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+/* $Id$ */
+
+/*
+ * 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 */