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(svn r24008) -Cleanup/doc: try not to mention (No)AI in script APIs
This commit is contained in:
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@ -7,7 +7,7 @@
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file script_accounting.hpp Everything to handle AI accounting things. */
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/** @file script_accounting.hpp Everything to handle script accounting things. */
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#ifndef SCRIPT_ACCOUNTING_HPP
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#define SCRIPT_ACCOUNTING_HPP
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@ -20,7 +20,7 @@
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*
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* @note The random functions are not called Random and RandomRange, because
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* RANDOM_DEBUG does some tricky stuff, which messes with those names.
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* @note In MP we cannot use Random because that will cause desyncs (AIs are
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* @note In MP we cannot use Random because that will cause desyncs (scripts are
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* ran on the server only, not on all clients). This means that
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* we use InteractiveRandom in MP. Rand() takes care of this for you.
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*/
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@ -36,7 +36,7 @@
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/**
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* Helper function to connect a just built bridge to nearby roads.
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* @param instance The AI we have to built the road for.
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* @param instance The script instance we have to built the road for.
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*/
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static void _DoCommandReturnBuildBridge2(class ScriptInstance *instance)
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{
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@ -52,7 +52,7 @@ static void _DoCommandReturnBuildBridge2(class ScriptInstance *instance)
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/**
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* Helper function to connect a just built bridge to nearby roads.
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* @param instance The AI we have to built the road for.
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* @param instance The script instance we have to built the road for.
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*/
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static void _DoCommandReturnBuildBridge1(class ScriptInstance *instance)
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{
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@ -7,7 +7,7 @@
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file script_controller.cpp Implementation of AIControler. */
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/** @file script_controller.cpp Implementation of ScriptControler. */
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#include "../../stdafx.h"
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#include "../../string_func.h"
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@ -7,7 +7,7 @@
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file script_controller.hpp The controller of the AI. */
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/** @file script_controller.hpp The controller of the script. */
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#ifndef SCRIPT_CONTROLLER_HPP
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#define SCRIPT_CONTROLLER_HPP
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@ -39,21 +39,21 @@ public:
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~ScriptController();
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/**
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* This function is called to start your AI. Your AI starts here. If you
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* return from this function, your AI dies, so make sure that doesn't
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* This function is called to start your script. Your script starts here. If you
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* return from this function, your script dies, so make sure that doesn't
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* happen.
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* @note Cannot be called from within your AI.
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* @note Cannot be called from within your script.
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*/
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void Start();
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/**
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* Find at which tick your AI currently is.
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* Find at which tick your script currently is.
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* @return returns the current tick.
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*/
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static uint GetTick();
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/**
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* Get the number of operations the AI may still execute this tick.
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* Get the number of operations the script may still execute this tick.
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* @return The amount of operations left to execute.
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* @note This number can go negative when certain uninteruptable
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* operations are executed. The amount of operations that you go
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@ -82,21 +82,21 @@ public:
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static uint GetVersion();
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/**
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* Change the minimum amount of time the AI should be put in suspend mode
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* Change the minimum amount of time the script should be put in suspend mode
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* when you execute a command. Normally in SP this is 1, and in MP it is
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* what ever delay the server has been programmed to delay commands
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* (normally between 1 and 5). To give a more 'real' effect to your AI,
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* (normally between 1 and 5). To give a more 'real' effect to your script,
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* you can control that number here.
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* @param ticks The minimum amount of ticks to wait.
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* @pre Ticks should be positive. Too big values will influence performance of the AI.
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* @pre Ticks should be positive. Too big values will influence performance of the script.
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* @note If the number is lower than the MP setting, the MP setting wins.
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*/
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static void SetCommandDelay(int ticks);
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/**
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* Sleep for X ticks. The code continues after this line when the X AI ticks
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* are passed. Mind that an AI tick is different from in-game ticks and
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* differ per AI speed.
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* Sleep for X ticks. The code continues after this line when the X script ticks
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* are passed. Mind that an script tick is different from in-game ticks and
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* differ per script speed.
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* @param ticks the ticks to wait
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* @pre ticks > 0.
