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Location: cpp/openttd-patchpack/source/src/script/api/script_goal.hpp - annotation
r26799:826b1c52a903
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Fix: no ScriptEvent sub class should export constructors to scripts
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r18772:80ffc4ed8122 r18772:80ffc4ed8122 r18772:80ffc4ed8122 | /*
* 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_goal.hpp Everything to manipulate the current running goal. */
#ifndef SCRIPT_GOAL_HPP
#define SCRIPT_GOAL_HPP
#include "script_client.hpp"
#include "script_company.hpp"
#include "../../goal_type.h"
/**
* Class that handles some goal related functions.
*
* Goals are saved and loaded. Upon bankruptcy or company takeover, all company
* specific goals are removed for that company. You can also remove individual
* goals using #Remove.
*
* @api game
*/
class ScriptGoal : public ScriptObject {
public:
/**
* The goal IDs.
*/
enum GoalID {
/* Note: these values represent part of the in-game GoalID enum */
GOAL_INVALID = ::INVALID_GOALTYPE, ///< An invalid goal id.
};
/**
* Goal types that can be given to a goal.
*/
enum GoalType : byte {
/* Note: these values represent part of the in-game GoalType enum */
GT_NONE = ::GT_NONE, ///< Destination is not linked.
GT_TILE = ::GT_TILE, ///< Destination is a tile.
GT_INDUSTRY = ::GT_INDUSTRY, ///< Destination is an industry.
GT_TOWN = ::GT_TOWN, ///< Destination is a town.
GT_COMPANY = ::GT_COMPANY, ///< Destination is a company.
GT_STORY_PAGE = ::GT_STORY_PAGE ///< Destination is a story page.
};
/**
* Types of queries we could do to the user.
* Basically the title of the question window.
*/
enum QuestionType {
QT_QUESTION, ///< Asking a simple question; title: Question.
QT_INFORMATION, ///< Showing an informational message; title: Information.
QT_WARNING, ///< Showing a warning; title: Warning.
QT_ERROR, ///< Showing an error; title: Error.
};
/**
* Types of buttons that can be in the question window.
*/
enum QuestionButton {
/* Note: these values represent part of the string list starting with STR_GOAL_QUESTION_BUTTON_CANCEL */
BUTTON_CANCEL = (1 << 0), ///< Cancel button.
BUTTON_OK = (1 << 1), ///< OK button.
BUTTON_NO = (1 << 2), ///< No button.
BUTTON_YES = (1 << 3), ///< Yes button.
BUTTON_DECLINE = (1 << 4), ///< Decline button.
BUTTON_ACCEPT = (1 << 5), ///< Accept button.
BUTTON_IGNORE = (1 << 6), ///< Ignore button.
BUTTON_RETRY = (1 << 7), ///< Retry button.
BUTTON_PREVIOUS = (1 << 8), ///< Previous button.
BUTTON_NEXT = (1 << 9), ///< Next button.
BUTTON_STOP = (1 << 10), ///< Stop button.
BUTTON_START = (1 << 11), ///< Start button.
BUTTON_GO = (1 << 12), ///< Go button.
BUTTON_CONTINUE = (1 << 13), ///< Continue button.
BUTTON_RESTART = (1 << 14), ///< Restart button.
BUTTON_POSTPONE = (1 << 15), ///< Postpone button.
BUTTON_SURRENDER = (1 << 16), ///< Surrender button.
BUTTON_CLOSE = (1 << 17), ///< Close button.
};
/**
* Check whether this is a valid goalID.
* @param goal_id The GoalID to check.
* @return True if and only if this goal is valid.
*/
static bool IsValidGoal(GoalID goal_id);
/**
* Create a new goal.
* @param company The company to create the goal for, or ScriptCompany::COMPANY_INVALID for all.
* @param goal The goal to add to the GUI (can be either a raw string, or a ScriptText object).
* @param type The type of the goal.
* @param destination The destination of the \a type type.
* @return The new GoalID, or GOAL_INVALID if it failed.
* @pre No ScriptCompanyMode may be in scope.
* @pre goal != nullptr && len(goal) != 0.
* @pre company == COMPANY_INVALID || ResolveCompanyID(company) != COMPANY_INVALID.
* @pre if type is GT_STORY_PAGE, the company of the goal and the company of the story page need to match:
* \li Global goals can only reference global story pages.
* \li Company specific goals can reference global story pages and story pages of the same company.
*/
static GoalID New(ScriptCompany::CompanyID company, Text *goal, GoalType type, uint32 destination);
/**
* Remove a goal from the list.
