mirror of https://github.com/OpenTTD/OpenTTD
(svn r20284) -Codechange: use ///< for single-line doxygen comments in the AI code
parent
ed4f806f1d
commit
99cb47a382
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@ -28,8 +28,8 @@ public:
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/** Type of sorter */
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enum SorterType {
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SORT_BY_VALUE, //!< Sort the list based on the value of the item.
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SORT_BY_ITEM, //!< Sort the list based on the item itself.
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SORT_BY_VALUE, ///< Sort the list based on the value of the item.
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SORT_BY_ITEM, ///< Sort the list based on the item itself.
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};
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/** Sort ascending */
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@ -38,19 +38,19 @@ public:
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static const bool SORT_DESCENDING = false;
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private:
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AIAbstractListSorter *sorter; //!< Sorting algorithm
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SorterType sorter_type; //!< Sorting type
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bool sort_ascending; //!< Whether to sort ascending or descending
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bool initialized; //!< Whether an iteration has been started
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int modifications; //!< Number of modification that has been done. To prevent changing data while valuating.
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AIAbstractListSorter *sorter; ///< Sorting algorithm
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SorterType sorter_type; ///< Sorting type
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bool sort_ascending; ///< Whether to sort ascending or descending
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bool initialized; ///< Whether an iteration has been started
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int modifications; ///< Number of modification that has been done. To prevent changing data while valuating.
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public:
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typedef std::set<int32> AIItemList; //!< The list of items inside the bucket
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typedef std::map<int32, AIItemList> AIAbstractListBucket; //!< The bucket list per value
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typedef std::map<int32, int32> AIAbstractListMap; //!< List per item
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typedef std::set<int32> AIItemList; ///< The list of items inside the bucket
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typedef std::map<int32, AIItemList> AIAbstractListBucket; ///< The bucket list per value
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typedef std::map<int32, int32> AIAbstractListMap; ///< List per item
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AIAbstractListMap items; //!< The items in the list
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AIAbstractListBucket buckets; //!< The items in the list, sorted by value
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AIAbstractListMap items; ///< The items in the list
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AIAbstractListBucket buckets; ///< The items in the list, sorted by value
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protected:
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/**
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@ -26,19 +26,19 @@ public:
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*/
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enum AirportType {
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/* Note: the values _are_ important as they represent an in-game value */
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AT_SMALL = 0, //!< The small airport.
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AT_LARGE = 1, //!< The large airport.
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AT_METROPOLITAN = 3, //!< The metropolitan airport.
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AT_INTERNATIONAL = 4, //!< The international airport.
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AT_COMMUTER = 5, //!< The commuter airport.
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AT_INTERCON = 7, //!< The intercontinental airport.
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AT_SMALL = 0, ///< The small airport.
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AT_LARGE = 1, ///< The large airport.
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AT_METROPOLITAN = 3, ///< The metropolitan airport.
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AT_INTERNATIONAL = 4, ///< The international airport.
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AT_COMMUTER = 5, ///< The commuter airport.
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AT_INTERCON = 7, ///< The intercontinental airport.
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/* Next are the airports which only have helicopter platforms */
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AT_HELIPORT = 2, //!< The heliport.
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AT_HELISTATION = 8, //!< The helistation.
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AT_HELIDEPOT = 6, //!< The helidepot.
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AT_HELIPORT = 2, ///< The heliport.
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AT_HELISTATION = 8, ///< The helistation.
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AT_HELIDEPOT = 6, ///< The helidepot.
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AT_INVALID = 255, //!< Invalid airport.
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AT_INVALID = 255, ///< Invalid airport.
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};
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/**
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@ -46,11 +46,11 @@ public:
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*/
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enum PlaneType {
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/* Note: the values _are_ important as they represent an in-game value */
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PT_HELICOPTER = 0, //!< A helicopter.
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PT_SMALL_PLANE = 1, //!< A small plane.
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PT_BIG_PLANE = 3, //!< A big plane.
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PT_HELICOPTER = 0, ///< A helicopter.
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PT_SMALL_PLANE = 1, ///< A small plane.
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PT_BIG_PLANE = 3, ///< A big plane.
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PT_INVALID = -1, //!< An invalid PlaneType
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PT_INVALID = -1, ///< An invalid PlaneType
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};
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/**
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@ -27,9 +27,9 @@ public:
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* the adjacent/distant join features are enabled.
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*/
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enum SpecialStationIDs {
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STATION_NEW = 0xFFFD, //!< Build a new station
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STATION_JOIN_ADJACENT = 0xFFFE, //!< Join an neighbouring station if one exists
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STATION_INVALID = 0xFFFF, //!< Invalid station id.
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STATION_NEW = 0xFFFD, ///< Build a new station
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STATION_JOIN_ADJACENT = 0xFFFE, ///< Join an neighbouring station if one exists
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STATION_INVALID = 0xFFFF, ///< Invalid station id.
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};
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/**
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@ -25,28 +25,28 @@ public:
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* The classes of cargo (from newgrf_cargo.h).
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*/
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enum CargoClass {
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CC_PASSENGERS = 1 << 0, //!< Passengers. Cargos of this class appear at bus stops. Cargos not of this class appear at truck stops.
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CC_MAIL = 1 << 1, //!< Mail
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CC_EXPRESS = 1 << 2, //!< Express cargo (Goods, Food, Candy, but also possible for passengers)
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CC_ARMOURED = 1 << 3, //!< Armoured cargo (Valuables, Gold, Diamonds)
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CC_BULK = 1 << 4, //!< Bulk cargo (Coal, Grain etc., Ores, Fruit)
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CC_PIECE_GOODS = 1 << 5, //!< Piece goods (Livestock, Wood, Steel, Paper)
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CC_LIQUID = 1 << 6, //!< Liquids (Oil, Water, Rubber)
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CC_REFRIGERATED = 1 << 7, //!< Refrigerated cargo (Food, Fruit)
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CC_HAZARDOUS = 1 << 8, //!< Hazardous cargo (Nuclear Fuel, Explosives, etc.)
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CC_COVERED = 1 << 9, //!< Covered/Sheltered Freight (Transporation in Box Vans, Silo Wagons, etc.)
