Changeset - r15612:c4c9adbab3f3
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master
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yexo - 14 years ago 2010-08-01 19:36:56
yexo@openttd.org
(svn r20285) -Codechange: use ///< for single-line doxygen comments in the AI code
6 files changed with 61 insertions and 61 deletions:
0 comments (0 inline, 0 general)
src/ai/ai.hpp
Show inline comments
 
@@ -145,8 +145,8 @@ public:
 
	static bool HasAI(const struct ContentInfo *ci, bool md5sum);
 
#endif
 
private:
 
	static uint frame_counter;          //!< Tick counter for the AI code
 
	static class AIScanner *ai_scanner; //!< AIScanner instance that is used to find AIs
 
	static uint frame_counter;          ///< Tick counter for the AI code
 
	static class AIScanner *ai_scanner; ///< AIScanner instance that is used to find AIs
 
};
 

	
 
#else /* ENABLE_AI */
src/ai/ai_config.hpp
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@@ -144,12 +144,12 @@ public:
 
	void SettingsToString(char *string, size_t size) const;
 

	
 
private:
 
	const char *name;              //!< Name of the AI
 
	int version;                   //!< Version of the AI
 
	class AIInfo *info;            //!< AIInfo object for related to this AI version
 
	SettingValueList settings;     //!< List with all setting=>value pairs that are configure for this AI
 
	AIConfigItemList *config_list; //!< List with all settings defined by this AI
 
	bool is_random_ai;             //!< True if the AI in this slot was randomly chosen.
 
	const char *name;              ///< Name of the AI
 
	int version;                   ///< Version of the AI
 
	class AIInfo *info;            ///< AIInfo object for related to this AI version
 
	SettingValueList settings;     ///< List with all setting=>value pairs that are configure for this AI
 
	AIConfigItemList *config_list; ///< List with all settings defined by this AI
 
	bool is_random_ai;             ///< True if the AI in this slot was randomly chosen.
 
};
 

	
 
#endif /* ENABLE_AI */
src/ai/ai_info.hpp
Show inline comments
 
@@ -20,33 +20,33 @@
 

	
 
/** Bitmask of flags for AI settings. */
 
enum AIConfigFlags {
 
	AICONFIG_NONE    = 0x0, //!< No flags set.
 
	AICONFIG_RANDOM  = 0x1, //!< When randomizing the AI, pick any value between min_value and max_value when on custom difficulty setting.
 
	AICONFIG_BOOLEAN = 0x2, //!< This value is a boolean (either 0 (false) or 1 (true) ).
 
	AICONFIG_INGAME  = 0x4, //!< This setting can be changed while the AI is running.
 
	AICONFIG_NONE    = 0x0, ///< No flags set.
 
	AICONFIG_RANDOM  = 0x1, ///< When randomizing the AI, pick any value between min_value and max_value when on custom difficulty setting.
 
	AICONFIG_BOOLEAN = 0x2, ///< This value is a boolean (either 0 (false) or 1 (true) ).
 
	AICONFIG_INGAME  = 0x4, ///< This setting can be changed while the AI is running.
 
};
 

	
 
typedef SmallMap<int, char *> LabelMapping; //!< Map-type used to map the setting numbers to labels.
 
typedef SmallMap<int, char *> LabelMapping; ///< Map-type used to map the setting numbers to labels.
 

	
 
/** Info about a single AI setting. */
 
struct AIConfigItem {
 
	const char *name;        //!< The name of the configuration setting.
 
	const char *description; //!< The description of the configuration setting.
 
	int min_value;           //!< The minimal value this configuration setting can have.
 
	int max_value;           //!< The maximal value this configuration setting can have.
 
	int custom_value;        //!< The default value on custom difficulty setting.
 
	int easy_value;          //!< The default value on easy difficulty setting.
 
	int medium_value;        //!< The default value on medium difficulty setting.
 
	int hard_value;          //!< The default value on hard difficulty setting.
 
	int random_deviation;    //!< The maximum random deviation from the default value.
 
	int step_size;           //!< The step size in the gui.
 
	AIConfigFlags flags;     //!< Flags for the configuration setting.
 
