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/* $Id$ */
/** @file ai_sign.hpp Everything to query and build signs. */
#ifndef AI_SIGN_HPP
#define AI_SIGN_HPP
#include "ai_object.hpp"
#include "ai_error.hpp"
#include "ai_company.hpp"
/**
* Class that handles all sign related functions.
*/
class AISign : public AIObject {
public:
static const char *GetClassName() { return "AISign"; }
/**
* All sign related error messages.
*/
enum ErrorMessages {
/** Base for sign building related errors */
ERR_SIGN_BASE = AIError::ERR_CAT_SIGN << AIError::ERR_CAT_BIT_SIZE,
/** Too many signs have been placed */
ERR_SIGN_TOO_MANY_SIGNS, // [STR_ERROR_TOO_MANY_SIGNS]
};
/**
* Gets the maximum sign index; there are no valid signs with a higher index.
* @return The maximum sign index.
* @post Return value is always non-negative.
*/
static SignID GetMaxSignID();
/**
* 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.
* @pre IsValidSign(sign_id).
* @pre 'name' must have at least one character.
* @pre 'name' must have at most 30 characters.
* @exception AIError::ERR_NAME_IS_NOT_UNIQUE
* @return True if and only if the name was changed.
*/
static bool SetName(SignID sign_id, const char *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);
/**
* 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 text The text to place on the sign.
* @pre AIMap::IsValidTile(location).
* @pre 'text' must have at least one character.
* @pre 'text' must have at most 30 characters.
* @exception AISign::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, const char *text);
/**
* 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 /* AI_SIGN_HPP */
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