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CC_PASSENGERS = 1 << 0, ///< Passengers. Cargos of this class appear at bus stops. Cargos not of this class appear at truck stops.
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CC_MAIL = 1 << 1, ///< Mail
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CC_EXPRESS = 1 << 2, ///< Express cargo (Goods, Food, Candy, but also possible for passengers)
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CC_ARMOURED = 1 << 3, ///< Armoured cargo (Valuables, Gold, Diamonds)
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CC_BULK = 1 << 4, ///< Bulk cargo (Coal, Grain etc., Ores, Fruit)
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CC_PIECE_GOODS = 1 << 5, ///< Piece goods (Livestock, Wood, Steel, Paper)
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CC_LIQUID = 1 << 6, ///< Liquids (Oil, Water, Rubber)
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CC_REFRIGERATED = 1 << 7, ///< Refrigerated cargo (Food, Fruit)
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CC_HAZARDOUS = 1 << 8, ///< Hazardous cargo (Nuclear Fuel, Explosives, etc.)
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CC_COVERED = 1 << 9, ///< Covered/Sheltered Freight (Transporation in Box Vans, Silo Wagons, etc.)
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};
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/**
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* The effects a cargo can have on a town.
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*/
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enum TownEffect {
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TE_NONE = 0, //!< This cargo has no effect on a town
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TE_PASSENGERS = 1, //!< This cargo supplies passengers to a town
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TE_MAIL = 2, //!< This cargo supplies mail to a town
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TE_GOODS = 3, //!< This cargo supplies goods to a town
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TE_WATER = 4, //!< This cargo supplies water to a town
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TE_FOOD = 5, //!< This cargo supplies food to a town
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TE_NONE = 0, ///< This cargo has no effect on a town
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TE_PASSENGERS = 1, ///< This cargo supplies passengers to a town
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TE_MAIL = 2, ///< This cargo supplies mail to a town
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TE_GOODS = 3, ///< This cargo supplies goods to a town
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TE_WATER = 4, ///< This cargo supplies water to a town
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TE_FOOD = 5, ///< This cargo supplies food to a town
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};
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/**
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@ -23,17 +23,17 @@ public:
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/** Different constants related to CompanyID. */
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enum CompanyID {
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COMPANY_FIRST = 0, //!< The first available company.
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COMPANY_LAST = ::MAX_COMPANIES, //!< The last available company.
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COMPANY_SELF = 254, //!< Constant that gets resolved to the correct company index for your company.
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COMPANY_INVALID = -1, //!< An invalid company.
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COMPANY_FIRST = 0, ///< The first available company.
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COMPANY_LAST = ::MAX_COMPANIES, ///< The last available company.
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COMPANY_SELF = 254, ///< Constant that gets resolved to the correct company index for your company.
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COMPANY_INVALID = -1, ///< An invalid company.
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};
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/** Possible genders for company presidents. */
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enum Gender {
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GENDER_MALE, //!< A male person.
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GENDER_FEMALE, //!< A female person.
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GENDER_INVALID = -1, //!< An invalid gender.
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GENDER_MALE, ///< A male person.
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GENDER_FEMALE, ///< A female person.
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GENDER_INVALID = -1, ///< An invalid gender.
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};
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/**
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@ -49,19 +49,19 @@ public:
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* All categories errors can be divided in.
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*/
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enum ErrorCategories {
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ERR_CAT_NONE = 0, //!< Error messages not related to any category.
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ERR_CAT_GENERAL, //!< Error messages related to general things.
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ERR_CAT_VEHICLE, //!< Error messages related to building / maintaining vehicles.
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ERR_CAT_STATION, //!< Error messages related to building / maintaining stations.
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ERR_CAT_BRIDGE, //!< Error messages related to building / removing bridges.
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ERR_CAT_TUNNEL, //!< Error messages related to building / removing tunnels.
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ERR_CAT_TILE, //!< Error messages related to raising / lowering and demolishing tiles.
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ERR_CAT_SIGN, //!< Error messages related to building / removing signs.
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ERR_CAT_RAIL, //!< Error messages related to building / maintaining rails.
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ERR_CAT_ROAD, //!< Error messages related to building / maintaining roads.
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ERR_CAT_ORDER, //!< Error messages related to managing orders.
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ERR_CAT_MARINE, //!< Error messages related to building / removing ships, docks and channels.
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ERR_CAT_WAYPOINT, //!< Error messages related to building / maintaining waypoints.
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ERR_CAT_NONE = 0, ///< Error messages not related to any category.
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ERR_CAT_GENERAL, ///< Error messages related to general things.
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ERR_CAT_VEHICLE, ///< Error messages related to building / maintaining vehicles.
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ERR_CAT_STATION, ///< Error messages related to building / maintaining stations.
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ERR_CAT_BRIDGE, ///< Error messages related to building / removing bridges.
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ERR_CAT_TUNNEL, ///< Error messages related to building / removing tunnels.
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ERR_CAT_TILE, ///< Error messages related to raising / lowering and demolishing tiles.
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ERR_CAT_SIGN, ///< Error messages related to building / removing signs.
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ERR_CAT_RAIL, ///< Error messages related to building / maintaining rails.
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ERR_CAT_ROAD, ///< Error messages related to building / maintaining roads.
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ERR_CAT_ORDER, ///< Error messages related to managing orders.
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ERR_CAT_MARINE, ///< Error messages related to building / removing ships, docks and channels.
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ERR_CAT_WAYPOINT, ///< Error messages related to building / maintaining waypoints.
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/**
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* DO NOT USE! The error bitsize determines how many errors can be stored in
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@ -28,12 +28,12 @@ public:
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* The reasons for vehicle crashes
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*/
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enum CrashReason {
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CRASH_TRAIN, //!< Two trains collided
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CRASH_RV_LEVEL_CROSSING, //!< Road vehicle got under a train
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CRASH_RV_UFO, //!< Road vehicle got under a landing ufo
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CRASH_PLANE_LANDING, //!< Plane crashed on landing
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CRASH_AIRCRAFT_NO_AIRPORT, //!< Aircraft crashed after it found not a single airport for landing
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CRASH_FLOODED, //!< Vehicle was flooded
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CRASH_TRAIN, ///< Two trains collided
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CRASH_RV_LEVEL_CROSSING, ///< Road vehicle got under a train
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CRASH_RV_UFO, ///< Road vehicle got under a landing ufo
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CRASH_PLANE_LANDING, ///< Plane crashed on landing
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CRASH_AIRCRAFT_NO_AIRPORT, ///< Aircraft crashed after it found not a single airport for landing
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CRASH_FLOODED, ///< Vehicle was flooded
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};
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/**
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*/
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enum GroupID {
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/* Values are important, as they represent the internal state of the game (see group_type.h). */
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GROUP_ALL = 0xFFFD, //!< All vehicles are in this group.
