Changeset - r9201:26630995fdfa
[Not reviewed]
master
0 1 0
rubidium - 16 years ago 2008-05-13 13:39:50
rubidium@openttd.org
(svn r13067) -Codechange: make a class of the DepotWindow.
1 file changed with 712 insertions and 732 deletions:
0 comments (0 inline, 0 general)
src/depot_gui.cpp
Show inline comments
 
@@ -101,27 +101,12 @@ static const Widget _depot_widgets[] = {
 
};
 

	
 

	
 
struct depot_d {
 
	VehicleID sel;
 
	VehicleType type;
 
	bool generate_list;
 
	uint16 engine_list_length;
 
	uint16 wagon_list_length;
 
	uint16 engine_count;
 
	uint16 wagon_count;
 
	Vehicle **vehicle_list;
 
	Vehicle **wagon_list;
 
};
 
assert_compile(WINDOW_CUSTOM_SIZE >= sizeof(depot_d));
 

	
 
static void DepotWndProc(Window *w, WindowEvent *e);
 

	
 
static const WindowDesc _train_depot_desc = {
 
	WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
 
	WC_VEHICLE_DEPOT, WC_NONE,
 
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
 
	_depot_widgets,
 
	DepotWndProc
 
	NULL
 
};
 

	
 
static const WindowDesc _road_depot_desc = {
 
@@ -129,7 +114,7 @@ static const WindowDesc _road_depot_desc
 
	WC_VEHICLE_DEPOT, WC_NONE,
 
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
 
	_depot_widgets,
 
	DepotWndProc
 
	NULL
 
};
 

	
 
static const WindowDesc _ship_depot_desc = {
 
@@ -137,7 +122,7 @@ static const WindowDesc _ship_depot_desc
 
	WC_VEHICLE_DEPOT, WC_NONE,
 
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
 
	_depot_widgets,
 
	DepotWndProc
 
	NULL
 
};
 

	
 
static const WindowDesc _aircraft_depot_desc = {
 
@@ -145,10 +130,11 @@ static const WindowDesc _aircraft_depot_
 
	WC_VEHICLE_DEPOT, WC_NONE,
 
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
 
	_depot_widgets,
 
	DepotWndProc
 
	NULL
 
};
 

	
 
extern int WagonLengthToPixels(int len);
 
extern void DepotSortList(Vehicle **v, uint16 length);
 

	
 
/**
 
 * This is the Callback method after the cloning attempt of a vehicle
 
@@ -166,247 +152,6 @@ void CcCloneVehicle(bool success, TileIn
 
	ShowVehicleViewWindow(v);
 
}
 

	
 
static void DepotSellAllConfirmationCallback(Window *w, bool confirmed)
 
{
 
	if (confirmed) {
 
		TileIndex tile = w->window_number;
 
		byte vehtype = WP(w, depot_d).type;
 
		DoCommandP(tile, vehtype, 0, NULL, CMD_DEPOT_SELL_ALL_VEHICLES);
 
	}
 
}
 

	
 
const Sprite *GetAircraftSprite(EngineID engine);
 

	
 
/** Draw a vehicle in the depot window in the box with the top left corner at x,y
 
 * @param *w Window to draw in
 
 * @param *v Vehicle to draw
 
 * @param x Left side of the box to draw in
 
 * @param y Top of the box to draw in
 
 */
 
static void DrawVehicleInDepot(Window *w, const Vehicle *v, int x, int y)
 
{
 
	byte diff_x = 0, diff_y = 0;
 

	
 
	int sprite_y = y + w->resize.step_height - GetVehicleListHeight(v->type);
 

	
 
	switch (v->type) {
 
		case VEH_TRAIN:
 
			DrawTrainImage(v, x + 21, sprite_y, WP(w, depot_d).sel, w->hscroll.cap + 4, w->hscroll.pos);
 

	
 
			/* Number of wagons relative to a standard length wagon (rounded up) */
 
			SetDParam(0, (v->u.rail.cached_total_length + 7) / 8);
 
			DrawStringRightAligned(w->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter
 
			break;
 

	
 
		case VEH_ROAD:     DrawRoadVehImage( v, x + 24, sprite_y, WP(w, depot_d).sel, 1); break;
 
		case VEH_SHIP:     DrawShipImage(    v, x + 19, sprite_y - 1, WP(w, depot_d).sel); break;
 
		case VEH_AIRCRAFT: {
 
			const Sprite *spr = GetSprite(v->GetImage(DIR_W));
 
			DrawAircraftImage(v, x + 12,
 
							  y + max(spr->height + spr->y_offs - 14, 0), // tall sprites needs an y offset
 
							  WP(w, depot_d).sel);
 
		} break;
 
		default: NOT_REACHED();
 
	}
 

	
 
	if (w->resize.step_height == 14) {
 
		/* VEH_TRAIN and VEH_ROAD, which are low */
 
		diff_x = 15;
 
	} else {
 
		/* VEH_SHIP and VEH_AIRCRAFT, which are tall */
 
		diff_y = 12;
 
	}
 

	
 
	DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, PAL_NONE, x + diff_x, y + diff_y);
 

	
 
	SetDParam(0, v->unitnumber);
 
	DrawString(x, y + 2, (uint16)(v->max_age - 366) >= v->age ? STR_00E2 : STR_00E3, TC_FROMSTRING);
 
}
 

	
 
static void DrawDepotWindow(Window *w)
 
{
 
	Vehicle **vl = WP(w, depot_d).vehicle_list;
 
	TileIndex tile = w->window_number;
 
	int x, y, i, maxval;
 
	uint16 hnum;
 
	uint16 num = WP(w, depot_d).engine_count;
 

	
 
	/* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */
 
	uint16 rows_in_display   = w->widget[DEPOT_WIDGET_MATRIX].data >> 8;
 
	uint16 boxes_in_each_row = w->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;
 

	
 
	/* setup disabled buttons */
 
	w->SetWidgetsDisabledState(!IsTileOwner(tile, _local_player),
 
		DEPOT_WIDGET_STOP_ALL,
 
		DEPOT_WIDGET_START_ALL,
 
		DEPOT_WIDGET_SELL,
 
		DEPOT_WIDGET_SELL_CHAIN,
 
		DEPOT_WIDGET_SELL_ALL,
 
		DEPOT_WIDGET_BUILD,
 
		DEPOT_WIDGET_CLONE,
 
		DEPOT_WIDGET_AUTOREPLACE,
 
		WIDGET_LIST_END);
 

	
 
	/* determine amount of items for scroller */
 
	if (WP(w, depot_d).type == VEH_TRAIN) {
 
		hnum = 8;
 
		for (num = 0; num < WP(w, depot_d).engine_count; num++) {
 
			const Vehicle *v = vl[num];
 
			hnum = max(hnum, v->u.rail.cached_total_length);
 
		}
 
		/* Always have 1 empty row, so people can change the setting of the train */
 
		SetVScrollCount(w, WP(w, depot_d).engine_count + WP(w, depot_d).wagon_count + 1);
 
		SetHScrollCount(w, WagonLengthToPixels(hnum));
 
	} else {
 
		SetVScrollCount(w, (num + w->hscroll.cap - 1) / w->hscroll.cap);
 
	}
 

	
 
	/* locate the depot struct */
 
	if (WP(w, depot_d).type == VEH_AIRCRAFT) {
 
		SetDParam(0, GetStationIndex(tile)); // Airport name
 
	} else {
 
		Depot *depot = GetDepotByTile(tile);
 
		assert(depot != NULL);
 

	
 
		SetDParam(0, depot->town_index);
 
	}
 

	
 
	DrawWindowWidgets(w);
 

	
 
	num = w->vscroll.pos * boxes_in_each_row;
 
	maxval = min(WP(w, depot_d).engine_count, num + (rows_in_display * boxes_in_each_row));
 

	
 
	for (x = 2, y = 15; num < maxval; y += w->resize.step_height, x = 2) { // Draw the rows
 
		byte i;
 

	
 
		for (i = 0; i < boxes_in_each_row && num < maxval; i++, num++, x += w->resize.step_width) {
 
			/* Draw all vehicles in the current row */
 
			const Vehicle *v = vl[num];
 
			DrawVehicleInDepot(w, v, x, y);
 
		}
 
	}
 

	
 
	maxval = min(WP(w, depot_d).engine_count + WP(w, depot_d).wagon_count, (w->vscroll.pos * boxes_in_each_row) + (rows_in_display * boxes_in_each_row));
 

	
 
	/* draw the train wagons, that do not have an engine in front */
 
	for (; num < maxval; num++, y += 14) {
 
		const Vehicle *v = WP(w, depot_d).wagon_list[num - WP(w, depot_d).engine_count];
 
		const Vehicle *u;
 

	
 
		DrawTrainImage(v, x + 50, y, WP(w, depot_d).sel, w->hscroll.cap - 29, 0);
 
		DrawString(x, y + 2, STR_8816, TC_FROMSTRING);
 

	
 
		/*Draw the train counter */
 
		i = 0;
 
		u = v;
 
		do i++; while ((u = u->Next()) != NULL); // Determine length of train
 
		SetDParam(0, i);                      // Set the counter
 
		DrawStringRightAligned(w->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter
 
