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(svn r24354) -Fix: When airport construction was denied due to noise, the error message named the wrong town.
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/*
* 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_event_types.hpp The detailed types of all events. */
#ifndef SCRIPT_EVENT_TYPES_HPP
#define SCRIPT_EVENT_TYPES_HPP
#include "script_event.hpp"
#include "script_goal.hpp"
#include "script_window.hpp"
/**
* Event Vehicle Crash, indicating a vehicle of yours is crashed.
* It contains the crash site, the crashed vehicle and the reason for the crash.
* @api ai game
*/
class ScriptEventVehicleCrashed : public ScriptEvent {
public:
/**
* The reasons for vehicle crashes
*/
enum CrashReason {
CRASH_TRAIN, ///< Two trains collided
CRASH_RV_LEVEL_CROSSING, ///< Road vehicle got under a train
CRASH_RV_UFO, ///< Road vehicle got under a landing ufo
CRASH_PLANE_LANDING, ///< Plane crashed on landing
CRASH_AIRCRAFT_NO_AIRPORT, ///< Aircraft crashed after it found not a single airport for landing
CRASH_FLOODED, ///< Vehicle was flooded
};
/**
* @param vehicle The vehicle that crashed.
* @param crash_site Where the vehicle crashed.
* @param crash_reason The reason why the vehicle crashed.
*/
ScriptEventVehicleCrashed(VehicleID vehicle, TileIndex crash_site, CrashReason crash_reason) :
ScriptEvent(ET_VEHICLE_CRASHED),
crash_site(crash_site),
vehicle(vehicle),
crash_reason(crash_reason)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventVehicleCrashed *Convert(ScriptEvent *instance) { return (ScriptEventVehicleCrashed *)instance; }
/**
* Get the VehicleID of the crashed vehicle.
* @return The crashed vehicle.
*/
VehicleID GetVehicleID() { return this->vehicle; }
/**
* Find the tile the vehicle crashed.
* @return The crash site.
*/
TileIndex GetCrashSite() { return this->crash_site; }
/**
* Get the reason for crashing
* @return The reason for crashing
*/
CrashReason GetCrashReason() { return this->crash_reason; }
private:
TileIndex crash_site; ///< The location of the crash.
VehicleID vehicle; ///< The crashed vehicle.
CrashReason crash_reason; ///< The reason for crashing.
};
/**
* Event Subsidy Offered, indicating someone offered a subsidy.
* @api ai game
*/
class ScriptEventSubsidyOffer : public ScriptEvent {
public:
/**
* @param subsidy_id The index of this subsidy in the _subsidies array.
*/
ScriptEventSubsidyOffer(SubsidyID subsidy_id) :
ScriptEvent(ET_SUBSIDY_OFFER),
subsidy_id(subsidy_id)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventSubsidyOffer *Convert(ScriptEvent *instance) { return (ScriptEventSubsidyOffer *)instance; }
/**
* Get the SubsidyID of the subsidy.
* @return The subsidy id.
*/
SubsidyID GetSubsidyID() { return this->subsidy_id; }
private:
SubsidyID subsidy_id; ///< The subsidy that got offered.
};
/**
* Event Subsidy Offer Expired, indicating a subsidy will no longer be awarded.
* @api ai game
*/
class ScriptEventSubsidyOfferExpired : public ScriptEvent {
public:
/**
* @param subsidy_id The index of this subsidy in the _subsidies array.
*/
ScriptEventSubsidyOfferExpired(SubsidyID subsidy_id) :
ScriptEvent(ET_SUBSIDY_OFFER_EXPIRED),
subsidy_id(subsidy_id)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventSubsidyOfferExpired *Convert(ScriptEvent *instance) { return (ScriptEventSubsidyOfferExpired *)instance; }
/**
* Get the SubsidyID of the subsidy.
* @return The subsidy id.
*/
SubsidyID GetSubsidyID() { return this->subsidy_id; }
private:
SubsidyID subsidy_id; ///< The subsidy offer that expired.
