/* * 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 . */ /** @file script_road.hpp Everything to query and build roads. */ #ifndef SCRIPT_ROAD_HPP #define SCRIPT_ROAD_HPP #include "script_tile.hpp" #include "../../../road.h" /** * Class that handles all road related functions. * @api ai game */ class ScriptRoad : public ScriptObject { public: /** * All road related error messages. */ enum ErrorMessages { /** Base for road building / maintaining errors */ ERR_ROAD_BASE = ScriptError::ERR_CAT_ROAD << ScriptError::ERR_CAT_BIT_SIZE, /** Road works are in progress */ ERR_ROAD_WORKS_IN_PROGRESS, // [STR_ERROR_ROAD_WORKS_IN_PROGRESS] /** Drive through is in the wrong direction */ ERR_ROAD_DRIVE_THROUGH_WRONG_DIRECTION, // [STR_ERROR_DRIVE_THROUGH_DIRECTION] /** Drive through roads can't be build on town owned roads */ ERR_ROAD_CANNOT_BUILD_ON_TOWN_ROAD, // [STR_ERROR_DRIVE_THROUGH_ON_TOWN_ROAD] /** One way roads can't have junctions */ ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS, // [STR_ERROR_ONEWAY_ROADS_CAN_T_HAVE_JUNCTION] /** This roadtype cannot have crossings */ ERR_ROADTYPE_DISALLOWS_CROSSING, // [STR_ERROR_CROSSING_DISALLOWED_ROAD] /** No suitable road could be found */ ERR_UNSUITABLE_ROAD, // [STR_ERROR_NO_SUITABLE_ROAD, STR_ERROR_NO_SUITABLE_TRAMWAY] }; /** * Types of road known to the game. */ enum RoadType { /* Note: these values represent part of the in-game static values */ ROADTYPE_ROAD = ::ROADTYPE_ROAD, ///< Build road objects. ROADTYPE_TRAM = ::ROADTYPE_TRAM, ///< Build tram objects. /* Custom added value, only valid for this API */ ROADTYPE_INVALID = -1, ///< Invalid RoadType. }; /** * Road/tram types */ enum RoadTramTypes : uint8 { ROADTRAMTYPES_ROAD = ::RTTB_ROAD, ///< Road road types. ROADTRAMTYPES_TRAM = ::RTTB_TRAM, ///< Tram road types. }; /** * Type of road station. */ enum RoadVehicleType { ROADVEHTYPE_BUS, ///< Build objects useable for busses and passenger trams ROADVEHTYPE_TRUCK, ///< Build objects useable for trucks and cargo trams }; /** * Types of road-related objects in the game. */ enum BuildType { BT_ROAD, ///< Build a piece of road BT_DEPOT, ///< Build a road depot BT_BUS_STOP, ///< Build a bus stop BT_TRUCK_STOP, ///< Build a truck stop }; /** * Get the name of a road type. * @param road_type The road type to get the name of. * @pre IsRoadTypeAvailable(road_type). * @return The name the road type has. */ static char *GetName(RoadType road_type); /** * Determines whether a busstop or a truckstop is needed to transport a certain cargo. * @param cargo_type The cargo to test. * @pre ScriptCargo::IsValidCargo(cargo_type). * @return The road vehicle type needed to transport the cargo. */ static RoadVehicleType GetRoadVehicleTypeForCargo(CargoID cargo_type); /** * Checks whether the given tile is actually a tile with road that can be * used to traverse a tile. This excludes road depots and 'normal' road * stations, but includes drive through stations. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @return True if and only if the tile has road. */ static bool IsRoadTile(TileIndex tile); /** * Checks whether the given tile is actually a tile with a road depot. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @pre IsRoadTypeAvailable(GetCurrentRoadType()). * @return True if and only if the tile has a road depot. */ static bool IsRoadDepotTile(TileIndex tile); /** * Checks whether the given tile is actually a tile with a road station. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @pre IsRoadTypeAvailable(GetCurrentRoadType()). * @return True if and only if the tile has a road station. */ static bool IsRoadStationTile(TileIndex tile); /** * Checks whether the given tile is actually a tile with a drive through * road station. * @param tile The tile to check. * @pre ScriptMap::IsValidTile(tile). * @pre IsRoadTypeAvailable(GetCurrentRoadType()). * @return True if and only if the tile has a drive through road station. */ static bool IsDriveThroughRoadStationTile(TileIndex tile); /** * Check if a given RoadType is available. * @param road_type The RoadType to check for. * @game @pre Valid ScriptCompanyMode active in scope. * @return True if this RoadType can be used. */ static bool