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authoryexo <yexo@openttd.org>2010-08-01 19:36:36 +0000
committeryexo <yexo@openttd.org>2010-08-01 19:36:36 +0000
commit99cb47a3825f370e19adacd1ad1e6241eccb99f9 (patch)
tree395d0bce297155d8071e5a761e9290f107ed248b /src/ai/api/ai_tile.hpp
parented4f806f1dcff2e10d2fdfb687e6bcebe9a81af3 (diff)
downloadopenttd-99cb47a3825f370e19adacd1ad1e6241eccb99f9.tar.xz
(svn r20284) -Codechange: use ///< for single-line doxygen comments in the AI code
Diffstat (limited to 'src/ai/api/ai_tile.hpp')
-rw-r--r--src/ai/api/ai_tile.hpp80
1 files changed, 40 insertions, 40 deletions
diff --git a/src/ai/api/ai_tile.hpp b/src/ai/api/ai_tile.hpp
index 1d34b4f02..5b6854931 100644
--- a/src/ai/api/ai_tile.hpp
+++ b/src/ai/api/ai_tile.hpp
@@ -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_INVALID = 0xFFFF, //!< An invalid slope
+ 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
};
/**
@@ -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
};
/**