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* @post the value of GetTick() will be changed exactly 'ticks' in value after
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@ -131,7 +131,7 @@ private:
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int loaded_library_count; ///< The amount of libraries.
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/**
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* Register all classes that are known inside the NoAI API.
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* Register all classes that are known inside the script API.
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*/
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void RegisterClasses();
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};
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@ -16,7 +16,7 @@
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#include <map>
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/**
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* Helper to write precondition enforcers for the AI API in an abbreviated manner.
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* Helper to write precondition enforcers for the script API in an abbreviated manner.
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* @param returnval The value to return on failure.
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* @param condition The condition that must be obeyed.
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*/
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@ -27,7 +27,7 @@
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}
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/**
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* Helper to write precondition enforcers for the AI API in an abbreviated manner.
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* Helper to write precondition enforcers for the script API in an abbreviated manner.
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* @param returnval The value to return on failure.
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* @param condition The condition that must be obeyed.
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* @param error_code The error code passed to ScriptObject::SetLastError.
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@ -83,7 +83,7 @@ public:
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ERR_PRECONDITION_STRING_TOO_LONG, // []
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/** The company you use is invalid */
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ERR_PRECONDITION_INVALID_COMPANY, // []
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/** An error returned by a NewGRF. No possibility to get the exact error in an AI readable format */
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/** An error returned by a NewGRF. No possibility to get the exact error in an script readable format */
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ERR_NEWGRF_SUPPLIED_ERROR, // []
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/** Base for general errors */
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@ -149,31 +149,31 @@ public:
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* Get the error based on the OpenTTD StringID.
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* @api -all
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* @param internal_string_id The string to convert.
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* @return The NoAI equivalent error message.
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* @return The script equivalent error message.
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*/
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static ScriptErrorType StringToError(StringID internal_string_id);
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/**
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* Map an internal OpenTTD error message to its NoAI equivalent.
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* Map an internal OpenTTD error message to its script equivalent.
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* @api -all
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* @param internal_string_id The OpenTTD StringID used for an error.
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* @param ai_error_msg The NoAI equivalent error message.
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* @param ai_error_msg The script equivalent error message.
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*/
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static void RegisterErrorMap(StringID internal_string_id, ScriptErrorType ai_error_msg);
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/**
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* Map an internal OpenTTD error message to its NoAI equivalent.
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* Map an internal OpenTTD error message to its script equivalent.
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* @api -all
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* @param ai_error_msg The NoAI error message representation.
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* @param ai_error_msg The script error message representation.
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* @param message The string representation of this error message, used for debug purposes.
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*/
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static void RegisterErrorMapString(ScriptErrorType ai_error_msg, const char *message);
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private:
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typedef std::map<StringID, ScriptErrorType> ScriptErrorMap; ///< The type for mapping between error (internal OpenTTD) StringID to the AI error type.
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typedef std::map<StringID, ScriptErrorType> ScriptErrorMap; ///< The type for mapping between error (internal OpenTTD) StringID to the script error type.
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typedef std::map<ScriptErrorType, const char *> ScriptErrorMapString; ///< The type for mapping between error type and textual representation.
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static ScriptErrorMap error_map; ///< The mapping between error (internal OpenTTD) StringID to the AI error type.
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static ScriptErrorMap error_map; ///< The mapping between error (internal OpenTTD) StringID to the script error type.
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static ScriptErrorMapString error_map_string; ///< The mapping between error type and textual representation.
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};
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@ -14,7 +14,7 @@
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#include <queue>
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/** The queue of events for an AI. */
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/** The queue of events for a script. */
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struct ScriptEventData {
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std::queue<ScriptEvent *> stack; ///< The actual queue.
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};
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* Class that handles all event related functions.
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* @api ai game
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* @note it is not needed to create an instance of ScriptEvent to access it, as
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* all members are static, and all data is stored AI-wide.
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* all members are static, and all data is stored script instance-wide.