IsRoadTypeAvailable(RoadType road_type); /** * Get the current RoadType set for all ScriptRoad functions. * @return The RoadType currently set. */ static RoadType GetCurrentRoadType(); /** * Set the RoadType for all further ScriptRoad functions. * @param road_type The RoadType to set. */ static void SetCurrentRoadType(RoadType road_type); /** * Check if a road vehicle built for a road type can run on another road type. * @param engine_road_type The road type the road vehicle is built for. * @param track_road_type The road type you want to check. * @pre ScriptRoad::IsRoadTypeAvailable(engine_road_type). * @pre ScriptRoad::IsRoadTypeAvailable(road_road_type). * @return Whether a road vehicle built for 'engine_road_type' can run on 'road_road_type'. */ static bool RoadVehCanRunOnRoad(ScriptRoad::RoadType engine_road_type, ScriptRoad::RoadType road_road_type); /** * Check if a road vehicle built for a road type has power on another road type. * @param engine_road_type The road type the road vehicle is built for. * @param road_road_type The road type you want to check. * @pre ScriptRoad::IsRoadTypeAvailable(engine_road_type). * @pre ScriptRoad::IsRoadTypeAvailable(road_road_type). * @return Whether a road vehicle built for 'engine_road_type' has power on 'road_road_type'. */ static bool RoadVehHasPowerOnRoad(ScriptRoad::RoadType engine_road_type, ScriptRoad::RoadType road_road_type); /** * Convert the road on all tiles within a rectangle to another RoadType. * @param start_tile One corner of the rectangle. * @param end_tile The opposite corner of the rectangle. * @param road_type The RoadType you want to convert. * @pre ScriptMap::IsValidTile(start_tile). * @pre ScriptMap::IsValidTile(end_tile). * @pre IsRoadTypeAvailable(road_type). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptRoad::ERR_UNSUITABLE_ROAD * @return Whether at least some road has been converted successfully. */ static bool ConvertRoadType(TileIndex start_tile, TileIndex end_tile, RoadType road_type); /** * Check if a given tile has RoadType. * @param tile The tile to check. * @param road_type The RoadType to check for. * @pre ScriptMap::IsValidTile(tile). * @pre IsRoadTypeAvailable(road_type). * @return True if the tile contains a RoadType object. */ static bool HasRoadType(TileIndex tile, RoadType road_type); /** * Checks whether the given tiles are directly connected, i.e. whether * a road vehicle can travel from the center of the first tile to the * center of the second tile. * @param tile_from The source tile. * @param tile_to The destination tile. * @pre IsRoadTypeAvailable(GetCurrentRoadType()). * @pre ScriptMap::IsValidTile(tile_from). * @pre ScriptMap::IsValidTile(tile_to). * @pre 'tile_from' and 'tile_to' are directly neighbouring tiles. * @return True if and only if a road vehicle can go from tile_from to tile_to. */ static bool AreRoadTilesConnected(TileIndex tile_from, TileIndex tile_to); /** * Lookup function for building road parts independent of whether the * "building on slopes" setting is enabled or not. * This implementation can be used for abstract reasoning about a tile as * it needs the slope and existing road parts of the tile as information. * @param slope The slope of the tile to examine. * @param existing An array with the existing neighbours in the same format * as "start" and "end", e.g. ScriptMap.GetTileIndex(0, 1). * As a result of this all values of the existing array * must be of type integer. * @param start The tile from where the 'tile to be considered' will be * entered. This is a relative tile, so valid parameters are: * ScriptMap.GetTileIndex(0, 1), ScriptMap.GetTileIndex(0, -1), * ScriptMap.GetTileIndex(1, 0) and ScriptMap.GetTileIndex(-1, 0). * @param end The tile from where the 'tile to be considered' will be * exited. This is a relative tile, sovalid parameters are: * ScriptMap.GetTileIndex(0, 1), ScriptMap.GetTileIndex(0, -1), * ScriptMap.GetTileIndex(1, 0) and ScriptMap.GetTileIndex(-1, 0). * @pre start != end. * @pre slope must be a valid slope, i.e. one specified in ScriptTile::Slope. * @note Passing data that would be invalid in-game, e.g. existing containing * road parts that can not be build on a tile with the given