mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
83946ca31d
Direct 1:1 replacements in the code, and comments now refer to either GSCompanyMode::IsValid or GSCompanyMode::IsDeity instead of several variations on "company mode active" or "no company mode active".
222 lines
7.8 KiB
C++
222 lines
7.8 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file script_marine.hpp Everything to query and build marine. */
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#ifndef SCRIPT_MARINE_HPP
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#define SCRIPT_MARINE_HPP
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#include "script_error.hpp"
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/**
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* Class that handles all marine related functions.
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* @api ai game
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*/
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class ScriptMarine : public ScriptObject {
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public:
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/**
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* All marine related error messages.
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*/
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enum ErrorMessages {
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/** Base for marine related errors */
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ERR_MARINE_BASE = ScriptError::ERR_CAT_MARINE << ScriptError::ERR_CAT_BIT_SIZE,
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/** Infrastructure must be built on water */
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ERR_MARINE_MUST_BE_BUILT_ON_WATER, // [STR_ERROR_MUST_BE_BUILT_ON_WATER]
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};
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/**
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* Types of water-related objects in the game.
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*/
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enum BuildType {
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BT_DOCK, ///< Build a dock
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BT_DEPOT, ///< Build a ship depot
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BT_BUOY, ///< Build a buoy
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BT_LOCK, ///< Build a lock
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BT_CANAL, ///< Build a canal
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};
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/**
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* Checks whether the given tile is actually a tile with a water depot.
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* @param tile The tile to check.
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* @pre ScriptMap::IsValidTile(tile).
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* @return True if and only if the tile has a water depot.
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*/
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static bool IsWaterDepotTile(TileIndex tile);
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/**
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* Checks whether the given tile is actually a tile with a dock.
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* @param tile The tile to check.
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* @pre ScriptMap::IsValidTile(tile).
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* @return True if and only if the tile has a dock.
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*/
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static bool IsDockTile(TileIndex tile);
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/**
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* Checks whether the given tile is actually a tile with a buoy.
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* @param tile The tile to check.
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* @pre ScriptMap::IsValidTile(tile).
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* @return True if and only if the tile has a buoy.
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*/
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static bool IsBuoyTile(TileIndex tile);
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/**
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* Checks whether the given tile is actually a tile with a lock.
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* @param tile The tile to check.
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* @pre ScriptMap::IsValidTile(tile).
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* @return True if and only if the tile has a lock.
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*/
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static bool IsLockTile(TileIndex tile);
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/**
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* Checks whether the given tile is actually a tile with a canal.
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* @param tile The tile to check.
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* @pre ScriptMap::IsValidTile(tile).
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* @return True if and only if the tile has a canal.
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*/
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static bool IsCanalTile(TileIndex tile);
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/**
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* Checks whether the given tiles are directly connected, i.e. whether
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* a ship vehicle can travel from the center of the first tile to the
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* center of the second tile.
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* @param tile_from The source tile.
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* @param tile_to The destination tile.
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* @pre ScriptMap::IsValidTile(tile_from).
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* @pre ScriptMap::IsValidTile(tile_to).
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* @pre 'tile_from' and 'tile_to' are directly neighbouring tiles.
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* @return True if and only if a ship can go from tile_from to tile_to.
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*/
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static bool AreWaterTilesConnected(TileIndex tile_from, TileIndex tile_to);
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/**
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* Builds a water depot on tile.
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* @param tile The tile where the water depot will be build.
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* @param front A tile on the same axis with 'tile' as the depot shall be oriented.
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* @pre ScriptMap::IsValidTile(tile).
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* @pre ScriptMap::IsValidTile(front).
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* @game @pre ScriptCompanyMode::IsValid().
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* @exception ScriptError::ERR_AREA_NOT_CLEAR
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* @exception ScriptError::ERR_SITE_UNSUITABLE
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* @exception ScriptMarine::ERR_MARINE_MUST_BE_BUILT_ON_WATER
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* @return Whether the water depot has been/can be build or not.
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* @note A WaterDepot is 1 tile in width, and 2 tiles in length.
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* @note The depot will be built towards the south from 'tile', not necessarily towards 'front'.
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*/
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static bool BuildWaterDepot(TileIndex tile, TileIndex front);
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/**
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* Builds a dock where tile is the tile still on land.
