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
AI_VMSuspendA throw-class that is given when the VM wants to suspend
AIAbstractListClass that creates a list which can keep item/value pairs, which you can walk
AIAbstractListSorterBase class for any AIAbstractList sorter
AIAbstractListSorterItemAscendingSort by item, ascending
AIAbstractListSorterItemDescendingSort by item, descending
AIAbstractListSorterValueAscendingSort by value, ascending
AIAbstractListSorterValueDescendingSort by value, descending
AIAccountingClass that keeps track of the costs, so you can request how much a block of commands did cost in total
AIAirportClass that handles all airport related functions
AIBaseClass that handles some basic functions
AIBridgeClass that handles all bridge related functions
AIBridgeListCreate a list of bridges
AIBridgeList_LengthCreate a list of bridges that can be built on a specific length
AICargoClass that handles all cargo related functions
AICargoListCreates a list of cargos that can be produced in the current game
AICargoList_IndustryAcceptingCreates a list of cargos that the given industry accepts
AICargoList_IndustryProducingCreates a list of cargos that the given industry can produce
AICompanyClass that handles all company related functions
AIConfigWindowWindow to configure which AIs will start
AIControllerThe Controller, the class each AI should extend
AIDateClass that handles all date related (calculation) functions
AIDepotListCreates a list of the locations of the depots (and hangars) of which you are the owner
AIEngineClass that handles all engine related functions
AIEngineListCreate a list of engines based on a vehicle type
AIErrorClass that handles all error related functions
AIEventClass that handles all event related functions
AIEventCompanyBankruptEvent Company Bankrupt, indicating a company has gone bankrupt
AIEventCompanyInTroubleEvent Company In Trouble, indicating a company is in trouble and might go bankrupt soon
AIEventCompanyMergerEvent Company Merger, indicating a company has been bought by another company
AIEventCompanyNewEvent Company New, indicating a new company has been created
AIEventControllerClass that handles all event related functions
AIEventDisasterZeppelinerClearedEvent Disaster Zeppeliner Cleared, indicating a previously crashed zeppeliner has been removed, and the airport is operating again
AIEventDisasterZeppelinerCrashedEvent Disaster Zeppeliner Crashed, indicating a zeppeliner has crashed on an airport and is blocking the runway
AIEventEngineAvailableEvent Engine Available, indicating a new engine is available
AIEventEnginePreviewEvent Engine Preview, indicating a manufacturer offer you to test a new engine
AIEventIndustryCloseEvent Industry Close, indicating an industry is going to be closed
AIEventIndustryOpenEvent Industry Open, indicating a new industry has been created
AIEventStationFirstVehicleEvent Station First Vehicle, indicating a station has been visited by a vehicle for the first time
AIEventSubsidyAwardedEvent Subidy Awarded, indicating a subsidy is awarded to some company
AIEventSubsidyExpiredEvent Subsidy Expired, indicating a route that was once subsidized no longer is
AIEventSubsidyOfferEvent Subsidy Offered, indicating someone offered a subsidy
AIEventSubsidyOfferExpiredEvent Subsidy Offer Expired, indicating a subsidy will no longer be awarded
AIEventVehicleCrashedEvent Vehicle Crash, indicating a vehicle of yours is crashed
AIEventVehicleLostEvent Vehicle Lost, indicating a vehicle can't find its way to its destination
AIEventVehicleUnprofitableEvent Vehicle Unprofitable, indicating a vehicle lost money last year
AIEventVehicleWaitingInDepotEvent VehicleWaitingInDepot, indicating a vehicle has arrived a depot and is now waiting there
AIExecModeClass to switch current mode to Execute Mode
AIGameSettingsClass that handles all game settings related functions
AIGroupClass that handles all group related functions
AIGroupListCreates a list of groups of which you are the owner
AIIndustryClass that handles all industry related functions
AIIndustryListCreates a list of industries that are currently on the map
AIIndustryList_CargoAcceptingCreates a list of industries that accepts a given cargo
AIIndustryList_CargoProducingCreates a list of industries that can produce a given cargo
AIIndustryTypeClass that handles all industry-type related functions
AIIndustryTypeListCreates a list of valid industry types
AIListCreates an empty list, in which you can add integers