};
/**
* Event Subidy Awarded, indicating a subsidy is awarded to some company.
* @api ai game
*/
class ScriptEventSubsidyAwarded : public ScriptEvent {
public:
/**
* @param subsidy_id The index of this subsidy in the _subsidies array.
*/
ScriptEventSubsidyAwarded(SubsidyID subsidy_id) :
ScriptEvent(ET_SUBSIDY_AWARDED),
subsidy_id(subsidy_id)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventSubsidyAwarded *Convert(ScriptEvent *instance) { return (ScriptEventSubsidyAwarded *)instance; }
/**
* Get the SubsidyID of the subsidy.
* @return The subsidy id.
*/
SubsidyID GetSubsidyID() { return this->subsidy_id; }
private:
SubsidyID subsidy_id; ///< The subsidy that was awared.
};
/**
* Event Subsidy Expired, indicating a route that was once subsidized no longer is.
* @api ai game
*/
class ScriptEventSubsidyExpired : public ScriptEvent {
public:
/**
* @param subsidy_id The index of this subsidy in the _subsidies array.
*/
ScriptEventSubsidyExpired(SubsidyID subsidy_id) :
ScriptEvent(ET_SUBSIDY_EXPIRED),
subsidy_id(subsidy_id)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventSubsidyExpired *Convert(ScriptEvent *instance) { return (ScriptEventSubsidyExpired *)instance; }
/**
* Get the SubsidyID of the subsidy.
* @return The subsidy id.
*/
SubsidyID GetSubsidyID() { return this->subsidy_id; }
private:
SubsidyID subsidy_id; ///< The subsidy that expired.
};
/**
* Event Engine Preview, indicating a manufacturer offer you to test a new engine.
* You can get the same information about the offered engine as a real user
* would see in the offer window. And you can also accept the offer.
* @api ai
*/
class ScriptEventEnginePreview : public ScriptEvent {
public:
/**
* @param engine The engine offered to test.
*/
ScriptEventEnginePreview(EngineID engine) :
ScriptEvent(ET_ENGINE_PREVIEW),
engine(engine)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventEnginePreview *Convert(ScriptEvent *instance) { return (ScriptEventEnginePreview *)instance; }
/**
* Get the name of the offered engine.
* @return The name the engine has.
*/
char *GetName();
/**
* Get the cargo-type of the offered engine. In case it can transport multiple cargoes, it
* returns the first/main.
* @return The cargo-type of the engine.
*/
CargoID GetCargoType();
/**
* Get the capacity of the offered engine. In case it can transport multiple cargoes, it
* returns the first/main.
* @return The capacity of the engine.
*/
int32 GetCapacity();
/**
* Get the maximum speed of the offered engine.
* @return The maximum speed the engine has.
* @note The speed is in OpenTTD's internal speed unit.
* This is mph / 1.6, which is roughly km/h.
* To get km/h multiply this number by 1.00584.
*/
int32 GetMaxSpeed();
/**
* Get the new cost of the offered engine.
* @return The new cost the engine has.
*/
Money GetPrice();
/**
* Get the running cost of the offered engine.
* @return The running cost of the vehicle per year.
* @note Cost is per year; divide by 365 to get per day.
*/
Money GetRunningCost();
/**
* Get the type of the offered engine.
* @return The type the engine has.
*/
#ifdef DOXYGEN_API
ScriptVehicle::VehicleType GetVehicleType();
#else
int32 GetVehicleType();
#endif /* DOXYGEN_API */
/**
* Accept the engine preview.
* @return True when the accepting succeeded.
*/
bool AcceptPreview();
private:
EngineID engine; ///< The engine the preview is for.
/**
* Check whether the engine from this preview is still valid.
* @return True iff the engine is still valid.
*/
bool IsEngineValid() const;
};
/**
* Event Company New, indicating a new company has been created.
* @api ai game
*/
class ScriptEventCompanyNew : public ScriptEvent {
public:
/**
* @param owner The new company.