	}
 
}
 

	
 
struct GetDepotVehiclePtData {
 
	Vehicle *head;
 
	Vehicle *wagon;
 
};
 

	
 
enum DepotGUIAction {
 
	MODE_ERROR,
 
	MODE_DRAG_VEHICLE,
 
	MODE_SHOW_VEHICLE,
 
	MODE_START_STOP,
 
};
 

	
 
static DepotGUIAction GetVehicleFromDepotWndPt(const Window *w, int x, int y, Vehicle **veh, GetDepotVehiclePtData *d)
 
{
 
	Vehicle **vl = WP(w, depot_d).vehicle_list;
 
	uint xt, row, xm = 0, ym = 0;
 
	int pos, skip = 0;
 
	uint16 boxes_in_each_row = w->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;
 

	
 
	if (WP(w, depot_d).type == VEH_TRAIN) {
 
		xt = 0;
 
		x -= 23;
 
	} else {
 
		xt = x / w->resize.step_width;
 
		xm = x % w->resize.step_width;
 
		if (xt >= w->hscroll.cap) return MODE_ERROR;
 

	
 
		ym = (y - 14) % w->resize.step_height;
 
	}
 

	
 
	row = (y - 14) / w->resize.step_height;
 
	if (row >= w->vscroll.cap) return MODE_ERROR;
 

	
 
	pos = ((row + w->vscroll.pos) * boxes_in_each_row) + xt;
 

	
 
	if (WP(w, depot_d).engine_count + WP(w, depot_d).wagon_count <= pos) {
 
		if (WP(w, depot_d).type == VEH_TRAIN) {
 
			d->head  = NULL;
 
			d->wagon = NULL;
 
			return MODE_DRAG_VEHICLE;
 
		} else {
 
			return MODE_ERROR; // empty block, so no vehicle is selected
 
		}
 
	}
 

	
 
	if (WP(w, depot_d).engine_count > pos) {
 
		*veh = vl[pos];
 
		skip = w->hscroll.pos;
 
	} else {
 
		vl = WP(w, depot_d).wagon_list;
 
		pos -= WP(w, depot_d).engine_count;
 
		*veh = vl[pos];
 
		/* free wagons don't have an initial loco. */
 
		x -= _traininfo_vehicle_width;
 
	}
 

	
 
	switch (WP(w, depot_d).type) {
 
		case VEH_TRAIN: {
 
			Vehicle *v = *veh;
 
			d->head = d->wagon = v;
 

	
 
			/* either pressed the flag or the number, but only when it's a loco */
 
			if (x < 0 && IsFrontEngine(v)) return (x >= -10) ? MODE_START_STOP : MODE_SHOW_VEHICLE;
 

	
 
			skip = (skip * 8) / _traininfo_vehicle_width;
 
			x = (x * 8) / _traininfo_vehicle_width;
 

	
 
			/* Skip vehicles that are scrolled off the list */
 
			x += skip;
 

	
 
			/* find the vehicle in this row that was clicked */
 
			while (v != NULL && (x -= v->u.rail.cached_veh_length) >= 0) v = v->Next();
 

	
 
			/* if an articulated part was selected, find its parent */
 
			while (v != NULL && IsArticulatedPart(v)) v = v->Previous();
 

	
 
			d->wagon = v;
 

	
 
			return MODE_DRAG_VEHICLE;
 
			}
 
			break;
 

	
 
		case VEH_ROAD:
 
			if (xm >= 24) return MODE_DRAG_VEHICLE;
 
			if (xm <= 16) return MODE_SHOW_VEHICLE;
 
			break;
 

	
 
		case VEH_SHIP:
 
			if (xm >= 19) return MODE_DRAG_VEHICLE;
 
			if (ym <= 10) return MODE_SHOW_VEHICLE;
 
			break;
 

	
 
		case VEH_AIRCRAFT:
 
			if (xm >= 12) return MODE_DRAG_VEHICLE;
 
			if (ym <= 12) return MODE_SHOW_VEHICLE;
 
			break;
 

	
 
		default: NOT_REACHED();
 
	}
 
	return MODE_START_STOP;
 
}
 

	
 
static void TrainDepotMoveVehicle(Vehicle *wagon, VehicleID sel, Vehicle *head)
 
{
 
	Vehicle *v;
 
@@ -427,220 +172,6 @@ static void TrainDepotMoveVehicle(Vehicl
 
	DoCommandP(v->tile, v->index + ((wagon == NULL ? INVALID_VEHICLE : wagon->index) << 16), _ctrl_pressed ? 1 : 0, NULL, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_8837_CAN_T_MOVE_VEHICLE));
 
}
 

	
 
static void DepotClick(Window *w, int x, int y)
 
{
 
	GetDepotVehiclePtData gdvp;
 
	Vehicle *v = NULL;
 
	DepotGUIAction mode = GetVehicleFromDepotWndPt(w, x, y, &v, &gdvp);
 

	
 
	/* share / copy orders */
 
	if (_thd.place_mode != VHM_NONE && mode != MODE_ERROR) {
 
		_place_clicked_vehicle = (WP(w, depot_d).type == VEH_TRAIN ? gdvp.head : v);
 
		return;
 
	}
 

	
 
	if (WP(w, depot_d).type == VEH_TRAIN) v = gdvp.wagon;
 

	
 
	switch (mode) {
 
		case MODE_ERROR: // invalid
 
			return;
 

	
 
		case MODE_DRAG_VEHICLE: { // start dragging of vehicle
 
			VehicleID sel = WP(w, depot_d).sel;
 

	
 
			if (WP(w, depot_d).type == VEH_TRAIN && sel != INVALID_VEHICLE) {
 
				WP(w, depot_d).sel = INVALID_VEHICLE;
 
				TrainDepotMoveVehicle(v, sel, gdvp.head);
 
			} else if (v != NULL) {
 
				int image = v->GetImage(DIR_W);
 

	
 
				WP(w, depot_d).sel = v->index;
 
				w->SetDirty();
 
				SetObjectToPlaceWnd(image, GetVehiclePalette(v), VHM_DRAG, w);
 
				_cursor.vehchain = _ctrl_pressed;
 
			}
 
			}
 
			break;
 

	
 
		case MODE_SHOW_VEHICLE: // show info window
 
			ShowVehicleViewWindow(v);
 
			break;
 

	
 
		case MODE_START_STOP: { // click start/stop flag
 
			uint command;
 

	
 
			switch (WP(w, depot_d).type) {
 
				case VEH_TRAIN:    command = CMD_START_STOP_TRAIN | CMD_MSG(STR_883B_CAN_T_STOP_START_TRAIN);          break;
 
				case VEH_ROAD:     command = CMD_START_STOP_ROADVEH | CMD_MSG(STR_9015_CAN_T_STOP_START_ROAD_VEHICLE); break;
 
				case VEH_SHIP:     command = CMD_START_STOP_SHIP | CMD_MSG(STR_9818_CAN_T_STOP_START_SHIP);            break;
 
				case VEH_AIRCRAFT: command = CMD_START_STOP_AIRCRAFT | CMD_MSG(STR_A016_CAN_T_STOP_START_AIRCRAFT);    break;
 
				default: NOT_REACHED(); command = 0;
 
			}
 
			DoCommandP(v->tile, v->index, 0, NULL, command);
 
			}
 
			break;
 

	
 
		default: NOT_REACHED();
 
	}
 
}
 

	
 
/**
 
 * Clones a vehicle
 
 * @param *v is the original vehicle to clone
 
 * @param *w is the window of the depot where the clone is build
 
 */
 
static void HandleCloneVehClick(const Vehicle *v, const Window *w)
 
{
 
	uint error_str;
 

	
 
	if (v == NULL) return;
 

	
 
	if (!v->IsPrimaryVehicle()) {
 
		v = v->First();
 
		/* Do nothing when clicking on a train in depot with no loc attached */
 
		if (v->type == VEH_TRAIN && !IsFrontEngine(v)) return;
 
	}
 

	
 
	switch (v->type) {
 
		case VEH_TRAIN:    error_str = CMD_MSG(STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE); break;
 
		case VEH_ROAD:     error_str = CMD_MSG(STR_9009_CAN_T_BUILD_ROAD_VEHICLE);     break;
 
		case VEH_SHIP:     error_str = CMD_MSG(STR_980D_CAN_T_BUILD_SHIP);             break;
 
		case VEH_AIRCRAFT: error_str = CMD_MSG(STR_A008_CAN_T_BUILD_AIRCRAFT);         break;
 
		default: return;
 
	}
 

	
 
	DoCommandP(w->window_number, v->index, _ctrl_pressed ? 1 : 0, CcCloneVehicle, CMD_CLONE_VEHICLE | error_str);
 

	
 
	ResetObjectToPlace();
 
}
 

	
 
static void ClonePlaceObj(const Window *w)
 
{
 
	const Vehicle *v = CheckMouseOverVehicle();
 

	
 
	if (v != NULL) HandleCloneVehClick(v, w);
 
}
 

	
 
static void ResizeDepotButtons(Window *w)
 
{
 
	ResizeButtons(w, DEPOT_WIDGET_BUILD, DEPOT_WIDGET_LOCATION);
 

	
 
	if (WP(w, depot_d).type == VEH_TRAIN) {
 
		/* Divide the size of DEPOT_WIDGET_SELL into two equally big buttons so DEPOT_WIDGET_SELL and DEPOT_WIDGET_SELL_CHAIN will get the same size.
 