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* @param tile The tile still on land of the dock.
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* @param station_id The station to join, ScriptStation::STATION_NEW or ScriptStation::STATION_JOIN_ADJACENT.
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* @pre ScriptMap::IsValidTile(tile).
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* @pre station_id == ScriptStation::STATION_NEW || station_id == ScriptStation::STATION_JOIN_ADJACENT || ScriptStation::IsValidStation(station_id).
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* @game @pre ScriptCompanyMode::IsValid().
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* @exception ScriptError::ERR_AREA_NOT_CLEAR
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* @exception ScriptError::ERR_SITE_UNSUITABLE
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* @exception ScriptStation::ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION
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* @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS
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* @return Whether the dock has been/can be build or not.
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*/
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static bool BuildDock(TileIndex tile, StationID station_id);
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/**
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* Builds a buoy on tile.
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* @param tile The tile where the buoy will be build.
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* @pre ScriptMap::IsValidTile(tile).
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* @game @pre ScriptCompanyMode::IsValid().
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* @exception ScriptError::ERR_AREA_NOT_CLEAR
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* @exception ScriptError::ERR_SITE_UNSUITABLE
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* @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS
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* @return Whether the buoy has been/can be build or not.
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*/
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static bool BuildBuoy(TileIndex tile);
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/**
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* Builds a lock on tile.
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* @param tile The tile where the lock will be build.
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* @pre ScriptMap::IsValidTile(tile).
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* @game @pre ScriptCompanyMode::IsValid().
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* @exception ScriptError::ERR_LAND_SLOPED_WRONG
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* @exception ScriptError::ERR_SITE_UNSUITABLE
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* @return Whether the lock has been/can be build or not.
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*/
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static bool BuildLock(TileIndex tile);
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/**
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* Builds a canal on tile.
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* @param tile The tile where the canal will be build.
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* @pre ScriptMap::IsValidTile(tile).
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* @game @pre ScriptCompanyMode::IsValid().
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* @exception ScriptError::ERR_AREA_NOT_CLEAR
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* @exception ScriptError::ERR_LAND_SLOPED_WRONG
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* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
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* @exception ScriptError::ERR_ALREADY_BUILT
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* @return Whether the canal has been/can be build or not.
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*/
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static bool BuildCanal(TileIndex tile);
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/**
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* Removes a water depot.
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* @param tile Any tile of the water depot.
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* @pre ScriptMap::IsValidTile(tile).
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* @game @pre ScriptCompanyMode::IsValid().
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* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
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* @return Whether the water depot has been/can be removed or not.
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*/
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static bool RemoveWaterDepot(TileIndex tile);
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/**
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* Removes a dock.
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* @param tile Any tile of the dock.
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* @pre ScriptMap::IsValidTile(tile).
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* @game @pre ScriptCompanyMode::IsValid().
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* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
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* @return Whether the dock has been/can be removed or not.
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*/
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static bool RemoveDock(TileIndex tile);
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/**
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* Removes a buoy.
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* @param tile Any tile of the buoy.
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* @pre ScriptMap::IsValidTile(tile).
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* @game @pre ScriptCompanyMode::IsValid().
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* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
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* @return Whether the buoy has been/can be removed or not.
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*/
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static bool RemoveBuoy(TileIndex tile);
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/**
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* Removes a lock.
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* @param tile Any tile of the lock.
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* @pre ScriptMap::IsValidTile(tile).
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* @game @pre ScriptCompanyMode::IsValid().
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* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
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* @return Whether the lock has been/can be removed or not.
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*/
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static bool RemoveLock(TileIndex tile);
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/**
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* Removes a canal.
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* @param tile Any tile of the canal.
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* @pre ScriptMap::IsValidTile(tile).
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* @game @pre ScriptCompanyMode::IsValid().
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* @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
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* @return Whether the canal has been/can be removed or not.
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*/
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static bool RemoveCanal(TileIndex tile);
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/**
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* Get the baseprice of building a water-related object.
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* @param build_type the type of object to build
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* @return The baseprice of building the given object.
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*/
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static Money GetBuildCost(BuildType build_type);
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};
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#endif /* SCRIPT_MARINE_HPP */
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