(svn r23629) -Add: allow ScriptRoad::BuildRoad, ScriptBridge::BuildBridge (for roads) and ScriptTunnel:BuildTunnel (for roads) to work for GameScript

This commit is contained in:
truebrain
2011-12-19 21:02:33 +00:00
parent 5858c53420
commit 084f4e6aac
14 changed files with 81 additions and 33 deletions

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@@ -42,6 +42,7 @@ void SQGSBridge_Register(Squirrel *engine)
SQGSBridge.DefSQStaticMethod(engine, &ScriptBridge::GetPrice, "GetPrice", 3, ".ii");
SQGSBridge.DefSQStaticMethod(engine, &ScriptBridge::GetMaxLength, "GetMaxLength", 2, ".i");
SQGSBridge.DefSQStaticMethod(engine, &ScriptBridge::GetMinLength, "GetMinLength", 2, ".i");
SQGSBridge.DefSQStaticMethod(engine, &ScriptBridge::BuildBridge, "BuildBridge", 5, ".iiii");
SQGSBridge.DefSQStaticMethod(engine, &ScriptBridge::GetOtherBridgeEnd, "GetOtherBridgeEnd", 2, ".i");
SQGSBridge.PostRegister(engine);

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@@ -59,6 +59,8 @@ void SQGSRoad_Register(Squirrel *engine)
SQGSRoad.DefSQStaticMethod(engine, &ScriptRoad::GetRoadDepotFrontTile, "GetRoadDepotFrontTile", 2, ".i");
SQGSRoad.DefSQStaticMethod(engine, &ScriptRoad::GetRoadStationFrontTile, "GetRoadStationFrontTile", 2, ".i");
SQGSRoad.DefSQStaticMethod(engine, &ScriptRoad::GetDriveThroughBackTile, "GetDriveThroughBackTile", 2, ".i");
SQGSRoad.DefSQStaticMethod(engine, &ScriptRoad::BuildRoad, "BuildRoad", 3, ".ii");
SQGSRoad.DefSQStaticMethod(engine, &ScriptRoad::BuildRoadFull, "BuildRoadFull", 3, ".ii");
SQGSRoad.DefSQStaticMethod(engine, &ScriptRoad::GetBuildCost, "GetBuildCost", 3, ".ii");
SQGSRoad.DefSQStaticMethod(engine, &ScriptRoad::GetMaintenanceCostFactor, "GetMaintenanceCostFactor", 2, ".i");

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@@ -77,6 +77,7 @@ void SQGSTile_Register(Squirrel *engine)
ScriptError::RegisterErrorMapString(ScriptTile::ERR_AREA_ALREADY_FLAT, "ERR_AREA_ALREADY_FLAT");
ScriptError::RegisterErrorMapString(ScriptTile::ERR_EXCAVATION_WOULD_DAMAGE, "ERR_EXCAVATION_WOULD_DAMAGE");
SQGSTile.DefSQStaticMethod(engine, &ScriptTile::IsBuildable, "IsBuildable", 2, ".i");
SQGSTile.DefSQStaticMethod(engine, &ScriptTile::IsBuildableRectangle, "IsBuildableRectangle", 4, ".iii");
SQGSTile.DefSQStaticMethod(engine, &ScriptTile::IsWaterTile, "IsWaterTile", 2, ".i");
SQGSTile.DefSQStaticMethod(engine, &ScriptTile::IsCoastTile, "IsCoastTile", 2, ".i");

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@@ -39,6 +39,7 @@ void SQGSTunnel_Register(Squirrel *engine)
SQGSTunnel.DefSQStaticMethod(engine, &ScriptTunnel::IsTunnelTile, "IsTunnelTile", 2, ".i");
SQGSTunnel.DefSQStaticMethod(engine, &ScriptTunnel::GetOtherTunnelEnd, "GetOtherTunnelEnd", 2, ".i");
SQGSTunnel.DefSQStaticMethod(engine, &ScriptTunnel::BuildTunnel, "BuildTunnel", 3, ".ii");
SQGSTunnel.PostRegister(engine);
}