		* This way it will stay the same even if DEPOT_WIDGET_SELL_CHAIN is resized for some reason                                                  */
 
		w->widget[DEPOT_WIDGET_SELL_CHAIN].top    = ((w->widget[DEPOT_WIDGET_SELL_CHAIN].bottom - w->widget[DEPOT_WIDGET_SELL].top) / 2) + w->widget[DEPOT_WIDGET_SELL].top;
 
		w->widget[DEPOT_WIDGET_SELL].bottom     = w->widget[DEPOT_WIDGET_SELL_CHAIN].top - 1;
 
	}
 
}
 

	
 
/* Function to set up vehicle specific sprites and strings
 
 * Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites
 
 * Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the widget array
 
 */
 
static void SetupStringsForDepotWindow(Window *w, VehicleType type)
 
{
 
	switch (type) {
 
		default: NOT_REACHED();
 

	
 
		case VEH_TRAIN:
 
			w->widget[DEPOT_WIDGET_CAPTION].data      = STR_8800_TRAIN_DEPOT;
 
			w->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_TRAIN_TIP;
 
			w->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_TRAIN_TIP;
 
			w->widget[DEPOT_WIDGET_SELL].tooltips     = STR_8841_DRAG_TRAIN_VEHICLE_TO_HERE;
 
			w->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP;
 
			w->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_883F_TRAINS_CLICK_ON_TRAIN_FOR;
 

	
 
			w->widget[DEPOT_WIDGET_BUILD].data        = STR_8815_NEW_VEHICLES;
 
			w->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_8840_BUILD_NEW_TRAIN_VEHICLE;
 
			w->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_TRAIN;
 
			w->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_TRAIN_DEPOT_INFO;
 

	
 
			w->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_8842_CENTER_MAIN_VIEW_ON_TRAIN;
 
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_TRAIN;
 
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TIP;
 
			w->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_TRAIN_TIP;
 

	
 
			/* Sprites */
 
			w->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_TRAIN;
 
			w->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_TRAIN;
 
			w->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_TRAIN;
 
			break;
 

	
 
		case VEH_ROAD:
 
			w->widget[DEPOT_WIDGET_CAPTION].data      = STR_9003_ROAD_VEHICLE_DEPOT;
 
			w->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_ROADVEH_TIP;
 
			w->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_ROADVEH_TIP;
 
			w->widget[DEPOT_WIDGET_SELL].tooltips     = STR_9024_DRAG_ROAD_VEHICLE_TO_HERE;
 
			w->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP;
 
			w->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_9022_VEHICLES_CLICK_ON_VEHICLE;
 

	
 
			w->widget[DEPOT_WIDGET_BUILD].data        = STR_9004_NEW_VEHICLES;
 
			w->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_9023_BUILD_NEW_ROAD_VEHICLE;
 
			w->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_ROAD_VEHICLE;
 
			w->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_ROAD_VEHICLE_DEPOT_INFO;
 

	
 
			w->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9025_CENTER_MAIN_VIEW_ON_ROAD;
 
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_LORRY;
 
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_ROADVEH_TIP;
 
			w->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_ROADVEH_TIP;
 

	
 
			/* Sprites */
 
			w->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_ROADVEH;
 
			w->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_ROADVEH;
 
			w->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_ROADVEH;
 
			break;
 

	
 
		case VEH_SHIP:
 
			w->widget[DEPOT_WIDGET_CAPTION].data      = STR_9803_SHIP_DEPOT;
 
			w->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_SHIP_TIP;
 
			w->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_SHIP_TIP;
 
			w->widget[DEPOT_WIDGET_SELL].tooltips     = STR_9821_DRAG_SHIP_TO_HERE_TO_SELL;
 
			w->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP;
 
			w->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_981F_SHIPS_CLICK_ON_SHIP_FOR;
 

	
 
			w->widget[DEPOT_WIDGET_BUILD].data        = STR_9804_NEW_SHIPS;
 
			w->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_9820_BUILD_NEW_SHIP;
 
			w->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_SHIP;
 
			w->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_SHIP_DEPOT_INFO;
 

	
 
			w->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9822_CENTER_MAIN_VIEW_ON_SHIP;
 
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_SHIP;
 
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TIP;
 
			w->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_SHIP_TIP;
 

	
 
			/* Sprites */
 
			w->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_SHIP;
 
			w->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_SHIP;
 
			w->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_SHIP;
 
			break;
 

	
 
		case VEH_AIRCRAFT:
 
			w->widget[DEPOT_WIDGET_CAPTION].data      = STR_A002_AIRCRAFT_HANGAR;
 
			w->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_HANGAR_TIP;
 
			w->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_HANGAR_TIP;
 
			w->widget[DEPOT_WIDGET_SELL].tooltips     = STR_A023_DRAG_AIRCRAFT_TO_HERE_TO;
 
			w->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TIP;
 
			w->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_A021_AIRCRAFT_CLICK_ON_AIRCRAFT;
 

	
 
			w->widget[DEPOT_WIDGET_BUILD].data        = STR_A003_NEW_AIRCRAFT;
 
			w->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_A022_BUILD_NEW_AIRCRAFT;
 
			w->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_AIRCRAFT;
 
			w->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW;
 

	
 
			w->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_A024_CENTER_MAIN_VIEW_ON_HANGAR;
 
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_PLANE;
 
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TIP;
 
			w->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_AIRCRAFT_TIP;
 

	
 
			/* Sprites */
 
			w->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_AIRCRAFT;
 
			w->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_AIRCRAFT;
 
			w->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_AIRCRAFT;
 
			break;
 
	}
 
}
 

	
 

	
 
/* Array to hold the block sizes
 
 * First part is the vehicle type, while the last is 0 = x, 1 = y */
 
uint _block_sizes[4][2];
 
@@ -707,296 +238,746 @@ void InitDepotWindowBlockSizes()
 
	ResizeDefaultWindowSize(VEH_AIRCRAFT);
 
}
 

	
 
static void CreateDepotListWindow(Window *w, VehicleType type)
 
{
 
	WP(w, depot_d).type = type;
 
	_backup_orders_tile = 0;
 
static void DepotSellAllConfirmationCallback(Window *w, bool confirmed);
 
const Sprite *GetAircraftSprite(EngineID engine);
 

	
 
struct DepotWindow : Window {
 
	VehicleID sel;
 
	VehicleType type;
 
	bool generate_list;
 
	uint16 engine_list_length;
 
	uint16 wagon_list_length;
 
	uint16 engine_count;
 
	uint16 wagon_count;
 
	Vehicle **vehicle_list;
 
	Vehicle **wagon_list;
 

	
 
	DepotWindow(const WindowDesc *desc, void *data, WindowNumber window_number) : Window(desc, data, window_number)
 
	{
 
		this->sel = INVALID_VEHICLE;
 
		this->vehicle_list  = NULL;
 
		this->wagon_list    = NULL;
 
		this->engine_count  = 0;
 
		this->wagon_count   = 0;
 
		this->generate_list = true;
 

	
 
		this->FindWindowPlacementAndResize(desc);
 
	}
 

	
 
	~DepotWindow()
 
	{
 
		DeleteWindowById(WC_BUILD_VEHICLE, this->window_number);
 
		free((void*)this->vehicle_list);
 
		free((void*)this->wagon_list);
 
	}
 

	
 
	assert(IsPlayerBuildableVehicleType(type)); // ensure that we make the call with a valid type
 
	/** Draw a vehicle in the depot window in the box with the top left corner at x,y
 
	* @param *w Window to draw in
 
	* @param *v Vehicle to draw
 
	* @param x Left side of the box to draw in
 
	* @param y Top of the box to draw in
 
	*/
 
	void DrawVehicleInDepot(Window *w, const Vehicle *v, int x, int y)
 
	{
 
		byte diff_x = 0, diff_y = 0;
 

	
 
	/* Resize the window according to the vehicle type */
 
		int sprite_y = y + this->resize.step_height - GetVehicleListHeight(v->type);
 

	
 
		switch (v->type) {
 
			case VEH_TRAIN:
 
				DrawTrainImage(v, x + 21, sprite_y, this->sel, this->hscroll.cap + 4, this->hscroll.pos);
 

	
 
				/* Number of wagons relative to a standard length wagon (rounded up) */
 
				SetDParam(0, (v->u.rail.cached_total_length + 7) / 8);
 
				DrawStringRightAligned(this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter
 
				break;
 

	
 
	/* Set the number of blocks in each direction */
 
	w->vscroll.cap = _resize_cap[type][0];
 
	w->hscroll.cap = _resize_cap[type][1];
 
			case VEH_ROAD:     DrawRoadVehImage( v, x + 24, sprite_y, this->sel, 1); break;
 
			case VEH_SHIP:     DrawShipImage(    v, x + 19, sprite_y - 1, this->sel); break;
 
			case VEH_AIRCRAFT: {
 
				const Sprite *spr = GetSprite(v->GetImage(DIR_W));
 
				DrawAircraftImage(v, x + 12,
 
									y + max(spr->height + spr->y_offs - 14, 0), // tall sprites needs an y offset
 
									this->sel);
 
