ uint8 flags; uint16 station; - struct Order *next; //! Pointer to next order. If NULL, end of list + struct Order *next; ///< Pointer to next order. If NULL, end of list - uint16 index; //! Index of the order, is not saved or anything, just for reference + uint16 index; ///< Index of the order, is not saved or anything, just for reference } Order; #define MAX_BACKUP_ORDER_COUNT 40 Index: pool.h =================================================================== --- pool.h (revision 3746) +++ pool.h (working copy) @@ -14,19 +14,19 @@ * please try to avoid manual calls! */ struct MemoryPool { - const char name[10]; //! Name of the pool (just for debugging) + const char name[10]; ///< Name of the pool (just for debugging) - const uint max_blocks; //! The max amount of blocks this pool can have - const uint block_size_bits; //! The size of each block in bits - const uint item_size; //! How many bytes one block is + const uint max_blocks; ///< The max amount of blocks this pool can have + const uint block_size_bits; ///< The size of each block in bits + const uint item_size; ///< How many bytes one block is + /// Pointer to a function that is called after a new block is added MemoryPoolNewBlock *new_block_proc; - //!< Pointer to a function that is called after a new block is added - uint current_blocks; //! How many blocks we have in our pool - uint total_items; //! How many items we now have in this pool + uint current_blocks; ///< How many blocks we have in our pool + uint total_items; ///< How many items we now have in this pool - byte **blocks; //! An array of blocks (one block hold all the items) + byte **blocks; ///< An array of blocks (one block hold all the items) }; /** Index: vehicle.c =================================================================== --- vehicle.c (revision 3746) +++ vehicle.c (working copy) @@ -64,7 +64,7 @@ VEHICLES_POOL_BLOCK_SIZE_BITS = 9, /* In bits, so (1 << 9) == 512 */ VEHICLES_POOL_MAX_BLOCKS = 125, - BLOCKS_FOR_SPECIAL_VEHICLES = 2, //! Blocks needed for special vehicles + BLOCKS_FOR_SPECIAL_VEHICLES = 2, ///< Blocks needed for special vehicles }; /** Index: vehicle.h =================================================================== --- vehicle.h (revision 3746) +++ vehicle.h (working copy) @@ -185,14 +185,14 @@ byte tick_counter;// increased by one for each tick /* Begin Order-stuff */ - Order current_order; //! The current order (+ status, like: loading) - OrderID cur_order_index; //! The index to the current order + Order current_order; ///< The current order (+ status, like: loading) + OrderID cur_order_index; ///< The index to the current order - Order *orders; //! Pointer to the first order for this vehicle - OrderID num_orders; //! How many orders there are in the list + Order *orders; ///< Pointer to the first order for this vehicle + OrderID num_orders; ///< How many orders there are in the list - Vehicle *next_shared; //! If not NULL, this points to the next vehicle that shared the order - Vehicle *prev_shared; //! If not NULL, this points to the prev vehicle that shared the order + Vehicle *next_shared; ///< If not NULL, this points to the next vehicle that shared the order + Vehicle *prev_shared; ///< If not NULL, this points to the prev vehicle that shared the order /* End Order-stuff */ // Boundaries for the current position in the world and a next hash link.