Data Structures

Here are the data structures with brief descriptions:
AdaptT< T >Adapter wrapper for CCountedPtr like classes that can't be used directly by stl collections as item type
AircraftThis class 'wraps' Vehicle; you do not actually instantiate this class
AnimCursorA single sprite of a list of animated cursors
ArrayT< T[N]>Helper template class that provides C array length and item type
BaseStorageArrayBase class for all NewGRF storage arrays
BlitterHow all blitters should look like
BlitterFactory< T >A template factory, so ->GetName() works correctly
BlitterFactoryBaseThe base factory, keeping track of all blitters
BridgeSpecStruct containing information about a single bridge type
CargoListSimple collection class for a list of cargo packets
CargoPacketWe want to use a pool
CArrayT< Titem_, Tblock_size_, Tnum_blocks_ >Flexible array with size limit
CBinaryHeapT< Titem_ >Binary Heap as C++ template
CBlobBaseSimpleBase class for simple binary blobs
CBlobBaseSimple::CHdrHeader of the allocated memory block
CBlobT< Titem_, Tbase_ >Blob - simple dynamic Titem_ array
CCountedPtr< Tcls_ >CCountedPtr - simple reference counting smart pointer
CFixedSizeArrayT< Titem_, Tcapacity_ >Fixed size array Upon construction it preallocates fixed size block of memory for all items, but doesn't construct them
CFixedSizeArrayT< Titem_, Tcapacity_ >::CHdrHeader for fixed size array
CFollowTrackT< Ttr_type_, T90deg_turns_allowed_ >Track follower helper template class (can serve pathfinders and vehicle controllers)
CHashTableT< Titem_, Thash_bits_ >Class CHashTableT<Titem, Thash_bits> - simple hash table of pointers allocated elsewhere
CNodeList_HashTableT< Titem_, Thash_bits_open_, Thash_bits_closed_ >Hash table based node list multi-container class
CommandDefine a command with the flags which belongs to it
CommandCostCommon return value for all commands
CSegmentCostCacheBaseBase class for segment cost cache providers
CSegmentCostCacheT< Tsegment >CSegmentCostCacheT - template class providing hash-map and storage (heap) of Tsegment structures
CStrApiBaseT< Tchar >String API mapper base - just mapping by character type, not by case sensitivity yet
CStrT< Tchar, TcaseInsensitive >Blob based string
CYapfBaseT< Types >CYapfBaseT - A-star type path finder base class
CYapfCostShipT< Types >Cost Provider module of YAPF for ships
CYapfDestinationTileT< Types >YAPF destination provider base class - used when destination is single tile / multiple trackdirs
CYapfFollowShipT< Types >Node Follower module of YAPF for ships
CYapfNodeKeyExitDirYapf Node Key that evaluates hash from (and compares) tile & exit dir
CYapfNodeT< Tkey_, Tnode >Yapf Node base
CYapfOriginTileT< Types >YAPF origin provider base class - used when origin is one tile / multiple trackdirs
CYapfOriginTileTwoWayT< Types >YAPF origin provider base class - used when there are two tile/trackdir origins
CYapfRailNodeT< Tkey_ >Yapf Node for rail YAPF
CYapfRailSegmentCached segment cost for rail YAPF
CYapfRailSegmentKeyKey for cached segment cost for rail YAPF
CYapfRoadNodeT< Tkey_ >Yapf Node for road YAPF
CYapfSegmentCostCacheGlobalT< Types >CYapfSegmentCostCacheGlobalT - the yapf cost cache provider that adds the segment cost caching functionality to yapf
CYapfSegmentCostCacheLocalT< Types >CYapfSegmentCostCacheLocalT - the yapf cost cache provider that implements fake segment cost caching functionality for yapf
CYapfSegmentCostCacheNoneT< Types >CYapfSegmentCostCacheNoneT - the formal only yapf cost cache provider that implements PfNodeCacheFetch() and PfNodeCacheFlush() callbacks
CYapfShip_TypesT< Tpf_, Ttrack_follower, Tnode_list >Config struct of YAPF for ships
CYapfShipNodeT< Tkey_ >Yapf Node for ships
CYapfT< Ttypes >YAPF template that uses Ttypes template argument to determine all YAPF components (base classes) from which the actual YAPF is composed
difficulty_dCarriage for the game settings window data
DisasterVehicleThis class 'wraps' Vehicle; you do not actually instantiate this class
DrawBuildingsTileStructThis structure is the same for both Industries and Houses
DrawIndustryAnimationStructThis is used to gather some data about animation drawing in the industry code Image_1-2-3 are in fact only offset in the sprites used by the industry
DrawIndustryCoordinatesSimple structure gathering x,y coordinates for industries animations
DropDownListItemBase list item class from which others are derived
DropDownListParamStringItemString list item with parameters
DropDownListStringItemCommon string list item
DumpTargetClass that represents the dump-into-string target