			} break;
 
			default: NOT_REACHED();
 
		}
 

	
 
		if (this->resize.step_height == 14) {
 
			/* VEH_TRAIN and VEH_ROAD, which are low */
 
			diff_x = 15;
 
		} else {
 
			/* VEH_SHIP and VEH_AIRCRAFT, which are tall */
 
			diff_y = 12;
 
		}
 

	
 
		DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, PAL_NONE, x + diff_x, y + diff_y);
 

	
 
		SetDParam(0, v->unitnumber);
 
		DrawString(x, y + 2, (uint16)(v->max_age - 366) >= v->age ? STR_00E2 : STR_00E3, TC_FROMSTRING);
 
	}
 

	
 
	/* Set the block size */
 
	w->resize.step_width  = _block_sizes[type][0];
 
	w->resize.step_height = _block_sizes[type][1];
 
	void DrawDepotWindow(Window *w)
 
	{
 
		Vehicle **vl = this->vehicle_list;
 
		TileIndex tile = this->window_number;
 
		int x, y, i, maxval;
 
		uint16 hnum;
 
		uint16 num = this->engine_count;
 

	
 
		/* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */
 
		uint16 rows_in_display   = this->widget[DEPOT_WIDGET_MATRIX].data >> 8;
 
		uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;
 

	
 
		/* setup disabled buttons */
 
		this->SetWidgetsDisabledState(!IsTileOwner(tile, _local_player),
 
			DEPOT_WIDGET_STOP_ALL,
 
			DEPOT_WIDGET_START_ALL,
 
			DEPOT_WIDGET_SELL,
 
			DEPOT_WIDGET_SELL_CHAIN,
 
			DEPOT_WIDGET_SELL_ALL,
 
			DEPOT_WIDGET_BUILD,
 
			DEPOT_WIDGET_CLONE,
 
			DEPOT_WIDGET_AUTOREPLACE,
 
			WIDGET_LIST_END);
 

	
 
		/* determine amount of items for scroller */
 
		if (this->type == VEH_TRAIN) {
 
			hnum = 8;
 
			for (num = 0; num < this->engine_count; num++) {
 
				const Vehicle *v = vl[num];
 
				hnum = max(hnum, v->u.rail.cached_total_length);
 
			}
 
			/* Always have 1 empty row, so people can change the setting of the train */
 
			SetVScrollCount(w, this->engine_count + this->wagon_count + 1);
 
			SetHScrollCount(w, WagonLengthToPixels(hnum));
 
		} else {
 
			SetVScrollCount(w, (num + this->hscroll.cap - 1) / this->hscroll.cap);
 
		}
 

	
 
	/* Enlarge the window to fit with the selected number of blocks of the selected size */
 
	ResizeWindow(w,
 
				 _block_sizes[type][0] * w->hscroll.cap,
 
				 _block_sizes[type][1] * w->vscroll.cap);
 
		/* locate the depot struct */
 
		if (this->type == VEH_AIRCRAFT) {
 
			SetDParam(0, GetStationIndex(tile)); // Airport name
 
		} else {
 
			Depot *depot = GetDepotByTile(tile);
 
			assert(depot != NULL);
 

	
 
			SetDParam(0, depot->town_index);
 
		}
 

	
 
		DrawWindowWidgets(w);
 

	
 
		num = this->vscroll.pos * boxes_in_each_row;
 
		maxval = min(this->engine_count, num + (rows_in_display * boxes_in_each_row));
 

	
 
		for (x = 2, y = 15; num < maxval; y += this->resize.step_height, x = 2) { // Draw the rows
 
			byte i;
 

	
 
	if (type == VEH_TRAIN) {
 
		/* Make space for the horizontal scrollbar vertically, and the unit
 
		 * number, flag, and length counter horizontally. */
 
		ResizeWindow(w, 36, 12);
 
		/* substract the newly added space from the matrix since it was meant for the scrollbar */
 
		w->widget[DEPOT_WIDGET_MATRIX].bottom -= 12;
 
			for (i = 0; i < boxes_in_each_row && num < maxval; i++, num++, x += this->resize.step_width) {
 
				/* Draw all vehicles in the current row */
 
				const Vehicle *v = vl[num];
 
				DrawVehicleInDepot(w, v, x, y);
 
			}
 
		}
 

	
 
		maxval = min(this->engine_count + this->wagon_count, (this->vscroll.pos * boxes_in_each_row) + (rows_in_display * boxes_in_each_row));
 

	
 
		/* draw the train wagons, that do not have an engine in front */
 
		for (; num < maxval; num++, y += 14) {
 
			const Vehicle *v = this->wagon_list[num - this->engine_count];
 
			const Vehicle *u;
 

	
 
			DrawTrainImage(v, x + 50, y, this->sel, this->hscroll.cap - 29, 0);
 
			DrawString(x, y + 2, STR_8816, TC_FROMSTRING);
 

	
 
			/*Draw the train counter */
 
			i = 0;
 
			u = v;
 
			do i++; while ((u = u->Next()) != NULL); // Determine length of train
 
			SetDParam(0, i);                      // Set the counter
 
			DrawStringRightAligned(this->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, TC_FROMSTRING); // Draw the counter
 
		}
 
	}
 

	
 
	/* Set the minimum window size to the current window size */
 
	w->resize.width  = w->width;
 
	w->resize.height = w->height;
 
	struct GetDepotVehiclePtData {
 
		Vehicle *head;
 
		Vehicle *wagon;
 
	};
 

	
 
	enum DepotGUIAction {
 
		MODE_ERROR,
 
		MODE_DRAG_VEHICLE,
 
		MODE_SHOW_VEHICLE,
 
		MODE_START_STOP,
 
	};
 

	
 
	DepotGUIAction GetVehicleFromDepotWndPt(int x, int y, Vehicle **veh, GetDepotVehiclePtData *d) const
 
	{
 
		Vehicle **vl = this->vehicle_list;
 
		uint xt, row, xm = 0, ym = 0;
 
		int pos, skip = 0;
 
		uint16 boxes_in_each_row = this->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;
 

	
 
		if (this->type == VEH_TRAIN) {
 
			xt = 0;
 
			x -= 23;
 
		} else {
 
			xt = x / this->resize.step_width;
 
			xm = x % this->resize.step_width;
 
			if (xt >= this->hscroll.cap) return MODE_ERROR;
 

	
 
			ym = (y - 14) % this->resize.step_height;
 
		}
 

	
 
		row = (y - 14) / this->resize.step_height;
 
		if (row >= this->vscroll.cap) return MODE_ERROR;
 

	
 
		pos = ((row + this->vscroll.pos) * boxes_in_each_row) + xt;
 

	
 
		if (this->engine_count + this->wagon_count <= pos) {
 
			if (this->type == VEH_TRAIN) {
 
				d->head  = NULL;
 
				d->wagon = NULL;
 
				return MODE_DRAG_VEHICLE;
 
			} else {
 
				return MODE_ERROR; // empty block, so no vehicle is selected
 
			}
 
		}
 

	
 
		if (this->engine_count > pos) {
 
			*veh = vl[pos];
 
			skip = this->hscroll.pos;
 
		} else {
 
			vl = this->wagon_list;
 
			pos -= this->engine_count;
 
			*veh = vl[pos];
 
			/* free wagons don't have an initial loco. */
 
			x -= _traininfo_vehicle_width;
 
		}
 

	
 
		switch (this->type) {
 
			case VEH_TRAIN: {
 
				Vehicle *v = *veh;
 
				d->head = d->wagon = v;
 

	
 
				/* either pressed the flag or the number, but only when it's a loco */
 
				if (x < 0 && IsFrontEngine(v)) return (x >= -10) ? MODE_START_STOP : MODE_SHOW_VEHICLE;
 

	
 
				skip = (skip * 8) / _traininfo_vehicle_width;
 
				x = (x * 8) / _traininfo_vehicle_width;
 

	
 
				/* Skip vehicles that are scrolled off the list */
 
				x += skip;
 

	
 
				/* find the vehicle in this row that was clicked */
 
				while (v != NULL && (x -= v->u.rail.cached_veh_length) >= 0) v = v->Next();
 

	
 
				/* if an articulated part was selected, find its parent */
 
				while (v != NULL && IsArticulatedPart(v)) v = v->Previous();
 

	
 
				d->wagon = v;
 

	
 
				return MODE_DRAG_VEHICLE;
 
				}
 
				break;
 

	
 
			case VEH_ROAD:
 
				if (xm >= 24) return MODE_DRAG_VEHICLE;
 
				if (xm <= 16) return MODE_SHOW_VEHICLE;
 
				break;
 

	
 
			case VEH_SHIP:
 
				if (xm >= 19) return MODE_DRAG_VEHICLE;
 
				if (ym <= 10) return MODE_SHOW_VEHICLE;
 
				break;
 

	
 
			case VEH_AIRCRAFT:
 
				if (xm >= 12) return MODE_DRAG_VEHICLE;
 
				if (ym <= 12) return MODE_SHOW_VEHICLE;
 
				break;
 

	
 
			default: NOT_REACHED();
 
		}
 
		return MODE_START_STOP;
 
