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new file 100644
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/* $Id$ */
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/** @file ai_types.hpp Defines all the types of the game, like VehicleID, .... */
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#ifndef AI_TYPES_HPP
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#define AI_TYPES_HPP
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#include "../../core/overflowsafe_type.hpp"
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#include "../../company_type.h"
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/* Define all types here, so we don't have to include the whole _type.h maze */
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typedef uint BridgeType; //!< Internal name, not of any use for you.
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typedef byte CargoID; //!< The ID of a cargo.
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class CommandCost; //!< The cost of a command.
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typedef uint16 EngineID; //!< The ID of an engine.
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typedef uint16 GroupID; //!< The ID of a group.
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typedef uint16 IndustryID; //!< The ID of an industry.
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typedef uint8 IndustryType; //!< The ID of an industry-type.
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typedef OverflowSafeInt64 Money; //!< Money, stored in a 32bit/64bit safe way. For AIs money is always in pounds.
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typedef uint16 SignID; //!< The ID of a sign.
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typedef uint16 StationID; //!< The ID of a station.
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typedef uint16 StringID; //!< The ID of a string.
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typedef uint32 TileIndex; //!< The ID of a tile (just named differently).
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typedef uint16 TownID; //!< The ID of a town.
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typedef uint16 VehicleID; //!< The ID of a vehicle.
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/* Types we defined ourself, as the OpenTTD core doesn't have them (yet) */
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typedef uint AIErrorType; //!< The types of errors inside the NoAI framework.
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typedef BridgeType BridgeID; //!< The ID of a bridge.
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typedef uint16 SubsidyID; //!< The ID of a subsidy.
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#ifndef _SQUIRREL_H_
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/* Life becomes easier when we can tell about a function it needs the VM, but
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* without really including 'squirrel.h'. */
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typedef struct SQVM *HSQUIRRELVM; //!< Pointer to Squirrel Virtual Machine.
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typedef int SQInteger; //!< Squirrel Integer.
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typedef struct SQObject HSQOBJECT; //!< Squirrel Object (fake declare)
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#endif
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#endif /* AI_TYPES_HPP */
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