AIListWindowWindow that let you choose an available AI
AILogClass that handles all log related functions
AILog::LogDataInternal representation of the log-data inside the AI
AIMapClass that handles all map related functions
AIMarineClass that handles all marine related functions
AIObjectUper-parent object of all API classes
AIOrderClass that handles all order related functions
AIRailClass that handles all rail related functions
AIRailSignalDataContains information about the trackdir that belongs to a track when entering from a specific direction
AIRailTypeListCreates a list of all available railtypes
AircraftThis class 'wraps' Vehicle; you do not actually instantiate this class
AIRoadClass that handles all road related functions
AirportFTAInternal structure used in openttd - Finite sTate mAchine --> FTA
AirportFTAClassFinite sTate mAchine --> FTA
AISettingsSettings related to the AI
AISettingsWindowWindow for settings the parameters of an AI
AISignClass that handles all sign related functions
AIStationClass that handles all station related functions
AIStationListCreates a list of stations of which you are the owner
AIStationList_VehicleCreates a list of stations which the vehicle has in its orders
AIStorageThe storage for each AI
AISubsidyClass that handles all subsidy related functions
AISubsidyListCreates a list of all current subsidies
AITestModeClass to switch current mode to Test Mode
AITileClass that handles all tile related functions
AITileListCreates an empty list, in which you can add tiles
AITileList_IndustryAcceptingCreates a list of tiles that will accept cargo for the given industry
AITileList_IndustryProducingCreates a list of tiles which the industry checks to see if a station is there to receive cargo produced by this industry
AITileList_StationTypeCreates a list of tiles which have the requested StationType of the StationID
AITownClass that handles all town related functions
AITownListCreates a list of towns that are currently on the map
AITunnelClass that handles all tunnel related functions
AIVehicleClass that handles all vehicle related functions
AIVehicleListCreates a list of vehicles of which you are the owner
AIVehicleList_DefaultGroupCreates a list of vehicles that are in the default group
AIVehicleList_GroupCreates a list of vehicles that are in a group
AIVehicleList_SharedOrdersCreates a list of vehicles that share orders
AIVehicleList_StationCreates a list of vehicles that have orders to a given station
AIWaypointClass that handles all waypoint related functions
AIWaypointListCreates a list of waypoints of which you are the owner
AIWaypointList_VehicleCreates a list of waypoints which the vehicle has in its orders
AnimCursorA single sprite of a list of animated cursors
ArrayT< T[N]>Helper template class that provides C array length and item type
AutoFreeSmallVector< T, S >Simple vector template class, with automatic free
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
BuildBridgeDataCarriage for the data we need if we want to build a bridge
BuildRailToolbarWindowBased on the widget clicked, update the status of the 'remove' button
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_, Tmask_reserved_tracks >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
CheatInfo about each of the cheats
CheatsWARNING! Do _not_ remove entries in Cheats struct or change the order of the existing ones! Would break downward compatibility
ClientSettingsAll settings that are only important for the local client
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
CommandContainerStructure for buffering the build command when selecting a station to join
CommandCostCommon return value for all commands
CompanyManagerFaceBitsInfoInformation about the valid values of CompanyManagerFace bitgroups as well as the sprites to draw
CompanyNewsInformationData that needs to be stored for company news messages
CompanyStationsWindowThe list of stations per company
CompanyWindowWindow with general information about a company
ConstructionSettingsSettings related to construction in-game
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
CursorVarsCollection of variables for cursor-display and -animation
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
DefSQClass< CL >The template to define classes in Squirrel
DifficultySettingsSettings related to the difficulty of the game
DimensionDimensions (a width and height) of a rectangle in 2D
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
DrawTileSeqStructA tile child sprite and palette to draw for stations etc, with 3D bounding box
