/* * 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 . */ /** @file script_tile.hpp Everything to query and manipulate tiles. */ #ifndef SCRIPT_TILE_HPP #define SCRIPT_TILE_HPP #include "script_error.hpp" #include "script_company.hpp" #include "../../slope_type.h" #include "../../transport_type.h" /** * Class that handles all tile related functions. * @api ai game */ class ScriptTile : public ScriptObject { public: /** * Error messages related to modifying tiles. */ enum ErrorMessages { /** Base for tile related errors */ ERR_TILE_BASE = ScriptError::ERR_CAT_TILE << ScriptError::ERR_CAT_BIT_SIZE, /** Tile can't be raised any higher */ ERR_TILE_TOO_HIGH, // [STR_ERROR_ALREADY_AT_SEA_LEVEL] /** Tile can't be lowered any lower */ ERR_TILE_TOO_LOW, // [STR_ERROR_ALREADY_AT_SEA_LEVEL] /** The area was already flat */ ERR_AREA_ALREADY_FLAT, // [STR_ERROR_ALREADY_LEVELLED] /** There is a tunnel underneath */ ERR_EXCAVATION_WOULD_DAMAGE, // [STR_ERROR_EXCAVATION_WOULD_DAMAGE] /** Reached the limit for terraforming/clearing/planting */ ERR_LIMIT_REACHED, // [STR_ERROR_TERRAFORM_LIMIT_REACHED, STR_ERROR_CLEARING_LIMIT_REACHED, STR_ERROR_TREE_PLANT_LIMIT_REACHED] }; /** * Enumeration for corners of tiles. */ enum Corner { /* Note: these values represent part of the in-game Corner enum */ CORNER_W = ::CORNER_W, ///< West corner CORNER_S = ::CORNER_S, ///< South corner CORNER_E = ::CORNER_E, ///< East corner CORNER_N = ::CORNER_N, ///< North corner CORNER_INVALID = ::CORNER_INVALID, ///< An invalid corner }; /** * Enumeration for the slope-type. * * This enumeration use the chars N, E, S, W corresponding the * direction North, East, South and West. The top corner of a tile * is the north-part of the tile. */ enum Slope { /* Note: these values represent part of the in-game Slope enum */ SLOPE_FLAT = ::SLOPE_FLAT, ///< A flat tile SLOPE_W = ::SLOPE_W, ///< The west corner of the tile is raised SLOPE_S = ::SLOPE_S, ///< The south corner of the tile is raised SLOPE_E = ::SLOPE_E, ///< The east corner of the tile is raised SLOPE_N = ::SLOPE_N, ///< The north corner of the tile is raised SLOPE_STEEP = ::SLOPE_STEEP, ///< Indicates the slope is steep (The corner opposite of the not-raised corner is raised two times) SLOPE_NW = ::SLOPE_NW, ///< North and west corner are raised SLOPE_SW = ::SLOPE_SW, ///< South and west corner are raised SLOPE_SE = ::SLOPE_SE, ///< South and east corner are raised SLOPE_NE = ::SLOPE_NE, ///< North and east corner are raised SLOPE_EW = ::SLOPE_EW, ///< East and west corner are raised SLOPE_NS = ::SLOPE_NS, ///< North and south corner are raised SLOPE_ELEVATED = ::SLOPE_ELEVATED, ///< Bit mask containing all 'simple' slopes. Does not appear as a slope. SLOPE_NWS = ::SLOPE_NWS, ///< North, west and south corner are raised SLOPE_WSE = ::SLOPE_WSE, ///< West, south and east corner are raised SLOPE_SEN = ::SLOPE_SEN, ///< South, east and north corner are raised SLOPE_ENW = ::SLOPE_ENW, ///< East, north and west corner are raised SLOPE_STEEP_W = ::SLOPE_STEEP_W, ///< A steep slope falling to east (from west) SLOPE_STEEP_S = ::SLOPE_STEEP_S, ///< A steep slope falling to north (from south) SLOPE_STEEP_E = ::SLOPE_STEEP_E, ///< A steep slope falling to west (from east) SLOPE_STEEP_N = ::SLOPE_STEEP_N, ///< A steep slope falling to south (from north) /* Custom added value, only valid for this API */ SLOPE_INVALID = 0xFFFF, ///< An invalid slope }; /** * The different transport types a tile can have. */ enum TransportType { /* Note: these values represent part of the in-game TransportType enum */ TRANSPORT_RAIL = ::TRANSPORT_RAIL, ///< Tile with rail. TRANSPORT_ROAD = ::TRANSPORT_ROAD, ///< Tile with road. TRANSPORT_WATER = ::TRANSPORT_WATER, ///< Tile with navigable waterways. TRANSPORT_AIR = ::TRANSPORT_AIR, ///< Tile with airport. /* Custom added value, only valid for this API */ TRANSPORT_INVALID = -1, ///< Tile without any transport type. }; /** * Get the base cost for building/clearing several things. */ enum BuildType { BT_FOUNDATION, ///< Build a foundation under something BT_TERRAFORM, ///< Terraform BT_BUILD_TREES, ///< Build trees BT_CLEAR_GRASS, ///< Clear a tile with just grass BT_CLEAR_ROUGH, ///< Clear a rough tile BT_CLEAR_ROCKY, ///< Clear a tile with rocks BT_CLEAR_FIELDS, ///< Clear a tile with farm fields BT_CLEAR_HOUSE, ///< Clear a tile with a house }; /** * The types of terrain a tile can have. * * @note When a desert or rainforest tile are changed, their terrain type will remain the same. In other words, a sea tile can be of the desert terrain type. * @note The snow terrain type can change to the normal terrain type and vice versa based on landscaping or variable snow lines from NewGRFs. */ enum TerrainType { TERRAIN_NORMAL, ///< A normal tile (default); not desert, rainforest or snow. TERRAIN_DESERT, ///< A tile in the desert (manually set in in scenarios, below certain height and certain distance from water in random games). TERRAIN_RAINFOREST, ///< A tile in the rainforest (manually set in scenarios, certain distance away from deserts in random games), TERRAIN_SNOW ///< A tile on or above the snowline level. }; /** * Check if this tile is buildable, i.e. no things on it that needs * demolishing. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return True if it is buildable, false if not. * @note For trams you also might want to check for ScriptRoad::IsRoad(), * as you can build tram-rails on road-tiles. * @note For rail you also might want to check for ScriptRoad::IsRoad(), * as in some cases you can build rails on road-tiles. */ static bool IsBuildable(TileIndex tile); /** * Check if this tile is buildable in a rectangle around a tile, with the * entry in the list as top-left. * @param tile The tile to check on. * @param width The width of the rectangle. * @param height The height of the rectangle. * @pre ScriptMap::IsValidTile(tile). * @return True if it is buildable, false if not. */ static bool IsBuildableRectangle(TileIndex tile, uint width, uint height); /** * Checks whether the given tile is actually a water tile. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile is a water tile. */ static bool IsWaterTile(TileIndex tile); /** * Checks whether the given tile is actually a coast tile. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile is a coast tile. * @note Building on coast tiles in general is more expensive. This is not * true if there are also trees on the tile, see #HasTreeOnTile. */ static bool IsCoastTile(TileIndex tile); /** * Checks whether the given tile is a station tile of any station. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile is a station tile. */ static bool IsStationTile(TileIndex tile); /** * Check if a tile has a steep slope. * Steep slopes are slopes with a height difference of 2 across one diagonal of the tile. * @param slope The slope to check on. * @pre slope != SLOPE_INVALID. * @return True if the slope is a steep slope. */ static bool IsSteepSlope(Slope slope); /** * Check if a tile has a halftile slope. * Halftile slopes appear on top of halftile foundations. E.g. the slope you get when building a horizontal railtrack on the top of a SLOPE_N or SLOPE_STEEP_N. * @param slope The slope to check on. * @pre slope != SLOPE_INVALID. * @return True if the slope is a halftile slope. * @note Currently there is no API function that would return or accept a halftile slope. */ static bool IsHalftileSlope(Slope slope); /** * Check if the tile has any tree on it. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if there is a tree on the tile. */ static bool HasTreeOnTile(TileIndex tile); /** * Check if the tile is a farmland tile. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile is farmland. */ static bool IsFarmTile(TileIndex tile); /** * Check if the tile is a rock tile. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile is rock tile. */ static bool IsRockTile(TileIndex tile); /** * Check if the tile is a rough tile. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile is rough tile. */ static bool IsRoughTile(TileIndex tile); /** * Check if the tile without buildings or infrastructure is a snow tile. * @note If you want to know if a tile (with or without buildings and infrastructure) is on or above the snowline, use ScriptTile::GetTerrainType(tile). * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile is snow tile. */ static bool IsSnowTile(TileIndex tile); /** * Check if the tile without buildings or infrastructure is a desert tile. * @note If you want to know if a tile (with or without buildings and infrastructure) is in a desert, use ScriptTile::GetTerrainType(tile). * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile is desert tile. */ static bool IsDesertTile(TileIndex tile); /** * Get the type of terrain regardless of buildings or infrastructure. * @note When a desert or rainforest tile are changed, their terrain type will remain the same. In other words, a sea tile can be of the desert terrain type. * @note The snow terrain type can change to the normal terrain type and vice versa based on landscaping or variable snow lines from NewGRFs. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return The #TerrainType. */ static TerrainType GetTerrainType(TileIndex tile); /** * Get the slope of a tile. * This is the slope of the bare tile. A possible foundation on the tile does not influence this slope. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return Bit mask encoding the slope. See #Slope for a description of the returned values. */ static Slope GetSlope(TileIndex tile); /** * Get the complement of the slope. * @param slope The slope to get the complement of. * @pre slope != SLOPE_INVALID. * @pre !IsSteepSlope(slope). * @pre !IsHalftileSlope(slope). * @return The complement of a slope. This means that all corners that * weren't raised, are raised, and visa versa. */ static Slope GetComplementSlope(Slope slope); /** * Get the minimal height on a tile. * The returned height is the height of the bare tile. A possible foundation on the tile does not influence this height. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return The height of the lowest corner of the tile, ranging from 0 to 15. */ static int32 GetMinHeight(TileIndex tile); /** * Get the maximal height on a tile. * The returned height is the height of the bare tile. A possible foundation on the tile does not influence this height. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @return The height of the highest corner of the tile, ranging from 0 to 15. */ static int32 GetMaxHeight(TileIndex tile); /** * Get the height of a certain corner of a tile. * The returned height is the height of the bare tile. A possible foundation on the tile does not influence this height. * @param tile The tile to check on. * @param corner The corner to query. * @pre ScriptMap::IsValidTile(tile). * @return The height of the lowest corner of the tile, ranging from 0 to 15. */ static int32 GetCornerHeight(TileIndex tile, Corner corner); /** * Get the owner of the tile. * @param tile The tile to get the owner from. * @pre ScriptMap::IsValidTile(tile). * @return The CompanyID of the owner of the tile, or COMPANY_INVALID if * there is no owner (grass/industry/water tiles, etc.). */ static ScriptCompany::CompanyID GetOwner(TileIndex tile); /** * Checks whether the given tile contains parts suitable for the given * TransportType. * @param tile The tile to check. * @param transport_type The TransportType to check against. * @pre ScriptMap::IsValidTile(tile). * @pre transport_type != TRANSPORT_AIR. * @note Returns false on tiles with roadworks and on road tiles with only * a single piece of road as these tiles cannot be used to transport * anything on. It furthermore returns true on some coast tile for * TRANSPORT_WATER because ships can navigate over them. * @note Use ScriptAirport.IsAirportTile to check for airport tiles. Aircraft * can fly over every tile on the map so using HasTransportType * doesn't make sense for TRANSPORT_AIR. * @return True if and only if the tile has the given TransportType. */ static bool HasTransportType(TileIndex tile, TransportType transport_type); /** * Check how much cargo this tile accepts. * It creates a radius around the tile, and adds up all acceptance of this * cargo. * @param tile The tile to check on. * @param cargo_type The cargo to check the acceptance of. * @param width The width of the station. * @param height The height of the station. * @param radius The radius of the station. * @pre ScriptMap::IsValidTile(tile). * @pre ScriptCargo::IsValidCargo(cargo_type) * @pre width > 0. * @pre height > 0. * @pre radius >= 0. * @return Values below 8 mean no acceptance; the more the better. */ static int32 GetCargoAcceptance(TileIndex tile, CargoID cargo_type, int width, int height, int radius); /** * Checks how many producers in the radius produces this cargo. * It creates a radius around the tile, and counts all producer of this cargo. * @param tile The tile to check on. * @param cargo_type The cargo to check the production of. * @param width The width of the station. * @param height The height of the station. * @param radius The radius of the station. * @pre ScriptMap::IsValidTile(tile). * @pre ScriptCargo::IsValidCargo(cargo_type) * @pre width > 0. * @pre height > 0. * @pre radius >= 0. * @return The number of producers that produce this cargo within radius of the tile. */ static int32 GetCargoProduction(TileIndex tile, CargoID cargo_type, int width, int height, int radius); /** * Get the manhattan distance from the tile to the tile. * @param tile_from The tile to get the distance to. * @param tile_to The tile to get the distance to. * @return The distance between the two tiles. */ static int32 GetDistanceManhattanToTile(TileIndex tile_from, TileIndex tile_to); /** * Get the square distance from the tile to the tile. * @param tile_from The tile to get the distance to. * @param tile_to The tile to get the distance to. * @return The distance between the two tiles. */ static int32 GetDistanceSquareToTile(TileIndex tile_from, TileIndex tile_to); /** * Raise the given corners of the tile. The corners can be combined, * for example: SLOPE_N | SLOPE_W (= SLOPE_NW) will raise the west and the north corner. * @note The corners will be modified in the order west (first), south, east, north (last). * Changing one corner might cause another corner to be changed too. So modifiing * multiple corners may result in changing some corners by multiple steps. * @param tile The tile to raise. * @param slope Corners to raise (SLOPE_xxx). * @pre tile < ScriptMap::GetMapSize(). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptError::ERR_TOO_CLOSE_TO_EDGE * @exception ScriptTile::ERR_TILE_TOO_HIGH * @return 0 means failed, 1 means success. */ static bool RaiseTile(TileIndex tile, int32 slope); /** * Lower the given corners of the tile. The corners can be combined, * for example: SLOPE_N | SLOPE_W (= SLOPE_NW) will lower the west and the north corner. * @note The corners will be modified in the order west (first), south, east, north (last). * Changing one corner might cause another corner to be changed too. So modifiing * multiple corners may result in changing some corners by multiple steps. * @param tile The tile to lower. * @param slope Corners to lower (SLOPE_xxx). * @pre tile < ScriptMap::GetMapSize(). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptError::ERR_TOO_CLOSE_TO_EDGE * @exception ScriptTile::ERR_TILE_TOO_LOW * @return 0 means failed, 1 means success. */ static bool LowerTile(TileIndex tile, int32 slope); /** * Level all tiles in the rectangle between start_tile and end_tile so they * are at the same height. All tiles will be raised or lowered until * they are at height ScriptTile::GetCornerHeight(start_tile, ScriptTile::CORNER_N). * @param start_tile One corner of the rectangle to level. * @param end_tile The opposite corner of the rectangle. * @pre start_tile < ScriptMap::GetMapSize(). * @pre end_tile < ScriptMap::GetMapSize(). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptError::ERR_TOO_CLOSE_TO_EDGE * @return True if one or more tiles were leveled. * @note Even if leveling some part fails, some other part may have been * successfully leveled already. * @note This function may return true in ScriptTestMode, although it fails in * ScriptExecMode. */ static bool LevelTiles(TileIndex start_tile, TileIndex end_tile); /** * Destroy everything on the given tile. * @param tile The tile to demolish. * @pre ScriptMap::IsValidTile(tile). * @exception ScriptError::ERR_AREA_NOT_CLEAR * @return True if and only if the tile was demolished. */ static bool DemolishTile(TileIndex tile); /** * Create a random tree on a tile. * @param tile The tile to build a tree on. * @pre ScriptMap::IsValidTile(tile). * @game @pre Valid ScriptCompanyMode active in scope. * @return True if and only if a tree was added on the tile. */ static bool PlantTree(TileIndex tile); /** * Create a random tree on a rectangle of tiles. * @param tile The top left tile of the rectangle. * @param width The width of the rectangle. * @param height The height of the rectangle. * @pre ScriptMap::IsValidTile(tile). * @pre width >= 1 && width <= 20. * @pre height >= 1 && height <= 20. * @game @pre Valid ScriptCompanyMode active in scope. * @return True if and only if a tree was added on any of the tiles in the rectangle. */ static bool PlantTreeRectangle(TileIndex tile, uint width, uint height); /** * Find out if this tile is within the rating influence of a town. * If a station sign would be on this tile, the servicing quality of the station would * influence the rating of the town. * @param tile The tile to check. * @param town_id The town to check. * @return True if the tile is within the rating influence of the town. */ static bool IsWithinTownInfluence(TileIndex tile, TownID town_id); /** * Find the town which has authority for the tile. * The rating of your company in this town will be checked and affected when * building stations, trees etc. * @param tile The tile to check. * @return The TownID of the town which has authority on this tile. */ static TownID GetTownAuthority(TileIndex tile); /** * Find the town that is closest to a tile. Stations you build at this tile * will belong to this town. * @param tile The tile to check. * @return The TownID of the town closest to the tile. */ static TownID GetClosestTown(TileIndex tile); /** * Get the baseprice of building/clearing various tile-related things. * @param build_type the type to build * @return The baseprice of building or removing the given object. */ static Money GetBuildCost(BuildType build_type); }; #endif /* SCRIPT_TILE_HPP */