slope, * does not necessarily means that -1 is returned, i.e. not all * preconditions written here or assumed by the game are extensively * checked to make sure the data entered is valid. * @return 0 when the build parts do not connect, 1 when they do connect once * they are build or 2 when building the first part automatically * builds the second part. -1 means the preconditions are not met. */ static int32 CanBuildConnectedRoadParts(ScriptTile::Slope slope, struct Array *existing, TileIndex start, TileIndex end); /** * Lookup function for building road parts independent of whether the * "building on slopes" setting is enabled or not. * This implementation can be used for reasoning about an existing tile. * @param tile The tile to examine. * @param start The tile from where "tile" will be entered. * @param end The tile from where "tile" will be exited. * @pre start != end. * @pre tile != start. * @pre tile != end. * @pre ScriptMap.IsValidTile(tile). * @pre ScriptMap.IsValidTile(start). * @pre ScriptMap.IsValidTile(end). * @pre ScriptMap.GetDistanceManhattanToTile(tile, start) == 1. * @pre ScriptMap.GetDistanceManhattanToTile(tile, end) == 1. * @return 0 when the build parts do not connect, 1 when they do connect once * they are build or 2 when building the first part automatically * builds the second part. -1 means the preconditions are not met. */ static int32 CanBuildConnectedRoadPartsHere(TileIndex tile, TileIndex start, TileIndex end); /** * Count how many neighbours are road. * @param tile The tile to check on. * @pre ScriptMap::IsValidTile(tile). * @pre IsRoadTypeAvailable(GetCurrentRoadType()). * @return 0 means no neighbour road; max value is 4. */ static int32 GetNeighbourRoadCount(TileIndex tile); /** * Gets the tile in front of a road depot. * @param depot The road depot tile. * @pre IsRoadDepotTile(depot). * @return The tile in front of the depot. */ static TileIndex GetRoadDepotFrontTile(TileIndex depot); /** * Gets the tile in front of a road station. * @param station The road station tile. * @pre IsRoadStationTile(station). * @return The tile in front of the road station. */ static TileIndex GetRoadStationFrontTile(TileIndex station); /** * Gets the tile at the back of a drive through road station. * So, one side of the drive through station is retrieved with * GetTileInFrontOfStation, the other with this function. * @param station The road station tile. * @pre IsDriveThroughRoadStationTile(station). * @return The tile at the back of the drive through road station. */ static TileIndex GetDriveThroughBackTile(TileIndex station); /** * Builds a road from the center of tile start to the center of tile end. * @param start The start tile of the road. * @param end The end tile of the road. * @pre 'start' is not equal to 'end'. * @pre ScriptMap::IsValidTile(start). * @pre ScriptMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or * ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end). * @pre IsRoadTypeAvailable(GetCurrentRoadType()). * @exception ScriptError::ERR_ALREADY_BUILT * @exception ScriptError::ERR_LAND_SLOPED_WRONG * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS * @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. */ static bool BuildRoad(TileIndex start, TileIndex end); /** * Builds a one-way road from the center of tile start to the center * of tile end. If the road already exists, it is made one-way road. * If the road already exists and is already one-way in this direction, * the road is made two-way again. If the road already exists but is * one-way in the other direction, it's made a 'no'-way road (it's * forbidden to enter the tile from any direction). * @param start The start tile of the road. * @param end The end tile of the road. * @pre 'start' is not equal to 'end'. * @pre ScriptMap::IsValidTile(start). * @pre ScriptMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or * ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end). * @pre GetCurrentRoadType() == ROADTYPE_ROAD. * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_ALREADY_BUILT * @exception ScriptError::ERR_LAND_SLOPED_WRONG * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS * @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. * @return