	}
 

	
 
	void DepotClick(int x, int y)
 
	{
 
		GetDepotVehiclePtData gdvp;
 
		Vehicle *v = NULL;
 
		DepotGUIAction mode = this->GetVehicleFromDepotWndPt(x, y, &v, &gdvp);
 

	
 
		/* share / copy orders */
 
		if (_thd.place_mode != VHM_NONE && mode != MODE_ERROR) {
 
			_place_clicked_vehicle = (this->type == VEH_TRAIN ? gdvp.head : v);
 
			return;
 
		}
 

	
 
		if (this->type == VEH_TRAIN) v = gdvp.wagon;
 

	
 
		switch (mode) {
 
			case MODE_ERROR: // invalid
 
				return;
 

	
 
			case MODE_DRAG_VEHICLE: { // start dragging of vehicle
 
				VehicleID sel = this->sel;
 

	
 
				if (this->type == VEH_TRAIN && sel != INVALID_VEHICLE) {
 
					this->sel = INVALID_VEHICLE;
 
					TrainDepotMoveVehicle(v, sel, gdvp.head);
 
				} else if (v != NULL) {
 
					int image = v->GetImage(DIR_W);
 

	
 
					this->sel = v->index;
 
					this->SetDirty();
 
					SetObjectToPlaceWnd(image, GetVehiclePalette(v), VHM_DRAG, this);
 
					_cursor.vehchain = _ctrl_pressed;
 
				}
 
			} break;
 

	
 
			case MODE_SHOW_VEHICLE: // show info window
 
				ShowVehicleViewWindow(v);
 
				break;
 

	
 
			case MODE_START_STOP: { // click start/stop flag
 
				uint command;
 

	
 
				switch (this->type) {
 
					case VEH_TRAIN:    command = CMD_START_STOP_TRAIN | CMD_MSG(STR_883B_CAN_T_STOP_START_TRAIN);          break;
 
					case VEH_ROAD:     command = CMD_START_STOP_ROADVEH | CMD_MSG(STR_9015_CAN_T_STOP_START_ROAD_VEHICLE); break;
 
					case VEH_SHIP:     command = CMD_START_STOP_SHIP | CMD_MSG(STR_9818_CAN_T_STOP_START_SHIP);            break;
 
					case VEH_AIRCRAFT: command = CMD_START_STOP_AIRCRAFT | CMD_MSG(STR_A016_CAN_T_STOP_START_AIRCRAFT);    break;
 
					default: NOT_REACHED(); command = 0;
 
				}
 
				DoCommandP(v->tile, v->index, 0, NULL, command);
 
			} break;
 

	
 
			default: NOT_REACHED();
 
		}
 
	}
 

	
 
	/**
 
	* Clones a vehicle
 
	* @param *v is the original vehicle to clone
 
	* @param *w is the window of the depot where the clone is build
 
	*/
 
	void HandleCloneVehClick(const Vehicle *v, const Window *w)
 
	{
 
		uint error_str;
 

	
 
		if (v == NULL) return;
 

	
 
	SetupStringsForDepotWindow(w, type);
 
		if (!v->IsPrimaryVehicle()) {
 
			v = v->First();
 
			/* Do nothing when clicking on a train in depot with no loc attached */
 
			if (v->type == VEH_TRAIN && !IsFrontEngine(v)) return;
 
		}
 

	
 
		switch (v->type) {
 
			case VEH_TRAIN:    error_str = CMD_MSG(STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE); break;
 
			case VEH_ROAD:     error_str = CMD_MSG(STR_9009_CAN_T_BUILD_ROAD_VEHICLE);     break;
 
			case VEH_SHIP:     error_str = CMD_MSG(STR_980D_CAN_T_BUILD_SHIP);             break;
 
			case VEH_AIRCRAFT: error_str = CMD_MSG(STR_A008_CAN_T_BUILD_AIRCRAFT);         break;
 
			default: return;
 
		}
 

	
 
		DoCommandP(this->window_number, v->index, _ctrl_pressed ? 1 : 0, CcCloneVehicle, CMD_CLONE_VEHICLE | error_str);
 

	
 
		ResetObjectToPlace();
 
	}
 

	
 
	void ResizeDepotButtons(Window *w)
 
	{
 
		ResizeButtons(w, DEPOT_WIDGET_BUILD, DEPOT_WIDGET_LOCATION);
 

	
 
		if (this->type == VEH_TRAIN) {
 
			/* Divide the size of DEPOT_WIDGET_SELL into two equally big buttons so DEPOT_WIDGET_SELL and DEPOT_WIDGET_SELL_CHAIN will get the same size.
 
			* This way it will stay the same even if DEPOT_WIDGET_SELL_CHAIN is resized for some reason                                                  */
 
			this->widget[DEPOT_WIDGET_SELL_CHAIN].top    = ((this->widget[DEPOT_WIDGET_SELL_CHAIN].bottom - this->widget[DEPOT_WIDGET_SELL].top) / 2) + this->widget[DEPOT_WIDGET_SELL].top;
 
			this->widget[DEPOT_WIDGET_SELL].bottom     = this->widget[DEPOT_WIDGET_SELL_CHAIN].top - 1;
 
		}
 
	}
 

	
 
	/* Function to set up vehicle specific sprites and strings
 
	 * Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites
 
	 * Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the widget array
 
	 */
 
	void SetupStringsForDepotWindow(VehicleType type)
 
	{
 
		switch (type) {
 
			default: NOT_REACHED();
 

	
 
			case VEH_TRAIN:
 
				this->widget[DEPOT_WIDGET_CAPTION].data      = STR_8800_TRAIN_DEPOT;
 
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_TRAIN_TIP;
 
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_TRAIN_TIP;
 
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_8841_DRAG_TRAIN_VEHICLE_TO_HERE;
 
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP;
 
				this->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_883F_TRAINS_CLICK_ON_TRAIN_FOR;
 

	
 
				this->widget[DEPOT_WIDGET_BUILD].data        = STR_8815_NEW_VEHICLES;
 
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_8840_BUILD_NEW_TRAIN_VEHICLE;
 
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_TRAIN;
 
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_TRAIN_DEPOT_INFO;
 

	
 
				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_8842_CENTER_MAIN_VIEW_ON_TRAIN;
 
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_TRAIN;
 
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TIP;
 
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_TRAIN_TIP;
 

	
 
				/* Sprites */
 
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_TRAIN;
 
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_TRAIN;
 
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_TRAIN;
 
				break;
 

	
 
			case VEH_ROAD:
 
				this->widget[DEPOT_WIDGET_CAPTION].data      = STR_9003_ROAD_VEHICLE_DEPOT;
 
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_ROADVEH_TIP;
 
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_ROADVEH_TIP;
 
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_9024_DRAG_ROAD_VEHICLE_TO_HERE;
 
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP;
 
				this->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_9022_VEHICLES_CLICK_ON_VEHICLE;
 

	
 
				this->widget[DEPOT_WIDGET_BUILD].data        = STR_9004_NEW_VEHICLES;
 
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_9023_BUILD_NEW_ROAD_VEHICLE;
 
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_ROAD_VEHICLE;
 
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_ROAD_VEHICLE_DEPOT_INFO;
 

	
 
				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9025_CENTER_MAIN_VIEW_ON_ROAD;
 
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_LORRY;
 
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_ROADVEH_TIP;
 
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_ROADVEH_TIP;
 

	
 
				/* Sprites */
 
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_ROADVEH;
 
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_ROADVEH;
 
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_ROADVEH;
 
				break;
 

	
 
	w->widget[DEPOT_WIDGET_MATRIX].data =
 
		(w->vscroll.cap * 0x100) // number of rows to draw on the background
 
		+ (type == VEH_TRAIN ? 1 : w->hscroll.cap); // number of boxes in each row. Trains always have just one
 
			case VEH_SHIP:
 
				this->widget[DEPOT_WIDGET_CAPTION].data      = STR_9803_SHIP_DEPOT;
 
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_SHIP_TIP;
 
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_SHIP_TIP;
 
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_9821_DRAG_SHIP_TO_HERE_TO_SELL;
 
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP;
 
				this->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_981F_SHIPS_CLICK_ON_SHIP_FOR;
 

	
 
				this->widget[DEPOT_WIDGET_BUILD].data        = STR_9804_NEW_SHIPS;
 
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_9820_BUILD_NEW_SHIP;
 
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_SHIP;
 
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_SHIP_DEPOT_INFO;
 

	
 
				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9822_CENTER_MAIN_VIEW_ON_SHIP;
 
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_SHIP;
 
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TIP;
 
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_SHIP_TIP;
 

	
 
				/* Sprites */
 
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_SHIP;
 
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_SHIP;
 
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_SHIP;
 
				break;
 

	
 
			case VEH_AIRCRAFT:
 
				this->widget[DEPOT_WIDGET_CAPTION].data      = STR_A002_AIRCRAFT_HANGAR;
 
				this->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_HANGAR_TIP;
 
				this->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_HANGAR_TIP;
 
				this->widget[DEPOT_WIDGET_SELL].tooltips     = STR_A023_DRAG_AIRCRAFT_TO_HERE_TO;
 
				this->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TIP;
 
				this->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_A021_AIRCRAFT_CLICK_ON_AIRCRAFT;
 

