/* $Id$ */ /* * 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 <http://www.gnu.org/licenses/>. */ /** @file script_rail.hpp Everything to query and build rails. */ #ifndef SCRIPT_RAIL_HPP #define SCRIPT_RAIL_HPP #include "script_tile.hpp" #include "../../signal_type.h" #include "../../track_type.h" /** * Class that handles all rail related functions. * @api ai game */ class ScriptRail : public ScriptObject { public: /** * All rail related error messages. */ enum ErrorMessages { /** Base for rail building / maintaining errors */ ERR_RAIL_BASE = ScriptError::ERR_CAT_RAIL << ScriptError::ERR_CAT_BIT_SIZE, /** One-way roads cannot have crossings */ ERR_CROSSING_ON_ONEWAY_ROAD, // [STR_ERROR_CROSSING_ON_ONEWAY_ROAD] /** No suitable track could be found */ ERR_UNSUITABLE_TRACK, // [STR_ERROR_NO_SUITABLE_RAILROAD_TRACK, STR_ERROR_THERE_IS_NO_RAILROAD_TRACK, STR_ERROR_THERE_ARE_NO_SIGNALS, STR_ERROR_THERE_IS_NO_STATION] /** This railtype cannot have crossings */ ERR_RAILTYPE_DISALLOWS_CROSSING, // [STR_ERROR_CROSSING_DISALLOWED] }; /** * Types of rail known to the game. */ enum RailType { /* Note: these values represent part of the in-game static values */ RAILTYPE_INVALID = ::INVALID_RAILTYPE, ///< Invalid RailType. }; /** * A bitmap with all possible rail tracks on a tile. */ enum RailTrack { /* Note: these values represent part of the in-game TrackBits enum */ RAILTRACK_NE_SW = ::TRACK_BIT_X, ///< Track along the x-axis (north-east to south-west). RAILTRACK_NW_SE = ::TRACK_BIT_Y, ///< Track along the y-axis (north-west to south-east). RAILTRACK_NW_NE = ::TRACK_BIT_UPPER, ///< Track in the upper corner of the tile (north). RAILTRACK_SW_SE = ::TRACK_BIT_LOWER, ///< Track in the lower corner of the tile (south). RAILTRACK_NW_SW = ::TRACK_BIT_LEFT, ///< Track in the left corner of the tile (west). RAILTRACK_NE_SE = ::TRACK_BIT_RIGHT, ///< Track in the right corner of the tile (east). RAILTRACK_INVALID = ::INVALID_TRACK_BIT, ///< Flag for an invalid track. }; /** * Types of signal known to the game. */ enum SignalType { /* Note: these values represent part of the in-game SignalType enum */ SIGNALTYPE_NORMAL = ::SIGTYPE_NORMAL, ///< Normal signal. SIGNALTYPE_ENTRY = ::SIGTYPE_ENTRY, ///< Entry presignal. SIGNALTYPE_EXIT = ::SIGTYPE_EXIT, ///< Exit signal. SIGNALTYPE_COMBO = ::SIGTYPE_COMBO, ///< Combo signal. SIGNALTYPE_PBS = ::SIGTYPE_PBS, ///< Normal PBS signal. SIGNALTYPE_PBS_ONEWAY = ::SIGTYPE_PBS_ONEWAY, ///< No-entry PBS signal. SIGNALTYPE_TWOWAY = 8, ///< Bit mask for twoway signal. SIGNALTYPE_NORMAL_TWOWAY = SIGNALTYPE_NORMAL | SIGNALTYPE_TWOWAY, ///< Normal twoway signal. SIGNALTYPE_ENTRY_TWOWAY = SIGNALTYPE_ENTRY | SIGNALTYPE_TWOWAY, ///< Entry twoway signal. SIGNALTYPE_EXIT_TWOWAY = SIGNALTYPE_EXIT | SIGNALTYPE_TWOWAY, ///< Exit twoway signal. SIGNALTYPE_COMBO_TWOWAY = SIGNALTYPE_COMBO | SIGNALTYPE_TWOWAY, ///< Combo twoway signal. SIGNALTYPE_NONE = 0xFF, ///< No signal. }; /** * Types of rail-related objects in the game. */ enum BuildType { BT_TRACK, ///< Build a track BT_SIGNAL, ///< Build a signal BT_DEPOT, ///< Build a depot BT_STATION, ///< Build a station BT_WAYPOINT, ///< Build a rail waypoint }; /** * Get the name of a rail type. * @param rail_type The rail type to get the name of. * @pre IsRailTypeAvailable(rail_type). * @return The name the rail type has. * @note Since there is no string with only the name of the track, the text which * is shown in the dropdown where you can chose a track type is returned. This * means that the name could be something like "Maglev construction" instead * of just "Maglev". */ static char *GetName(RailType rail_type); /** * Checks whether the given tile is actually a tile with rail that can be * used to traverse a tile. This excludes rail depots but includes * stations and waypoints. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile has rail. */ static bool IsRailTile(TileIndex tile); /** * Checks whether there is a road / rail crossing on a tile. * @param tile The tile to check. * @return True if and only if there is a road / rail crossing. */ static bool IsLevelCrossingTile(TileIndex tile); /** * Checks whether the given tile is actually a tile with a rail depot. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile has a rail depot. */ static bool IsRailDepotTile(TileIndex tile); /** * Checks whether the given tile is actually a tile with a rail station. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile has a rail station. */ static bool IsRailStationTile(TileIndex tile); /** * Checks whether the given tile is actually a tile with a rail waypoint. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile has a rail waypoint. */ static bool IsRailWaypointTile(TileIndex tile); /** * Check if a given RailType is available. * @param rail_type The RailType to check for. * @return True if this RailType can be used. */ static bool IsRailTypeAvailable(RailType rail_type); /** * Get the current RailType set for all ScriptRail functions. * @return The RailType currently set. */ static RailType GetCurrentRailType(); /** * Set the RailType for all further ScriptRail functions. * @param rail_type The RailType to set. */ static void SetCurrentRailType(RailType rail_type); /** * Check if a train build for a rail type can run on another rail type. * @param engine_rail_type The rail type the train is build for. * @param track_rail_type The type you want to check. * @pre ScriptRail::IsRailTypeAvailable(engine_rail_type). * @pre ScriptRail::IsRailTypeAvailable(track_rail_type). * @return Whether a train build for 'engine_rail_type' can run on 'track_rail_type'. * @note Even if a train can run on a RailType that doesn't mean that it'll be * able to power the train. Use TrainHasPowerOnRail for that. */ static bool TrainCanRunOnRail(ScriptRail::RailType engine_rail_type, ScriptRail::RailType track_rail_type); /** * Check if a train build for a rail type has power on another rail type. * @param engine_rail_type The rail type the train is build for. * @param track_rail_type The type you want to check. * @pre ScriptRail::IsRailTypeAvailable(engine_rail_type). * @pre ScriptRail::IsRailTypeAvailable(track_rail_type). * @return Whether a train build for 'engine_rail_type' has power on 'track_rail_type'. */ static bool TrainHasPowerOnRail(ScriptRail::RailType engine_rail_type, ScriptRail::RailType track_rail_type); /** * Get the RailType that is used on a tile. * @param tile The tile to check. * @pre ScriptTile::HasTransportType(tile, ScriptTile.TRANSPORT_RAIL). * @return The RailType that is used on a tile. */ static RailType GetRailType(TileIndex tile); /** * Convert the tracks on all tiles within a rectangle to another RailType. * @param start_tile One corner of the rectangle. * @param end_tile The opposite corner of the rectangle. * @param convert_to The RailType you want to convert the rails to. * @pre ScriptMap::IsValidTile(start_tile). * @pre ScriptMap::IsValidTile(end_tile). * @pre IsRailTypeAvailable(convert_to). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptRail::ERR_UNSUITABLE_TRACK * @return Whether at least some rail has been converted successfully. */ static bool ConvertRailType(TileIndex start_tile, TileIndex end_tile, ScriptRail::RailType convert_to); /** * Gets the tile in front of a rail depot. * @param depot The rail depot tile. * @pre IsRailDepotTile(depot). * @return The tile in front of the depot. */ static TileIndex GetRailDepotFrontTile(TileIndex depot); /** * Gets the direction of a rail station tile. * @param tile The rail station tile. * @pre IsRailStationTile(tile). * @return The direction of the station (either RAILTRACK_NE_SW or RAILTRACK_NW_SE). */ static RailTrack GetRailStationDirection(TileIndex tile); /** * Builds a rail depot. * @param tile Place to build the depot. * @param front The tile exactly in front of the depot. * @pre ScriptMap::IsValidTile(tile). * @pre ScriptMap::IsValidTile(front). * @pre 'tile' is not equal to 'front', but in a straight line of it. * @pre IsRailTypeAvailable(GetCurrentRailType()). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_FLAT_LAND_REQUIRED * @exception ScriptError::ERR_AREA_NOT_CLEAR * @return Whether the rail depot has been/can be build or not. */ static bool BuildRailDepot(TileIndex tile, TileIndex front); /** * Build a rail station. * @param tile Place to build the station. * @param direction The direction to build the station. * @param num_platforms The number of platforms to build. * @param platform_length The length of each platform. * @param station_id The station to join, ScriptStation::STATION_NEW or ScriptStation::STATION_JOIN_ADJACENT. * @pre IsRailTypeAvailable(GetCurrentRailType()). * @pre ScriptMap::IsValidTile(tile). * @pre direction == RAILTRACK_NW_SE || direction == RAILTRACK_NE_SW. * @pre num_platforms > 0 && num_platforms <= 255. * @pre platform_length > 0 && platform_length <= 255. * @pre station_id == ScriptStation::STATION_NEW || station_id == ScriptStation::STATION_JOIN_ADJACENT || ScriptStation::IsValidStation(station_id). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptError::ERR_FLAT_LAND_REQUIRED * @exception ScriptStation::ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION * @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS * @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS_IN_TOWN * @return Whether the station has been/can be build or not. */ static bool BuildRailStation(TileIndex tile, RailTrack direction, uint num_platforms, uint platform_length, StationID station_id); /** * Build a NewGRF rail station. This calls callback 18 to let a NewGRF * provide the station class / id to build, so we don't end up with * only the default stations on the map. * When no NewGRF provides a rail station, or an unbuildable rail station is * returned by a NewGRF, this function will fall back to building a default * non-NewGRF station as if ScriptRail::BuildRailStation was called. * @param tile Place to build the station. * @param direction The direction to build the station. * @param num_platforms The number of platforms to build. * @param platform_length The length of each platform. * @param station_id The station to join, ScriptStation::STATION_NEW or ScriptStation::STATION_JOIN_ADJACENT. * @param cargo_id The CargoID of the cargo that will be transported from / to this station. * @param source_industry The IndustryType of the industry you'll transport goods from, ScriptIndustryType::INDUSTRYTYPE_UNKNOWN or ScriptIndustryType::INDUSTRYTYPE_TOWN. * @param goal_industry The IndustryType of the industry you'll transport goods to, ScriptIndustryType::INDUSTRYTYPE_UNKNOWN or ScriptIndustryType::INDUSTRYTYPE_TOWN. * @param distance The manhattan distance you'll transport the cargo over. * @param source_station True if this is the source station, false otherwise. * @pre IsRailTypeAvailable(GetCurrentRailType()). * @pre ScriptMap::IsValidTile(tile). * @pre direction == RAILTRACK_NW_SE || direction == RAILTRACK_NE_SW. * @pre num_platforms > 0 && num_platforms <= 255. * @pre platform_length > 0 && platform_length <= 255. * @pre station_id == ScriptStation::STATION_NEW || station_id == ScriptStation::STATION_JOIN_ADJACENT || ScriptStation::IsValidStation(station_id). * @pre ScriptCargo::IsValidCargo(cargo_type) * @pre source_industry == ScriptIndustryType::INDUSTRYTYPE_UNKNOWN || source_industry == ScriptIndustryType::INDUSTRYTYPE_TOWN || ScriptIndustryType::IsValidIndustryType(source_industry). * @pre goal_industry == ScriptIndustryType::INDUSTRYTYPE_UNKNOWN || goal_industry == ScriptIndustryType::INDUSTRYTYPE_TOWN || ScriptIndustryType::IsValidIndustryType(goal_industry). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptError::ERR_FLAT_LAND_REQUIRED * @exception ScriptStation::ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION * @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS * @exception ScriptStation::ERR_STATION_TOO_MANY_STATIONS_IN_TOWN * @return Whether the station has been/can be build or not. */ static bool BuildNewGRFRailStation(TileIndex tile, RailTrack direction, uint num_platforms, uint platform_length, StationID station_id, CargoID cargo_id, IndustryType source_industry, IndustryType goal_industry, int distance, bool source_station); /** * Build a rail waypoint. * @param tile Place to build the waypoint. * @pre ScriptMap::IsValidTile(tile). * @pre IsRailTile(tile). * @pre GetRailTracks(tile) == RAILTRACK_NE_SW || GetRailTracks(tile) == RAILTRACK_NW_SE. * @pre IsRailTypeAvailable(GetCurrentRailType()). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_FLAT_LAND_REQUIRED * @return Whether the rail waypoint has been/can be build or not. */ static bool BuildRailWaypoint(TileIndex tile); /** * Remove all rail waypoint pieces within a rectangle on the map. * @param tile One corner of the rectangle to clear. * @param tile2 The opposite corner. * @param keep_rail Whether to keep the rail after removal. * @pre IsValidTile(tile). * @pre IsValidTile(tile2). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptRail::ERR_UNSUITABLE_TRACK * @return Whether at least one tile has been/can be cleared or not. */ static bool RemoveRailWaypointTileRectangle(TileIndex tile, TileIndex tile2, bool keep_rail); /** * Remove all rail station platform pieces within a rectangle on the map. * @param tile One corner of the rectangle to clear. * @param tile2 The opposite corner. * @param keep_rail Whether to keep the rail after removal. * @pre IsValidTile(tile). * @pre IsValidTile(tile2). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptRail::ERR_UNSUITABLE_TRACK * @return Whether at least one tile has been/can be cleared or not. */ static bool RemoveRailStationTileRectangle(TileIndex tile, TileIndex tile2, bool keep_rail); /** * Get all RailTracks on the given tile. * @note A depot has no railtracks. * @param tile The tile to check. * @pre IsRailTile(tile). * @return A bitmask of RailTrack with all RailTracks on the tile. */ static uint GetRailTracks(TileIndex tile); /** * Build rail on the given tile. * @param tile The tile to build on. * @param rail_track The RailTrack to build. * @pre ScriptMap::IsValidTile(tile). * @pre IsRailTypeAvailable(GetCurrentRailType()). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptError::ERR_LAND_SLOPED_WRONG * @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS * @exception ScriptRail::ERR_CROSSING_ON_ONEWAY_ROAD * @exception ScriptError::ERR_ALREADY_BUILT * @return Whether the rail has been/can be build or not. * @note You can only build a single track with this function so do not * use the values from RailTrack as bitmask. */ static bool BuildRailTrack(TileIndex tile, RailTrack rail_track); /** * Remove rail on the given tile. * @param tile The tile to remove rail from. * @param rail_track The RailTrack to remove. * @pre ScriptMap::IsValidTile(tile). * @pre (GetRailTracks(tile) & rail_track) != 0. * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptRail::ERR_UNSUITABLE_TRACK * @return Whether the rail has been/can be removed or not. * @note You can only remove a single track with this function so do not * use the values from RailTrack as bitmask. */ static bool RemoveRailTrack(TileIndex tile, RailTrack rail_track); /** * Check if a tile connects two adjacent tiles. * @param from The first tile to connect. * @param tile The tile that is checked. * @param to The second tile to connect. * @pre from != to. * @pre ScriptMap::DistanceManhattan(from, tile) == 1. * @pre ScriptMap::DistanceManhattan(to, tile) == 1. * @return True if 'tile' connects 'from' and 'to'. */ static bool AreTilesConnected(TileIndex from, TileIndex tile, TileIndex to); /** * Build a rail connection between two tiles. * @param from The tile just before the tile to build on. * @param tile The first tile to build on. * @param to The tile just after the last tile to build on. * @pre from != to. * @pre ScriptMap::DistanceManhattan(from, tile) == 1. * @pre ScriptMap::DistanceManhattan(to, tile) >= 1. * @pre (abs(abs(ScriptMap::GetTileX(to) - ScriptMap::GetTileX(tile)) - * abs(ScriptMap::GetTileY(to) - ScriptMap::GetTileY(tile))) <= 1) || * (ScriptMap::GetTileX(from) == ScriptMap::GetTileX(tile) && ScriptMap::GetTileX(tile) == ScriptMap::GetTileX(to)) || * (ScriptMap::GetTileY(from) == ScriptMap::GetTileY(tile) && ScriptMap::GetTileY(tile) == ScriptMap::GetTileY(to)). * @pre IsRailTypeAvailable(GetCurrentRailType()). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptError::ERR_LAND_SLOPED_WRONG * @exception ScriptRail::ERR_CROSSING_ON_ONEWAY_ROAD * @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS * @exception ScriptError::ERR_ALREADY_BUILT * @note Construction will fail if an obstacle is found between the start and end tiles. * @return Whether the rail has been/can be build or not. */ static bool BuildRail(TileIndex from, TileIndex tile, TileIndex to); /** * Remove a rail connection between two tiles. * @param from The tile just before the tile to remove rail from. * @param tile The first tile to remove rail from. * @param to The tile just after the last tile to remove rail from. * @pre from != to. * @pre ScriptMap::DistanceManhattan(from, tile) == 1. * @pre ScriptMap::DistanceManhattan(to, tile) >= 1. * @pre (abs(abs(ScriptMap::GetTileX(to) - ScriptMap::GetTileX(tile)) - * abs(ScriptMap::GetTileY(to) - ScriptMap::GetTileY(tile))) <= 1) || * (ScriptMap::GetTileX(from) == ScriptMap::GetTileX(tile) && ScriptMap::GetTileX(tile) == ScriptMap::GetTileX(to)) || * (ScriptMap::GetTileY(from) == ScriptMap::GetTileY(tile) && ScriptMap::GetTileY(tile) == ScriptMap::GetTileY(to)). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptRail::ERR_UNSUITABLE_TRACK * @return Whether the rail has been/can be removed or not. */ static bool RemoveRail(TileIndex from, TileIndex tile, TileIndex to); /** * Get the SignalType of the signal on a tile or SIGNALTYPE_NONE if there is no signal. * @pre ScriptMap::DistanceManhattan(tile, front) == 1. * @param tile The tile that might have a signal. * @param front The tile in front of 'tile'. * @return The SignalType of the signal on 'tile' facing to 'front'. */ static SignalType GetSignalType(TileIndex tile, TileIndex front); /** * Build a signal on a tile. * @param tile The tile to build on. * @param front The tile in front of the signal. * @param signal The SignalType to build. * @pre ScriptMap::DistanceManhattan(tile, front) == 1. * @pre IsRailTile(tile) && !IsRailStationTile(tile) && !IsRailWaypointTile(tile). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptRail::ERR_UNSUITABLE_TRACK * @return Whether the signal has been/can be build or not. */ static bool BuildSignal(TileIndex tile, TileIndex front, SignalType signal); /** * Remove a signal. * @param tile The tile to remove the signal from. * @param front The tile in front of the signal. * @pre ScriptMap::DistanceManhattan(tile, front) == 1. * @pre GetSignalType(tile, front) != SIGNALTYPE_NONE. * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptRail::ERR_UNSUITABLE_TRACK * @return Whether the signal has been/can be removed or not. */ static bool RemoveSignal(TileIndex tile, TileIndex front); /** * Get the baseprice of building a rail-related object. * @param railtype the railtype that is build (on) * @param build_type the type of object to build * @pre IsRailTypeAvailable(railtype) * @return The baseprice of building the given object. */ static Money GetBuildCost(RailType railtype, BuildType build_type); /** * Get the maximum speed of trains running on this railtype. * @param railtype The railtype to get the maximum speed of. * @pre IsRailTypeAvailable(railtype) * @return The maximum speed trains can run on this railtype * or 0 if there is no limit. * @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(RailType railtype); /** * Get the maintenance cost factor of a railtype. * @param railtype The railtype to get the maintenance factor of. * @pre IsRailTypeAvailable(railtype) * @return Maintenance cost factor of the railtype. */ static uint16 GetMaintenanceCostFactor(RailType railtype); }; #endif /* SCRIPT_RAIL_HPP */