summaryrefslogtreecommitdiff
path: root/src/script/api/script_cargo.hpp
blob: f4e4303625f6bb4992573cc88bc44341fe4f8428 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
/* $Id$ */

/*
 * 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_cargo.hpp Everything to query cargoes. */

#ifndef SCRIPT_CARGO_HPP
#define SCRIPT_CARGO_HPP

#include "script_object.hpp"
#include "../../cargotype.h"

/**
 * Class that handles all cargo related functions.
 * @api ai game
 */
class ScriptCargo : public ScriptObject {
public:
	/**
	 * The classes of cargo.
	 */
	enum CargoClass {
		/* Note: these values represent part of the in-game CargoClass enum */
		CC_PASSENGERS   = ::CC_PASSENGERS,   ///< Passengers. Cargoes of this class appear at bus stops. Cargoes not of this class appear at truck stops.
		CC_MAIL         = ::CC_MAIL,         ///< Mail
		CC_EXPRESS      = ::CC_EXPRESS,      ///< Express cargo (Goods, Food, Candy, but also possible for passengers)
		CC_ARMOURED     = ::CC_ARMOURED,     ///< Armoured cargo (Valuables, Gold, Diamonds)
		CC_BULK         = ::CC_BULK,         ///< Bulk cargo (Coal, Grain etc., Ores, Fruit)
		CC_PIECE_GOODS  = ::CC_PIECE_GOODS,  ///< Piece goods (Livestock, Wood, Steel, Paper)
		CC_LIQUID       = ::CC_LIQUID,       ///< Liquids (Oil, Water, Rubber)
		CC_REFRIGERATED = ::CC_REFRIGERATED, ///< Refrigerated cargo (Food, Fruit)
		CC_HAZARDOUS    = ::CC_HAZARDOUS,    ///< Hazardous cargo (Nuclear Fuel, Explosives, etc.)
		CC_COVERED      = ::CC_COVERED,      ///< Covered/Sheltered Freight (Transporation in Box Vans, Silo Wagons, etc.)
	};

	/**
	 * The effects a cargo can have on a town.
	 */
	enum TownEffect {
		/* Note: these values represent part of the in-game TownEffect enum */
		TE_NONE       = ::TE_NONE,       ///< This cargo has no effect on a town
		TE_PASSENGERS = ::TE_PASSENGERS, ///< This cargo supplies passengers to a town
		TE_MAIL       = ::TE_MAIL,       ///< This cargo supplies mail to a town
		TE_GOODS      = ::TE_GOODS,      ///< This cargo supplies goods to a town
		TE_WATER      = ::TE_WATER,      ///< This cargo supplies water to a town
		TE_FOOD       = ::TE_FOOD,       ///< This cargo supplies food to a town
	};

	/**
	 * Special cargo types.
	 */
	enum SpecialCargoID {
		/* Note: these values represent part of the in-game CargoTypes enum */
		CT_AUTO_REFIT = ::CT_AUTO_REFIT, ///< Automatically choose cargo type when doing auto-refitting.
		CT_NO_REFIT   = ::CT_NO_REFIT,   ///< Do not refit cargo of a vehicle.
	};

	/**
	 * Checks whether the given cargo type is valid.
	 * @param cargo_type The cargo to check.
	 * @return True if and only if the cargo type is valid.
	 */
	static bool IsValidCargo(CargoID cargo_type);

	/**
	 * Checks whether the given town effect type is valid.
	 * @param towneffect_type The town effect to check.
	 * @return True if and only if the town effect type is valid.
	 */
	static bool IsValidTownEffect(TownEffect towneffect_type);

	/**
	 * Gets the string representation of the cargo label.
	 * @param cargo_type The cargo to get the string representation of.
	 * @pre ScriptCargo::IsValidCargo(cargo_type).
	 * @return The cargo label.
	 * @note Never use this to check if it is a certain cargo. NewGRF can
	 *  redefine all of the names.
	 */
	static char *GetCargoLabel(CargoID cargo_type);

	/**
	 * Checks whether the give cargo is a freight or not.
	 * This defines whether the "freight train weight multiplier" will apply to
	 * trains transporting this cargo.
	 * @param cargo_type The cargo to check on.
	 * @pre ScriptCargo::IsValidCargo(cargo_type).
	 * @return True if and only if the cargo is freight.
	 */
	static bool IsFreight(CargoID cargo_type);

	/**
	 * Check if this cargo is in the requested cargo class.
	 * @param cargo_type The cargo to check on.
	 * @pre ScriptCargo::IsValidCargo(cargo_type).
	 * @param cargo_class The class to check for.
	 * @return True if and only if the cargo is in the cargo class.
	 */
	static bool HasCargoClass(CargoID cargo_type, CargoClass cargo_class);

	/**
	 * Get the effect this cargo has on a town.
	 * @param cargo_type The cargo to check on.
	 * @pre ScriptCargo::IsValidCargo(cargo_type).
	 * @return The effect this cargo has on a town, or TE_NONE if it has no effect.
	 */
	static TownEffect GetTownEffect(CargoID cargo_type);

	/**
	 * Get the income for transporting a piece of cargo over the
	 *   given distance within the specified time.
	 * @param cargo_type The cargo to transport.
	 * @pre ScriptCargo::IsValidCargo(cargo_type).
	 * @param distance The distance the cargo travels from begin to end.
	 * @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.
	 * @return The amount of money that would be earned by this trip.
	 */
	static Money GetCargoIncome(CargoID cargo_type, uint32 distance, uint32 days_in_transit);
};

#endif /* SCRIPT_CARGO_HPP */