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GROUP_DEFAULT = 0xFFFE, //!< Vehicles not put in any other group are in this one.
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GROUP_INVALID = 0xFFFF, //!< An invalid group id.
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GROUP_ALL = 0xFFFD, ///< All vehicles are in this group.
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GROUP_DEFAULT = 0xFFFE, ///< Vehicles not put in any other group are in this one.
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GROUP_INVALID = 0xFFFF, ///< An invalid group id.
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};
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/**
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* Special IndustryTypes.
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*/
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enum SpecialIndustryType {
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INDUSTRYTYPE_UNKNOWN = 0xFE, //!< Unknown/unspecific industrytype. (Usable for AIRail::BuildNewGRFRailStation())
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INDUSTRYTYPE_TOWN = 0xFF, //!< No industry, but town. (Usable for AIRail::BuildNewGRFRailStation())
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INDUSTRYTYPE_UNKNOWN = 0xFE, ///< Unknown/unspecific industrytype. (Usable for AIRail::BuildNewGRFRailStation())
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INDUSTRYTYPE_TOWN = 0xFF, ///< No industry, but town. (Usable for AIRail::BuildNewGRFRailStation())
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};
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/**
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@ -182,10 +182,10 @@ public:
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/** Miscellaneous flags for AI settings. */
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enum AIConfigFlags {
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AICONFIG_NONE, //!< Normal setting.
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AICONFIG_RANDOM, //!< When randomizing the AI, pick any value between min_value and max_value.
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AICONFIG_BOOLEAN, //!< This value is a boolean (either 0 (false) or 1 (true) ).
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AICONFIG_INGAME, //!< This setting can be changed while the AI is running.
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AICONFIG_NONE, ///< Normal setting.
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AICONFIG_RANDOM, ///< When randomizing the AI, pick any value between min_value and max_value.
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AICONFIG_BOOLEAN, ///< This value is a boolean (either 0 (false) or 1 (true) ).
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AICONFIG_INGAME, ///< This setting can be changed while the AI is running.
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};
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/**
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@ -31,11 +31,11 @@ public:
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* This has no use for you, as AI writer.
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*/
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enum AILogType {
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LOG_SQ_ERROR = 0, //!< Squirrel printed an error.
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LOG_ERROR = 1, //!< User printed an error.
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LOG_SQ_INFO = 2, //!< Squirrel printed some info.
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LOG_WARNING = 3, //!< User printed some warning.
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LOG_INFO = 4, //!< User printed some info.
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LOG_SQ_ERROR = 0, ///< Squirrel printed an error.
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LOG_ERROR = 1, ///< User printed an error.
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LOG_SQ_INFO = 2, ///< Squirrel printed some info.
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LOG_WARNING = 3, ///< User printed some warning.
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LOG_INFO = 4, ///< User printed some info.
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};
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/**
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* This has no use for you, as AI writer.
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*/
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struct LogData {
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char **lines; //!< The log-lines.
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AILog::AILogType *type; //!< Per line, which type of log it was.
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int count; //!< Total amount of log-lines possible.
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int pos; //!< Current position in lines.
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int used; //!< Total amount of used log-lines.
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char **lines; ///< The log-lines.
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AILog::AILogType *type; ///< Per line, which type of log it was.
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int count; ///< Total amount of log-lines possible.
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int pos; ///< Current position in lines.
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int used; ///< Total amount of used log-lines.
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};
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#endif /* EXPORT_SKIP */
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*/
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class AIMap : public AIObject {
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public:
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static const int TILE_INVALID = (int)INVALID_TILE; //!< Invalid TileIndex.
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static const int TILE_INVALID = (int)INVALID_TILE; ///< Invalid TileIndex.
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static const char *GetClassName() { return "AIMap"; }
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* Types of water-related objects in the game.
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*/
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enum BuildType {
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BT_DOCK, //!< Build a dock
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BT_DEPOT, //!< Build a ship depot
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BT_BUOY, //!< Build a buoy
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BT_DOCK, ///< Build a dock
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BT_DEPOT, ///< Build a ship depot
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BT_BUOY, ///< Build a buoy
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};
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/**
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*/
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enum OrderCondition {
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/* Order _is_ important, as it's based on OrderConditionVariable in order_type.h. */
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OC_LOAD_PERCENTAGE, //!< Skip based on the amount of load, value is in tons.
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OC_RELIABILITY, //!< Skip based on the reliability, value is percent (0..100).
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OC_MAX_SPEED, //!< Skip based on the maximum speed, value is in OpenTTD's internal speed unit, see AIEngine::GetMaxSpeed.
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OC_AGE, //!< Skip based on the age, value is in years.
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OC_REQUIRES_SERVICE, //!< Skip when the vehicle requires service, no value.
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OC_UNCONDITIONALLY, //!< Always skip, no compare function, no value.
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OC_INVALID = -1, //!< An invalid condition, do not use.
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OC_LOAD_PERCENTAGE, ///< Skip based on the amount of load, value is in tons.
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OC_RELIABILITY, ///< Skip based on the reliability, value is percent (0..100).
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OC_MAX_SPEED, ///< Skip based on the maximum speed, value is in OpenTTD's internal speed unit, see AIEngine::GetMaxSpeed.
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OC_AGE, ///< Skip based on the age, value is in years.
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OC_REQUIRES_SERVICE, ///< Skip when the vehicle requires service, no value.
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OC_UNCONDITIONALLY, ///< Always skip, no compare function, no value.
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OC_INVALID = -1, ///< An invalid condition, do not use.
