/* * 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_bridge.hpp Everything to query and build bridges. */ #ifndef SCRIPT_BRIDGE_HPP #define SCRIPT_BRIDGE_HPP #include "script_vehicle.hpp" /** * Class that handles all bridge related functions. * @api ai game */ class ScriptBridge : public ScriptObject { public: /** * All bridge related error messages. */ enum ErrorMessages { /** Base for bridge related errors */ ERR_BRIDGE_BASE = ScriptError::ERR_CAT_BRIDGE << ScriptError::ERR_CAT_BIT_SIZE, /** * The bridge you want to build is not available yet, * or it is not available for the requested length. */ ERR_BRIDGE_TYPE_UNAVAILABLE, // [STR_ERROR_CAN_T_BUILD_BRIDGE_HERE] /** One (or more) of the bridge head(s) ends in water. */ ERR_BRIDGE_CANNOT_END_IN_WATER, // [STR_ERROR_ENDS_OF_BRIDGE_MUST_BOTH] /** The bride heads need to be on the same height */ ERR_BRIDGE_HEADS_NOT_ON_SAME_HEIGHT, // [STR_ERROR_BRIDGEHEADS_NOT_SAME_HEIGHT] }; /** * Checks whether the given bridge type is valid. * @param bridge_id The bridge to check. * @return True if and only if the bridge type is valid. */ static bool IsValidBridge(BridgeID bridge_id); /** * Checks whether the given tile is actually a bridge start or end tile. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile is the beginning or end of a bridge. */ static bool IsBridgeTile(TileIndex tile); /** * Get the BridgeID of a bridge at a given tile. * @param tile The tile to get the BridgeID from. * @pre IsBridgeTile(tile). * @return The BridgeID from the bridge at tile 'tile'. */ static BridgeID GetBridgeID(TileIndex tile); /** * Get the name of a bridge. * @param bridge_id The bridge to get the name of. * @param vehicle_type The vehicle-type of bridge to get the name of. * @pre IsValidBridge(bridge_id). * @pre vehicle_type == ScriptVehicle::VT_ROAD || vehicle_type == ScriptVehicle::VT_RAIL || vehicle_type == ScriptVehicle::VT_WATER * @return The name the bridge has. */ static char *GetName(BridgeID bridge_id, ScriptVehicle::VehicleType vehicle_type); /** * Get the maximum speed of a bridge. * @param bridge_id The bridge to get the maximum speed of. * @pre IsValidBridge(bridge_id). * @return The maximum speed the bridge 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. */ static int32 GetMaxSpeed(BridgeID bridge_id); /** * Get the new cost of a bridge, excluding the road and/or rail. * @param bridge_id The bridge to get the new cost of. * @param length The length of the bridge. * @pre IsValidBridge(bridge_id). * @return The new cost the bridge has. */ static Money GetPrice(BridgeID bridge_id, uint length); /** * Get the maximum length of a bridge. * @param bridge_id The bridge to get the maximum length of. * @pre IsValidBridge(bridge_id). * @returns The maximum length the bridge has. */ static int32 GetMaxLength(BridgeID bridge_id); /** * Get the minimum length of a bridge. * @param bridge_id The bridge to get the minimum length of. * @pre IsValidBridge(bridge_id). * @returns The minimum length the bridge has. */ static int32 GetMinLength(BridgeID bridge_id); /** * Internal function to help BuildBridge in case of road. * @api -all */ static bool _BuildBridgeRoad1(); /** * Internal function to help BuildBridge in case of road. * @api -all */ static bool _BuildBridgeRoad2(); /** * Build a bridge from one tile to the other. * As an extra for road, this functions builds two half-pieces of road on * each end of the bridge, making it easier for you to connect it to your * network. * @param vehicle_type The vehicle-type of bridge to build. * @param bridge_id The bridge-type to build. * @param start Where to start the bridge. * @param end Where to end the bridge. * @pre ScriptMap::IsValidTile(start). * @pre ScriptMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or * ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end). * @pre vehicle_type == ScriptVehicle::VT_WATER || * (vehicle_type == ScriptVehicle::VT_ROAD && ScriptRoad::IsRoadTypeAvailable(ScriptRoad::GetCurrentRoadType())) || * (vehicle_type == ScriptVehicle::VT_RAIL && ScriptRail::IsRailTypeAvailable(ScriptRail::GetCurrentRailType())). * @game @pre Outside CompanyMode: vehicle_type == ScriptVehicle::VT_ROAD. * @exception ScriptError::ERR_ALREADY_BUILT * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptError::ERR_LAND_SLOPED_WRONG * @exception ScriptError::ERR_VEHICLE_IN_THE_WAY * @exception ScriptBridge::ERR_BRIDGE_TYPE_UNAVAILABLE * @exception ScriptBridge::ERR_BRIDGE_CANNOT_END_IN_WATER * @exception ScriptBridge::ERR_BRIDGE_HEADS_NOT_ON_SAME_HEIGHT * @return Whether the bridge has been/can be build or not. * @game @note Building a bridge (without CompanyMode) results in a bridge owned by towns. * @note No matter if the road pieces were build or not, if building the * bridge succeeded, this function returns true. */ static bool BuildBridge(ScriptVehicle::VehicleType vehicle_type, BridgeID bridge_id, TileIndex start, TileIndex end); /** * Removes a bridge, by executing it on either the start or end tile. * @param tile An end or start tile of the bridge. * @pre ScriptMap::IsValidTile(tile). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY * @return Whether the bridge has been/can be removed or not. */ static bool RemoveBridge(TileIndex tile); /** * Get the tile that is on the other end of a bridge starting at tile. * @param tile The tile that is an end of a bridge. * @pre ScriptMap::IsValidTile(tile). * @pre IsBridgeTile(tile). * @return The TileIndex that is the other end of the bridge. */ static TileIndex GetOtherBridgeEnd(TileIndex tile); }; #endif /* SCRIPT_BRIDGE_HPP */