	
 
				this->widget[DEPOT_WIDGET_BUILD].data        = STR_A003_NEW_AIRCRAFT;
 
				this->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_A022_BUILD_NEW_AIRCRAFT;
 
				this->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_AIRCRAFT;
 
				this->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW;
 

	
 
				this->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_A024_CENTER_MAIN_VIEW_ON_HANGAR;
 
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_PLANE;
 
				this->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TIP;
 
				this->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_AIRCRAFT_TIP;
 

	
 
				/* Sprites */
 
				this->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_AIRCRAFT;
 
				this->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_AIRCRAFT;
 
				this->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_AIRCRAFT;
 
				break;
 
		}
 
	}
 

	
 
	void CreateDepotListWindow(VehicleType type)
 
	{
 
		this->type = type;
 
		_backup_orders_tile = 0;
 

	
 
		assert(IsPlayerBuildableVehicleType(type)); // ensure that we make the call with a valid type
 

	
 
		/* Resize the window according to the vehicle type */
 

	
 
		/* Set the number of blocks in each direction */
 
		this->vscroll.cap = _resize_cap[type][0];
 
		this->hscroll.cap = _resize_cap[type][1];
 

	
 
		/* Set the block size */
 
		this->resize.step_width  = _block_sizes[type][0];
 
		this->resize.step_height = _block_sizes[type][1];
 

	
 
		/* Enlarge the window to fit with the selected number of blocks of the selected size */
 
		ResizeWindow(this,
 
					_block_sizes[type][0] * this->hscroll.cap,
 
					_block_sizes[type][1] * this->vscroll.cap);
 

	
 
		if (type == VEH_TRAIN) {
 
			/* Make space for the horizontal scrollbar vertically, and the unit
 
			 * number, flag, and length counter horizontally. */
 
			ResizeWindow(this, 36, 12);
 
			/* substract the newly added space from the matrix since it was meant for the scrollbar */
 
			this->widget[DEPOT_WIDGET_MATRIX].bottom -= 12;
 
		}
 

	
 
		/* Set the minimum window size to the current window size */
 
		this->resize.width  = this->width;
 
		this->resize.height = this->height;
 

	
 
		this->SetupStringsForDepotWindow(type);
 

	
 
		this->widget[DEPOT_WIDGET_MATRIX].data =
 
			(this->vscroll.cap * 0x100) // number of rows to draw on the background
 
			+ (type == VEH_TRAIN ? 1 : this->hscroll.cap); // number of boxes in each row. Trains always have just one
 

	
 

	
 
	w->SetWidgetsHiddenState(type != VEH_TRAIN,
 
		DEPOT_WIDGET_H_SCROLL,
 
		DEPOT_WIDGET_SELL_CHAIN,
 
		WIDGET_LIST_END);
 

	
 
	ResizeDepotButtons(w);
 
}
 

	
 
void DepotSortList(Vehicle **v, uint16 length);
 
		this->SetWidgetsHiddenState(type != VEH_TRAIN,
 
			DEPOT_WIDGET_H_SCROLL,
 
			DEPOT_WIDGET_SELL_CHAIN,
 
			WIDGET_LIST_END);
 

	
 
static void DepotWndProc(Window *w, WindowEvent *e)
 
{
 
	switch (e->event) {
 
		case WE_CREATE:
 
			WP(w, depot_d).sel = INVALID_VEHICLE;
 
			WP(w, depot_d).vehicle_list  = NULL;
 
			WP(w, depot_d).wagon_list    = NULL;
 
			WP(w, depot_d).engine_count  = 0;
 
			WP(w, depot_d).wagon_count   = 0;
 
			WP(w, depot_d).generate_list = true;
 
			break;
 
		ResizeDepotButtons(this);
 
	}
 

	
 
	virtual void OnInvalidateData(int data)
 
	{
 
		this->generate_list = true;
 
	}
 

	
 
		case WE_INVALIDATE_DATA:
 
			WP(w, depot_d).generate_list = true;
 
			break;
 

	
 
		case WE_PAINT:
 
			if (WP(w, depot_d).generate_list) {
 
				/* Generate the vehicle list
 
				 * It's ok to use the wagon pointers for non-trains as they will be ignored */
 
				BuildDepotVehicleList(WP(w, depot_d).type, w->window_number,
 
					&WP(w, depot_d).vehicle_list, &WP(w, depot_d).engine_list_length, &WP(w, depot_d).engine_count,
 
					&WP(w, depot_d).wagon_list,   &WP(w, depot_d).wagon_list_length,  &WP(w, depot_d).wagon_count);
 
				WP(w, depot_d).generate_list = false;
 
				DepotSortList(WP(w, depot_d).vehicle_list, WP(w, depot_d).engine_count);
 
//#ifndef NDEBUG
 
#if 0
 
/* We disabled this check for now, but will keep it to quickly make this test again later (if we change some code) */
 
			} else {
 
				/* Here we got a piece of code, that only checks if we got a different number of vehicles in the depot list and the number of vehicles actually being in the depot.
 
				 * IF they aren't the same, then WE_INVALIDATE_DATA should have been called somewhere, but it wasn't and we got a bug
 
				 * Since this is a time consuming check and not nice to memory fragmentation, it may not stay for long, but it's a good way to check this
 
				 * We can turn it on/off by switching between #ifndef NDEBUG and #if 0 */
 
				Vehicle **engines = NULL, **wagons = NULL;
 
				uint16 engine_count = 0, engine_length = 0;
 
				uint16 wagon_count  = 0, wagon_length  = 0;
 
				BuildDepotVehicleList(WP(w, depot_d).type, w->window_number, &engines, &engine_length, &engine_count,
 
									  &wagons,  &wagon_length,  &wagon_count);
 
	virtual void OnPaint()
 
	{
 
		if (this->generate_list) {
 
			/* Generate the vehicle list
 
			 * It's ok to use the wagon pointers for non-trains as they will be ignored */
 
			BuildDepotVehicleList(this->type, this->window_number,
 
				&this->vehicle_list, &this->engine_list_length, &this->engine_count,
 
				&this->wagon_list,   &this->wagon_list_length,  &this->wagon_count);
 
			this->generate_list = false;
 
			DepotSortList(this->vehicle_list, this->engine_count);
 
		}
 
		DrawDepotWindow(this);
 
	}
 

	
 
				assert(engine_count == WP(w, depot_d).engine_count);
 
				assert(wagon_count == WP(w, depot_d).wagon_count);
 
				free((void*)engines);
 
				free((void*)wagons);
 
#endif
 
			}
 
			DrawDepotWindow(w);
 
			break;
 
	virtual void OnClick(Point pt, int widget)
 
	{
 
		switch (widget) {
 
			case DEPOT_WIDGET_MATRIX: // List
 
				this->DepotClick(pt.x, pt.y);
 
				break;
 

	
 
		case WE_CLICK:
 
			switch (e->we.click.widget) {
 
				case DEPOT_WIDGET_MATRIX: // List
 
					DepotClick(w, e->we.click.pt.x, e->we.click.pt.y);
 
					break;
 

	
 
				case DEPOT_WIDGET_BUILD: // Build vehicle
 
					ResetObjectToPlace();
 
					ShowBuildVehicleWindow(w->window_number, WP(w, depot_d).type);
 
					break;
 

	
 
				case DEPOT_WIDGET_CLONE: // Clone button
 
					w->InvalidateWidget(DEPOT_WIDGET_CLONE);
 
					w->ToggleWidgetLoweredState(DEPOT_WIDGET_CLONE);
 
			case DEPOT_WIDGET_BUILD: // Build vehicle
 
				ResetObjectToPlace();
 
				ShowBuildVehicleWindow(this->window_number, this->type);
 
				break;
 

	
 
					if (w->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
 
						static const CursorID clone_icons[] = {
 
							SPR_CURSOR_CLONE_TRAIN, SPR_CURSOR_CLONE_ROADVEH,
 
							SPR_CURSOR_CLONE_SHIP, SPR_CURSOR_CLONE_AIRPLANE
 
						};
 
			case DEPOT_WIDGET_CLONE: // Clone button
 
				this->InvalidateWidget(DEPOT_WIDGET_CLONE);
 
				this->ToggleWidgetLoweredState(DEPOT_WIDGET_CLONE);
 

	
 
						_place_clicked_vehicle = NULL;
 
						SetObjectToPlaceWnd(clone_icons[WP(w, depot_d).type], PAL_NONE, VHM_RECT, w);
 
					} else {
 
						ResetObjectToPlace();
 
					}
 
						break;
 
				if (this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
 
					static const CursorID clone_icons[] = {
 
						SPR_CURSOR_CLONE_TRAIN, SPR_CURSOR_CLONE_ROADVEH,
 
						SPR_CURSOR_CLONE_SHIP, SPR_CURSOR_CLONE_AIRPLANE
 
					};
 

	
 
				case DEPOT_WIDGET_LOCATION:
 
					if (_ctrl_pressed) {
 
						ShowExtraViewPortWindow(w->window_number);
 
					} else {
 
						ScrollMainWindowToTile(w->window_number);
 
					}
 
					break;
 

	
 
				case DEPOT_WIDGET_STOP_ALL:
 
				case DEPOT_WIDGET_START_ALL:
 
