Files @ r10737:2346af7e04e8
Branch filter:

Location: cpp/openttd-patchpack/source/src/ai/api/ai_station.hpp

translators
(svn r15070) -Update: WebTranslator2 update to 2009-01-13 18:42:22
brazilian_portuguese - 16 fixed by tucalipe (16)
catalan - 8 fixed by arnaullv (8)
croatian - 24 fixed by tifached (24)
czech - 8 fixed by Hadez (8)
dutch - 2 fixed by Excel20 (2)
finnish - 7 fixed, 1 changed by UltimateSephiroth (8)
hungarian - 7 fixed, 2 changed by IPG (2), alyr (7)
indonesian - 23 fixed, 2 changed by fanioz (25)
italian - 7 fixed, 1 changed by lorenzodv (8)
japanese - 59 fixed by ickoonite (59)
polish - 3 fixed by xaxa (3)
romanian - 23 fixed, 1 changed by kkmic (24)
slovak - 59 fixed by James (59)
spanish - 58 fixed by Dominus (30), eusebio (28)
turkish - 7 fixed, 1 changed by Emin (8)
/* $Id$ */

/** @file ai_station.hpp Everything to query and build stations. */

#ifndef AI_STATION_HPP
#define AI_STATION_HPP

#include "ai_object.hpp"
#include "ai_error.hpp"
#include "ai_road.hpp"

/**
 * Class that handles all station related functions.
 */
class AIStation : public AIObject {
public:
	static const char *GetClassName() { return "AIStation"; }

	/**
	 * All station related error messages.
	 */
	enum ErrorMessages {
		/** Base for station related errors */
		ERR_STATION_BASE = AIError::ERR_CAT_STATION << AIError::ERR_CAT_BIT_SIZE,

		/** The station size exceeds the station spread */
		ERR_STATION_TOO_LARGE,                    // [STR_306C_STATION_TOO_SPREAD_OUT]

		/** The station is build too close to another station, airport or dock */
		ERR_STATION_TOO_CLOSE_TO_ANOTHER_STATION, // [STR_300D_TOO_CLOSE_TO_ANOTHER_AIRPORT, STR_3009_TOO_CLOSE_TO_ANOTHER_STATION, STR_304C_TOO_CLOSE_TO_ANOTHER_DOCK]

		/** There are too many stations, airports and docks in the game */
		ERR_STATION_TOO_MANY_STATIONS,            // [STR_3008_TOO_MANY_STATIONS_LOADING, STR_TOO_MANY_TRUCK_STOPS, STR_TOO_MANY_BUS_STOPS]

		/** There are too many stations, airports of docks in a town */
		ERR_STATION_TOO_MANY_STATIONS_IN_TOWN,    // [STR_3007_TOO_MANY_STATIONS_LOADING]
	};

	/**
	 * Type of stations known in the game.
	 */
	enum StationType {
		/* Values are important, as they represent the internal state of the game. */
		STATION_TRAIN      = 0x01, //!< Train station
		STATION_TRUCK_STOP = 0x02, //!< Truck station
		STATION_BUS_STOP   = 0x04, //!< Bus station
		STATION_AIRPORT    = 0x08, //!< Airport
		STATION_DOCK       = 0x10, //!< Dock
		STATION_ANY        = 0x1F, //!< All station types
	};

	/**
	 * Checks whether the given station is valid and owned by you.
	 * @param station_id The station to check.
	 * @return True if and only if the station is valid.
	 */
	static bool IsValidStation(StationID station_id);

	/**
	 * Get the StationID of a tile, if there is a station.
	 * @param tile The tile to find the stationID of
	 * @return StationID of the station.
	 * @post Use IsValidStation() to see if the station is valid.
	 */
	static StationID GetStationID(TileIndex tile);

	/**
	 * Get the name of a station.
	 * @param station_id The station to get the name of.
	 * @pre IsValidStation(station_id).
	 * @return The name of the station.
	 */
	static const char *GetName(StationID station_id);