*/
ScriptEventCompanyNew(Owner owner) :
ScriptEvent(ET_COMPANY_NEW),
owner((ScriptCompany::CompanyID)owner)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventCompanyNew *Convert(ScriptEvent *instance) { return (ScriptEventCompanyNew *)instance; }
/**
* Get the CompanyID of the company that has been created.
* @return The CompanyID of the company.
*/
ScriptCompany::CompanyID GetCompanyID() { return this->owner; }
private:
ScriptCompany::CompanyID owner; ///< The new company.
};
/**
* Event Company In Trouble, indicating a company is in trouble and might go
* bankrupt soon.
* @api ai game
*/
class ScriptEventCompanyInTrouble : public ScriptEvent {
public:
/**
* @param owner The company that is in trouble.
*/
ScriptEventCompanyInTrouble(Owner owner) :
ScriptEvent(ET_COMPANY_IN_TROUBLE),
owner((ScriptCompany::CompanyID)owner)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventCompanyInTrouble *Convert(ScriptEvent *instance) { return (ScriptEventCompanyInTrouble *)instance; }
/**
* Get the CompanyID of the company that is in trouble.
* @return The CompanyID of the company in trouble.
*/
ScriptCompany::CompanyID GetCompanyID() { return this->owner; }
private:
ScriptCompany::CompanyID owner; ///< The company that is in trouble.
};
/**
* Event Company Ask Merger, indicating a company can be bought (cheaply) by you.
* @api ai
*/
class ScriptEventCompanyAskMerger : public ScriptEvent {
public:
/**
* @param owner The company that can be bough.
* @param value The value/costs of buying the company.
*/
ScriptEventCompanyAskMerger(Owner owner, int32 value) :
ScriptEvent(ET_COMPANY_ASK_MERGER),
owner((ScriptCompany::CompanyID)owner),
value(value)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventCompanyAskMerger *Convert(ScriptEvent *instance) { return (ScriptEventCompanyAskMerger *)instance; }
/**
* Get the CompanyID of the company that can be bought.
* @return The CompanyID of the company that can be bought.
* @note If the company is bought this will become invalid.
*/
ScriptCompany::CompanyID GetCompanyID() { return this->owner; }
/**
* Get the value of the new company.
* @return The value of the new company.
*/
int32 GetValue() { return this->value; }
/**
* Take over the company for this merger.
* @return true if the merger was a success.
*/
bool AcceptMerger();
private:
ScriptCompany::CompanyID owner; ///< The company that is in trouble.
int32 value; ///< The value of the company, i.e. the amount you would pay.
};
/**
* Event Company Merger, indicating a company has been bought by another
* company.
* @api ai game
*/
class ScriptEventCompanyMerger : public ScriptEvent {
public:
/**
* @param old_owner The company bought off.
* @param new_owner The company that bougth owner.
*/
ScriptEventCompanyMerger(Owner old_owner, Owner new_owner) :
ScriptEvent(ET_COMPANY_MERGER),
old_owner((ScriptCompany::CompanyID)old_owner),
new_owner((ScriptCompany::CompanyID)new_owner)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventCompanyMerger *Convert(ScriptEvent *instance) { return (ScriptEventCompanyMerger *)instance; }
/**
* Get the CompanyID of the company that has been bought.
* @return The CompanyID of the company that has been bought.
* @note: The value below is not valid anymore as CompanyID, and
* ScriptCompany::ResolveCompanyID will return COMPANY_COMPANY. It's
* only usefull if you're keeping track of company's yourself.
*/
ScriptCompany::CompanyID GetOldCompanyID() { return this->old_owner; }
/**
* Get the CompanyID of the new owner.
* @return The CompanyID of the new owner.
*/
ScriptCompany::CompanyID GetNewCompanyID() { return this->new_owner; }
private:
ScriptCompany::CompanyID old_owner; ///< The company that ended to exist.
ScriptCompany::CompanyID new_owner; ///< The company that's the end result of the merger.