* @param goal_id The goal to remove.
* @return True if the action succeeded.
* @pre No ScriptCompanyMode may be in scope.
* @pre IsValidGoal(goal_id).
*/
static bool Remove(GoalID goal_id);
/**
* Update goal text of a goal.
* @param goal_id The goal to update.
* @param goal The new goal text (can be either a raw string, or a ScriptText object).
* @return True if the action succeeded.
* @pre No ScriptCompanyMode may be in scope.
* @pre goal != nullptr && len(goal) != 0.
* @pre IsValidGoal(goal_id).
*/
static bool SetText(GoalID goal_id, Text *goal);
/**
* Update the progress text of a goal. The progress text is a text that
* is shown adjacent to the goal but in a separate column. Try to keep
* the progress string short.
* @param goal_id The goal to update.
* @param progress The new progress text for the goal (can be either a raw string,
* or a ScriptText object). To clear the progress string you can pass nullptr or an
* empty string.
* @return True if the action succeeded.
* @pre No ScriptCompanyMode may be in scope.
* @pre IsValidGoal(goal_id).
*/
static bool SetProgress(GoalID goal_id, Text *progress);
/**
* Update completed status of goal
* @param goal_id The goal to update.
* @param complete The new goal completed status.
* @return True if the action succeeded.
* @pre No ScriptCompanyMode may be in scope.
* @pre IsValidGoal(goal_id).
*/
static bool SetCompleted(GoalID goal_id, bool complete);
/**
* Checks if a given goal have been marked as completed.
* @param goal_id The goal to check complete status.
* @return True if the goal is completed, otherwise false.
* @pre No ScriptCompanyMode may be in scope.
* @pre IsValidGoal(goal_id).
*/
static bool IsCompleted(GoalID goal_id);
/**
* Ask a question of all players in a company.
* @param uniqueid Your unique id to distinguish results of multiple questions in the returning event.
* @param company The company to ask the question, or ScriptCompany::COMPANY_INVALID for all.
* @param question The question to ask (can be either a raw string, or a ScriptText object).
* @param type The type of question that is being asked.
* @param buttons Any combinations (at least 1, up to 3) of buttons defined in QuestionButton. Like BUTTON_YES + BUTTON_NO.
* @return True if the action succeeded.
* @pre No ScriptCompanyMode may be in scope.
* @pre question != nullptr && len(question) != 0.
* @pre company == COMPANY_INVALID || ResolveCompanyID(company) != COMPANY_INVALID.
* @pre CountBits(buttons) >= 1 && CountBits(buttons) <= 3.
* @note Replies to the question are given by you via the event ScriptEvent_GoalQuestionAnswer.
* @note There is no guarantee you ever get a reply on your question.
*/
static bool Question(uint16 uniqueid, ScriptCompany::CompanyID company, Text *question, QuestionType type, int buttons);
/**
* Ask client a question.
* @param uniqueid Your unique id to distinguish results of multiple questions in the returning event.
* @param client The client to ask the question.
* @param question The question to ask (can be either a raw string, or a ScriptText object).
* @param type The type of question that is being asked.
* @param buttons Any combinations (at least 1, up to 3) of buttons defined in QuestionButton. Like BUTTON_YES + BUTTON_NO.
* @return True if the action succeeded.
* @pre No ScriptCompanyMode may be in scope.
* @pre ScriptGame::IsMultiplayer()
* @pre question != nullptr && len(question) != 0.
* @pre ResolveClientID(client) != CLIENT_INVALID.
* @pre CountBits(buttons) >= 1 && CountBits(buttons) <= 3.
* @note Replies to the question are given by you via the event ScriptEvent_GoalQuestionAnswer.
* @note There is no guarantee you ever get a reply on your question.
*/
static bool QuestionClient(uint16 uniqueid, ScriptClient::ClientID client, Text *question, QuestionType type, int buttons);
/**
* Close the question on all clients.
* @param uniqueid The uniqueid of the question you want to close.
* @return True if the action succeeded.
* @pre No ScriptCompanyMode may be in scope.
* @note If you send a question to a single company, and get a reply for them,
* the question is already closed on all clients. Only use this function if
* you want to timeout a question, or if you send the question to all
* companies, but you are only interested in the reply of the first.
*/
static bool CloseQuestion(uint16 uniqueid);
protected:
/**
* Does common checks and asks the question.
*/
static bool DoQuestion(uint16 uniqueid, uint32 target, bool is_client, Text *question, QuestionType type, uint32 buttons);
};
#endif /* SCRIPT_GOAL_HPP */
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