					DoCommandP(w->window_number, 0, WP(w, depot_d).type | (e->we.click.widget == DEPOT_WIDGET_START_ALL ? (1 << 5) : 0), NULL, CMD_MASS_START_STOP);
 
					_place_clicked_vehicle = NULL;
 
					SetObjectToPlaceWnd(clone_icons[this->type], PAL_NONE, VHM_RECT, this);
 
				} else {
 
					ResetObjectToPlace();
 
				}
 
					break;
 

	
 
				case DEPOT_WIDGET_SELL_ALL:
 
					/* Only open the confimation window if there are anything to sell */
 
					if (WP(w, depot_d).engine_count != 0 || WP(w, depot_d).wagon_count != 0) {
 
						static const StringID confirm_captions[] = {
 
							STR_8800_TRAIN_DEPOT,
 
							STR_9003_ROAD_VEHICLE_DEPOT,
 
							STR_9803_SHIP_DEPOT,
 
							STR_A002_AIRCRAFT_HANGAR
 
						};
 
						TileIndex tile = w->window_number;
 
						byte vehtype = WP(w, depot_d).type;
 
			case DEPOT_WIDGET_LOCATION:
 
				if (_ctrl_pressed) {
 
					ShowExtraViewPortWindow(this->window_number);
 
				} else {
 
					ScrollMainWindowToTile(this->window_number);
 
				}
 
				break;
 

	
 
			case DEPOT_WIDGET_STOP_ALL:
 
			case DEPOT_WIDGET_START_ALL:
 
				DoCommandP(this->window_number, 0, this->type | (widget == DEPOT_WIDGET_START_ALL ? (1 << 5) : 0), NULL, CMD_MASS_START_STOP);
 
				break;
 

	
 
						SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotByTile(tile)->town_index);
 
						ShowQuery(
 
							confirm_captions[vehtype],
 
							STR_DEPOT_SELL_CONFIRMATION_TEXT,
 
							w,
 
							DepotSellAllConfirmationCallback
 
						);
 
					}
 
					break;
 
			case DEPOT_WIDGET_SELL_ALL:
 
				/* Only open the confimation window if there are anything to sell */
 
				if (this->engine_count != 0 || this->wagon_count != 0) {
 
					static const StringID confirm_captions[] = {
 
						STR_8800_TRAIN_DEPOT,
 
						STR_9003_ROAD_VEHICLE_DEPOT,
 
						STR_9803_SHIP_DEPOT,
 
						STR_A002_AIRCRAFT_HANGAR
 
					};
 
					TileIndex tile = this->window_number;
 
					byte vehtype = this->type;
 

	
 
				case DEPOT_WIDGET_VEHICLE_LIST:
 
					ShowVehicleListWindow(GetTileOwner(w->window_number), WP(w, depot_d).type, (TileIndex)w->window_number);
 
					break;
 
					SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotByTile(tile)->town_index);
 
					ShowQuery(
 
						confirm_captions[vehtype],
 
						STR_DEPOT_SELL_CONFIRMATION_TEXT,
 
						this,
 
						DepotSellAllConfirmationCallback
 
					);
 
				}
 
				break;
 

	
 
				case DEPOT_WIDGET_AUTOREPLACE:
 
					DoCommandP(w->window_number, WP(w, depot_d).type, 0, NULL, CMD_DEPOT_MASS_AUTOREPLACE);
 
					break;
 
			case DEPOT_WIDGET_VEHICLE_LIST:
 
				ShowVehicleListWindow(GetTileOwner(this->window_number), this->type, (TileIndex)this->window_number);
 
				break;
 

	
 
			}
 
			break;
 
			case DEPOT_WIDGET_AUTOREPLACE:
 
				DoCommandP(this->window_number, this->type, 0, NULL, CMD_DEPOT_MASS_AUTOREPLACE);
 
				break;
 

	
 
		case WE_PLACE_OBJ: {
 
			ClonePlaceObj(w);
 
		} break;
 
		}
 
	}
 

	
 
		case WE_ABORT_PLACE_OBJ: {
 
			/* abort clone */
 
			w->RaiseWidget(DEPOT_WIDGET_CLONE);
 
			w->InvalidateWidget(DEPOT_WIDGET_CLONE);
 
	virtual void OnPlaceObject(Point pt, TileIndex tile)
 
	{
 
		const Vehicle *v = CheckMouseOverVehicle();
 

	
 
		if (v != NULL) HandleCloneVehClick(v, this);
 
	}
 

	
 
			/* abort drag & drop */
 
			WP(w, depot_d).sel = INVALID_VEHICLE;
 
			w->InvalidateWidget(DEPOT_WIDGET_MATRIX);
 
		} break;
 
	virtual void OnPlaceObjectAbort()
 
	{
 
		/* abort clone */
 
		this->RaiseWidget(DEPOT_WIDGET_CLONE);
 
		this->InvalidateWidget(DEPOT_WIDGET_CLONE);
 

	
 
			/* check if a vehicle in a depot was clicked.. */
 
		case WE_MOUSELOOP: {
 
			const Vehicle *v = _place_clicked_vehicle;
 
		/* abort drag & drop */
 
		this->sel = INVALID_VEHICLE;
 
		this->InvalidateWidget(DEPOT_WIDGET_MATRIX);
 
	};
 

	
 
			/* since OTTD checks all open depot windows, we will make sure that it triggers the one with a clicked clone button */
 
			if (v != NULL && w->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
 
				_place_clicked_vehicle = NULL;
 
				HandleCloneVehClick(v, w);
 
			}
 
		} break;
 
	/* check if a vehicle in a depot was clicked.. */
 
	virtual void OnMouseLoop()
 
	{
 
		const Vehicle *v = _place_clicked_vehicle;
 

	
 
		case WE_DESTROY:
 
			DeleteWindowById(WC_BUILD_VEHICLE, w->window_number);
 
			free((void*)WP(w, depot_d).vehicle_list);
 
			free((void*)WP(w, depot_d).wagon_list);
 
			break;
 
		/* since OTTD checks all open depot windows, we will make sure that it triggers the one with a clicked clone button */
 
		if (v != NULL && this->IsWidgetLowered(DEPOT_WIDGET_CLONE)) {
 
			_place_clicked_vehicle = NULL;
 
			HandleCloneVehClick(v, this);
 
		}
 
	}
 

	
 
		case WE_DRAGDROP:
 
			switch (e->we.click.widget) {
 
				case DEPOT_WIDGET_MATRIX: {
 
					Vehicle *v;
 
					VehicleID sel = WP(w, depot_d).sel;
 
	virtual void OnDragDrop(Point pt, int widget)
 
	{
 
		switch (widget) {
 
			case DEPOT_WIDGET_MATRIX: {
 
				Vehicle *v;
 
				VehicleID sel = this->sel;
 

	
 
					WP(w, depot_d).sel = INVALID_VEHICLE;
 
					w->SetDirty();
 
				this->sel = INVALID_VEHICLE;
 
				this->SetDirty();
 

	
 
					if (WP(w, depot_d).type == VEH_TRAIN) {
 
						GetDepotVehiclePtData gdvp;
 
				if (this->type == VEH_TRAIN) {
 
					GetDepotVehiclePtData gdvp;
 

	
 
						if (GetVehicleFromDepotWndPt(w, e->we.dragdrop.pt.x, e->we.dragdrop.pt.y, &v, &gdvp) == MODE_DRAG_VEHICLE &&
 
							sel != INVALID_VEHICLE) {
 
							if (gdvp.wagon != NULL && gdvp.wagon->index == sel && _ctrl_pressed) {
 
								DoCommandP(GetVehicle(sel)->tile, GetVehicle(sel)->index, true, NULL, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_9033_CAN_T_MAKE_VEHICLE_TURN));
 
							} else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
 
								TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
 
							} else if (gdvp.head != NULL && IsFrontEngine(gdvp.head)) {
 
								ShowVehicleViewWindow(gdvp.head);
 
							}
 
					if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, &gdvp) == MODE_DRAG_VEHICLE &&
 
						sel != INVALID_VEHICLE) {
 
						if (gdvp.wagon != NULL && gdvp.wagon->index == sel && _ctrl_pressed) {
 
							DoCommandP(GetVehicle(sel)->tile, GetVehicle(sel)->index, true, NULL, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_9033_CAN_T_MAKE_VEHICLE_TURN));
 
						} else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
 
							TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
 
						} else if (gdvp.head != NULL && IsFrontEngine(gdvp.head)) {
 
							ShowVehicleViewWindow(gdvp.head);
 
						}
 
					} else if (GetVehicleFromDepotWndPt(w, e->we.dragdrop.pt.x, e->we.dragdrop.pt.y, &v, NULL) == MODE_DRAG_VEHICLE &&
 
						v != NULL &&
 
						sel == v->index) {
 
						ShowVehicleViewWindow(v);
 
					}
 
				} break;
 

	
 
				case DEPOT_WIDGET_SELL: case DEPOT_WIDGET_SELL_CHAIN:
 
					if (!w->IsWidgetDisabled(DEPOT_WIDGET_SELL) &&
 
						WP(w, depot_d).sel != INVALID_VEHICLE) {
 
						Vehicle *v;
 
						uint command;
 
						int sell_cmd;
 
						bool is_engine;
 