};
/**
* Event Company Bankrupt, indicating a company has gone bankrupt.
* @api ai game
*/
class ScriptEventCompanyBankrupt : public ScriptEvent {
public:
/**
* @param owner The company that has gone bankrupt.
*/
ScriptEventCompanyBankrupt(Owner owner) :
ScriptEvent(ET_COMPANY_BANKRUPT),
owner((ScriptCompany::CompanyID)owner)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventCompanyBankrupt *Convert(ScriptEvent *instance) { return (ScriptEventCompanyBankrupt *)instance; }
/**
* Get the CompanyID of the company that has gone bankrupt.
* @return The CompanyID of the company that has gone bankrupt.
*/
ScriptCompany::CompanyID GetCompanyID() { return this->owner; }
private:
ScriptCompany::CompanyID owner; ///< The company that has gone bankrupt.
};
/**
* Event Vehicle Lost, indicating a vehicle can't find its way to its destination.
* @api ai
*/
class ScriptEventVehicleLost : public ScriptEvent {
public:
/**
* @param vehicle_id The vehicle that is lost.
*/
ScriptEventVehicleLost(VehicleID vehicle_id) :
ScriptEvent(ET_VEHICLE_LOST),
vehicle_id(vehicle_id)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventVehicleLost *Convert(ScriptEvent *instance) { return (ScriptEventVehicleLost *)instance; }
/**
* Get the VehicleID of the vehicle that is lost.
* @return The VehicleID of the vehicle that is lost.
*/
VehicleID GetVehicleID() { return this->vehicle_id; }
private:
VehicleID vehicle_id; ///< The vehicle that is lost.
};
/**
* Event VehicleWaitingInDepot, indicating a vehicle has arrived a depot and is now waiting there.
* @api ai
*/
class ScriptEventVehicleWaitingInDepot : public ScriptEvent {
public:
/**
* @param vehicle_id The vehicle that is waiting in a depot.
*/
ScriptEventVehicleWaitingInDepot(VehicleID vehicle_id) :
ScriptEvent(ET_VEHICLE_WAITING_IN_DEPOT),
vehicle_id(vehicle_id)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventVehicleWaitingInDepot *Convert(ScriptEvent *instance) { return (ScriptEventVehicleWaitingInDepot *)instance; }
/**
* Get the VehicleID of the vehicle that is waiting in a depot.
* @return The VehicleID of the vehicle that is waiting in a depot.
*/
VehicleID GetVehicleID() { return this->vehicle_id; }
private:
VehicleID vehicle_id; ///< The vehicle that is waiting in the depot.
};
/**
* Event Vehicle Unprofitable, indicating a vehicle lost money last year.
* @api ai
*/
class ScriptEventVehicleUnprofitable : public ScriptEvent {
public:
/**
* @param vehicle_id The vehicle that was unprofitable.
*/
ScriptEventVehicleUnprofitable(VehicleID vehicle_id) :
ScriptEvent(ET_VEHICLE_UNPROFITABLE),
vehicle_id(vehicle_id)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventVehicleUnprofitable *Convert(ScriptEvent *instance) { return (ScriptEventVehicleUnprofitable *)instance; }
/**
* Get the VehicleID of the vehicle that lost money.
* @return The VehicleID of the vehicle that lost money.
*/
VehicleID GetVehicleID() { return this->vehicle_id; }
private:
VehicleID vehicle_id; ///< The vehicle that is unprofitable.
};
/**
* Event Industry Open, indicating a new industry has been created.
* @api ai game
*/
class ScriptEventIndustryOpen : public ScriptEvent {
public:
/**
* @param industry_id The new industry.
*/
ScriptEventIndustryOpen(IndustryID industry_id) :
ScriptEvent(ET_INDUSTRY_OPEN),
industry_id(industry_id)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventIndustryOpen *Convert(ScriptEvent *instance) { return (ScriptEventIndustryOpen *)instance; }
/**
* Get the IndustryID of the new industry.
* @return The IndustryID of the industry.
