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(svn r16510) -Doc: silence some (AI) doxygen warnings by adding comments about the appropriate things.
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@ -31,7 +31,6 @@ SHORT_NAMES = NO
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JAVADOC_AUTOBRIEF = YES
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QT_AUTOBRIEF = NO
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MULTILINE_CPP_IS_BRIEF = NO
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DETAILS_AT_TOP = NO
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INHERIT_DOCS = YES
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SEPARATE_MEMBER_PAGES = NO
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TAB_SIZE = 2
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@ -32,6 +32,7 @@ public:
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/**
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* @param vehicle The vehicle that crashed.
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* @param crash_site Where the vehicle crashed.
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* @param crash_reason The reason why the vehicle crashed.
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*/
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AIEventVehicleCrashed(VehicleID vehicle, TileIndex crash_site, CrashReason crash_reason) :
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AIEvent(AI_ET_VEHICLE_CRASHED),
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@ -143,9 +143,24 @@ protected:
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*/
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static void *&GetEventPointer();
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/**
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* Set the cost of the last command.
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*/
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static void SetLastCost(Money last_cost);
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/**
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* Get the cost of the last command.
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*/
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static Money GetLastCost();
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/**
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* Set a variable that can be used by callback functions to pass information.
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*/
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static void SetCallbackVariable(int index, int value);
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/**
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* Get the variable that is used by callback functions to pass information.
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*/
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static int GetCallbackVariable(int index);
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public:
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@ -288,8 +288,10 @@ public:
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* Sets the OrderCondition of the given order for the given vehicle.
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* @param vehicle_id The vehicle to set the condition type for.
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* @param order_position The order to set the condition type for.
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* @param condition The condition to compare on.
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* @pre IsValidVehicleOrder(vehicle_id, order_position).
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* @pre order_position != ORDER_CURRENT && IsConditionalOrder(vehicle_id, order_position).
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* @pre condition >= OC_LOAD_PERCENTAGE && condition <= OC_UNCONDITIONALLY.
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* @return Whether the order has been/can be changed.
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*/
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static bool SetOrderCondition(VehicleID vehicle_id, OrderPosition order_position, OrderCondition condition);
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@ -298,8 +300,10 @@ public:
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* Sets the CompareFunction of the given order for the given vehicle.
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* @param vehicle_id The vehicle to set the compare function for.
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* @param order_position The order to set the compare function for.
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* @param compare The new compare function of the order.
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* @pre IsValidVehicleOrder(vehicle_id, order_position).
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* @pre order_position != ORDER_CURRENT && IsConditionalOrder(vehicle_id, order_position).
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* @pre compare >= CF_EQUALS && compare <= CF_IS_FALSE.
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* @return Whether the order has been/can be changed.
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*/
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static bool SetOrderCompareFunction(VehicleID vehicle_id, OrderPosition order_position, CompareFunction compare);
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@ -308,6 +312,7 @@ public:
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* Sets the value to compare against of the given order for the given vehicle.
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* @param vehicle_id The vehicle to set the value for.
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* @param order_position The order to set the value for.
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* @param value The value to compare against.
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* @pre IsValidVehicleOrder(vehicle_id, order_position).
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* @pre order_position != ORDER_CURRENT && IsConditionalOrder(vehicle_id, order_position).
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* @pre value >= 0 && value < 2048.
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@ -49,6 +49,10 @@ public:
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STATION_ANY = 0x1F, //!< All station types
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};
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/**
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* Special station IDs for building adjacent/new stations when
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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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@ -8,62 +8,62 @@
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* reused for other objects once they are released. So be careful, which IDs you store for which purpose and whether they stay valid all the time.