	/**
	 * Set the name this station.
	 * @param station_id The station to set the name of.
	 * @param name The new name of the station.
	 * @pre IsValidStation(station_id).
	 * @pre 'name' must have at least one character.
	 * @pre 'name' must have at most 30 characters.
	 * @exception AIError::ERR_NAME_IS_NOT_UNIQUE
	 * @return True if the name was changed.
	 */
	static bool SetName(StationID station_id, const char *name);

	/**
	 * Get the current location of a station.
	 * @param station_id The station to get the location of.
	 * @pre IsValidStation(station_id).
	 * @return The tile the station is currently on.
	 */
	static TileIndex GetLocation(StationID station_id);

	/**
	 * See how much cargo there is waiting on a station.
	 * @param station_id The station to get the cargo-waiting of.
	 * @param cargo_id The cargo to get the cargo-waiting of.
	 * @pre IsValidStation(station_id).
	 * @pre IsValidCargo(cargo_id).
	 * @return The amount of units waiting at the station.
	 */
	static int32 GetCargoWaiting(StationID station_id, CargoID cargo_id);

	/**
	 * See how high the rating is of a cargo on a station.
	 * @param station_id The station to get the cargo-rating of.
	 * @param cargo_id The cargo to get the cargo-rating of.
	 * @pre IsValidStation(station_id).
	 * @pre IsValidCargo(cargo_id).
	 * @return The rating in percent of the cargo on the station.
	 */
	static int32 GetCargoRating(StationID station_id, CargoID cargo_id);

	/**
	 * Get the coverage radius of this type of station.
	 * @param station_type The type of station.
	 * @return The radius in tiles.
	 */
	static int32 GetCoverageRadius(AIStation::StationType station_type);

	/**
	 * Get the manhattan distance from the tile to the AIStation::GetLocation()
	 *  of the station.
	 * @param station_id The station to get the distance to.
	 * @param tile The tile to get the distance to.
	 * @pre IsValidStation(station_id).
	 * @return The distance between station and tile.
	 */
	static int32 GetDistanceManhattanToTile(StationID station_id, TileIndex tile);

	/**
	 * Get the square distance from the tile to the AIStation::GetLocation()
	 *  of the station.
	 * @param station_id The station to get the distance to.
	 * @param tile The tile to get the distance to.
	 * @pre IsValidStation(station_id).
	 * @return The distance between station and tile.
	 */
	static int32 GetDistanceSquareToTile(StationID station_id, TileIndex tile);

	/**
	 * Find out if this station is within the rating influence of a town.
	 *  Stations within the radius influence the rating of the town.
	 * @param station_id The station to check.
	 * @param town_id The town to check.
	 * @return True if the tile is within the rating influence of the town.
	 */
	static bool IsWithinTownInfluence(StationID station_id, TownID town_id);

	/**
	 * Check if any part of the station contains a station of the type
	 *  StationType
	 * @param station_id The station to look at.
	 * @param station_type The StationType to look for.
	 * @return True if the station has a station part of the type StationType.
	 */
	static bool HasStationType(StationID station_id, StationType station_type);

	/**
	 * Check if any part of the station contains a station of the type
	 *  RoadType.
	 * @param station_id The station to look at.
	 * @param road_type The RoadType to look for.
	 * @return True if the station has a station part of the type RoadType.
	 */
	static bool HasRoadType(StationID station_id, AIRoad::RoadType road_type);

	/**
	 * Get the town that was nearest to the given station when the station was built.
	 * @param station_id The station to look at.
	 * @return The TownID of the town whose center tile was closest to the station
	 *  at the time the station was built.
	 * @note There is no guarantee that the station is even near the returned town
	 *  nor that the returns town is closest to the station now. A station that was
	 *  'walked' to the other end of the map will still return the same town. Also,
	 *  towns grow, towns change. So don't depend on this value too much.
	 */
	static TownID GetNearestTown(StationID station_id);
};

DECLARE_ENUM_AS_BIT_SET(AIStation::StationType);

#endif /* AI_STATION_HPP */