*/
IndustryID GetIndustryID() { return this->industry_id; }
private:
IndustryID industry_id; ///< The industry that opened.
};
/**
* Event Industry Close, indicating an industry is going to be closed.
* @api ai game
*/
class ScriptEventIndustryClose : public ScriptEvent {
public:
/**
* @param industry_id The new industry.
*/
ScriptEventIndustryClose(IndustryID industry_id) :
ScriptEvent(ET_INDUSTRY_CLOSE),
industry_id(industry_id)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventIndustryClose *Convert(ScriptEvent *instance) { return (ScriptEventIndustryClose *)instance; }
/**
* Get the IndustryID of the closing industry.
* @return The IndustryID of the industry.
*/
IndustryID GetIndustryID() { return this->industry_id; }
private:
IndustryID industry_id; ///< The industry that closed.
};
/**
* Event Engine Available, indicating a new engine is available.
* @api ai
*/
class ScriptEventEngineAvailable : public ScriptEvent {
public:
/**
* @param engine The engine that is available.
*/
ScriptEventEngineAvailable(EngineID engine) :
ScriptEvent(ET_ENGINE_AVAILABLE),
engine(engine)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventEngineAvailable *Convert(ScriptEvent *instance) { return (ScriptEventEngineAvailable *)instance; }
/**
* Get the EngineID of the new engine.
* @return The EngineID of the new engine.
*/
EngineID GetEngineID() { return this->engine; }
private:
EngineID engine; ///< The engine that became available.
};
/**
* Event Station First Vehicle, indicating a station has been visited by a vehicle for the first time.
* @api ai game
*/
class ScriptEventStationFirstVehicle : public ScriptEvent {
public:
/**
* @param station The station visited for the first time.
* @param vehicle The vehicle visiting the station.
*/
ScriptEventStationFirstVehicle(StationID station, VehicleID vehicle) :
ScriptEvent(ET_STATION_FIRST_VEHICLE),
station(station),
vehicle(vehicle)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventStationFirstVehicle *Convert(ScriptEvent *instance) { return (ScriptEventStationFirstVehicle *)instance; }
/**
* Get the StationID of the visited station.
* @return The StationID of the visited station.
*/
StationID GetStationID() { return this->station; }
/**
* Get the VehicleID of the first vehicle.
* @return The VehicleID of the first vehicle.
*/
VehicleID GetVehicleID() { return this->vehicle; }
private:
StationID station; ///< The station the vehicle arived at.
VehicleID vehicle; ///< The vehicle that arrived at the station.
};
/**
* Event Disaster Zeppeliner Crashed, indicating a zeppeliner has crashed on an airport and is blocking the runway.
* @api ai
*/
class ScriptEventDisasterZeppelinerCrashed : public ScriptEvent {
public:
/**
* @param station The station containing the affected airport
*/
ScriptEventDisasterZeppelinerCrashed(StationID station) :
ScriptEvent(ET_DISASTER_ZEPPELINER_CRASHED),
station(station)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventDisasterZeppelinerCrashed *Convert(ScriptEvent *instance) { return (ScriptEventDisasterZeppelinerCrashed *)instance; }
/**
* Get the StationID of the station containing the affected airport.
* @return The StationID of the station containing the affected airport.
*/
StationID GetStationID() { return this->station; }
private:
StationID station; ///< The station the zeppeliner crashed.
};
/**
* Event Disaster Zeppeliner Cleared, indicating a previously crashed zeppeliner has been removed, and the airport is operating again.
* @api ai
*/
class ScriptEventDisasterZeppelinerCleared : public ScriptEvent {
public:
/**
* @param station The station containing the affected airport
*/
ScriptEventDisasterZeppelinerCleared(StationID station) :
ScriptEvent(ET_DISASTER_ZEPPELINER_CLEARED),
station(station)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventDisasterZeppelinerCleared *Convert(ScriptEvent *instance) { return (ScriptEventDisasterZeppelinerCleared *)instance; }
/**
* Get the StationID of the station containing the affected airport.
