/* * 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 . */ /** @file script_sign.hpp Everything to query and build signs. */ #ifndef SCRIPT_SIGN_HPP #define SCRIPT_SIGN_HPP #include "script_company.hpp" #include "script_error.hpp" /** * Class that handles all sign related functions. * @api ai game */ class ScriptSign : public ScriptObject { public: /** * All sign related error messages. */ enum ErrorMessages { /** Base for sign building related errors */ ERR_SIGN_BASE = ScriptError::ERR_CAT_SIGN << ScriptError::ERR_CAT_BIT_SIZE, /** Too many signs have been placed */ ERR_SIGN_TOO_MANY_SIGNS, // [STR_ERROR_TOO_MANY_SIGNS] }; /** * Checks whether the given sign index is valid. * @param sign_id The index to check. * @return True if and only if the sign is valid. */ static bool IsValidSign(SignID sign_id); /** * Set the name of a sign. * @param sign_id The sign to set the name for. * @param name The name for the sign (can be either a raw string, or a ScriptText object). * @pre IsValidSign(sign_id). * @pre name != nullptr && len(name) != 0. * @exception ScriptError::ERR_NAME_IS_NOT_UNIQUE * @return True if and only if the name was changed. */ static bool SetName(SignID sign_id, Text *name); /** * Get the name of the sign. * @param sign_id The sign to get the name of. * @pre IsValidSign(sign_id). * @return The name of the sign. */ static char *GetName(SignID sign_id); /** * Get the owner of a sign. * @param sign_id The sign to get the owner of. * @pre IsValidSign(sign_id). * @return The owner the sign has. * @api -ai */ static ScriptCompany::CompanyID GetOwner(SignID sign_id); /** * Gets the location of the sign. * @param sign_id The sign to get the location of. * @pre IsValidSign(sign_id). * @return The location of the sign. */ static TileIndex GetLocation(SignID sign_id); /** * Builds a sign on the map. * @param location The place to build the sign. * @param name The text to place on the sign (can be either a raw string, or a ScriptText object). * @pre ScriptMap::IsValidTile(location). * @pre name != nullptr && len(name) != 0. * @exception ScriptSign::ERR_SIGN_TOO_MANY_SIGNS * @return The SignID of the build sign (use IsValidSign() to check for validity). * In test-mode it returns 0 if successful, or any other value to indicate * failure. */ static SignID BuildSign(TileIndex location, Text *name); /** * Removes a sign from the map. * @param sign_id The sign to remove. * @pre IsValidSign(sign_id). * @return True if and only if the sign has been removed. */ static bool RemoveSign(SignID sign_id); }; #endif /* SCRIPT_SIGN_HPP */