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165 lines
5.1 KiB
C++
165 lines
5.1 KiB
C++
16 years ago
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/* $Id$ */
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/** @file ai_airport.hpp Everything to query and build airports. */
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#ifndef AI_AIRPORT_HPP
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#define AI_AIRPORT_HPP
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#include "ai_object.hpp"
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/**
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* Class that handles all airport related functions.
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*/
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class AIAirport : public AIObject {
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public:
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static const char *GetClassName() { return "AIAirport"; }
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/**
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* The types of airports available in the game.
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*/
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enum AirportType {
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/* Note: the values _are_ important as they represent an in-game value */
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AT_SMALL = 0, //!< The small airport.
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AT_LARGE = 1, //!< The large airport.
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AT_METROPOLITAN = 3, //!< The metropolitan airport.
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AT_INTERNATIONAL = 4, //!< The international airport.
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AT_COMMUTER = 5, //!< The commuter airport.
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AT_INTERCON = 7, //!< The intercontinental airport.
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/* Next are the airports which only have helicopter platforms */
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AT_HELIPORT = 2, //!< The heliport.
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AT_HELISTATION = 8, //!< The helistation.
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AT_HELIDEPOT = 6, //!< The helidepot.
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AT_INVALID = 255, //!< Invalid airport.
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};
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/**
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* All plane types available.
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*/
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enum PlaneType {
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/* Note: the values _are_ important as they represent an in-game value */
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PT_HELICOPTER = 0, //!< A helicopter.
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PT_SMALL_PLANE = 1, //!< A small plane.
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PT_BIG_PLANE = 3, //!< A big plane.
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PT_INVALID = -1, //!< An invalid PlaneType
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};
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/**
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* Checks whether the given AirportType is valid.
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* @param type The AirportType to check.
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* @return True if and only if the AirportTypeis valid.
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*/
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static bool IsValidAirportType(AirportType type);
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/**
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* Checks whether the given tile is actually a tile with a hangar.
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* @param tile The tile to check.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile has a hangar.
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*/
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static bool IsHangarTile(TileIndex tile);
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/**
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* Checks whether the given tile is actually a tile with a airport.
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* @param tile The tile to check.
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* @pre AIMap::IsValidTile(tile).
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* @return True if and only if the tile has a airport.
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*/
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static bool IsAirportTile(TileIndex tile);
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/**
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* Check if a certain airport type is already available.
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* @param type The type of airport to check.
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*/
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static bool AirportAvailable(AirportType type);
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/**
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* Get the width of this type of airport.
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* @param type The type of airport.
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* @return The width in tiles.
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*/
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static int32 GetAirportWidth(AirportType type);
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/**
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* Get the height of this type of airport.
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* @param type The type of airport.
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* @return The height in tiles.
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*/
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static int32 GetAirportHeight(AirportType type);
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/**
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* Get the coverage radius of this type of airport.
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* @param type The type of airport.
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* @return The radius in tiles.
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*/
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static int32 GetAirportCoverageRadius(AirportType type);
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/**
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* Get the number of hangars of the airport.
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* @param tile Any tile of the airport.
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* @pre AIMap::IsValidTile(tile).
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* @return The number of hangars of the airport.
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*/
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static int32 GetNumHangars(TileIndex tile);
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/**
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* Get the first hanger tile of the airport.
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* @param tile Any tile of the airport.
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* @pre AIMap::IsValidTile(tile).
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* @pre GetNumHangars(tile) > 0.
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* @return The first hanger tile of the airport.
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* @note Possible there are more hangars, but you won't be able to find them
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* without walking over all the tiles of the airport and using
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* IsHangarTile() on them.
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*/
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static TileIndex GetHangarOfAirport(TileIndex tile);
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/**
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* Builds a airport with tile at the topleft corner.
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* @param tile The topleft corner of the airport.
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* @param type The type of airport to build.
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* @param join_adjacent When building next to an other station, don't create a new station when this flag is true.
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* @pre AIMap::IsValidTile(tile).
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* @pre AirportAvailable(type).
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* @exception AIError::ERR_AREA_NOT_CLEAR
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* @exception AIError::ERR_FLAT_LAND_REQUIRED
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* @exception AIError::ERR_LOCAL_AUTHORITY_REFUSES
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* @exception AIStation::ERR_STATION_TOO_LARGE
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* @exception AIStation::ERR_STATION_TOO_CLOSE_TO_OTHER_STATION
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* @return Whether the airport has been/can be build or not.
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*/
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static bool BuildAirport(TileIndex tile, AirportType type, bool join_adjacent);
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/**
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* Removes a airport.
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* @param tile Any tile of the airport.
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* @pre AIMap::IsValidTile(tile).
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* @exception AIError::ERR_OWNED_BY_ANOTHER_COMPANY
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* @return Whether the airport has been/can be removed or not.
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*/
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static bool RemoveAirport(TileIndex tile);
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/**
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* Get the AirportType of an existing airport.
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* @param tile Any tile of the airport.
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* @pre AITile::IsStationTile(tile).
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* @pre AIStation::HasStationType(AIStation.GetStationID(tile), AIStation::STATION_AIRPORT).
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* @return The AirportType of the airport.
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*/
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static AirportType GetAirportType(TileIndex tile);
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/**
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* Get the noise that will be added to the nearest town if an airport was
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* built at this tile.
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* @param tile The tile to check.
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* @param type The AirportType to check.
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* @return The TownID of the town closest to the tile.
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* @note The noise will be added to the town with TownID AITile.GetClosestTown(tile).
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*/
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static int GetNoiseLevelIncrease(TileIndex tile, AirportType type);
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};
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#endif /* AI_AIRPORT_HPP */
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