DrawTileSpritesGround palette sprite of a tile, together with its child sprites
DropDownListCharStringItemList item containing a C char string
DropDownListCheckedItemDrop down list entry for showing a checked/unchecked toggle item
DropDownListCompanyItemDrop down list entry for showing a company entry, with companies 'blob'
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
EconomySettingsSettings related to the economy
EffectVehicleThis class 'wraps' Vehicle; you do not actually instantiate this class
EndGameWindowEnd game window shown at the end of the game
EngineInfoInformation about a vehicle
EngineOverrideManagerStores the mapping of EngineID to the internal id of newgrfs
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 >It needs to be 8bits, because we save and load it as such 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
ExpensesListExpense list container
FileScannerHelper for scanning for files with a given name
FindNearbyStationContextContext for FindStationsNearby
FindTrainOnTrackInfoHelper struct for finding the best matching vehicle on a specific track
FiosFileScannerScanner to scan for a particular type of FIOS file
SQConvert::ForceType< T >Special class to make it possible for the compiler to pick the correct GetParam()
FreeUnitIDGeneratorGenerates sequence of free UnitID numbers
GameCreationSettingsSettings related to the creation of games
GameSettingsAll settings together for the game
GetNewVehiclePosResultPosition information of a vehicle after it moved
GraphicsSetInformation about a single graphics set
GRFConfigInformation about GRF, used in the game and (part of it) in savegames
GRFErrorInformation about why GRF had problems during initialisation
GRFFilePropsData related to the handling of grf files
GRFFileScannerHelper for scanning for files with GRF as extension
GRFIdentifierBasic data to distinguish a GRF
GRFListList of GRFs using array of pointers instead of linked list
GRFTextElement of the linked list
GRFTextEntryHolder of the above structure
GUISettingsSettings related to the GUI and other stuff that is not saved in the savegame
HeightMapHeight map - allocated array of heights (MapSizeX() + 1) x (MapSizeY() + 1)
SQConvert::HelperT< Tretval(*)(), false >The real C++ caller for function with return value and 0 params
SQConvert::HelperT< Tretval(*)(), true >The real C++ caller for function with no return value and 0 params
SQConvert::HelperT< Tretval(*)(Targ1), false >The real C++ caller for function with return value and 1 param
SQConvert::HelperT< Tretval(*)(Targ1), true >The real C++ caller for function with no return value and 1 param
SQConvert::HelperT< Tretval(*)(Targ1, Targ2), false >The real C++ caller for function with return value and 2 params
SQConvert::HelperT< Tretval(*)(Targ1, Targ2), true >The real C++ caller for function with no return value and 2 params
SQConvert::HelperT< Tretval(*)(Targ1, Targ2, Targ3), false >The real C++ caller for function with return value and 3 params
SQConvert::HelperT< Tretval(*)(Targ1, Targ2, Targ3), true >The real C++ caller for function with no return value and 3 params
SQConvert::HelperT< Tretval(*)(Targ1, Targ2, Targ3, Targ4), false >The real C++ caller for function with return value and 4 params
SQConvert::HelperT< Tretval(*)(Targ1, Targ2, Targ3, Targ4), true >The real C++ caller for function with no return value and 4 params
SQConvert::HelperT< Tretval(*)(Targ1, Targ2, Targ3, Targ4, Targ5), false >The real C++ caller for function with return value and 5 params
SQConvert::HelperT< Tretval(*)(Targ1, Targ2, Targ3, Targ4, Targ5), true >The real C++ caller for function with no return value and 5 params
SQConvert::HelperT< Tretval(*)(Targ1, Targ2, Targ3, Targ4, Targ5, Targ6, Targ7, Targ8, Targ9, Targ10), false >The real C++ caller for function with return value and 10 params
SQConvert::HelperT< Tretval(*)(Targ1, Targ2, Targ3, Targ4, Targ5, Targ6, Targ7, Targ8, Targ9, Targ10), true >The real C++ caller for function with no return value and 10 params
SQConvert::HelperT< Tretval(Tcls::*)(), false >The real C++ caller for method with return value and 0 params
SQConvert::HelperT< Tretval(Tcls::*)(), true >The real C++ caller for method with no return value and 0 params
SQConvert::HelperT< Tretval(Tcls::*)(Targ1), false >The real C++ caller for method with return value and 1 param
SQConvert::HelperT< Tretval(Tcls::*)(Targ1), true >The real C++ caller for method with no return value and 1 param
