Files @ r17613:a9b2554a5d79
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Location: cpp/openttd-patchpack/source/src/ai/api/ai_airport.hpp

rubidium
(svn r22387) -Fix-ish [FS#4601]: Windows' recv seems to return "graceful closed" before having passed the remaining buffer which causes OpenTTD to think all connections are "incorrectly" terminated, i.e. without the "I'm leaving" packet from the client. So let the client wait a tiny bit after sending the "I'm leaving" packet and before gracefully closing the connection
/* $Id$ */

/*
 * 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 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:
	/** Get the name of this class to identify it towards squirrel. */
	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 and available.
	 * @param type The AirportType to check.
	 * @return True if and only if the AirportType is valid and available.
	 * @post return value == true -> IsAirportInformationAvailable returns true.
	 */
	static bool IsValidAirportType(AirportType type);

	/**
	 * Can you get information on this airport type? As opposed to
	 * IsValidAirportType this will return also return true when
	 * an airport type is no longer buildable.
	 * @param type The AirportType to check.
	 * @return True if and only if the AirportType is valid.
	 * @post return value == false -> IsValidAirportType returns false.
	 */
	static bool IsAirportInformationAvailable(AirportType type);

	/**
	 * Get the cost to build this AirportType.
	 * @param type The AirportType to check.
	 * @pre AirportAvailable(type).
	 * @return The cost of building this AirportType.
	 */
	static Money GetPrice(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 an airport.
	 * @param tile The tile to check.
	 * @pre AIMap::IsValidTile(tile).
	 * @return True if and only if the tile has an airport.
	 */
	static bool IsAirportTile(TileIndex tile);

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

	/**
	 * Get the height of this type of airport.
	 * @param type The type of airport.
	 * @pre IsAirportInformationAvailable(type).
	 * @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.
	 * @pre IsAirportInformationAvailable(type).
	 * @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 station_id The station to join, AIStation::STATION_NEW or AIStation::STATION_JOIN_ADJACENT.
	 * @pre AIMap::IsValidTile(tile).
	 * @pre AirportAvailable(type).
	 * @pre station_id == AIStation::STATION_NEW || station_id == AIStation::STATION_JOIN_ADJACENT || AIStation::IsValidStation(station_id).
	 * @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_ANOTHER_STATION
	 * @return Whether the airport has been/can be build or not.
	 */
	static bool BuildAirport(TileIndex tile, AirportType type, StationID station_id);

	/**
	 * Removes an 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(tile, 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.
	 * @pre IsAirportInformationAvailable(type).
	 * @return The TownID of the town closest to the tile.
	 */
	static TownID GetNearestTown(TileIndex tile, AirportType type);
};

#endif /* AI_AIRPORT_HPP */