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};
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/**
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*/
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enum CompareFunction {
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/* Order _is_ important, as it's based on OrderConditionComparator in order_type.h. */
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CF_EQUALS, //!< Skip if both values are equal
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CF_NOT_EQUALS, //!< Skip if both values are not equal
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CF_LESS_THAN, //!< Skip if the value is less than the limit
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CF_LESS_EQUALS, //!< Skip if the value is less or equal to the limit
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CF_MORE_THAN, //!< Skip if the value is more than the limit
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CF_MORE_EQUALS, //!< Skip if the value is more or equal to the limit
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CF_IS_TRUE, //!< Skip if the variable is true
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CF_IS_FALSE, //!< Skip if the variable is false
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CF_INVALID = -1, //!< Invalid compare function, do not use.
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CF_EQUALS, ///< Skip if both values are equal
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CF_NOT_EQUALS, ///< Skip if both values are not equal
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CF_LESS_THAN, ///< Skip if the value is less than the limit
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CF_LESS_EQUALS, ///< Skip if the value is less or equal to the limit
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CF_MORE_THAN, ///< Skip if the value is more than the limit
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CF_MORE_EQUALS, ///< Skip if the value is more or equal to the limit
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CF_IS_TRUE, ///< Skip if the variable is true
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CF_IS_FALSE, ///< Skip if the variable is false
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CF_INVALID = -1, ///< Invalid compare function, do not use.
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};
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/** Different constants related to the OrderPosition */
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enum OrderPosition {
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ORDER_CURRENT = 0xFF, //!< Constant that gets resolved to the current order.
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ORDER_INVALID = -1, //!< An invalid order.
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ORDER_CURRENT = 0xFF, ///< Constant that gets resolved to the current order.
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ORDER_INVALID = -1, ///< An invalid order.
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};
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/** Where to stop trains in a station that's longer than the train */
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enum StopLocation {
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||||
STOPLOCATION_NEAR, //!< Stop the train as soon as it's completely in the station
|
||||
STOPLOCATION_MIDDLE, //!< Stop the train in the middle of the station
|
||||
STOPLOCATION_FAR, //!< Stop the train at the far end of the station
|
||||
STOPLOCATION_INVALID = -1, //!< An invalid stop location
|
||||
STOPLOCATION_NEAR, ///< Stop the train as soon as it's completely in the station
|
||||
STOPLOCATION_MIDDLE, ///< Stop the train in the middle of the station
|
||||
STOPLOCATION_FAR, ///< Stop the train at the far end of the station
|
||||
STOPLOCATION_INVALID = -1, ///< An invalid stop location
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -361,12 +361,12 @@ static uint32 SimulateDrag(TileIndex from, TileIndex tile, TileIndex *to)
|
|||
* from a specific direction.
|
||||
*/
|
||||
struct AIRailSignalData {
|
||||
Track track; //!< The track that will be taken to travel.
|
||||
Trackdir trackdir; //!< The Trackdir belonging to that track.
|
||||
uint signal_cycles; //!< How many times the signal should be cycled in order to build it in the correct direction.
|
||||
Track track; ///< The track that will be taken to travel.
|
||||
Trackdir trackdir; ///< The Trackdir belonging to that track.
|
||||
uint signal_cycles; ///< How many times the signal should be cycled in order to build it in the correct direction.
|
||||
};
|
||||
|
||||
static const int NUM_TRACK_DIRECTIONS = 3; //!< The number of directions you can go when entering a tile.
|
||||
static const int NUM_TRACK_DIRECTIONS = 3; ///< The number of directions you can go when entering a tile.
|
||||
|
||||
/**
|
||||
* List information about the trackdir and number of needed cycles for building signals when
|
||||
|
|
|
@ -48,7 +48,7 @@ public:
|
|||
*/
|
||||
enum RailType {
|
||||
/* Note: the values _are_ important as they represent an in-game value */
|
||||
RAILTYPE_INVALID = 0xFF, //!< Invalid RailType.
|
||||
RAILTYPE_INVALID = 0xFF, ///< Invalid RailType.
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -56,13 +56,13 @@ public:
|
|||
*/
|
||||
enum RailTrack {
|
||||
/* Note: the values _are_ important as they represent an in-game value */
|
||||
RAILTRACK_NE_SW = 1 << 0, //!< Track along the x-axis (north-east to south-west).
|
||||
RAILTRACK_NW_SE = 1 << 1, //!< Track along the y-axis (north-west to south-east).
|
||||
RAILTRACK_NW_NE = 1 << 2, //!< Track in the upper corner of the tile (north).
|
||||
RAILTRACK_SW_SE = 1 << 3, //!< Track in the lower corner of the tile (south).
|
||||
RAILTRACK_NW_SW = 1 << 4, //!< Track in the left corner of the tile (west).
|
||||
RAILTRACK_NE_SE = 1 << 5, //!< Track in the right corner of the tile (east).
|
||||
RAILTRACK_INVALID = 0xFF, //!< Flag for an invalid track.
|
||||
RAILTRACK_NE_SW = 1 << 0, ///< Track along the x-axis (north-east to south-west).
|
||||
RAILTRACK_NW_SE = 1 << 1, ///< Track along the y-axis (north-west to south-east).
|
||||
RAILTRACK_NW_NE = 1 << 2, ///< Track in the upper corner of the tile (north).
|
||||
RAILTRACK_SW_SE = 1 << 3, ///< Track in the lower corner of the tile (south).
|
||||
RAILTRACK_NW_SW = 1 << 4, ///< Track in the left corner of the tile (west).
|
||||
RAILTRACK_NE_SE = 1 << 5, ///< Track in the right corner of the tile (east).
|
||||
RAILTRACK_INVALID = 0xFF, ///< Flag for an invalid track.
