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/* $Id$ */
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file script_cargo.hpp Everything to query cargoes. */
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#ifndef SCRIPT_CARGO_HPP
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#define SCRIPT_CARGO_HPP
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#include "script_object.hpp"
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#include "../../cargotype.h"
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/**
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* Class that handles all cargo related functions.
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* @api ai game
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*/
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class ScriptCargo : public ScriptObject {
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public:
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/**
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* The classes of cargo.
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*/
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enum CargoClass {
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/* Note: these values represent part of the in-game CargoClass enum */
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CC_PASSENGERS = ::CC_PASSENGERS, ///< Passengers. Cargoes of this class appear at bus stops. Cargoes not of this class appear at truck stops.
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CC_MAIL = ::CC_MAIL, ///< Mail
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CC_EXPRESS = ::CC_EXPRESS, ///< Express cargo (Goods, Food, Candy, but also possible for passengers)
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CC_ARMOURED = ::CC_ARMOURED, ///< Armoured cargo (Valuables, Gold, Diamonds)
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CC_BULK = ::CC_BULK, ///< Bulk cargo (Coal, Grain etc., Ores, Fruit)
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CC_PIECE_GOODS = ::CC_PIECE_GOODS, ///< Piece goods (Livestock, Wood, Steel, Paper)
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CC_LIQUID = ::CC_LIQUID, ///< Liquids (Oil, Water, Rubber)
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CC_REFRIGERATED = ::CC_REFRIGERATED, ///< Refrigerated cargo (Food, Fruit)
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CC_HAZARDOUS = ::CC_HAZARDOUS, ///< Hazardous cargo (Nuclear Fuel, Explosives, etc.)
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CC_COVERED = ::CC_COVERED, ///< Covered/Sheltered Freight (Transporation in Box Vans, Silo Wagons, etc.)
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};
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/**
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* The effects a cargo can have on a town.
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*/
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enum TownEffect {
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/* Note: these values represent part of the in-game TownEffect enum */
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TE_NONE = ::TE_NONE, ///< This cargo has no effect on a town
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TE_PASSENGERS = ::TE_PASSENGERS, ///< This cargo supplies passengers to a town
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TE_MAIL = ::TE_MAIL, ///< This cargo supplies mail to a town
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TE_GOODS = ::TE_GOODS, ///< This cargo supplies goods to a town
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TE_WATER = ::TE_WATER, ///< This cargo supplies water to a town
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TE_FOOD = ::TE_FOOD, ///< This cargo supplies food to a town
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};
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/**
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* Special cargo types.
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*/
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enum SpecialCargoID {
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/* Note: these values represent part of the in-game CargoTypes enum */
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CT_AUTO_REFIT = ::CT_AUTO_REFIT, ///< Automatically choose cargo type when doing auto-refitting.
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CT_NO_REFIT = ::CT_NO_REFIT, ///< Do not refit cargo of a vehicle.
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};
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/**
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* Checks whether the given cargo type is valid.
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* @param cargo_type The cargo to check.
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* @return True if and only if the cargo type is valid.
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*/
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static bool IsValidCargo(CargoID cargo_type);
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/**
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* Checks whether the given town effect type is valid.
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* @param towneffect_type The town effect to check.
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* @return True if and only if the town effect type is valid.
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*/
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static bool IsValidTownEffect(TownEffect towneffect_type);
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/**
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* Gets the string representation of the cargo label.
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* @param cargo_type The cargo to get the string representation of.
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* @pre ScriptCargo::IsValidCargo(cargo_type).
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* @return The cargo label.
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* @note Never use this to check if it is a certain cargo. NewGRF can
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* redefine all of the names.
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*/
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static char *GetCargoLabel(CargoID cargo_type);
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/**
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* Checks whether the give cargo is a freight or not.
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* This defines whether the "freight train weight multiplier" will apply to
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* trains transporting this cargo.
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* @param cargo_type The cargo to check on.
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* @pre ScriptCargo::IsValidCargo(cargo_type).
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* @return True if and only if the cargo is freight.
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*/
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static bool IsFreight(CargoID cargo_type);
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/**
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* Check if this cargo is in the requested cargo class.
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* @param cargo_type The cargo to check on.
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* @pre ScriptCargo::IsValidCargo(cargo_type).
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* @param cargo_class The class to check for.
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* @return True if and only if the cargo is in the cargo class.
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*/
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static bool HasCargoClass(CargoID cargo_type, CargoClass cargo_class);
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/**
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* Get the effect this cargo has on a town.
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* @param cargo_type The cargo to check on.
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* @pre ScriptCargo::IsValidCargo(cargo_type).
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* @return The effect this cargo has on a town, or TE_NONE if it has no effect.
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*/
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static TownEffect GetTownEffect(CargoID cargo_type);
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/**
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* Get the income for transporting a piece of cargo over the
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* given distance within the specified time.
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* @param cargo_type The cargo to transport.
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* @pre ScriptCargo::IsValidCargo(cargo_type).
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* @param distance The distance the cargo travels from begin to end.
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* @param days_in_transit Amount of (game) days the cargo is in transit. The max value of this variable is 637. Any value higher returns the same as 637 would.
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* @return The amount of money that would be earned by this trip.
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*/
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static Money GetCargoIncome(CargoID cargo_type, uint32 distance, uint32 days_in_transit);
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};
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#endif /* SCRIPT_CARGO_HPP */
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