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https://github.com/JGRennison/OpenTTD-patches.git
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95 lines
3.3 KiB
C++
95 lines
3.3 KiB
C++
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/* $Id$ */
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/** @file ai_cargo.hpp Everything to query cargos. */
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#ifndef AI_CARGO_HPP
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#define AI_CARGO_HPP
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#include "ai_object.hpp"
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/**
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* Class that handles all cargo related functions.
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*/
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class AICargo : public AIObject {
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public:
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static const char *GetClassName() { return "AICargo"; }
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/**
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* The classes of cargo (from newgrf_cargo.h).
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*/
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enum CargoClass {
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CC_PASSENGERS = 1 << 0, ///< Passengers
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CC_MAIL = 1 << 1, ///< Mail
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CC_EXPRESS = 1 << 2, ///< Express cargo (Goods, Food, Candy, but also possible for passengers)
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CC_ARMOURED = 1 << 3, ///< Armoured cargo (Valuables, Gold, Diamonds)
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CC_BULK = 1 << 4, ///< Bulk cargo (Coal, Grain etc., Ores, Fruit)
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CC_PIECE_GOODS = 1 << 5, ///< Piece goods (Livestock, Wood, Steel, Paper)
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CC_LIQUID = 1 << 6, ///< Liquids (Oil, Water, Rubber)
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CC_REFRIGERATED = 1 << 7, ///< Refrigerated cargo (Food, Fruit)
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CC_HAZARDOUS = 1 << 8, ///< Hazardous cargo (Nuclear Fuel, Explosives, etc.)
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CC_COVERED = 1 << 9, ///< 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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TE_NONE = 0, ///< This cargo has no effect on a town
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TE_PASSENGERS = 1, ///< This cargo supplies passengers to a town
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TE_MAIL = 2, ///< This cargo supplies mail to a town
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TE_GOODS = 3, ///< This cargo supplies goods to a town
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TE_WATER = 4, ///< This cargo supplies water to a town
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TE_FOOD = 5, ///< This cargo supplies food to a town
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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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* 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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* @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 const 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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* @param cargo_type The cargo to check on.
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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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* @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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* @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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* @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 /* AI_CARGO_HPP */
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