Files @ r11049:6eb2c87ed64a
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Location: cpp/openttd-patchpack/source/src/ai/api/ai_airport.hpp

peter1138
(svn r15389) -Feature: Add ability to select which base graphics set is used from the Game Options window. The change takes effect when the window is closed. This option can only be used from the intro menu, as reloading graphics during a game may cause issues.
/* $Id$ */

/** @file ai_airport.hpp Everything to query and build airports. */

#ifndef AI_AIRPORT_HPP
#define AI_AIRPORT_HPP

#include "ai_object.hpp"

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

	/**
	 * The types of airports available in the game.
	 */
	enum AirportType {
		/* Note: the values _are_ important as they represent an in-game value */
		AT_SMALL         =   0, //!< The small airport.
		AT_LARGE         =   1, //!< The large airport.
		AT_METROPOLITAN  =   3, //!< The metropolitan airport.
		AT_INTERNATIONAL =   4, //!< The international airport.
		AT_COMMUTER      =   5, //!< The commuter airport.
		AT_INTERCON      =   7, //!< The intercontinental airport.

		/* Next are the airports which only have helicopter platforms */
		AT_HELIPORT      =   2, //!< The heliport.
		AT_HELISTATION   =   8, //!< The helistation.
		AT_HELIDEPOT     =   6, //!< The helidepot.

		AT_INVALID       = 255, //!< Invalid airport.
	};

	/**
	 * All plane types available.
	 */
	enum PlaneType {
		/* Note: the values _are_ important as they represent an in-game value */
		PT_HELICOPTER    =   0, //!< A helicopter.
		PT_SMALL_PLANE   =   1, //!< A small plane.
		PT_BIG_PLANE     =   3, //!< A big plane.

		PT_INVALID       =  -1, //!< An invalid PlaneType
	};

	/**
	 * Checks whether the given AirportType is valid.
	 * @param type The AirportType to check.
	 * @return True if and only if the AirportTypeis valid.
	 */
	static bool IsValidAirportType(AirportType type);

	/**
	 * Checks whether the given tile is actually a tile with a hangar.
	 * @param tile The tile to check.
	 * @pre AIMap::IsValidTile(tile).
	 * @return True if and only if the tile has a hangar.
	 */
	static bool IsHangarTile(TileIndex tile);

	/**
	 * Checks whether the given tile is actually a tile with a airport.
	 * @param tile The tile to check.
	 * @pre AIMap::IsValidTile(tile).
	 * @return True if and only if the tile has a airport.
	 */
	static bool IsAirportTile(TileIndex tile);

	/**
	 * Check if a certain airport type is already available.
	 * @param type The type of airport to check.
	 */
	static bool AirportAvailable(AirportType type);

	/**
	 * Get the width of this type of airport.
	 * @param type The type of airport.
	 * @return The width in tiles.
	 */
	static int32 GetAirportWidth(AirportType type);

	/**
	 * Get the height of this type of airport.
	 * @param type The type of airport.
	 * @return The height in tiles.
	 */
	static int32 GetAirportHeight(AirportType type);

	/**
	 * Get the coverage radius of this type of airport.
	 * @param type The type of airport.
	 * @return The radius in tiles.
	 */
	static int32 GetAirportCoverageRadius(AirportType type);

	/**
	 * Get the number of hangars of the airport.
	 * @param tile Any tile of the airport.
	 * @pre AIMap::IsValidTile(tile).
	 * @return The number of hangars of the airport.
	 */
	static int32 GetNumHangars(TileIndex tile);

	/**
	 * Get the first hanger tile of the airport.
	 * @param tile Any tile of the airport.
	 * @pre AIMap::IsValidTile(tile).
	 * @pre GetNumHangars(tile) > 0.
	 * @return The first hanger tile of the airport.
	 * @note Possible there are more hangars, but you won't be able to find them
	 *  without walking over all the tiles of the airport and using
	 *  IsHangarTile() on them.
	 */
	static TileIndex GetHangarOfAirport(TileIndex tile);

	/**
	 * Builds a airport with tile at the topleft corner.
	 * @param tile The topleft corner of the airport.
	 * @param type The type of airport to build.
	 * @param join_adjacent When building next to an other station, don't create a new station when this flag is true.
	 * @pre AIMap::IsValidTile(tile).
	 * @pre AirportAvailable(type).
	 * @exception AIError::ERR_AREA_NOT_CLEAR
	 * @exception AIError::ERR_FLAT_LAND_REQUIRED
	 * @exception AIError::ERR_LOCAL_AUTHORITY_REFUSES
	 * @exception AIStation::ERR_STATION_TOO_LARGE
	 * @exception AIStation::ERR_STATION_TOO_CLOSE_TO_OTHER_STATION
	 * @return Whether the airport has been/can be build or not.
	 */
	static bool BuildAirport(TileIndex tile, AirportType type, bool join_adjacent);

	/**
	 * Removes a airport.
	 * @param tile Any tile of the airport.
	 * @pre AIMap::IsValidTile(tile).
	 * @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
	 * @return Whether the airport has been/can be removed or not.
	 */
	static bool RemoveAirport(TileIndex tile);

	/**
	 * Get the AirportType of an existing airport.
	 * @param tile Any tile of the airport.
	 * @pre AITile::IsStationTile(tile).
	 * @pre AIStation::HasStationType(AIStation.GetStationID(tile), AIStation::STATION_AIRPORT).
	 * @return The AirportType of the airport.
	 */
	static AirportType GetAirportType(TileIndex tile);

	/**
	 * Get the noise that will be added to the nearest town if an airport was
	 *  built at this tile.
	 * @param tile The tile to check.
	 * @param type The AirportType to check.
	 * @return The amount of noise added to the nearest town.
	 * @note The noise will be added to the town with TownID GetNearestTown(itle, type).
	 */
	static int GetNoiseLevelIncrease(TileIndex tile, AirportType type);

	/**
	 * Get the TownID of the town whose local authority will influence
	 *  an airport at some tile.
	 * @param tile The tile to check.
	 * @param type The AirportType to check.
	 * @return The TownID of the town closest to the tile.
	 */
	static TownID GetNearestTown(TileIndex tile, AirportType type);
};

#endif /* AI_AIRPORT_HPP */