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author | truebrain <truebrain@openttd.org> | 2011-11-29 23:07:38 +0000 |
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committer | truebrain <truebrain@openttd.org> | 2011-11-29 23:07:38 +0000 |
commit | afdb67a3534f85b4efbd3327ece8137211042d7b (patch) | |
tree | b62375a3846c2089e1c6904331e8f5a3d44851ba /src/script/api/script_types.hpp | |
parent | 5f6dc2466318b1275e8b654a260a6c565a0ecc5c (diff) | |
download | openttd-afdb67a3534f85b4efbd3327ece8137211042d7b.tar.xz |
(svn r23354) -Codechange: move all src/ai/api/ai_*.[hc]pp files to src/script/api/script_* (Rubidium)
Diffstat (limited to 'src/script/api/script_types.hpp')
-rw-r--r-- | src/script/api/script_types.hpp | 106 |
1 files changed, 106 insertions, 0 deletions
diff --git a/src/script/api/script_types.hpp b/src/script/api/script_types.hpp new file mode 100644 index 000000000..a797d3e29 --- /dev/null +++ b/src/script/api/script_types.hpp @@ -0,0 +1,106 @@ +/* $Id$ */ + +/* + * This file is part of OpenTTD. + * 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. + * 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. + * 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/>. + */ + +/** + * @file script_types.hpp Defines all the types of the game, like IDs of various objects. + * + * IDs are used to identify certain objects. They are only unique within the object type, so for example a vehicle may have VehicleID 2009, + * while a station has StationID 2009 at the same time. Also IDs are assigned arbitrary, you cannot assume them to be consecutive. + * Also note that some IDs are static and never change, while others are allocated dynamically and might be + * reused for other objects once they are released. So be careful, which IDs you store for which purpose and whether they stay valid all the time. + * + * <table> + * <tr><th>type </th><th> object </th> + * <th> acquired </th> + * <th> released </th> + * <th> reused </th></tr> + * <tr><td>#BridgeID </td><td> bridge type </td> + * <td> introduction \ref newgrf_changes "(1)" </td> + * <td> never \ref newgrf_changes "(1)" </td> + * <td> no \ref newgrf_changes "(1)" </td></tr> + * <tr><td>#CargoID </td><td> cargo type </td> + * <td> game start \ref newgrf_changes "(1)" </td> + * <td> never \ref newgrf_changes "(1)" </td> + * <td> no \ref newgrf_changes "(1)" </td></tr> + * <tr><td>#EngineID </td><td> engine type </td> + * <td> introduction, preview \ref dynamic_engines "(2)" </td> + * <td> engines retires \ref dynamic_engines "(2)" </td> + * <td> no \ref dynamic_engines "(2)" </td></tr> + * <tr><td>#GroupID </td><td> vehicle group </td> + * <td> creation </td> + * <td> deletion </td> + * <td> yes </td></tr> + * <tr><td>#IndustryID </td><td> industry </td> + * <td> construction </td> + * <td> closure </td> + * <td> yes </td></tr> + * <tr><td>#IndustryType</td><td> industry type </td> + * <td> game start \ref newgrf_changes "(1)" </td> + * <td> never \ref newgrf_changes "(1)" </td> + * <td> no </td></tr> + * <tr><td>#SignID </td><td> sign </td> + * <td> construction </td> + * <td> deletion </td> + * <td> yes </td></tr> + * <tr><td>#StationID </td><td> station </td> + * <td> construction </td> + * <td> expiration of 'grey' station sign after deletion </td> + * <td> yes </td></tr> + * <tr><td>#SubsidyID </td><td> subsidy </td> + * <td> offer announcement </td> + * <td> (offer) expiration </td> + * <td> yes </td></tr> + * <tr><td>#TileIndex </td><td> tile on map </td> + * <td> game start </td> + * <td> never </td> + * <td> no </td></tr> + * <tr><td>#TownID </td><td> town </td> + * <td> game start </td> + * <td> never </td> + * <td> no </td></tr> + * <tr><td>#VehicleID </td><td> vehicle </td> + * <td> construction, autorenew, autoreplace </td> + * <td> destruction, autorenew, autoreplace </td> + * <td> yes </td></tr> + * </table> + * + * @remarks + * \li \anchor newgrf_changes (1) in-game changes of newgrfs may reassign/invalidate IDs (will also cause other trouble though). + * \li \anchor dynamic_engines (2) engine IDs are reassigned/invalidated on changing 'allow multiple newgrf engine sets' (only allowed as long as no vehicles are built). + */ + +#ifndef SCRIPT_TYPES_HPP +#define SCRIPT_TYPES_HPP + +#include "../../core/overflowsafe_type.hpp" +#include "../../company_type.h" +#include <squirrel.h> + +/* Define all types here, so we don't have to include the whole _type.h maze */ +typedef uint BridgeType; ///< Internal name, not of any use for you. +typedef byte CargoID; ///< The ID of a cargo. +class CommandCost; ///< The cost of a command. +typedef uint16 EngineID; ///< The ID of an engine. +typedef uint16 GroupID; ///< The ID of a group. +typedef uint16 IndustryID; ///< The ID of an industry. +typedef uint8 IndustryType; ///< The ID of an industry-type. +typedef OverflowSafeInt64 Money; ///< Money, stored in a 32bit/64bit safe way. For AIs money is always in pounds. +typedef uint16 SignID; ///< The ID of a sign. +typedef uint16 StationID; ///< The ID of a station. +typedef uint16 StringID; ///< The ID of a string. +typedef uint16 SubsidyID; ///< The ID of a subsidy. +typedef uint32 TileIndex; ///< The ID of a tile (just named differently). +typedef uint16 TownID; ///< The ID of a town. +typedef uint32 VehicleID; ///< The ID of a vehicle. + +/* Types we defined ourself, as the OpenTTD core doesn't have them (yet) */ +typedef uint AIErrorType; ///< The types of errors inside the NoAI framework. +typedef BridgeType BridgeID; ///< The ID of a bridge. + +#endif /* SCRIPT_TYPES_HPP */ |