	LabelMapping *labels;    //!< Text labels for the integer values.
 
	const char *name;        ///< The name of the configuration setting.
 
	const char *description; ///< The description of the configuration setting.
 
	int min_value;           ///< The minimal value this configuration setting can have.
 
	int max_value;           ///< The maximal value this configuration setting can have.
 
	int custom_value;        ///< The default value on custom difficulty setting.
 
	int easy_value;          ///< The default value on easy difficulty setting.
 
	int medium_value;        ///< The default value on medium difficulty setting.
 
	int hard_value;          ///< The default value on hard difficulty setting.
 
	int random_deviation;    ///< The maximum random deviation from the default value.
 
	int step_size;           ///< The step size in the gui.
 
	AIConfigFlags flags;     ///< Flags for the configuration setting.
 
	LabelMapping *labels;    ///< Text labels for the integer values.
 
};
 

	
 
extern AIConfigItem _start_date_config;
 

	
 
typedef std::list<AIConfigItem> AIConfigItemList; //!< List of AIConfig items.
 
typedef std::list<AIConfigItem> AIConfigItemList; ///< List of AIConfig items.
 

	
 
/** Base class that holds some basic information about AIs and AI libraries. */
 
class AIFileInfo : public ScriptFileInfo {
 
@@ -57,7 +57,7 @@ public:
 
	static SQInteger Constructor(HSQUIRRELVM vm, AIFileInfo *info);
 

	
 
protected:
 
	class AIScanner *base; //!< AIScanner object that was used to scan this AI (library) info.
 
	class AIScanner *base; ///< AIScanner object that was used to scan this AI (library) info.
 
};
 

	
 
/** All static information from an AI like name, version, etc. */
 
@@ -124,10 +124,10 @@ public:
 
	const char *GetAPIVersion() const { return this->api_version; }
 

	
 
private:
 
	AIConfigItemList config_list; //!< List of settings from this AI.
 
	int min_loadable_version;     //!< The AI can load savegame data if the version is equal or greater than this.
 
	bool use_as_random;           //!< Should this AI be used when the user wants a "random AI"?
 
	const char *api_version;      //!< API version used by this AI.
 
	AIConfigItemList config_list; ///< List of settings from this AI.
 
	int min_loadable_version;     ///< The AI can load savegame data if the version is equal or greater than this.
 
	bool use_as_random;           ///< Should this AI be used when the user wants a "random AI"?
 
	const char *api_version;      ///< API version used by this AI.
 
};
 

	
 
/** All static information from an AI library like name, version, etc. */
 
@@ -154,7 +154,7 @@ public:
 
	const char *GetCategory() const { return this->category; }
 

	
 
private:
 
	const char *category; //!< The category this library is in.
 
	const char *category; ///< The category this library is in.
 
};
 

	
 
#endif /* ENABLE_AI */
src/ai/ai_instance.cpp
Show inline comments
 
@@ -458,7 +458,7 @@ enum SQSaveLoadType {
 
	SQSL_ARRAY_TABLE_END = 0xFF, ///< Marks the end of an array or table, no data follows.
 
};
 

	
 
static byte _ai_sl_byte; //!< Used as source/target by the AI saveload code to store/load a single byte.
 
static byte _ai_sl_byte; ///< Used as source/target by the AI saveload code to store/load a single byte.
 

	
 
/** SaveLoad array that saves/loads exactly one byte. */
 
static const SaveLoad _ai_byte[] = {
src/ai/ai_instance.hpp
Show inline comments
 
@@ -42,8 +42,8 @@ public:
 
	AISuspendCallbackProc *GetSuspendCallback() { return callback; }
 

	
 
private:
 
	int time;                        //!< Amount of ticks to suspend the AI.
 
	AISuspendCallbackProc *callback; //!< Callback function to call when the AI can run again.
 
	int time;                        ///< Amount of ticks to suspend the AI.
 
	AISuspendCallbackProc *callback; ///< Callback function to call when the AI can run again.
 
};
 

	
 
/**
 
@@ -155,16 +155,16 @@ public:
 
	 */
 
	void Suspend();
 
private:
 
	class AIController *controller;  //!< The AI main class.
 
	class AIStorage *storage;        //!< Some global information for each running AI.
 
	class Squirrel *engine;          //!< A wrapper around the squirrel vm.
 