* @return The StationID of the station containing the affected airport.
*/
StationID GetStationID() { return this->station; }
private:
StationID station; ///< The station the zeppeliner crashed.
};
/**
* Event Town Founded, indicating a new town has been created.
* @api ai game
*/
class ScriptEventTownFounded : public ScriptEvent {
public:
/**
* @param town The town that was created.
*/
ScriptEventTownFounded(TownID town) :
ScriptEvent(ET_TOWN_FOUNDED),
town(town)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventTownFounded *Convert(ScriptEvent *instance) { return (ScriptEventTownFounded *)instance; }
/**
* Get the TownID of the town.
* @return The TownID of the town that was created.
*/
TownID GetTownID() { return this->town; }
private:
TownID town; ///< The town that got founded.
};
/**
* Event AircraftDestTooFar, indicating the next destination of an aircraft is too far away.
* This event can be trigger when the current oder of an aircraft changes, usually either when
* loading is done or when switch manually.
* @api ai
*/
class ScriptEventAircraftDestTooFar : public ScriptEvent {
public:
/**
* @param vehicle_id The aircraft whose destination is too far away.
*/
ScriptEventAircraftDestTooFar(VehicleID vehicle_id) :
ScriptEvent(ET_AIRCRAFT_DEST_TOO_FAR),
vehicle_id(vehicle_id)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventAircraftDestTooFar *Convert(ScriptEvent *instance) { return (ScriptEventAircraftDestTooFar *)instance; }
/**
* Get the VehicleID of the aircraft whose destination is too far away.
* @return The VehicleID of the aircraft whose destination is too far away.
*/
VehicleID GetVehicleID() { return this->vehicle_id; }
private:
VehicleID vehicle_id; ///< The vehicle aircraft whose destination is too far away.
};
/**
* Event Admin Port, indicating the admin port is sending you information.
* @api game
*/
class ScriptEventAdminPort : public ScriptEvent {
public:
/**
* @param json The JSON string which got sent.
*/
ScriptEventAdminPort(const char *json) :
ScriptEvent(ET_ADMIN_PORT),
json(strdup(json))
{}
~ScriptEventAdminPort()
{
free(this->json);
}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventAdminPort *Convert(ScriptEvent *instance) { return (ScriptEventAdminPort *)instance; }
/**
* Get the information that was sent to you back as Squirrel object.
*/
SQInteger GetObject(HSQUIRRELVM vm);
private:
char *json; ///< The JSON string.
/**
* Read a table from a JSON string.
* @param vm The VM used.
* @param p The (part of the) JSON string reading.
*/
char *ReadTable(HSQUIRRELVM vm, char *p);
/**
* Read a value from a JSON string.
* @param vm The VM used.
* @param p The (part of the) JSON string reading.
*/
char *ReadValue(HSQUIRRELVM vm, char *p);
/**
* Read a string from a JSON string.
* @param vm The VM used.
* @param p The (part of the) JSON string reading.
*/
char *ReadString(HSQUIRRELVM vm, char *p);
};
/**
* Event Window Widget Click, when a user clicks on a highlighted widget.
* @api game
*/
class ScriptEventWindowWidgetClick : public ScriptEvent {
public:
/**
* @param window The windowclass that was clicked.
* @param number The windownumber that was clicked.
* @param widget The widget in the window that was clicked.
*/
ScriptEventWindowWidgetClick(ScriptWindow::WindowClass window, uint32 number, uint8 widget) :
ScriptEvent(ET_WINDOW_WIDGET_CLICK),
window(window),
number(number),
widget(widget)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventWindowWidgetClick *Convert(ScriptEvent *instance) { return (ScriptEventWindowWidgetClick *)instance; }
/**
* Get the class of the window that was clicked.
*/
ScriptWindow::WindowClass GetWindowClass() { return this->window; }
/**
* Get the number of the window that was clicked.
*/
uint32 GetWindowNumber() { return this->number; }
/**
* Get the number of the widget that was clicked.