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -70,29 +70,29 @@ public:
|
|||
*/
|
||||
enum SignalType {
|
||||
/* Note: the values _are_ important as they represent an in-game value */
|
||||
SIGNALTYPE_NORMAL = 0, //!< Normal signal.
|
||||
SIGNALTYPE_ENTRY = 1, //!< Entry presignal.
|
||||
SIGNALTYPE_EXIT = 2, //!< Exit signal.
|
||||
SIGNALTYPE_COMBO = 3, //!< Combo signal.
|
||||
SIGNALTYPE_PBS = 4, //!< Normal PBS signal.
|
||||
SIGNALTYPE_PBS_ONEWAY = 5, //!< No-entry PBS signal.
|
||||
SIGNALTYPE_TWOWAY = 8, //!< Bit mask for twoway signal.
|
||||
SIGNALTYPE_NORMAL_TWOWAY = SIGNALTYPE_NORMAL | SIGNALTYPE_TWOWAY, //!< Normal twoway signal.
|
||||
SIGNALTYPE_ENTRY_TWOWAY = SIGNALTYPE_ENTRY | SIGNALTYPE_TWOWAY, //!< Entry twoway signal.
|
||||
SIGNALTYPE_EXIT_TWOWAY = SIGNALTYPE_EXIT | SIGNALTYPE_TWOWAY, //!< Exit twoway signal.
|
||||
SIGNALTYPE_COMBO_TWOWAY = SIGNALTYPE_COMBO | SIGNALTYPE_TWOWAY, //!< Combo twoway signal.
|
||||
SIGNALTYPE_NONE = 0xFF, //!< No signal.
|
||||
SIGNALTYPE_NORMAL = 0, ///< Normal signal.
|
||||
SIGNALTYPE_ENTRY = 1, ///< Entry presignal.
|
||||
SIGNALTYPE_EXIT = 2, ///< Exit signal.
|
||||
SIGNALTYPE_COMBO = 3, ///< Combo signal.
|
||||
SIGNALTYPE_PBS = 4, ///< Normal PBS signal.
|
||||
SIGNALTYPE_PBS_ONEWAY = 5, ///< No-entry PBS signal.
|
||||
SIGNALTYPE_TWOWAY = 8, ///< Bit mask for twoway signal.
|
||||
SIGNALTYPE_NORMAL_TWOWAY = SIGNALTYPE_NORMAL | SIGNALTYPE_TWOWAY, ///< Normal twoway signal.
|
||||
SIGNALTYPE_ENTRY_TWOWAY = SIGNALTYPE_ENTRY | SIGNALTYPE_TWOWAY, ///< Entry twoway signal.
|
||||
SIGNALTYPE_EXIT_TWOWAY = SIGNALTYPE_EXIT | SIGNALTYPE_TWOWAY, ///< Exit twoway signal.
|
||||
SIGNALTYPE_COMBO_TWOWAY = SIGNALTYPE_COMBO | SIGNALTYPE_TWOWAY, ///< Combo twoway signal.
|
||||
SIGNALTYPE_NONE = 0xFF, ///< No signal.
|
||||
};
|
||||
|
||||
/**
|
||||
* Types of rail-related objects in the game.
|
||||
*/
|
||||
enum BuildType {
|
||||
BT_TRACK, //!< Build a track
|
||||
BT_SIGNAL, //!< Build a signal
|
||||
BT_DEPOT, //!< Build a depot
|
||||
BT_STATION, //!< Build a station
|
||||
BT_WAYPOINT, //!< Build a rail waypoint
|
||||
BT_TRACK, ///< Build a track
|
||||
BT_SIGNAL, ///< Build a signal
|
||||
BT_DEPOT, ///< Build a depot
|
||||
BT_STATION, ///< Build a station
|
||||
BT_WAYPOINT, ///< Build a rail waypoint
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -49,28 +49,28 @@ public:
|
|||
*/
|
||||
enum RoadType {
|
||||
/* Values are important, as they represent the internal state of the game. */
|
||||
ROADTYPE_ROAD = 0, //!< Build road objects.
|
||||
ROADTYPE_TRAM = 1, //!< Build tram objects.
|
||||
ROADTYPE_ROAD = 0, ///< Build road objects.
|
||||
ROADTYPE_TRAM = 1, ///< Build tram objects.
|
||||
|
||||
ROADTYPE_INVALID = -1, //!< Invalid RoadType.
|
||||
ROADTYPE_INVALID = -1, ///< Invalid RoadType.
|
||||
};
|
||||
|
||||
/**
|
||||
* Type of road station.
|
||||
*/
|
||||
enum RoadVehicleType {
|
||||
ROADVEHTYPE_BUS, //!< Build objects useable for busses and passenger trams
|
||||
ROADVEHTYPE_TRUCK, //!< Build objects useable for trucks and cargo trams
|
||||
ROADVEHTYPE_BUS, ///< Build objects useable for busses and passenger trams
|
||||
ROADVEHTYPE_TRUCK, ///< Build objects useable for trucks and cargo trams
|
||||
};
|
||||
|
||||
/**
|
||||
* Types of road-related objects in the game.
|
||||
*/
|
||||
enum BuildType {
|
||||
BT_ROAD, //!< Build a piece of road
|
||||
BT_DEPOT, //!< Build a road depot
|
||||
BT_BUS_STOP, //!< Build a bus stop
|
||||
BT_TRUCK_STOP, //!< Build a truck stop
|
||||
BT_ROAD, ///< Build a piece of road
|
||||
BT_DEPOT, ///< Build a road depot
|
||||
BT_BUS_STOP, ///< Build a bus stop
|
||||
BT_TRUCK_STOP, ///< Build a truck stop
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -46,12 +46,12 @@ public:
|
|||
*/
|
||||
enum StationType {
|
||||
/* Values are important, as they represent the internal state of the game. */
|
||||
STATION_TRAIN = 0x01, //!< Train station
|
||||
STATION_TRUCK_STOP = 0x02, //!< Truck station
|
||||
STATION_BUS_STOP = 0x04, //!< Bus station
|
||||
STATION_AIRPORT = 0x08, //!< Airport
|
||||
STATION_DOCK = 0x10, //!< Dock
|
||||
STATION_ANY = 0x1F, //!< All station types
|
||||
STATION_TRAIN = 0x01, ///< Train station
|
||||
STATION_TRUCK_STOP = 0x02, ///< Truck station
|
||||
STATION_BUS_STOP = 0x04, ///< Bus station
|
||||
STATION_AIRPORT = 0x08, ///< Airport
|
||||
STATION_DOCK = 0x10, ///< Dock
|
||||
STATION_ANY = 0x1F, ///< All station types
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -27,9 +27,9 @@ public:
|
|||
* @note The list of values may grow in future.
