Changeset - r9396:9c082e37fcdf
[Not reviewed]
master
0 6 2
peter1138 - 16 years ago 2008-05-28 11:56:21
peter1138@openttd.org
(svn r13307) -Codechange: Separate VehicleList and its two functions so only the 3 users include it, reducing dependencies on misc/smallvec.h
8 files changed with 164 insertions and 136 deletions:
0 comments (0 inline, 0 general)
source.list
Show inline comments
 
@@ -112,6 +112,7 @@ tile_map.cpp
 
	#end
 
#end
 
vehicle.cpp
 
vehiclelist.cpp
 
viewport.cpp
 
waypoint.cpp
 
widget.cpp
 
@@ -324,6 +325,7 @@ vehicle_base.h
 
vehicle_func.h
 
vehicle_gui.h
 
vehicle_type.h
 
vehiclelist.h
 
viewport_func.h
 
viewport_type.h
 
waypoint.h
src/depot_gui.cpp
Show inline comments
 
@@ -26,6 +26,7 @@
 
#include "depot_base.h"
 
#include "tilehighlight_func.h"
 
#include "window_gui.h"
 
#include "vehiclelist.h"
 

	
 
#include "table/strings.h"
 
#include "table/sprites.h"
src/vehicle.cpp
Show inline comments
 
@@ -51,6 +51,7 @@
 
#include "animated_tile_func.h"
 
#include "effectvehicle_base.h"
 
#include "core/alloc_func.hpp"
 
#include "vehiclelist.h"
 

	
 
#include "table/sprites.h"
 
#include "table/strings.h"
 
@@ -1292,137 +1293,6 @@ CommandCost CmdCloneVehicle(TileIndex ti
 
}
 

	
 
/**
 
 * Generate a list of vehicles inside a depot.
 
 * @param type    Type of vehicle
 
 * @param tile    The tile the depot is located on
 
 * @param engines Pointer to list to add vehicles to
 
 * @param wagons  Pointer to list to add wagons to (can be NULL)
 
 */
 
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons)
 
{
 
	engines->Clear();
 
	if (wagons != NULL && wagons != engines) wagons->Clear();
 

	
 
	const Vehicle *v;
 
	FOR_ALL_VEHICLES(v) {
 
		/* General tests for all vehicle types */
 
		if (v->type != type) continue;
 
		if (v->tile != tile) continue;
 

	
 
		switch (type) {
 
			case VEH_TRAIN:
 
				if (v->u.rail.track != TRACK_BIT_DEPOT) continue;
 
				if (wagons != NULL && IsFreeWagon(v)) {
 
					*wagons->Append() = v;
 
					continue;
 
				}
 
				break;
 

	
 
			default:
 
				if (!v->IsInDepot()) continue;
 
				break;
 
		}
 

	
 
		if (!v->IsPrimaryVehicle()) continue;
 

	
 
		*engines->Append() = v;
 
	}
 

	
 
	/* Ensure the lists are not wasting too much space. If the lists are fresh
 
	 * (i.e. built within a command) then this will actually do nothing. */
 
	engines->Compact();
 
	if (wagons != NULL && wagons != engines) wagons->Compact();
 
}
 

	
 
/**
 
 * Generate a list of vehicles based on window type.
 
 * @param list        Pointer to list to add vehicles to
 
 * @param type        Type of vehicle
 
 * @param owner       Player to generate list for
 
 * @param index       This parameter has different meanings depending on window_type
 
 *    <ul>
 
 *      <li>VLW_STATION_LIST:  index of station to generate a list for</li>
 
 *      <li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
 
 *      <li>VLW_STANDARD: not used<li>
 
 *      <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
 
 *      <li>VLW_GROUP_LIST: index of group to generate a list for</li>
 
 *    </ul>
 
 * @param window_type The type of window the list is for, using the VLW_ flags in vehicle_gui.h
 
 */
 
void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type)
 
{
 
	list->Clear();
 

	
 
	const Vehicle *v;
 

	
 
	switch (window_type) {
 
		case VLW_STATION_LIST:
 
			FOR_ALL_VEHICLES(v) {
 
				if (v->type == type && v->IsPrimaryVehicle()) {
 
					const Order *order;
 

	
 
					FOR_VEHICLE_ORDERS(v, order) {
 
						if (order->IsType(OT_GOTO_STATION) && order->GetDestination() == index) {
 
							*list->Append() = v;
 
							break;
 
						}
 
					}
 
				}
 
			}
 
			break;
 

	
 
		case VLW_SHARED_ORDERS:
 
			FOR_ALL_VEHICLES(v) {
 
				/* Find a vehicle with the order in question */
 
				if (v->orders != NULL && v->orders->index == index) {
 
					/* Add all vehicles from this vehicle's shared order list */
 
					for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
 
						*list->Append() = v;
 
					}
 
					break;
 
				}
 
			}
 
			break;
 

	
 
		case VLW_STANDARD:
 
			FOR_ALL_VEHICLES(v) {
 
				if (v->type == type && v->owner == owner && v->IsPrimaryVehicle()) {
 
					*list->Append() = v;
 
				}
 
			}
 
			break;
 

	
 
		case VLW_DEPOT_LIST:
 