				} else if (this->GetVehicleFromDepotWndPt(pt.x, pt.y, &v, NULL) == MODE_DRAG_VEHICLE &&
 
					v != NULL &&
 
					sel == v->index) {
 
					ShowVehicleViewWindow(v);
 
				}
 
			} break;
 

	
 
						if (w->IsWidgetDisabled(e->we.click.widget)) return;
 
						if (WP(w, depot_d).sel == INVALID_VEHICLE) return;
 

	
 
						w->HandleButtonClick(e->we.click.widget);
 
			case DEPOT_WIDGET_SELL: case DEPOT_WIDGET_SELL_CHAIN:
 
				if (!this->IsWidgetDisabled(DEPOT_WIDGET_SELL) &&
 
					this->sel != INVALID_VEHICLE) {
 
					Vehicle *v;
 
					uint command;
 
					int sell_cmd;
 
					bool is_engine;
 

	
 
						v = GetVehicle(WP(w, depot_d).sel);
 
						WP(w, depot_d).sel = INVALID_VEHICLE;
 
						w->SetDirty();
 
					if (this->IsWidgetDisabled(widget)) return;
 
					if (this->sel == INVALID_VEHICLE) return;
 

	
 
					this->HandleButtonClick(widget);
 

	
 
						sell_cmd = (v->type == VEH_TRAIN && (e->we.click.widget == DEPOT_WIDGET_SELL_CHAIN || _ctrl_pressed)) ? 1 : 0;
 
					v = GetVehicle(this->sel);
 
					this->sel = INVALID_VEHICLE;
 
					this->SetDirty();
 

	
 
					sell_cmd = (v->type == VEH_TRAIN && (widget == DEPOT_WIDGET_SELL_CHAIN || _ctrl_pressed)) ? 1 : 0;
 

	
 
					is_engine = (!(v->type == VEH_TRAIN && !IsFrontEngine(v)));
 

	
 
						is_engine = (!(v->type == VEH_TRAIN && !IsFrontEngine(v)));
 

	
 
						if (is_engine) {
 
							_backup_orders_tile = v->tile;
 
							BackupVehicleOrders(v);
 
						}
 
					if (is_engine) {
 
						_backup_orders_tile = v->tile;
 
						BackupVehicleOrders(v);
 
					}
 

	
 
						switch (v->type) {
 
							case VEH_TRAIN:    command = CMD_SELL_RAIL_WAGON | CMD_MSG(STR_8839_CAN_T_SELL_RAILROAD_VEHICLE); break;
 
							case VEH_ROAD:     command = CMD_SELL_ROAD_VEH | CMD_MSG(STR_9014_CAN_T_SELL_ROAD_VEHICLE);       break;
 
							case VEH_SHIP:     command = CMD_SELL_SHIP | CMD_MSG(STR_980C_CAN_T_SELL_SHIP);                   break;
 
							case VEH_AIRCRAFT: command = CMD_SELL_AIRCRAFT | CMD_MSG(STR_A01C_CAN_T_SELL_AIRCRAFT);           break;
 
							default: NOT_REACHED(); command = 0;
 
						}
 

	
 
						if (!DoCommandP(v->tile, v->index, sell_cmd, NULL, command) && is_engine) _backup_orders_tile = 0;
 
					switch (v->type) {
 
						case VEH_TRAIN:    command = CMD_SELL_RAIL_WAGON | CMD_MSG(STR_8839_CAN_T_SELL_RAILROAD_VEHICLE); break;
 
						case VEH_ROAD:     command = CMD_SELL_ROAD_VEH | CMD_MSG(STR_9014_CAN_T_SELL_ROAD_VEHICLE);       break;
 
						case VEH_SHIP:     command = CMD_SELL_SHIP | CMD_MSG(STR_980C_CAN_T_SELL_SHIP);                   break;
 
						case VEH_AIRCRAFT: command = CMD_SELL_AIRCRAFT | CMD_MSG(STR_A01C_CAN_T_SELL_AIRCRAFT);           break;
 
						default: NOT_REACHED(); command = 0;
 
					}
 
					break;
 
				default:
 
					WP(w, depot_d).sel = INVALID_VEHICLE;
 
					w->SetDirty();
 
			}
 
			_cursor.vehchain = false;
 
			break;
 

	
 
					if (!DoCommandP(v->tile, v->index, sell_cmd, NULL, command) && is_engine) _backup_orders_tile = 0;
 
				}
 
				break;
 
			default:
 
				this->sel = INVALID_VEHICLE;
 
				this->SetDirty();
 
		}
 
		_cursor.vehchain = false;
 
	}
 

	
 
	virtual void OnResize(Point new_size, Point delta)
 
	{
 
		this->vscroll.cap += delta.y / (int)this->resize.step_height;
 
		this->hscroll.cap += delta.x / (int)this->resize.step_width;
 
		this->widget[DEPOT_WIDGET_MATRIX].data = (this->vscroll.cap << 8) + (this->type == VEH_TRAIN ? 1 : this->hscroll.cap);
 
		ResizeDepotButtons(this);
 
	}
 

	
 
		case WE_RESIZE:
 
			w->vscroll.cap += e->we.sizing.diff.y / (int)w->resize.step_height;
 
			w->hscroll.cap += e->we.sizing.diff.x / (int)w->resize.step_width;
 
			w->widget[DEPOT_WIDGET_MATRIX].data = (w->vscroll.cap << 8) + (WP(w, depot_d).type == VEH_TRAIN ? 1 : w->hscroll.cap);
 
			ResizeDepotButtons(w);
 
			break;
 
	virtual bool OnCTRLStateChange()
 
	{
 
		if (this->sel != INVALID_VEHICLE) {
 
			_cursor.vehchain = _ctrl_pressed;
 
			this->InvalidateWidget(DEPOT_WIDGET_MATRIX);
 
		}
 

	
 
		case WE_CTRL_CHANGED:
 
			if (WP(w, depot_d).sel != INVALID_VEHICLE) {
 
				_cursor.vehchain = _ctrl_pressed;
 
				w->InvalidateWidget(DEPOT_WIDGET_MATRIX);
 
			}
 
			break;
 
		return true;
 
	}
 
};
 

	
 
static void DepotSellAllConfirmationCallback(Window *win, bool confirmed)
 
{
 
	if (confirmed) {
 
		DepotWindow *w = (DepotWindow*)win;
 
		TileIndex tile = w->window_number;
 
		byte vehtype = w->type;
 
		DoCommandP(tile, vehtype, 0, NULL, CMD_DEPOT_SELL_ALL_VEHICLES);
 
	}
 
}
 

	
 
@@ -1006,24 +987,22 @@ static void DepotWndProc(Window *w, Wind
 
 */
 
void ShowDepotWindow(TileIndex tile, VehicleType type)
 
{
 
	Window *w;
 
	DepotWindow *w;
 

	
 
	switch (type) {
 
		default: NOT_REACHED();
 
		case VEH_TRAIN:
 
			w = AllocateWindowDescFront<Window>(&_train_depot_desc, tile); break;
 
			w = AllocateWindowDescFront<DepotWindow>(&_train_depot_desc, tile); break;
 
		case VEH_ROAD:
 
			w = AllocateWindowDescFront<Window>(&_road_depot_desc, tile); break;
 
			w = AllocateWindowDescFront<DepotWindow>(&_road_depot_desc, tile); break;
 
		case VEH_SHIP:
 
			w = AllocateWindowDescFront<Window>(&_ship_depot_desc, tile); break;
 
			w = AllocateWindowDescFront<DepotWindow>(&_ship_depot_desc, tile); break;
 
		case VEH_AIRCRAFT:
 
			w = AllocateWindowDescFront<Window>(&_aircraft_depot_desc, tile); break;
 
			w = AllocateWindowDescFront<DepotWindow>(&_aircraft_depot_desc, tile); break;
 
	}
 

	
 
	if (w != NULL) {
 
		w->caption_color = GetTileOwner(tile);
 
		CreateDepotListWindow(w, type);
 
	}
 
	w->caption_color = GetTileOwner(tile);
 
	w->CreateDepotListWindow(type);
 
}
 

	
 
/** Removes the highlight of a vehicle in a depot window
 
@@ -1031,15 +1010,16 @@ void ShowDepotWindow(TileIndex tile, Veh
 
 */
 
void DeleteDepotHighlightOfVehicle(const Vehicle *v)
 
{
 
	Window *w;
 
	DepotWindow *w;
 

	
 
	/* If we haven't got any vehicles on the mouse pointer, we haven't got any highlighted in any depots either
 
	 * If that is the case, we can skip looping though the windows and save time                                */
 
	 * If that is the case, we can skip looping though the windows and save time
 
	 */
 
	if (_special_mouse_mode != WSM_DRAGDROP) return;
 

	
 
	w = FindWindowById(WC_VEHICLE_DEPOT, v->tile);
 
	w = dynamic_cast<DepotWindow*>(FindWindowById(WC_VEHICLE_DEPOT, v->tile));
 
	if (w != NULL) {
 
		WP(w, depot_d).sel = INVALID_VEHICLE;
 
		w->sel = INVALID_VEHICLE;
 
		ResetObjectToPlace();
 
	}
 
}
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