|
||||
*/
|
||||
enum SubsidyParticipantType {
|
||||
SPT_INDUSTRY = 0, //!< Subsidy participant is an industry
|
||||
SPT_TOWN = 1, //!< Subsidy participant is a town
|
||||
SPT_INVALID = 0xFF, //!< Invalid/unknown participant type
|
||||
SPT_INDUSTRY = 0, ///< Subsidy participant is an industry
|
||||
SPT_TOWN = 1, ///< Subsidy participant is a town
|
||||
SPT_INVALID = 0xFF, ///< Invalid/unknown participant type
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -48,10 +48,10 @@ public:
|
|||
* Enumeration for corners of tiles.
|
||||
*/
|
||||
enum Corner {
|
||||
CORNER_W = 0, //!< West corner
|
||||
CORNER_S = 1, //!< South corner
|
||||
CORNER_E = 2, //!< East corner
|
||||
CORNER_N = 3, //!< North corner
|
||||
CORNER_W = 0, ///< West corner
|
||||
CORNER_S = 1, ///< South corner
|
||||
CORNER_E = 2, ///< East corner
|
||||
CORNER_N = 3, ///< North corner
|
||||
|
||||
CORNER_INVALID = 0xFF,
|
||||
};
|
||||
|
@ -65,29 +65,29 @@ public:
|
|||
*/
|
||||
enum Slope {
|
||||
/* Values are important, as they represent the internal state of the game. */
|
||||
SLOPE_FLAT = 0x00, //!< A flat tile
|
||||
SLOPE_W = 1 << CORNER_W, //!< The west corner of the tile is raised
|
||||
SLOPE_S = 1 << CORNER_S, //!< The south corner of the tile is raised
|
||||
SLOPE_E = 1 << CORNER_E, //!< The east corner of the tile is raised
|
||||
SLOPE_N = 1 << CORNER_N, //!< The north corner of the tile is raised
|
||||
SLOPE_STEEP = 0x10, //!< Indicates the slope is steep (The corner opposite of the not-raised corner is raised two times)
|
||||
SLOPE_NW = SLOPE_N | SLOPE_W, //!< North and west corner are raised
|
||||
SLOPE_SW = SLOPE_S | SLOPE_W, //!< South and west corner are raised
|
||||
SLOPE_SE = SLOPE_S | SLOPE_E, //!< South and east corner are raised
|
||||
SLOPE_NE = SLOPE_N | SLOPE_E, //!< North and east corner are raised
|
||||
SLOPE_EW = SLOPE_E | SLOPE_W, //!< East and west corner are raised
|
||||
SLOPE_NS = SLOPE_N | SLOPE_S, //!< North and south corner are raised
|
||||
SLOPE_ELEVATED = SLOPE_N | SLOPE_E | SLOPE_S | SLOPE_W, //!< Bit mask containing all 'simple' slopes. Does not appear as a slope.
|
||||
SLOPE_NWS = SLOPE_N | SLOPE_W | SLOPE_S, //!< North, west and south corner are raised
|
||||
SLOPE_WSE = SLOPE_W | SLOPE_S | SLOPE_E, //!< West, south and east corner are raised
|
||||
SLOPE_SEN = SLOPE_S | SLOPE_E | SLOPE_N, //!< South, east and north corner are raised
|
||||
SLOPE_ENW = SLOPE_E | SLOPE_N | SLOPE_W, //!< East, north and west corner are raised
|
||||
SLOPE_STEEP_W = SLOPE_STEEP | SLOPE_NWS, //!< A steep slope falling to east (from west)
|
||||
SLOPE_STEEP_S = SLOPE_STEEP | SLOPE_WSE, //!< A steep slope falling to north (from south)
|
||||
SLOPE_STEEP_E = SLOPE_STEEP | SLOPE_SEN, //!< A steep slope falling to west (from east)
|
||||
SLOPE_STEEP_N = SLOPE_STEEP | SLOPE_ENW, //!< A steep slope falling to south (from north)
|
||||
SLOPE_FLAT = 0x00, ///< A flat tile
|
||||
SLOPE_W = 1 << CORNER_W, ///< The west corner of the tile is raised
|
||||
SLOPE_S = 1 << CORNER_S, ///< The south corner of the tile is raised
|
||||
SLOPE_E = 1 << CORNER_E, ///< The east corner of the tile is raised
|
||||
SLOPE_N = 1 << CORNER_N, ///< The north corner of the tile is raised
|
||||
SLOPE_STEEP = 0x10, ///< Indicates the slope is steep (The corner opposite of the not-raised corner is raised two times)
|
||||
SLOPE_NW = SLOPE_N | SLOPE_W, ///< North and west corner are raised
|
||||
SLOPE_SW = SLOPE_S | SLOPE_W, ///< South and west corner are raised
|
||||
SLOPE_SE = SLOPE_S | SLOPE_E, ///< South and east corner are raised
|
||||
SLOPE_NE = SLOPE_N | SLOPE_E, ///< North and east corner are raised
|
||||
SLOPE_EW = SLOPE_E | SLOPE_W, ///< East and west corner are raised
|
||||
SLOPE_NS = SLOPE_N | SLOPE_S, ///< North and south corner are raised
|
||||
SLOPE_ELEVATED = SLOPE_N | SLOPE_E | SLOPE_S | SLOPE_W, ///< Bit mask containing all 'simple' slopes. Does not appear as a slope.
|
||||
SLOPE_NWS = SLOPE_N | SLOPE_W | SLOPE_S, ///< North, west and south corner are raised
|
||||
SLOPE_WSE = SLOPE_W | SLOPE_S | SLOPE_E, ///< West, south and east corner are raised
|
||||
SLOPE_SEN = SLOPE_S | SLOPE_E | SLOPE_N, ///< South, east and north corner are raised
|
||||
SLOPE_ENW = SLOPE_E | SLOPE_N | SLOPE_W, ///< East, north and west corner are raised
|
||||
SLOPE_STEEP_W = SLOPE_STEEP | SLOPE_NWS, ///< A steep slope falling to east (from west)
|
||||
SLOPE_STEEP_S = SLOPE_STEEP | SLOPE_WSE, ///< A steep slope falling to north (from south)
|
||||
SLOPE_STEEP_E = SLOPE_STEEP | SLOPE_SEN, ///< A steep slope falling to west (from east)
|
||||
SLOPE_STEEP_N = SLOPE_STEEP | SLOPE_ENW, ///< A steep slope falling to south (from north)
|
||||
|
||||
SLOPE_INVALID = 0xFFFF, //!< An invalid slope
|
||||
SLOPE_INVALID = 0xFFFF, ///< An invalid slope
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -95,26 +95,26 @@ public:
|
|||
*/
|
||||
enum TransportType {
|
||||
/* Values are important, as they represent the internal state of the game. */
|
||||
TRANSPORT_RAIL = 0, //!< Tile with rail.
