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author | frosch <frosch@openttd.org> | 2009-05-10 15:23:55 +0000 |
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committer | frosch <frosch@openttd.org> | 2009-05-10 15:23:55 +0000 |
commit | bdf0b9491de344b8b71aabbdc4d23b5f8f3d3725 (patch) | |
tree | c5a31d667767e448e5839e81488b59b743420194 | |
parent | c6f08e1247867a2518431696c89aba49ccd46199 (diff) | |
download | openttd-bdf0b9491de344b8b71aabbdc4d23b5f8f3d3725.tar.xz |
(svn r16267) -Documentation: [NoAI] Explain how to deal with IDs of various objects.
-rw-r--r-- | src/ai/api/ai_types.hpp | 71 |
1 files changed, 70 insertions, 1 deletions
diff --git a/src/ai/api/ai_types.hpp b/src/ai/api/ai_types.hpp index 45db6b324..9653cda03 100644 --- a/src/ai/api/ai_types.hpp +++ b/src/ai/api/ai_types.hpp @@ -1,6 +1,75 @@ /* $Id$ */ -/** @file ai_types.hpp Defines all the types of the game, like VehicleID, .... */ +/** @file ai_types.hpp Defines all the types of the game, like IDs of various objects. + * + * IDs are used to identify certain objects. They are only unique within the object type, so for example a vehicle may have VehicleID 2009, + * while a station has StationID 2009 at the same time. Also IDs are assigned arbitrary, you cannot assume them to be consecutive. + * Also note, that some IDs are static and never change, while others are allocated dynamically and might be + * 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. + * + * <table> + * <tr><th>type </th><th> object </th> + * <th> acquired </th> + * <th> released </th> + * <th> reused </th></tr> + * <tr><td>#BridgeID </td><td> bridge type </td> + * <td> introduction \ref newgrf_changes "(1)" </td> + * <td> never \ref newgrf_changes "(1)" </td> + * <td> no \ref newgrf_changes "(1)" </td></tr> + * <tr><td>#CargoID </td><td> cargo type </td> + * <td> game start \ref newgrf_changes "(1)" </td> + * <td> never \ref newgrf_changes "(1)" </td> + * <td> no \ref newgrf_changes "(1)" </td></tr> + * <tr><td>#EngineID </td><td> engine type </td> + * <td> introduction, preview \ref dynamic_engines "(2)" </td> + * <td> engines retires \ref dynamic_engines "(2)" </td> + * <td> no \ref dynamic_engines "(2)" </td></tr> + * <tr><td>#GroupID </td><td> vehicle group </td> + * <td> creation </td> + * <td> deletion </td> + * <td> yes </td></tr> + * <tr><td>#IndustyID </td><td> industry </td> + * <td> construction </td> + * <td> closure </td> + * <td> yes </td></tr> + * <tr><td>#IndustyType</td><td> industry type </td> + * <td> game start \ref newgrf_changes "(1)" </td> + * <td> never \ref newgrf_changes "(1)" </td> + * <td> no </td></tr> + * <tr><td>#SignID </td><td> sign </td> + * <td> construction </td> + * <td> deletion </td> + * <td> yes </td></tr> + * <tr><td>#StationID </td><td> station </td> + * <td> construction </td> + * <td> expiration of 'grey' station sign after deletion </td> + * <td> yes </td></tr> + * <tr><td>#SubsidyID </td><td> subsidy </td> + * <td> offer announcement </td> + * <td> (offer) expiration </td> + * <td> yes </td></tr> + * <tr><td>#TileIndex </td><td> tile on map </td> + * <td> game start </td> + * <td> never </td> + * <td> no </td></tr> + * <tr><td>#TownID </td><td> town </td> + * <td> game start </td> + * <td> never </td> + * <td> no </td></tr> + * <tr><td>#VehicleID </td><td> vehicle </td> + * <td> construction, autorenew, autoreplace </td> + * <td> destruction, autorenew, autoreplace </td> + * <td> yes </td></tr> + * <tr><td>#WaypointID </td><td> waypoint </td> + * <td> construction </td> + * <td> destruction </td> + * <td> yes </td></tr> + * </table> + * + * @remarks + * \li \anchor newgrf_changes (1) in-game changes of newgrfs may reassign/invalidate IDs (will also cause other trouble though). + * \li \anchor dynamic_engines (2) engine IDs are reassigned/invalidated on changing 'allow multiple newgrf engine sets' (only allowed as long as no vehicles are built). + */ #ifndef AI_TYPES_HPP #define AI_TYPES_HPP |