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authorfrosch <frosch@openttd.org>2009-05-10 15:23:55 +0000
committerfrosch <frosch@openttd.org>2009-05-10 15:23:55 +0000
commitbdf0b9491de344b8b71aabbdc4d23b5f8f3d3725 (patch)
treec5a31d667767e448e5839e81488b59b743420194 /src/ai
parentc6f08e1247867a2518431696c89aba49ccd46199 (diff)
downloadopenttd-bdf0b9491de344b8b71aabbdc4d23b5f8f3d3725.tar.xz
(svn r16267) -Documentation: [NoAI] Explain how to deal with IDs of various objects.
Diffstat (limited to 'src/ai')
-rw-r--r--src/ai/api/ai_types.hpp71
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