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@@ -17,6 +17,7 @@
#include "../../strings_func.h"
#include "../../economy_func.h"
#include "../../date_func.h"
#include "../../company_func.h"
/* static */ bool ScriptBridge::IsValidBridge(BridgeID bridge_id)
{
@@ -74,6 +75,7 @@ static void _DoCommandReturnBuildBridge1(class ScriptInstance *instance)
EnforcePrecondition(false, TileX(start) == TileX(end) || TileY(start) == TileY(end));
EnforcePrecondition(false, vehicle_type == ScriptVehicle::VT_ROAD || vehicle_type == ScriptVehicle::VT_RAIL || vehicle_type == ScriptVehicle::VT_WATER);
EnforcePrecondition(false, vehicle_type != ScriptVehicle::VT_RAIL || ScriptRail::IsRailTypeAvailable(ScriptRail::GetCurrentRailType()));
EnforcePrecondition(false, _current_company != OWNER_DEITY || vehicle_type == ScriptVehicle::VT_ROAD);
uint type = 0;
switch (vehicle_type) {

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@@ -135,6 +135,7 @@ public:
* ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end).
* @pre vehicle_type == ScriptVehicle::VT_ROAD || vehicle_type == ScriptVehicle::VT_WATER ||
* (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
@@ -143,9 +144,9 @@ public:
* @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.
* @api -game
*/
static bool BuildBridge(ScriptVehicle::VehicleType vehicle_type, BridgeID bridge_id, TileIndex start, TileIndex end);

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@@ -265,8 +265,8 @@ public:
* @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @note Construction will fail if an obstacle is found between the start and end tiles.
* @game @note Building a piece of road (without CompanyMode) results in a piece of road owned by towns.
* @return Whether the road has been/can be build or not.
* @api -game
*/
static bool BuildRoad(TileIndex start, TileIndex end);
@@ -317,8 +317,8 @@ public:
* @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS
* @exception ScriptError::ERR_VEHICLE_IN_THE_WAY
* @note Construction will fail if an obstacle is found between the start and end tiles.
* @game @note Building a piece of road (without CompanyMode) results in a piece of road owned by towns.
* @return Whether the road has been/can be build or not.
* @api -game
*/
static bool BuildRoadFull(TileIndex start, TileIndex end);

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@@ -130,7 +130,6 @@ public:
* 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.
* @api -game
*/
static bool IsBuildable(TileIndex tile);

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@@ -15,6 +15,7 @@
#include "../script_instance.hpp"
#include "../../tunnel_map.h"
#include "../../command_func.h"
#include "../../company_func.h"
/* static */ bool ScriptTunnel::IsTunnelTile(TileIndex tile)
{
@@ -83,6 +84,7 @@ static void _DoCommandReturnBuildTunnel1(class ScriptInstance *instance)
EnforcePrecondition(false, ::IsValidTile(start));
EnforcePrecondition(false, vehicle_type == ScriptVehicle::VT_RAIL || vehicle_type == ScriptVehicle::VT_ROAD);
EnforcePrecondition(false, vehicle_type != ScriptVehicle::VT_RAIL || ScriptRail::IsRailTypeAvailable(ScriptRail::GetCurrentRailType()));
EnforcePrecondition(false, _current_company != OWNER_DEITY || vehicle_type == ScriptVehicle::VT_ROAD);
uint type = 0;
if (vehicle_type == ScriptVehicle::VT_ROAD) {

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@@ -87,6 +87,7 @@ public:
* @pre ScriptMap::IsValidTile(start).
* @pre vehicle_type == ScriptVehicle::VT_ROAD || (vehicle_type == ScriptVehicle::VT_RAIL &&
* ScriptRail::IsRailTypeAvailable(ScriptRail::GetCurrentRailType())).
* @game @pre Outside CompanyMode: vehicle_type == ScriptVehicle::VT_ROAD.
* @exception ScriptError::ERR_AREA_NOT_CLEAR
* @exception ScriptTunnel::ERR_TUNNEL_CANNOT_BUILD_ON_WATER
* @exception ScriptTunnel::ERR_TUNNEL_START_SITE_UNSUITABLE
@@ -96,7 +97,7 @@ public:
* @note The slope of a tile can be determined by ScriptTile::GetSlope(TileIndex).
* @note No matter if the road pieces were build or not, if building the
* tunnel succeeded, this function returns true.
* @api -game
* @game @note Building a bridge (without CompanyMode) results in a bridge owned by towns.
*/
static bool BuildTunnel(ScriptVehicle::VehicleType vehicle_type, TileIndex start);