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*/
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class ScriptEventController : public ScriptObject {
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public:
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@ -31,9 +31,9 @@ ScriptExecMode::ScriptExecMode()
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ScriptExecMode::~ScriptExecMode()
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{
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if (this->GetDoCommandModeInstance() != this) {
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/* Ignore this error if the AI already died. */
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/* Ignore this error if the script already died. */
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if (!ScriptObject::GetActiveInstance()->IsDead()) {
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throw Script_FatalError("ScriptExecMode object was removed while it was not the latest AI*Mode object created.");
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throw Script_FatalError("ScriptExecMode object was removed while it was not the latest *Mode object created.");
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}
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}
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this->SetDoCommandMode(this->last_mode, this->last_instance);
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@ -7,7 +7,7 @@
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file script_execmode.hpp Switch the AI to Execute Mode. */
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/** @file script_execmode.hpp Switch the script to Execute Mode. */
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#ifndef SCRIPT_EXECMODE_HPP
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#define SCRIPT_EXECMODE_HPP
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* @note The names of the setting for ScriptGameSettings::IsValid and
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* ScriptGameSettings::GetValue are the same ones as those that are shown by
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* the list_settings command in the in-game console. Settings that are
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* string based are NOT supported and AIGAmeSettings::IsValid will return
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* string based are NOT supported and GameSettings::IsValid will return
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* false for them. These settings will not be supported either because
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* they have no relevance for the AI (default client names, server IPs,
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* they have no relevance for the script (default client names, server IPs,
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* etc.).
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*/
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class ScriptGameSettings : public ScriptObject {
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@ -73,7 +73,7 @@ public:
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static bool SetValue(const char *setting, int value);
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/**
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* Checks whether the given vehicle-type is disabled for AIs.
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* Checks whether the given vehicle-type is disabled for companies.
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* @param vehicle_type The vehicle-type to check.
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* @return True if the vehicle-type is disabled.
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* @api -game
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class ScriptListSorterValueAscending : public ScriptListSorter {
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private:
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ScriptList::ScriptListBucket::iterator bucket_iter; ///< The iterator over the list to find the buckets.
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ScriptList::AIItemList *bucket_list; ///< The current bucket list we're iterator over.
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ScriptList::AIItemList::iterator bucket_list_iter; ///< The iterator over the bucket list.
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ScriptList::ScriptItemList *bucket_list; ///< The current bucket list we're iterator over.
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ScriptList::ScriptItemList::iterator bucket_list_iter; ///< The iterator over the bucket list.
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public:
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/**
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@ -150,8 +150,8 @@ public:
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class ScriptListSorterValueDescending : public ScriptListSorter {
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private:
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ScriptList::ScriptListBucket::iterator bucket_iter; ///< The iterator over the list to find the buckets.
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ScriptList::AIItemList *bucket_list; ///< The current bucket list we're iterator over.
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ScriptList::AIItemList::iterator bucket_list_iter; ///< The iterator over the bucket list.
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ScriptList::ScriptItemList *bucket_list; ///< The current bucket list we're iterator over.
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ScriptList::ScriptItemList::iterator bucket_list_iter; ///< The iterator over the bucket list.
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public:
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/**
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@ -593,9 +593,9 @@ void ScriptList::RemoveTop(int32 count)
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default: NOT_REACHED();
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case SORT_BY_VALUE:
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for (ScriptListBucket::iterator iter = this->buckets.begin(); iter != this->buckets.end(); iter = this->buckets.begin()) {
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AIItemList *items = &(*iter).second;
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ScriptItemList *items = &(*iter).second;
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size_t size = items->size();
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for (AIItemList::iterator iter = items->begin(); iter != items->end(); iter = items->begin()) {
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for (ScriptItemList::iterator iter = items->begin(); iter != items->end(); iter = items->begin()) {
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if (--count < 0) return;
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this->RemoveItem(*iter);
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/* When the last item is removed from the bucket, the bucket itself is removed.
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@ -630,9 +630,9 @@ void ScriptList::RemoveBottom(int32 count)
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default: NOT_REACHED();
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case SORT_BY_VALUE:
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for (ScriptListBucket::reverse_iterator iter = this->buckets.rbegin(); iter != this->buckets.rend(); iter = this->buckets.rbegin()) {
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AIItemList *items = &(*iter).second;
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ScriptItemList *items = &(*iter).second;
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size_t size = items->size();
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for (AIItemList::reverse_iterator iter = items->rbegin(); iter != items->rend(); iter = items->rbegin()) {
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for (ScriptItemList::reverse_iterator iter = items->rbegin(); iter != items->rend(); iter = items->rbegin()) {
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if (--count < 0) return;
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this->RemoveItem(*iter);
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/* When the last item is removed from the bucket, the bucket itself is removed.
