(svn r23521) -Codechange: use the actual enum values from the 'core' in the API when they refer to the in-game values in the cases where that is possible and sensible
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@@ -13,6 +13,8 @@
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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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#include "../../cargo_type.h"
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/**
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* Class that handles all cargo related functions.
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@@ -21,39 +23,42 @@
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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 (from newgrf_cargo.h).
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* The classes of cargo.
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*/
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enum CargoClass {
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CC_PASSENGERS = 1 << 0, ///< Passengers. Cargos of this class appear at bus stops. Cargos not of this class appear at truck stops.
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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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/* Note: these values represent part of the in-game CargoClass enum */
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CC_PASSENGERS = ::CC_PASSENGERS, ///< Passengers. Cargos of this class appear at bus stops. Cargos 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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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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/* 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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CT_AUTO_REFIT = 0xFD, ///< Automatically choose cargo type when doing auto-refitting.
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CT_NO_REFIT = 0xFE, ///< Do not refit cargo of a vehicle.
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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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