Files @ r23483:3733e6b8ff17
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Location: cpp/openttd-patchpack/source/src/script/api/script_waypoint.hpp

Patric Stout
Remove: ENABLE_NETWORK switch

This switch has been a pain for years. Often disabling broke
compilation, as no developer compiles OpenTTD without, neither do
any of our official binaries.

Additionaly, it has grown so hugely in our codebase, that it
clearly shows that the current solution was a poor one. 350+
instances of "#ifdef ENABLE_NETWORK" were in the code, of which
only ~30 in the networking code itself. The rest were all around
the code to do the right thing, from GUI to NewGRF.

A more proper solution would be to stub all the functions, and
make sure the rest of the code can simply assume network is
available. This was also partially done, and most variables were
correct if networking was disabled. Despite that, often the #ifdefs
were still used.

With the recent removal of DOS, there is also no platform anymore
which we support where networking isn't working out-of-the-box.

All in all, it is time to remove the ENABLE_NETWORK switch. No
replacement is planned, but if you feel we really need this option,
we welcome any Pull Request which implements this in a way that
doesn't crawl through the code like this diff shows we used to.
/* $Id$ */

/*
 * 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_waypoint.hpp Everything to query and build waypoints. */

#ifndef SCRIPT_WAYPOINT_HPP
#define SCRIPT_WAYPOINT_HPP

#include "script_basestation.hpp"
#include "script_error.hpp"
#include "../../station_type.h"

/**
 * Class that handles all waypoint related functions.
 * @api ai game
 */
class ScriptWaypoint : public ScriptBaseStation {
public:
	/**
	 * All waypoint related error messages.
	 */
	enum ErrorMessages {
		/** Base for waypoint related errors */
		ERR_WAYPOINT_BASE = ScriptError::ERR_CAT_WAYPOINT << ScriptError::ERR_CAT_BIT_SIZE,

		/** The waypoint is build too close to another waypoint */
		ERR_WAYPOINT_TOO_CLOSE_TO_ANOTHER_WAYPOINT, // [STR_ERROR_TOO_CLOSE_TO_ANOTHER_WAYPOINT]

		/** The waypoint would join more than one existing waypoint together. */
		ERR_WAYPOINT_ADJOINS_MULTIPLE_WAYPOINTS,    // [STR_ERROR_WAYPOINT_ADJOINS_MORE_THAN_ONE_EXISTING]
	};

	/**
	 * Type of waypoints known in the game.
	 */
	enum WaypointType {
		/* Note: these values represent part of the in-game StationFacility enum */
		WAYPOINT_RAIL      = (int)::FACIL_TRAIN, ///< Rail waypoint
		WAYPOINT_BUOY      = (int)::FACIL_DOCK,  ///< Buoy
		WAYPOINT_ANY       = WAYPOINT_RAIL | WAYPOINT_BUOY, ///< All waypoint types
	};

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

	/**
	 * Get the StationID of a tile.
	 * @param tile The tile to find the StationID of.
	 * @pre ScriptRail::IsRailWaypointTile(tile).
	 * @return StationID of the waypoint.
	 */
	static StationID GetWaypointID(TileIndex tile);

	/**
	 * Check if any part of the waypoint contains a waypoint of the type waypoint_type
	 * @param waypoint_id The waypoint to look at.
	 * @param waypoint_type The WaypointType to look for.
	 * @return True if the waypoint has a waypoint part of the type waypoint_type.
	 */
	static bool HasWaypointType(StationID waypoint_id, WaypointType waypoint_type);
};

DECLARE_ENUM_AS_BIT_SET(ScriptWaypoint::WaypointType)

#endif /* SCRIPT_WAYPOINT_HPP */