Files @ r23482:de566f8c088d
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Location: cpp/openttd-patchpack/source/src/script/api/script_tunnel.hpp

Patric Stout
Remove: DOS support

In 10 years there was no active development on DOS. Although it
turned out to still work, the FPS was very bad. There is little
interest in the current community to look into this.

Further more, we like to switch to c++11 functions for threads,
which are not implemented by DJGPP, the only current compiler
for DOS.

Additionally, DOS is the only platform which does not support
networking. It is the reason we have tons of #ifdefs to support
disabling networking.

By removing DOS support, we can both use c++11 functions for threads,
and remove all the code related to disabling network. Sadly, this
means we have to see DOS go.

Of course, if you feel up for the task, simply revert this commit,
and implement stub c++11 functions for threads and stub functions
for networking. We are more than happy to accept such Pull Request.
/* $Id$ */

/*
 * 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_tunnel.hpp Everything to query and build tunnels. */

#ifndef SCRIPT_TUNNEL_HPP
#define SCRIPT_TUNNEL_HPP

#include "script_vehicle.hpp"

/**
 * Class that handles all tunnel related functions.
 * @api ai game
 */
class ScriptTunnel : public ScriptObject {
public:
	/**
	 * All tunnel related errors.
	 */
	enum ErrorMessages {

		/** Base for bridge related errors */
		ERR_TUNNEL_BASE = ScriptError::ERR_CAT_TUNNEL << ScriptError::ERR_CAT_BIT_SIZE,

		/** Can't build tunnels on water */
		ERR_TUNNEL_CANNOT_BUILD_ON_WATER,            // [STR_ERROR_CAN_T_BUILD_ON_WATER]

		/** The start tile must slope either North, South, West or East */
		ERR_TUNNEL_START_SITE_UNSUITABLE,            // [STR_ERROR_SITE_UNSUITABLE_FOR_TUNNEL]

		/** Another tunnel is in the way */
		ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY,        // [STR_ERROR_ANOTHER_TUNNEL_IN_THE_WAY]

		/** Unable to excavate land at the end to create the tunnel's exit */
		ERR_TUNNEL_END_SITE_UNSUITABLE,              // [STR_ERROR_UNABLE_TO_EXCAVATE_LAND]
	};

	/**
	 * Check whether the tile is an entrance to a tunnel.
	 * @param tile The tile to check.
	 * @pre ScriptMap::IsValidTile(tile).
	 * @return True if and only if the tile is the beginning or end of a tunnel.
	 */
	static bool IsTunnelTile(TileIndex tile);

	/**
	 * Get the tile that exits on the other end of a (would be) tunnel starting
	 *  at tile. If there is no 'simple' inclined slope at the start tile,
	 *  this function will return ScriptMap::TILE_INVALID.
	 * @param tile The tile that is an entrance to a tunnel or the tile where you may want to build a tunnel.
	 * @pre ScriptMap::IsValidTile(tile).
	 * @return The TileIndex that is the other end of the (would be) tunnel, or
	 *  ScriptMap::TILE_INVALID if no other end was found (can't build tunnel).
	 * @note Even if this function returns a valid tile, that is no guarantee
	 *  that building a tunnel will succeed. Use BuildTunnel in ScriptTestMode to
	 *  check whether a tunnel can actually be build.
	 */
	static TileIndex GetOtherTunnelEnd(TileIndex tile);

	/**
	 * Internal function to help BuildTunnel in case of road.
	 * @api -all
	 */
	static bool _BuildTunnelRoad1();

	/**
	 * Internal function to help BuildTunnel in case of road.
	 * @api -all
	 */
	static bool _BuildTunnelRoad2();

	/**
	 * Builds a tunnel starting at start. The direction of the tunnel depends
	 *  on the slope of the start tile. Tunnels can be created for either
	 *  rails or roads; use the appropriate ScriptVehicle::VehicleType.
	 * As an extra for road, this functions builds two half-pieces of road on
	 *  each end of the tunnel, making it easier for you to connect it to your
	 *  network.
	 * @param start Where to start the tunnel.
	 * @param vehicle_type The vehicle-type of tunnel to build.
	 * @pre ScriptMap::IsValidTile(start).
	 * @pre (vehicle_type == ScriptVehicle::VT_ROAD && ScriptRoad::IsRoadTypeAvailable(ScriptRoad::GetCurrentRoadType())) ||
	 *      (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
	 * @exception ScriptTunnel::ERR_TUNNEL_ANOTHER_TUNNEL_IN_THE_WAY
	 * @exception ScriptTunnel::ERR_TUNNEL_END_SITE_UNSUITABLE
	 * @return Whether the tunnel has been/can be build or not.
	 * @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.
	 * @game @note Building a bridge (without CompanyMode) results in a bridge owned by towns.
	 */
	static bool BuildTunnel(ScriptVehicle::VehicleType vehicle_type, TileIndex start);

	/**
	 * Remove the tunnel whose entrance is located at tile.
	 * @param tile The tile that is an entrance to a tunnel.
	 * @pre ScriptMap::IsValidTile(tile) && IsTunnelTile(tile).
	 * @game @pre Valid ScriptCompanyMode active in scope.
	 * @exception ScriptError::ERR_OWNED_BY_ANOTHER_COMPANY
	 * @return Whether the tunnel has been/can be removed or not.
	 */
	static bool RemoveTunnel(TileIndex tile);
};

#endif /* SCRIPT_TUNNEL_HPP */