SQConvert::HelperT< Tretval(Tcls::*)(Targ1, Targ2), false >The real C++ caller for method with return value and 2 params
SQConvert::HelperT< Tretval(Tcls::*)(Targ1, Targ2), true >The real C++ caller for method with no return value and 2 params
SQConvert::HelperT< Tretval(Tcls::*)(Targ1, Targ2, Targ3), false >The real C++ caller for method with return value and 3 params
SQConvert::HelperT< Tretval(Tcls::*)(Targ1, Targ2, Targ3), true >The real C++ caller for method with no return value and 3 params
SQConvert::HelperT< Tretval(Tcls::*)(Targ1, Targ2, Targ3, Targ4), false >The real C++ caller for method with return value and 4 params
SQConvert::HelperT< Tretval(Tcls::*)(Targ1, Targ2, Targ3, Targ4), true >The real C++ caller for method with no return value and 4 params
SQConvert::HelperT< Tretval(Tcls::*)(Targ1, Targ2, Targ3, Targ4, Targ5), false >The real C++ caller for method with return value and 5 params
SQConvert::HelperT< Tretval(Tcls::*)(Targ1, Targ2, Targ3, Targ4, Targ5), true >The real C++ caller for method with no return value and 5 params
SQConvert::HelperT< Tretval(Tcls::*)(Targ1, Targ2, Targ3, Targ4, Targ5, Targ6, Targ7, Targ8, Targ9, Targ10), false >The real C++ caller for method with return value and 10 params
SQConvert::HelperT< Tretval(Tcls::*)(Targ1, Targ2, Targ3, Targ4, Targ5, Targ6, Targ7, Targ8, Targ9, Targ10), true >The real C++ caller for method with no return value and 10 params
HouseClassMappingMakes class IDs unique to each GRF file
IConsoleAlias--Aliases-- Aliases are like shortcuts for complex functions, variable assignments, etc
IConsoleLineContainer for a single line of console output
IConsoleVar--Variables-- Variables are pointers to real ingame variables which allow for changing while ingame
IndustryDefines the internal data of a functionnal industry
IndustryDirectoryWindowThe list of industries
IndustrySpecDefines the data structure for constructing industry
IndustryTileSpecDefines the data structure of each indivudual tile of an industry
IniFileThe complete ini file
IniGroupA group within an ini file
IniItemA single "line" in an ini file
InvalidVehicleThis class 'wraps' Vehicle; you do not actually instantiate this class
SQConvert::IsVoidT< T >Helper class to recognize if the given type is void
LanguageInformation about a language
LegendAndColourStructure for holding relevant data for legends in small map
LocaleSettingsSettings related to currency/unit systems
LoggedActionContains information about one logged action that caused at least one logged change
LoggedChangeContains information about one logged change
MakeEnumPropsT< Tenum_t, Tstorage_t, Tbegin, Tend, Tinvalid >Helper template class that makes basic properties of given enumeration type visible from outsize
MD5FileStructure holding filename and MD5 information about a single file
NetworkGameListStructure with information shown in the game list (GUI)
NetworkSettingsAll settings related to the network
NewGRFAddWindowWindow for adding NewGRF files
NewGRFWindowWindow for showing NewGRF files
NewsSubtypeDataData common to all news items of a given subtype (structure)
NewsTypeDataPer-NewsType data
NPFSettingsSettings related to the new pathfinder
OBGFileScannerHelper for scanning for files with GRF as extension
OldMemoryPoolBaseStuff for dynamic vehicles
OPFSettingsSettings related to the old pathfinder
OrderListShared order list linking together the linked list of orders and the list of vehicles sharing this order list
OrderSettingsSettings related to orders
OTTDThreadStartupMessageAvoid name clashes with MorphOS API functions
OverflowSafeInt< T, T_MAX, T_MIN >Overflow safe template for integers, i.e
PairA pair of two integers
PalSpriteIDCombination of a palette sprite and a 'real' sprite
ParentSpriteToDrawParent sprite that should be drawn
PathfinderSettingsSettings related to all pathfinders
PBSTileInfoThis struct contains information about the end of a reserved path
PersistentStorageArray< TYPE, SIZE >Class for persistent storage of data
PickerWindowBaseData structure for a window opened from a toolbar
PointCoordinates of a point in 2D
PointDimensionSpecification of a rectangle with an absolute top-left coordinate and a (relative) width/height
PoolItem< T, Tid, Tpool >Generalization for all pool items that are saved in the savegame
PoolItemIndexLess< T >Template providing a predicate to allow STL containers of pointers to pool items to be sorted by index
ProbabilityHelperSimple helper that will collect data for the generation of industries
QueryStringData stored about a string that can be modified in the GUI