|
||||
TRANSPORT_ROAD = 1, //!< Tile with road.
|
||||
TRANSPORT_WATER = 2, //!< Tile with navigable waterways.
|
||||
TRANSPORT_AIR = 3, //!< Tile with airport.
|
||||
TRANSPORT_RAIL = 0, ///< Tile with rail.
|
||||
TRANSPORT_ROAD = 1, ///< Tile with road.
|
||||
TRANSPORT_WATER = 2, ///< Tile with navigable waterways.
|
||||
TRANSPORT_AIR = 3, ///< Tile with airport.
|
||||
|
||||
TRANSPORT_INVALID = -1, //!< Tile without any transport type.
|
||||
TRANSPORT_INVALID = -1, ///< Tile without any transport type.
|
||||
};
|
||||
|
||||
/**
|
||||
* Get the base cost for building/clearing several things.
|
||||
*/
|
||||
enum BuildType {
|
||||
BT_FOUNDATION, //!< Build a foundation under something
|
||||
BT_TERRAFORM, //!< Terraform
|
||||
BT_BUILD_TREES, //!< Build trees
|
||||
BT_CLEAR_GRASS, //!< Clear a tile with just grass
|
||||
BT_CLEAR_ROUGH, //!< Clear a rough tile
|
||||
BT_CLEAR_ROCKY, //!< Clear a tile with rocks
|
||||
BT_CLEAR_FIELDS, //!< Clear a tile with farm fields
|
||||
BT_CLEAR_HOUSE, //!< Clear a tile with a house
|
||||
BT_FOUNDATION, ///< Build a foundation under something
|
||||
BT_TERRAFORM, ///< Terraform
|
||||
BT_BUILD_TREES, ///< Build trees
|
||||
BT_CLEAR_GRASS, ///< Clear a tile with just grass
|
||||
BT_CLEAR_ROUGH, ///< Clear a rough tile
|
||||
BT_CLEAR_ROCKY, ///< Clear a tile with rocks
|
||||
BT_CLEAR_FIELDS, ///< Clear a tile with farm fields
|
||||
BT_CLEAR_HOUSE, ///< Clear a tile with a house
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -79,16 +79,16 @@ public:
|
|||
* Different ratings one could have in a town.
|
||||
*/
|
||||
enum TownRating {
|
||||
TOWN_RATING_NONE, //!< The company got no rating in the town.
|
||||
TOWN_RATING_APPALLING, //!< The company got an appalling rating in the town .
|
||||
TOWN_RATING_VERY_POOR, //!< The company got an very poor rating in the town.
|
||||
TOWN_RATING_POOR, //!< The company got an poor rating in the town.
|
||||
TOWN_RATING_MEDIOCRE, //!< The company got an mediocre rating in the town.
|
||||
TOWN_RATING_GOOD, //!< The company got an good rating in the town.
|
||||
TOWN_RATING_VERY_GOOD, //!< The company got an very good rating in the town.
|
||||
TOWN_RATING_EXCELLENT, //!< The company got an excellent rating in the town.
|
||||
TOWN_RATING_OUTSTANDING, //!< The company got an outstanding rating in the town.
|
||||
TOWN_RATING_INVALID = -1, //!< The town rating for invalid towns/companies.
|
||||
TOWN_RATING_NONE, ///< The company got no rating in the town.
|
||||
TOWN_RATING_APPALLING, ///< The company got an appalling rating in the town .
|
||||
TOWN_RATING_VERY_POOR, ///< The company got an very poor rating in the town.
|
||||
TOWN_RATING_POOR, ///< The company got an poor rating in the town.
|
||||
TOWN_RATING_MEDIOCRE, ///< The company got an mediocre rating in the town.
|
||||
TOWN_RATING_GOOD, ///< The company got an good rating in the town.
|
||||
TOWN_RATING_VERY_GOOD, ///< The company got an very good rating in the town.
|
||||
TOWN_RATING_EXCELLENT, ///< The company got an excellent rating in the town.
|
||||
TOWN_RATING_OUTSTANDING, ///< The company got an outstanding rating in the town.
|
||||
TOWN_RATING_INVALID = -1, ///< The town rating for invalid towns/companies.
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -96,11 +96,11 @@ public:
|
|||
*/
|
||||
enum RoadLayout {
|
||||
/* Order IS important, as it matches an in-game value */
|
||||
ROAD_LAYOUT_ORIGINAL, //!< Original algorithm (min. 1 distance between roads).
|
||||
ROAD_LAYOUT_BETTER_ROADS, //!< Extended original algorithm (min. 2 distance between roads).
|
||||
ROAD_LAYOUT_2x2, //!< Geometric 2x2 grid algorithm
|
||||
ROAD_LAYOUT_3x3, //!< Geometric 3x3 grid algorithm
|
||||
ROAD_LAYOUT_INVALID = -1, //!< The layout for invalid towns.
|
||||
ROAD_LAYOUT_ORIGINAL, ///< Original algorithm (min. 1 distance between roads).
|
||||
ROAD_LAYOUT_BETTER_ROADS, ///< Extended original algorithm (min. 2 distance between roads).
|
||||
ROAD_LAYOUT_2x2, ///< Geometric 2x2 grid algorithm
|
||||
ROAD_LAYOUT_3x3, ///< Geometric 3x3 grid algorithm
|
||||
ROAD_LAYOUT_INVALID = -1, ///< The layout for invalid towns.