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*
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* <table>
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* <tr><th>type </th><th> object </th>
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* <th> acquired </th>
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* <th> released </th>
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* <th> reused </th></tr>
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* <tr><td>#BridgeID </td><td> bridge type </td>
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* <td> introduction \ref newgrf_changes "(1)" </td>
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* <td> never \ref newgrf_changes "(1)" </td>
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* <td> no \ref newgrf_changes "(1)" </td></tr>
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* <tr><td>#CargoID </td><td> cargo type </td>
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* <td> game start \ref newgrf_changes "(1)" </td>
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* <td> never \ref newgrf_changes "(1)" </td>
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* <td> no \ref newgrf_changes "(1)" </td></tr>
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* <tr><td>#EngineID </td><td> engine type </td>
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* <td> introduction, preview \ref dynamic_engines "(2)" </td>
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* <td> engines retires \ref dynamic_engines "(2)" </td>
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* <td> no \ref dynamic_engines "(2)" </td></tr>
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* <tr><td>#GroupID </td><td> vehicle group </td>
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* <td> creation </td>
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* <td> deletion </td>
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* <td> yes </td></tr>
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* <tr><td>#IndustyID </td><td> industry </td>
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* <td> construction </td>
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* <td> closure </td>
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* <td> yes </td></tr>
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* <tr><td>#IndustyType</td><td> industry type </td>
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* <td> game start \ref newgrf_changes "(1)" </td>
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* <td> never \ref newgrf_changes "(1)" </td>
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* <td> no </td></tr>
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* <tr><td>#SignID </td><td> sign </td>
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* <td> construction </td>
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* <td> deletion </td>
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* <td> yes </td></tr>
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* <tr><td>#StationID </td><td> station </td>
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* <td> construction </td>
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* <td> expiration of 'grey' station sign after deletion </td>
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* <td> yes </td></tr>
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* <tr><td>#SubsidyID </td><td> subsidy </td>
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* <td> offer announcement </td>
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* <td> (offer) expiration </td>
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* <td> yes </td></tr>
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* <tr><td>#TileIndex </td><td> tile on map </td>
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* <td> game start </td>
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* <td> never </td>
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* <td> no </td></tr>
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* <tr><td>#TownID </td><td> town </td>
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* <td> game start </td>
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* <td> never </td>
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* <td> no </td></tr>
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* <tr><td>#VehicleID </td><td> vehicle </td>
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* <td> construction, autorenew, autoreplace </td>
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* <td> destruction, autorenew, autoreplace </td>
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* <td> yes </td></tr>
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* <tr><td>#WaypointID </td><td> waypoint </td>
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* <td> construction </td>
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* <td> destruction </td>
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* <td> yes </td></tr>
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* <tr><th>type </th><th> object </th>
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* <th> acquired </th>
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* <th> released </th>
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* <th> reused </th></tr>
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* <tr><td>#BridgeID </td><td> bridge type </td>
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* <td> introduction \ref newgrf_changes "(1)" </td>
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* <td> never \ref newgrf_changes "(1)" </td>
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* <td> no \ref newgrf_changes "(1)" </td></tr>
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* <tr><td>#CargoID </td><td> cargo type </td>
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* <td> game start \ref newgrf_changes "(1)" </td>
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* <td> never \ref newgrf_changes "(1)" </td>
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* <td> no \ref newgrf_changes "(1)" </td></tr>
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* <tr><td>#EngineID </td><td> engine type </td>
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* <td> introduction, preview \ref dynamic_engines "(2)" </td>
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* <td> engines retires \ref dynamic_engines "(2)" </td>
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* <td> no \ref dynamic_engines "(2)" </td></tr>
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* <tr><td>#GroupID </td><td> vehicle group </td>
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* <td> creation </td>
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* <td> deletion </td>
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* <td> yes </td></tr>
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* <tr><td>#IndustryID </td><td> industry </td>
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* <td> construction </td>
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* <td> closure </td>
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* <td> yes </td></tr>
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* <tr><td>#IndustryType</td><td> industry type </td>
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* <td> game start \ref newgrf_changes "(1)" </td>
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* <td> never \ref newgrf_changes "(1)" </td>
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* <td> no </td></tr>
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* <tr><td>#SignID </td><td> sign </td>
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* <td> construction </td>
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* <td> deletion </td>
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* <td> yes </td></tr>
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* <tr><td>#StationID </td><td> station </td>
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* <td> construction </td>
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* <td> expiration of 'grey' station sign after deletion </td>
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* <td> yes </td></tr>
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* <tr><td>#SubsidyID </td><td> subsidy </td>
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* <td> offer announcement </td>
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* <td> (offer) expiration </td>
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* <td> yes </td></tr>
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* <tr><td>#TileIndex </td><td> tile on map </td>
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* <td> game start </td>
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* <td> never </td>
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* <td> no </td></tr>
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* <tr><td>#TownID </td><td> town </td>
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* <td> game start </td>
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* <td> never </td>
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* <td> no </td></tr>
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* <tr><td>#VehicleID </td><td> vehicle </td>
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* <td> construction, autorenew, autoreplace </td>
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* <td> destruction, autorenew, autoreplace </td>
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* <td> yes </td></tr>
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* <tr><td>#WaypointID </td><td> waypoint </td>
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* <td> construction </td>
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* <td> destruction </td>
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* <td> yes </td></tr>
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* </table>
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*
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* @remarks
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@ -41,7 +41,7 @@ public:
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static const char *GetClassName() { return "AIVehicleList_SharedOrders"; }
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/**
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* @param station_id The vehicle that the rest shared orders with.
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* @param vehicle_id The vehicle that the rest shared orders with.
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*/
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AIVehicleList_SharedOrders(VehicleID vehicle_id);
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};
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@ -15,6 +15,9 @@ class AIWaypoint : public AIObject {
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public:
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static const char *GetClassName() { return "AIWaypoint"; }
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/**
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* Special waypoint IDs signalling different kinds of waypoints.
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*/
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enum SpecialWaypointIDs {
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WAYPOINT_INVALID = 0xFFFF, //!< An invalid WaypointID.
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};
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