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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> ScriptListBucket; ///< The bucket list per value
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typedef std::map<int32, int32> ScriptListMap; ///< List per item
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typedef std::set<int32> ScriptItemList; ///< The list of items inside the bucket
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typedef std::map<int32, ScriptItemList> ScriptListBucket; ///< The bucket list per value
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typedef std::map<int32, int32> ScriptListMap; ///< List per item
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ScriptListMap items; ///< The items in the list
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ScriptListBucket buckets; ///< The items in the list, sorted by value
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*/
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class ScriptLog : public ScriptObject {
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/* ScriptController needs access to Enum and Log, in order to keep the flow from
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* OpenTTD core to NoAI API clear and simple. */
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* OpenTTD core to script API clear and simple. */
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friend class ScriptController;
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public:
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/**
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* Log levels; The value is also feed to DEBUG() lvl.
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* This has no use for you, as AI writer.
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* This has no use for you, as script writer.
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* @api -all
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*/
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enum ScriptLogType {
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@ -38,8 +38,8 @@ public:
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};
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/**
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* Internal representation of the log-data inside the AI.
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* This has no use for you, as AI writer.
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* Internal representation of the log-data inside the script.
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* This has no use for you, as script writer.
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* @api -all
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*/
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struct LogData {
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@ -303,13 +303,13 @@ ScriptObject::ActiveInstance::~ActiveInstance()
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if (callback != NULL) callback(GetActiveInstance());
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return true;
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} else if (_networking) {
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/* Suspend the AI till the command is really executed. */
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/* Suspend the script till the command is really executed. */
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throw Script_Suspend(-(int)GetDoCommandDelay(), callback);
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} else {
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IncreaseDoCommandCosts(res.GetCost());
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/* Suspend the AI player for 1+ ticks, so it simulates multiplayer. This
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* both avoids confusion when a developer launched his AI in a
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/* Suspend the script player for 1+ ticks, so it simulates multiplayer. This
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* both avoids confusion when a developer launched his script in a
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* multiplayer game, but also gives time for the GUI and human player
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* to interact with the game. */
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throw Script_Suspend(GetDoCommandDelay(), callback);
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@ -67,7 +67,7 @@ public:
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protected:
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/**
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* Executes a raw DoCommand for the AI.
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* Executes a raw DoCommand for the script.
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*/
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static bool DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint cmd, const char *text = NULL, Script_SuspendCallbackProc *callback = NULL);
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@ -117,17 +117,17 @@ protected:
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static RailType GetRailType();
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/**
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* Set the current mode of your AI to this proc.
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* Set the current mode of your script to this proc.
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*/
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static void SetDoCommandMode(ScriptModeProc *proc, ScriptObject *instance);
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/**
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* Get the current mode your AI is currently under.
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* Get the current mode your script is currently under.
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*/
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static ScriptModeProc *GetDoCommandMode();
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/**
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* Get the instance of the current mode your AI is currently under.
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* Get the instance of the current mode your script is currently under.
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*/
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static ScriptObject *GetDoCommandModeInstance();
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@ -223,7 +223,7 @@ protected:
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static int GetCallbackVariable(int index);
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/**
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* Can we suspend the AI at this moment?
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* Can we suspend the script at this moment?
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*/
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static bool CanSuspend();
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@ -544,7 +544,7 @@ static int ScriptOrderPositionToRealOrderPosition(VehicleID vehicle_id, ScriptOr
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* command has completed before we know the next bits to change we need to
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* call the function multiple times. Each time it'll reduce the difference
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* between the wanted and the current order.
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* @param instance The AI we are doing the callback for.
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* @param instance The script instance we are doing the callback for.
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*/
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static void _DoCommandReturnSetOrderFlags(class ScriptInstance *instance)
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{
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@ -123,7 +123,7 @@ public:
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* Index in the list of orders for a vehicle. The first order has index 0, the second
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* order index 1, etc. The current order can be queried by using ORDER_CURRENT. Do not
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* use ORDER_INVALID yourself, it's used as return value by for example ResolveOrderPosition.
