2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
8 /** @file script_tunnel.hpp Everything to query and build tunnels. */
10 #ifndef SCRIPT_TUNNEL_HPP
11 #define SCRIPT_TUNNEL_HPP
13 #include "script_vehicle.hpp"
16 * Class that handles all tunnel related functions.
19 class ScriptTunnel
: public ScriptObject
{
22 * All tunnel related errors.
26 /** Base for bridge related errors */
27 ERR_TUNNEL_BASE
= ScriptError::ERR_CAT_TUNNEL
<< ScriptError::ERR_CAT_BIT_SIZE
,
29 /** Can't build tunnels on water */
30 ERR_TUNNEL_CANNOT_BUILD_ON_WATER
, // [STR_ERROR_CAN_T_BUILD_ON_WATER]
32 /** The start tile must slope either North, South, West or East */
33 ERR_TUNNEL_START_SITE_UNSUITABLE
, // [STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL]
35 /** Another tunnel is in the way */
36 ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY
, // [STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY]
38 /** Unable to excavate land at the end to create the tunnel's exit */
39 ERR_TUNNEL_END_SITE_UNSUITABLE
, // [STR_ERROR_UNABLE_TO_EXCAVATE_LAND]
43 * Check whether the tile is an entrance to a tunnel.
44 * @param tile The tile to check.
45 * @pre ScriptMap::IsValidTile(tile).
46 * @return True if and only if the tile is the beginning or end of a tunnel.
48 static bool IsTunnelTile(TileIndex tile
);
51 * Get the tile that exits on the other end of a (would be) tunnel starting
52 * at tile. If there is no 'simple' inclined slope at the start tile,
53 * this function will return ScriptMap::TILE_INVALID.
54 * @param tile The tile that is an entrance to a tunnel or the tile where you may want to build a tunnel.
55 * @pre ScriptMap::IsValidTile(tile).
56 * @return The TileIndex that is the other end of the (would be) tunnel, or
57 * ScriptMap::TILE_INVALID if no other end was found (can't build tunnel).
58 * @note Even if this function returns a valid tile, that is no guarantee
59 * that building a tunnel will succeed. Use BuildTunnel in ScriptTestMode to
60 * check whether a tunnel can actually be build.
62 static TileIndex
GetOtherTunnelEnd(TileIndex tile
);
65 * Internal function to help BuildTunnel in case of road.
68 static bool _BuildTunnelRoad1();
71 * Internal function to help BuildTunnel in case of road.
74 static bool _BuildTunnelRoad2();
77 * Builds a tunnel starting at start. The direction of the tunnel depends
78 * on the slope of the start tile. Tunnels can be created for either
79 * rails or roads; use the appropriate ScriptVehicle::VehicleType.
80 * As an extra for road, this functions builds two half-pieces of road on
81 * each end of the tunnel, making it easier for you to connect it to your
83 * @param start Where to start the tunnel.
84 * @param vehicle_type The vehicle-type of tunnel to build.
85 * @pre ScriptMap::IsValidTile(start).
86 * @pre (vehicle_type == ScriptVehicle::VT_ROAD && ScriptRoad::IsRoadTypeAvailable(ScriptRoad::GetCurrentRoadType())) ||
87 * (vehicle_type == ScriptVehicle::VT_RAIL && ScriptRail::IsRailTypeAvailable(ScriptRail::GetCurrentRailType())).
88 * @game @pre ScriptCompanyMode::IsValid() || vehicle_type == ScriptVehicle::VT_ROAD.
89 * @exception ScriptError::ERR_AREA_NOT_CLEAR
90 * @exception ScriptTunnel::ERR_TUNNEL_CANNOT_BUILD_ON_WATER
91 * @exception ScriptTunnel::ERR_TUNNEL_START_SITE_UNSUITABLE
92 * @exception ScriptTunnel::ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY
93 * @exception ScriptTunnel::ERR_TUNNEL_END_SITE_UNSUITABLE
94 * @return Whether the tunnel has been/can be build or not.
95 * @note The slope of a tile can be determined by ScriptTile::GetSlope(TileIndex).
96 * @note No matter if the road pieces were build or not, if building the
97 * tunnel succeeded, this function returns true.
98 * @game @note Building a tunnel as deity (ScriptCompanyMode::IsDeity()) results in a tunnel owned by towns.
100 static bool BuildTunnel(ScriptVehicle::VehicleType vehicle_type
, TileIndex start
);
103 * Remove the tunnel whose entrance is located at tile.
104 * @param tile The tile that is an entrance to a tunnel.
105 * @pre ScriptMap::IsValidTile(tile) && IsTunnelTile(tile).
106 * @game @pre ScriptCompanyMode::IsValid().
107 * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
108 * @return Whether the tunnel has been/can be removed or not.
110 static bool RemoveTunnel(TileIndex tile
);
113 #endif /* SCRIPT_TUNNEL_HPP */