QueryWindowWindow used for asking the user a YES/NO question
RailBuildingGUIButtonDataData associated with a push button in the build rail toolbar window
RailtypeInfoThis struct contains all the info that is needed to draw and construct tracks
RandomizerStructure to encapsulate the pseudo random number generators
RectSpecification of a rectangle with absolute coordinates of all edges
ReplaceVehicleWindowWindow for the autoreplacing of vehicles
ResizeInfoData structure for resizing a window
ReusableBuffer< T >A reusable buffer that can be used for places that temporary allocate a bit of memory and do that very often, or for places where static memory is allocated that might need to be reallocated sometimes
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
SavedRandomSeedsStores the state of all random number generators
SaveLoadSaveLoad type struct
SaveLoadFormatThe format for a reader/writer type of a savegame
ScrollbarScrollbar data structure
SearchNearbyHouseDataStructure with user-data for SearchNearbyHouseXXX - functions
SettingEntryData structure describing a single setting in a tab
SettingEntrySettingData fields for a single setting (SEF_SETTING_KIND kind)
SettingEntrySubtreeData fields for a sub-page (SEF_SUBTREE_KIND kind)
SettingsPageData structure describing one page of settings in the settings window
ShipThis class 'wraps' Vehicle; you do not actually instantiate this class
SimpleCountedObjectSimple counted object
SimpleTinyEnumT< enum_type, storage_type >Template of struct holding enum types (on most archs, enums are stored in an int32)
SmallMap< T, U, S >Implementation of simple mapping class
SmallPair< T, U >Simple pair of data
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
SmallVector< T, S >Simple vector template class
SnowLineStructure describing the height of the snow line each day of the year
SpriteLoader::SpriteStructure for passing information from the sprite loader to the blitter
SQConvert::SQAutoFreePointersPointers assigned to this class will be free'd when this instance comes out of scope
SquirrelStdBy default we want to give a set of standard commands to a SQ script
StationStation data structure
StationClassStruct containing information relating to station classes
StationNameInformationInformation to handle station action 0 property 24 correctly
StationRectStationRect - used to track station spread out rectangle - cheaper than scanning whole map
StationSettingsSettings related to stations
StationViewWindowThe StationView window
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
ThreadMutexCross-platform Mutex
ThreadMutex_NoneMutex that doesn't do locking because it ain't needed when there're no threads
ThreadMutex_OS2OS/2 version of ThreadMutex
ThreadMutex_pthreadPOSIX pthread version of ThreadMutex
ThreadMutex_Win32Win32 thread version of ThreadMutex
ThreadObjectA Thread Object which works on all our supported OSes
ThreadObject_MorphOSMorphOS version for ThreadObject
ThreadObject_OS2OS/2 version for ThreadObject
ThreadObject_pthreadPOSIX pthread version for ThreadObject
ThreadObject_Win32Win32 thread version for ThreadObject
TileData that is stored per tile
TileDescTile description for the 'land area information' tool
TileExtendedData that is stored per tile
TileIndexDiffCA pair-construct of a TileIndexDiff
TileInfoTile information, used while rendering the tile
TileTypeProcsSet of callback functions for performing tile operations of a given tile type
TinyEnumT< Tenum_t >The general declaration of TinyEnumT<> (above)
TownNameParamsStruct holding a parameters used to generate town name
TrainThis class 'wraps' Vehicle; you do not actually instantiate this class
TrainTrackFollowerDataCheck for station tiles
VehicleListWindowWindow for the (old) vehicle listing
VehicleOrderSaverThis class will save the current order of a vehicle and restore it on destruction
VehicleSettingsSettings related to vehicles
ViewPortData structure for viewport, display of a part of the world
ViewportDataData structure for a window viewport
ViewportDrawerData structure storing rendering information
WidgetWindow widget data structure
WindowData structure for an opened window
WindowDescHigh level window description
YAPFSettingsSettings related to the yet another pathfinder
YearMonthDayData structure to convert between Date and triplet (year, month, and day)
ZeroedMemoryAllocatorBase class that provides memory initialization on dynamically created objects

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