Whether the road has been/can be build or not. */ static bool BuildOneWayRoad(TileIndex start, TileIndex end); /** * Builds a road from the edge of tile start to the edge of tile end (both * included). * @param start The start tile of the road. * @param end The end tile of the road. * @pre 'start' is not equal to 'end'. * @pre ScriptMap::IsValidTile(start). * @pre ScriptMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or * ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end). * @pre IsRoadTypeAvailable(GetCurrentRoadType()). * @exception ScriptError::ERR_ALREADY_BUILT * @exception ScriptError::ERR_LAND_SLOPED_WRONG * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS * @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. */ static bool BuildRoadFull(TileIndex start, TileIndex end); /** * Builds a one-way road from the edge of tile start to the edge of tile end * (both included). If the road already exists, it is made one-way road. * If the road already exists and is already one-way in this direction, * the road is made two-way again. If the road already exists but is * one-way in the other direction, it's made a 'no'-way road (it's * forbidden to enter the tile from any direction). * @param start The start tile of the road. * @param start The start tile of the road. * @param end The end tile of the road. * @pre 'start' is not equal to 'end'. * @pre ScriptMap::IsValidTile(start). * @pre ScriptMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or * ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end). * @pre GetCurrentRoadType() == ROADTYPE_ROAD. * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_ALREADY_BUILT * @exception ScriptError::ERR_LAND_SLOPED_WRONG * @exception ScriptError::ERR_AREA_NOT_CLEAR * @exception ScriptRoad::ERR_ROAD_ONE_WAY_ROADS_CANNOT_HAVE_JUNCTIONS * @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. * @return Whether the road has been/can be build or not. */ static bool BuildOneWayRoadFull(TileIndex start, TileIndex end); /** * Builds a road 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 IsRoadTypeAvailable(GetCurrentRoadType()). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_FLAT_LAND_REQUIRED * @exception ScriptError::ERR_AREA_NOT_CLEAR * @return Whether the road depot has been/can be build or not. */ static bool BuildRoadDepot(TileIndex tile, TileIndex front); /** * Builds a road bus or truck station. * @param tile Place to build the station. * @param front The tile exactly in front of the station. * @param road_veh_type Whether to build a truck or bus station. * @param station_id The station to join, ScriptStation::STATION_NEW or ScriptStation::STATION_JOIN_ADJACENT. * @pre ScriptMap::IsValidTile(tile). * @pre ScriptMap::IsValidTile(front). * @pre 'tile' is not equal to 'front', but in a straight line of it. * @pre station_id == ScriptStation::STATION_NEW || station_id == ScriptStation::STATION_JOIN_ADJACENT || ScriptStation::IsValidStation(station_id). * @pre GetCurrentRoadType() == ROADTYPE_ROAD. * @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 ScriptRoad::ERR_ROAD_DRIVE_THROUGH_WRONG_DIRECTION * @exception ScriptRoad::ERR_ROAD_CANNOT_BUILD_ON_TOWN_ROAD * @exception ScriptError::ERR_VEHICLE_IN_THE_WAY * @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 BuildRoadStation(TileIndex tile, TileIndex front, RoadVehicleType road_veh_type, StationID station_id); /** * Builds a drive-through road bus or truck station. * @param tile Place to build the station. * @param front A tile on the same axis with 'tile' as the station shall be oriented. * @param road_veh_type Whether to build a truck or bus station. * @param station_id The station to join, ScriptStation::STATION_NEW or ScriptStation::STATION_JOIN_ADJACENT. * @pre ScriptMap::IsValidTile(tile). * @pre ScriptMap::IsValidTile(front). * @pre 'tile' is not equal to 'front', but in a straight line of it. * @pre station_id == ScriptStation::STATION_NEW || station_id == ScriptStation::STATION_JOIN_ADJACENT || ScriptStation::IsValidStation(station_id). * @pre IsRoadTypeAvailable(GetCurrentRoadType()). * @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 