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -83,24 +83,24 @@
|
|||
#include <squirrel.h>
|
||||
|
||||
/* Define all types here, so we don't have to include the whole _type.h maze */
|
||||
typedef uint BridgeType; //!< Internal name, not of any use for you.
|
||||
typedef byte CargoID; //!< The ID of a cargo.
|
||||
class CommandCost; //!< The cost of a command.
|
||||
typedef uint16 EngineID; //!< The ID of an engine.
|
||||
typedef uint16 GroupID; //!< The ID of a group.
|
||||
typedef uint16 IndustryID; //!< The ID of an industry.
|
||||
typedef uint8 IndustryType; //!< The ID of an industry-type.
|
||||
typedef OverflowSafeInt64 Money; //!< Money, stored in a 32bit/64bit safe way. For AIs money is always in pounds.
|
||||
typedef uint16 SignID; //!< The ID of a sign.
|
||||
typedef uint16 StationID; //!< The ID of a station.
|
||||
typedef uint16 StringID; //!< The ID of a string.
|
||||
typedef uint16 SubsidyID; //!< The ID of a subsidy.
|
||||
typedef uint32 TileIndex; //!< The ID of a tile (just named differently).
|
||||
typedef uint16 TownID; //!< The ID of a town.
|
||||
typedef uint16 VehicleID; //!< The ID of a vehicle.
|
||||
typedef uint BridgeType; ///< Internal name, not of any use for you.
|
||||
typedef byte CargoID; ///< The ID of a cargo.
|
||||
class CommandCost; ///< The cost of a command.
|
||||
typedef uint16 EngineID; ///< The ID of an engine.
|
||||
typedef uint16 GroupID; ///< The ID of a group.
|
||||
typedef uint16 IndustryID; ///< The ID of an industry.
|
||||
typedef uint8 IndustryType; ///< The ID of an industry-type.
|
||||
typedef OverflowSafeInt64 Money; ///< Money, stored in a 32bit/64bit safe way. For AIs money is always in pounds.
|
||||
typedef uint16 SignID; ///< The ID of a sign.
|
||||
typedef uint16 StationID; ///< The ID of a station.
|
||||
typedef uint16 StringID; ///< The ID of a string.
|
||||
typedef uint16 SubsidyID; ///< The ID of a subsidy.
|
||||
typedef uint32 TileIndex; ///< The ID of a tile (just named differently).
|
||||
typedef uint16 TownID; ///< The ID of a town.
|
||||
typedef uint16 VehicleID; ///< The ID of a vehicle.
|
||||
|
||||
/* Types we defined ourself, as the OpenTTD core doesn't have them (yet) */
|
||||
typedef uint AIErrorType; //!< The types of errors inside the NoAI framework.
|
||||
typedef BridgeType BridgeID; //!< The ID of a bridge.
|
||||
typedef uint AIErrorType; ///< The types of errors inside the NoAI framework.
|
||||
typedef BridgeType BridgeID; ///< The ID of a bridge.
|
||||
|
||||
#endif /* AI_TYPES_HPP */
|
||||
|
|
|
@ -75,28 +75,28 @@ public:
|
|||
*/
|
||||
enum VehicleType {
|
||||
/* Order IS important, as it now matches the internal state of the game for vehicle type */
|
||||
VT_RAIL, //!< Rail type vehicle.
|
||||
VT_ROAD, //!< Road type vehicle (bus / truck).
|
||||
VT_WATER, //!< Water type vehicle.
|
||||
VT_AIR, //!< Air type vehicle.
|
||||
VT_INVALID = 0xFF, //!< Invalid vehicle type.
|
||||
VT_RAIL, ///< Rail type vehicle.
|
||||
VT_ROAD, ///< Road type vehicle (bus / truck).
|
||||
VT_WATER, ///< Water type vehicle.
|
||||
VT_AIR, ///< Air type vehicle.
|
||||
VT_INVALID = 0xFF, ///< Invalid vehicle type.
|
||||
};
|
||||
|
||||
/**
|
||||
* The different states a vehicle can be in.
|
||||
*/
|
||||
enum VehicleState {
|
||||
VS_RUNNING, //!< The vehicle is currently running.
|
||||
VS_STOPPED, //!< The vehicle is stopped manually.
|
||||
VS_IN_DEPOT, //!< The vehicle is stopped in the depot.
|
||||
VS_AT_STATION, //!< The vehicle is stopped at a station and is currently loading or unloading.
|
||||
VS_BROKEN, //!< The vehicle has broken down and will start running again in a while.
|
||||
VS_CRASHED, //!< The vehicle is crashed (and will never run again).
|
||||
VS_RUNNING, ///< The vehicle is currently running.
|
||||
VS_STOPPED, ///< The vehicle is stopped manually.
|
||||
VS_IN_DEPOT, ///< The vehicle is stopped in the depot.
|
||||
VS_AT_STATION, ///< The vehicle is stopped at a station and is currently loading or unloading.
|
||||
VS_BROKEN, ///< The vehicle has broken down and will start running again in a while.
|
||||
VS_CRASHED, ///< The vehicle is crashed (and will never run again).
|
||||
|
||||
VS_INVALID = 0xFF, //!< An invalid vehicle state.
|
||||
VS_INVALID = 0xFF, ///< An invalid vehicle state.
|
||||
};
|
||||
|
||||
static const int VEHICLE_INVALID = -1; //!< Invalid VehicleID.
|
||||
static const int VEHICLE_INVALID = -1; ///< Invalid VehicleID.
|
||||
|
||||
/**
|
||||
* Checks whether the given vehicle is valid and owned by you.
|
||||
|
|
|
@ -28,9 +28,9 @@ public:
|
|||
*/
|
||||
enum WaypointType {
|
||||
/* Values are important, as they represent the internal state of the game. */
|
||||
WAYPOINT_RAIL = 0x01, //!< Rail waypoint
|
||||
WAYPOINT_BUOY = 0x10, //!< Buoy
|
||||
WAYPOINT_ANY = 0x11, //!< All waypoint types
|
||||
WAYPOINT_RAIL = 0x01, ///< Rail waypoint
|
||||
WAYPOINT_BUOY = 0x10, ///< Buoy
|
||||
WAYPOINT_ANY = 0x11, ///< All waypoint types
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
Loading…
Reference in New Issue