*/
uint8 GetWidgetNumber() { return this->widget; }
private:
ScriptWindow::WindowClass window; ///< Window of the click.
uint32 number; ///< Number of the click.
uint8 widget; ///< Widget of the click.
};
/**
* Event Goal Question Answer, where you receive the answer given to your questions.
* @note It is possible that you get more than 1 answer from the same company
* (due to lag). Please keep this in mind while handling this event.
* @api game
*/
class ScriptEventGoalQuestionAnswer : public ScriptEvent {
public:
/**
* @param uniqueid The uniqueID you have given this question.
* @param company The company that is replying.
* @param button The button the company pressed.
*/
ScriptEventGoalQuestionAnswer(uint16 uniqueid, ScriptCompany::CompanyID company, ScriptGoal::QuestionButton button) :
ScriptEvent(ET_GOAL_QUESTION_ANSWER),
uniqueid(uniqueid),
company(company),
button(button)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventGoalQuestionAnswer *Convert(ScriptEvent *instance) { return (ScriptEventGoalQuestionAnswer *)instance; }
/**
* Get the unique id of the question.
*/
uint16 GetUniqueID() { return this->uniqueid; }
/**
* Get the company that pressed a button.
*/
ScriptCompany::CompanyID GetCompany() { return this->company; }
/**
* Get the button that got pressed.
*/
ScriptGoal::QuestionButton GetButton() { return this->button; }
private:
uint16 uniqueid; ///< The uniqueid of the question.
ScriptCompany::CompanyID company; ///< The company given the answer.
ScriptGoal::QuestionButton button; ///< The button he pressed.
};
/**
* Base class for events involving a town and a company.
* @api ai game
*/
class ScriptEventCompanyTown : public ScriptEvent {
public:
/**
* @param event The eventtype.
* @param company The company.
* @param town The town.
*/
ScriptEventCompanyTown(ScriptEventType event, ScriptCompany::CompanyID company, TownID town) :
ScriptEvent(event),
company(company),
town(town)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventCompanyTown *Convert(ScriptEvent *instance) { return (ScriptEventCompanyTown *)instance; }
/**
* Get the CompanyID of the company.
* @return The CompanyID of the company involved into the event.
*/
ScriptCompany::CompanyID GetCompanyID() { return this->company; }
/**
* Get the TownID of the town.
* @return The TownID of the town involved into the event.
*/
TownID GetTownID() { return this->town; }
private:
ScriptCompany::CompanyID company; ///< The company involved into the event.
TownID town; ///< The town involved into the event.
};
/**
* Event Exclusive Transport Rights, indicating that company bought
* exclusive transport rights in a town.
* @api ai game
*/
class ScriptEventExclusiveTransportRights : public ScriptEventCompanyTown {
public:
/**
* @param company The company.
* @param town The town.
*/
ScriptEventExclusiveTransportRights(ScriptCompany::CompanyID company, TownID town) :
ScriptEventCompanyTown(ET_EXCLUSIVE_TRANSPORT_RIGHTS, company, town)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventExclusiveTransportRights *Convert(ScriptEventCompanyTown *instance) { return (ScriptEventExclusiveTransportRights *)instance; }
};
/**
* Event Road Reconstruction, indicating that company triggered
* road reconstructions in a town.
* @api ai game
*/
class ScriptEventRoadReconstruction : public ScriptEventCompanyTown {
public:
/**
* @param company The company.
* @param town The town.
*/
ScriptEventRoadReconstruction(ScriptCompany::CompanyID company, TownID town) :
ScriptEventCompanyTown(ET_ROAD_RECONSTRUCTION, company, town)
{}
/**
* Convert an ScriptEvent to the real instance.
* @param instance The instance to convert.
* @return The converted instance.
*/
static ScriptEventRoadReconstruction *Convert(ScriptEventCompanyTown *instance) { return (ScriptEventRoadReconstruction *)instance; }
};
#endif /* SCRIPT_EVENT_TYPES_HPP */
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