ScriptRoad::ERR_ROAD_DRIVE_THROUGH_WRONG_DIRECTION * @exception ScriptRoad::ERR_ROAD_CANNOT_BUILD_ON_TOWN_ROAD * @exception ScriptError::ERR_VEHICLE_IN_THE_WAY * @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 BuildDriveThroughRoadStation(TileIndex tile, TileIndex front, RoadVehicleType road_veh_type, StationID station_id); /** * Removes a road from the center of tile start to the center of tile end. * @param start The start tile of the road. * @param end The end tile of the road. * @pre 'start' is not equal to 'end'. * @pre ScriptMap::IsValidTile(start). * @pre ScriptMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or * ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end). * @pre IsRoadTypeAvailable(GetCurrentRoadType()). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception ScriptError::ERR_VEHICLE_IN_THE_WAY * @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS * @return Whether the road has been/can be removed or not. */ static bool RemoveRoad(TileIndex start, TileIndex end); /** * Removes a road from the edge of tile start to the edge of tile end (both * included). * @param start The start tile of the road. * @param end The end tile of the road. * @pre 'start' is not equal to 'end'. * @pre ScriptMap::IsValidTile(start). * @pre ScriptMap::IsValidTile(end). * @pre 'start' and 'end' are in a straight line, i.e. * ScriptMap::GetTileX(start) == ScriptMap::GetTileX(end) or * ScriptMap::GetTileY(start) == ScriptMap::GetTileY(end). * @pre IsRoadTypeAvailable(GetCurrentRoadType()). * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception ScriptError::ERR_VEHICLE_IN_THE_WAY * @exception ScriptRoad::ERR_ROAD_WORKS_IN_PROGRESS * @return Whether the road has been/can be removed or not. */ static bool RemoveRoadFull(TileIndex start, TileIndex end); /** * Removes a road depot. * @param tile Place to remove the depot from. * @pre ScriptMap::IsValidTile(tile). * @pre Tile is a road depot. * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception ScriptError::ERR_VEHICLE_IN_THE_WAY * @return Whether the road depot has been/can be removed or not. */ static bool RemoveRoadDepot(TileIndex tile); /** * Removes a road bus or truck station. * @param tile Place to remove the station from. * @pre ScriptMap::IsValidTile(tile). * @pre Tile is a road station. * @game @pre Valid ScriptCompanyMode active in scope. * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY * @exception ScriptError::ERR_VEHICLE_IN_THE_WAY * @return Whether the station has been/can be removed or not. */ static bool RemoveRoadStation(TileIndex tile); /** * Get the baseprice of building a road-related object. * @param roadtype the roadtype of the object to build * @param build_type the type of object to build * @pre IsRoadTypeAvailable(roadtype) * @return The baseprice of building the given object. */ static Money GetBuildCost(RoadType roadtype, BuildType build_type); /** * Test if a road type is for road or trams. * @param roadtype the roadtype to test. * @return RoadTramTypes of the road types. */ static RoadTramTypes GetRoadTramType(RoadType roadtype); /** * Get the maximum speed of road vehicles running on this roadtype. * @param road_type The roadtype to get the maximum speed of. * @pre IsRoadTypeAvailable(road_type) * @return The maximum speed road vehicles can run on this roadtype * or 0 if there is no limit. * @note The speed is in OpenTTD's internal speed unit. * This is mph / 0.8, which is roughly 0.5 km/h. * To get km/h multiply this number by 2.01168. */ static int32 GetMaxSpeed(RoadType road_type); /** * Get the maintenance cost factor of a road type. * @param roadtype The road type to get the maintenance factor of. * @pre IsRoadTypeAvailable(roadtype) * @return Maintenance cost factor of the roadtype. */ static uint16 GetMaintenanceCostFactor(RoadType roadtype); private: /** * Internal function used by Build(OneWay)Road(Full). */ static bool _BuildRoadInternal(TileIndex start, TileIndex end, bool one_way, bool full); /** * Internal function used by Build(DriveThrough)RoadStation. */ static bool _BuildRoadStationInternal(TileIndex tile, TileIndex front, RoadVehicleType road_veh_type, bool drive_through, StationID station_id); }; #endif /* SCRIPT_ROAD_HPP */