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* @note Automatic orders are hidden from AIs, so OrderPosition 0 will always be the first
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* @note Automatic orders are hidden from scripts, so OrderPosition 0 will always be the first
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* manual order.
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*/
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enum OrderPosition {
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@ -510,7 +510,7 @@ public:
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* @param order_flags The new flags given to the order.
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* @pre IsValidVehicleOrder(vehicle_id, order_position).
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* @pre AreOrderFlagsValid(GetOrderDestination(vehicle_id, order_position), order_flags).
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||||
* @pre (order_flags & AIOF_GOTO_NEAREST_DEPOT) == (GetOrderFlags(vehicle_id, order_position) & AIOF_GOTO_NEAREST_DEPOT).
|
||||
* @pre (order_flags & OF_GOTO_NEAREST_DEPOT) == (GetOrderFlags(vehicle_id, order_position) & OF_GOTO_NEAREST_DEPOT).
|
||||
* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
|
||||
* @return True if and only if the order was changed.
|
||||
* @api -game
|
||||
|
@ -31,9 +31,9 @@ ScriptTestMode::ScriptTestMode()
|
||||
ScriptTestMode::~ScriptTestMode()
|
||||
{
|
||||
if (this->GetDoCommandModeInstance() != this) {
|
||||
/* Ignore this error if the AI already died. */
|
||||
/* Ignore this error if the script already died. */
|
||||
if (!ScriptObject::GetActiveInstance()->IsDead()) {
|
||||
throw Script_FatalError("AITestmode object was removed while it was not the latest AI*Mode object created.");
|
||||
throw Script_FatalError("Testmode object was removed while it was not the latest *Mode object created.");
|
||||
}
|
||||
}
|
||||
this->SetDoCommandMode(this->last_mode, this->last_instance);
|
||||
|
@ -7,7 +7,7 @@
|
||||
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
/** @file script_testmode.hpp Switch the AI to Test Mode. */
|
||||
/** @file script_testmode.hpp Switch the script instance to Test Mode. */
|
||||
|
||||
#ifndef SCRIPT_TESTMODE_HPP
|
||||
#define SCRIPT_TESTMODE_HPP
|
||||
|
@ -47,7 +47,7 @@
|
||||
|
||||
/**
|
||||
* Helper function to connect a just built tunnel to nearby roads.
|
||||
* @param instance The AI we have to built the road for.
|
||||
* @param instance The script instance we have to built the road for.
|
||||
*/
|
||||
static void _DoCommandReturnBuildTunnel2(class ScriptInstance *instance)
|
||||
{
|
||||
@ -63,7 +63,7 @@ static void _DoCommandReturnBuildTunnel2(class ScriptInstance *instance)
|
||||
|
||||
/**
|
||||
* Helper function to connect a just built tunnel to nearby roads.
|
||||
* @param instance The AI we have to built the road for.
|
||||
* @param instance The script instance we have to built the road for.
|
||||
*/
|
||||
static void _DoCommandReturnBuildTunnel1(class ScriptInstance *instance)
|
||||
{
|
||||
|
@ -95,7 +95,7 @@ typedef uint16 GoalID; ///< The ID of a goal.
|
||||
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 OverflowSafeInt64 Money; ///< Money, stored in a 32bit/64bit safe way. For scripts 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.
|
||||
@ -105,7 +105,7 @@ typedef uint16 TownID; ///< The ID of a town.
|
||||
typedef uint32 VehicleID; ///< The ID of a vehicle.
|
||||
|
||||
/* Types we defined ourself, as the OpenTTD core doesn't have them (yet) */
|
||||
typedef uint ScriptErrorType; ///< The types of errors inside the NoAI framework.
|
||||
typedef uint ScriptErrorType;///< The types of errors inside the script framework.
|
||||
typedef BridgeType BridgeID; ///< The ID of a bridge.
|
||||
|
||||
#endif /* SCRIPT_TYPES_HPP */
|
||||
|
Loading…
Reference in New Issue
Block a user