(svn r23354) -Codechange: move all src/ai/api/ai_*.[hc]pp files to src/script/api/script_* (Rubidium)
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src/script/api/script_tunnel.hpp
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src/script/api/script_tunnel.hpp
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/* $Id$ */
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/*
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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_tunnel.hpp Everything to query and build tunnels. */
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#ifndef SCRIPT_TUNNEL_HPP
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#define SCRIPT_TUNNEL_HPP
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#include "script_vehicle.hpp"
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/**
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* Class that handles all tunnel related functions.
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*/
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class AITunnel : public AIObject {
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public:
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/**
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* All tunnel related errors.
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*/
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enum ErrorMessages {
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/** Base for bridge related errors */
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ERR_TUNNEL_BASE = AIError::ERR_CAT_TUNNEL << AIError::ERR_CAT_BIT_SIZE,
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/** Can't build tunnels on water */
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ERR_TUNNEL_CANNOT_BUILD_ON_WATER, // [STR_ERROR_CAN_T_BUILD_ON_WATER]
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/** The start tile must slope either North, South, West or East */
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ERR_TUNNEL_START_SITE_UNSUITABLE, // [STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL]
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/** Another tunnel is in the way */
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ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY, // [STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY]
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/** Unable to excavate land at the end to create the tunnel's exit */
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ERR_TUNNEL_END_SITE_UNSUITABLE, // [STR_ERROR_UNABLE_TO_EXCAVATE_LAND]
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};
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/**
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* Check whether the tile is an entrance to a tunnel.
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* @param tile The tile to check.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile is the beginning or end of a tunnel.
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*/
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static bool IsTunnelTile(TileIndex tile);
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/**
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* Get the tile that exits on the other end of a (would be) tunnel starting
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* at tile. If there is no 'simple' inclined slope at the start tile,
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* this function will return AIMap::TILE_INVALID.
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* @param tile The tile that is an entrance to a tunnel or the tile where you may want to build a tunnel.
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* @pre AIMap::IsValidTile(tile).
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* @return The TileIndex that is the other end of the (would be) tunnel, or
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* AIMap::TILE_INVALID if no other end was found (can't build tunnel).
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* @note Even if this function returns a valid tile, that is no guarantee
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* that building a tunnel will succeed. Use BuildTunnel in AITestMode to
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* check whether a tunnel can actually be build.
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*/
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static TileIndex GetOtherTunnelEnd(TileIndex tile);
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#ifndef DOXYGEN_AI_DOCS
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/**
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* Internal function to help BuildTunnel in case of road.
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*/
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static bool _BuildTunnelRoad1();
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/**
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* Internal function to help BuildTunnel in case of road.
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*/
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static bool _BuildTunnelRoad2();
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#endif /* DOXYGEN_AI_DOCS */
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/**
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* Builds a tunnel starting at start. The direction of the tunnel depends
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* on the slope of the start tile. Tunnels can be created for either
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* rails or roads; use the appropriate AIVehicle::VehicleType.
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* As an extra for road, this functions builds two half-pieces of road on
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* each end of the tunnel, making it easier for you to connect it to your
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* network.
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* @param start Where to start the tunnel.
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* @param vehicle_type The vehicle-type of tunnel to build.
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* @pre AIMap::IsValidTile(start).
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* @pre vehicle_type == AIVehicle::VT_ROAD || (vehicle_type == AIVehicle::VT_RAIL &&
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* AIRail::IsRailTypeAvailable(AIRail::GetCurrentRailType())).
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* @exception AIError::ERR_AREA_NOT_CLEAR
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* @exception AITunnel::ERR_TUNNEL_CANNOT_BUILD_ON_WATER
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* @exception AITunnel::ERR_TUNNEL_START_SITE_UNSUITABLE
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* @exception AITunnel::ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY
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* @exception AITunnel::ERR_TUNNEL_END_SITE_UNSUITABLE
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* @return Whether the tunnel has been/can be build or not.
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* @note The slope of a tile can be determined by AITile::GetSlope(TileIndex).
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* @note No matter if the road pieces were build or not, if building the
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* tunnel succeeded, this function returns true.
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*/
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static bool BuildTunnel(AIVehicle::VehicleType vehicle_type, TileIndex start);
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/**
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* Remove the tunnel whose entrance is located at tile.
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* @param tile The tile that is an entrance to a tunnel.
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* @pre AIMap::IsValidTile(tile) && IsTunnelTile(tile).
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* @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
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* @return Whether the tunnel has been/can be removed or not.
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*/
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static bool RemoveTunnel(TileIndex tile);
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};
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#endif /* SCRIPT_TUNNEL_HPP */
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