DumpTarget::KnownStructKeyUsed as a key into map of known object instances
DynamicLanguagesUsed for dynamic language support
EngineInfoInformation about a vehicle
EngineRenewMemory pool for engine renew elements
EntityIDMappingMaps an entity id stored on the map to a GRF file
EnumPropsT< DiagDirection >Define basic enum properties
EnumPropsT< Direction >Define basic enum properties
EnumPropsT< OrderType >Define basic enum properties
EnumPropsT< Owner >Define basic enum properties
EnumPropsT< RailType >Define basic enum properties
EnumPropsT< SoundFx >Define basic enum properties
EnumPropsT< StationClassID >Define basic enum properties
EnumPropsT< TownLayout >Define basic enum properties
EnumPropsT< Track >Define basic enum properties
EnumPropsT< TrackBits >Define basic enum properties
EnumPropsT< Trackdir >Define basic enum properties
EnumPropsT< TrackdirBits >Define basic enum properties
fnd_dAttached struct to the window extended data
GRFFilePropsData related to the handling of grf files
GRFMappedStringIDA string with the required information to perform a GRF string remapping
GRFTextElement of the linked list
GRFTextEntryHolder of the above structure
HeightMapHeight map - allocated array of heights (MapSizeX() + 1) x (MapSizeY() + 1)
HouseClassMappingMakes class IDs unique to each GRF file
IConsoleAlias--Aliases-- Aliases are like shortcuts for complex functions, variable assignments, etc
IConsoleVar--Variables-- Variables are pointers to real ingame variables which allow for changing while ingame
IndustryDefines the internal data of a functionnal industry
IndustryDataHelper struct holding the available industries for current situation
IndustrySpecDefines the data structure for constructing industry
IndustryTileSpecDefines the data structure of each indivudual tile of an industry
indview_dInformation to store about the industry window
IniItemStructs describing the ini format
InvalidVehicleThis class 'wraps' Vehicle; you do not actually instantiate this class
LanguageInformation about a language
LegendAndColourStructure for holding relevant data for legends in small map
MakeEnumPropsT< Tenum_t, Tstorage_t, Tbegin, Tend, Tinvalid >Helper template class that makes basic properties of given enumeration type visible from outsize
NetworkGameListStructure with information shown in the game list (GUI)
OldMemoryPoolBaseStuff for dynamic vehicles
OverflowSafeInt< T, T_MAX, T_MIN >Overflow safe template for integers, i.e
PersistentStorageArray< TYPE, SIZE >Class for persistent storage of data
PlayerFaceBitsInfoInformation about the valid values of PlayerFace bitgroups as well as the sprites to draw
plstations_dInformation about station list
PoolItem< T, Tid, Tpool >Generalization for all pool items that are saved in the savegame
ProbabilityHelperSimple helper that will collect data for the generation of industries
RailtypeInfoThis struct contains all the info that is needed to draw and construct tracks
RandomizerStructure to encapsulate the pseudo random number generators
RoadStopA Stop for a Road Vehicle
RoadTypeInfoStructure holding information per roadtype for several functions
RoadVehicleThis class 'wraps' Vehicle; you do not actually instantiate this class
SaveLoadSaveLoad type struct
SaveLoadFormatThe format for a reader/writer type of a savegame
ShipThis class 'wraps' Vehicle; you do not actually instantiate this class
SimpleCountedObjectSimple counted object
SmallSet< Tdir, items >Set containing 'items' items of 'tile and Tdir' No tree structure is used because it would cause slowdowns in most usual cases
SmallSet< Tdir, items >::SSdataElement of set
SmallStackSafeStackAlloc< T, length >A small 'wrapper' for allocations that can be done on most OSes on the stack, but are just too large to fit in the stack on devices with a small stack such as the NDS
SpecialVehicleThis class 'wraps' Vehicle; you do not actually instantiate this class
StationClassStruct containing information relating to station classes
StationRectStationRect - used to track station spread out rectangle - cheaper than scanning whole map
StringIDCompareKey comparison function for std::map
SubSpriteUsed to only draw a part of the sprite
TarListEntryThe define of a TarList
TemporaryStorageArray< TYPE, SIZE >Class for temporary storage of data
TileData that is stored per tile
TileExtendedData that is stored per tile
TileIndexDiffCA pair-construct of a TileIndexDiff
TinyEnumT< Tenum_t >The general declaration of TinyEnumT<> (above)
TrainThis class 'wraps' Vehicle; you do not actually instantiate this class

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