	SQObject *instance;              //!< Squirrel-pointer to the AI main class.
 
	class AIController *controller;  ///< The AI main class.
 
	class AIStorage *storage;        ///< Some global information for each running AI.
 
	class Squirrel *engine;          ///< A wrapper around the squirrel vm.
 
	SQObject *instance;              ///< Squirrel-pointer to the AI main class.
 

	
 
	bool is_started;                 //!< Is the AIs constructor executed?
 
	bool is_dead;                    //!< True if the AI has been stopped.
 
	bool is_save_data_on_stack;      //!< Is the save data still on the squirrel stack?
 
	int suspend;                     //!< The amount of ticks to suspend this AI before it's allowed to continue.
 
	AISuspendCallbackProc *callback; //!< Callback that should be called in the next tick the AI runs.
 
	bool is_started;                 ///< Is the AIs constructor executed?
 
	bool is_dead;                    ///< True if the AI has been stopped.
 
	bool is_save_data_on_stack;      ///< Is the save data still on the squirrel stack?
 
	int suspend;                     ///< The amount of ticks to suspend this AI before it's allowed to continue.
 
	AISuspendCallbackProc *callback; ///< Callback that should be called in the next tick the AI runs.
 

	
 
	/**
 
	 * Register all API functions to the VM.
src/ai/ai_storage.hpp
Show inline comments
 
@@ -36,29 +36,29 @@ typedef bool (AIModeProc)();
 
class AIStorage {
 
friend class AIObject;
 
private:
 
	AIModeProc *mode;                //!< The current build mode we are int.
 
	class AIObject *mode_instance;   //!< The instance belonging to the current build mode.
 
	AIModeProc *mode;                ///< The current build mode we are int.
 
	class AIObject *mode_instance;   ///< The instance belonging to the current build mode.
 

	
 
	uint delay;                      //!< The ticks of delay each DoCommand has.
 
	bool allow_do_command;           //!< Is the usage of DoCommands restricted?
 
	uint delay;                      ///< The ticks of delay each DoCommand has.
 
	bool allow_do_command;           ///< Is the usage of DoCommands restricted?
 

	
 
	CommandCost costs;               //!< The costs the AI is tracking.
 
	Money last_cost;                 //!< The last cost of the command.
 
	uint last_error;                 //!< The last error of the command.
 
	bool last_command_res;           //!< The last result of the command.
 
	CommandCost costs;               ///< The costs the AI is tracking.
 
	Money last_cost;                 ///< The last cost of the command.
 
	uint last_error;                 ///< The last error of the command.
 
	bool last_command_res;           ///< The last result of the command.
 

	
 
	VehicleID new_vehicle_id;        //!< The ID of the new Vehicle.
 
	SignID new_sign_id;              //!< The ID of the new Sign.
 
	TileIndex new_tunnel_endtile;    //!< The TileIndex of the new Tunnel.
 
	GroupID new_group_id;            //!< The ID of the new Group.
 
	VehicleID new_vehicle_id;        ///< The ID of the new Vehicle.
 
	SignID new_sign_id;              ///< The ID of the new Sign.
 
	TileIndex new_tunnel_endtile;    ///< The TileIndex of the new Tunnel.
 
	GroupID new_group_id;            ///< The ID of the new Group.
 

	
 
	std::vector<int> callback_value; //!< The values which need to survive a callback.
 
	std::vector<int> callback_value; ///< The values which need to survive a callback.
 

	
 
	RoadType road_type;              //!< The current roadtype we build.
 
	RailType rail_type;              //!< The current railtype we build.
 
	RoadType road_type;              ///< The current roadtype we build.
 
	RailType rail_type;              ///< The current railtype we build.
 

	
 
	void *event_data;                //!< Pointer to the event data storage.
 
	void *log_data;                  //!< Pointer to the log data storage.
 
	void *event_data;                ///< Pointer to the event data storage.
 
	void *log_data;                  ///< Pointer to the log data storage.
 

	
 
public:
 
	AIStorage() :
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