			FOR_ALL_VEHICLES(v) {
 
				if (v->type == type && v->IsPrimaryVehicle()) {
 
					const Order *order;
 

	
 
					FOR_VEHICLE_ORDERS(v, order) {
 
						if (order->IsType(OT_GOTO_DEPOT) && order->GetDestination() == index) {
 
							*list->Append() = v;
 
							break;
 
						}
 
					}
 
				}
 
			}
 
			break;
 

	
 
		case VLW_GROUP_LIST:
 
			FOR_ALL_VEHICLES(v) {
 
				if (v->type == type && v->IsPrimaryVehicle() &&
 
						v->owner == owner && v->group_id == index) {
 
					*list->Append() = v;
 
				}
 
			}
 
			break;
 

	
 
		default: NOT_REACHED(); break;
 
	}
 

	
 
	list->Compact();
 
}
 

	
 
/**
 
 * Send all vehicles of type to depots
 
 * @param type type of vehicle
 
 * @param flags the flags used for DoCommand()
src/vehicle_func.h
Show inline comments
 
@@ -68,8 +68,6 @@ void TrainConsistChanged(Vehicle *v);
 
void TrainPowerChanged(Vehicle *v);
 
Money GetTrainRunningCost(const Vehicle *v);
 

	
 
void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
 
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine_list, VehicleList *wagon_list);
 
CommandCost SendAllVehiclesToDepot(VehicleType type, uint32 flags, bool service, PlayerID owner, uint16 vlw_flag, uint32 id);
 
void VehicleEnterDepot(Vehicle *v);
 

	
src/vehicle_gui.cpp
Show inline comments
 
@@ -36,6 +36,7 @@
 
#include "widgets/dropdown_func.h"
 
#include "order_func.h"
 
#include "timetable.h"
 
#include "vehiclelist.h"
 

	
 
#include "table/sprites.h"
 
#include "table/strings.h"
src/vehicle_type.h
Show inline comments
 
@@ -6,7 +6,6 @@
 
#define VEHICLE_TYPE_H
 

	
 
#include "core/enum_type.hpp"
 
#include "misc/smallvec.h"
 

	
 
typedef uint16 VehicleID;
 

	
 
@@ -57,6 +56,4 @@ enum DepotCommand {
 
	DEPOT_COMMAND_MASK  = 0xF,
 
};
 

	
 
typedef SmallVector<const Vehicle*, 32> VehicleList;
 

	
 
#endif /* VEHICLE_TYPE_H */
src/vehiclelist.cpp
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
/** @file vehicle.cpp Base implementations of all vehicles. */
 

	
 
#include "stdafx.h"
 
#include "openttd.h"
 
#include "vehicle_type.h"
 
#include "vehicle_func.h"
 
#include "vehicle_base.h"
 
#include "vehicle_gui.h"
 
#include "core/alloc_func.hpp"
 
#include "train.h"
 
#include "vehiclelist.h"
 

	
 
/**
 
 * Generate a list of vehicles inside a depot.
 
 * @param type    Type of vehicle
 
 * @param tile    The tile the depot is located on
 
 * @param engines Pointer to list to add vehicles to
 
 * @param wagons  Pointer to list to add wagons to (can be NULL)
 
 */
 
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons)
 
{
 
	engines->Clear();
 
	if (wagons != NULL && wagons != engines) wagons->Clear();
 

	
 
	const Vehicle *v;
 
	FOR_ALL_VEHICLES(v) {
 
		/* General tests for all vehicle types */
 
		if (v->type != type) continue;
 
		if (v->tile != tile) continue;
 

	
 
		switch (type) {
 
			case VEH_TRAIN:
 
				if (v->u.rail.track != TRACK_BIT_DEPOT) continue;
 
				if (wagons != NULL && IsFreeWagon(v)) {
 
					*wagons->Append() = v;
 
					continue;
 
				}
 
				break;
 

	
 
			default:
 
				if (!v->IsInDepot()) continue;
 
				break;
 
		}
 

	
 
		if (!v->IsPrimaryVehicle()) continue;
 

	
 
		*engines->Append() = v;
 
	}
 

	
 
	/* Ensure the lists are not wasting too much space. If the lists are fresh
 
	 * (i.e. built within a command) then this will actually do nothing. */
 
	engines->Compact();
 
	if (wagons != NULL && wagons != engines) wagons->Compact();
 
}
 

	
 
/**
 
 * Generate a list of vehicles based on window type.
 
 * @param list        Pointer to list to add vehicles to
 
 * @param type        Type of vehicle
 
 * @param owner       Player to generate list for
 
 * @param index       This parameter has different meanings depending on window_type
 
 *    <ul>
 
 *      <li>VLW_STATION_LIST:  index of station to generate a list for</li>
 
 *      <li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
 
 *      <li>VLW_STANDARD: not used<li>
 
 *      <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
 
 *      <li>VLW_GROUP_LIST: index of group to generate a list for</li>
 
 *    </ul>
 
 * @param window_type The type of window the list is for, using the VLW_ flags in vehicle_gui.h
 
 */
 
void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type)
 
{
 
	list->Clear();
 

	
 
	const Vehicle *v;
 

	
 
	switch (window_type) {
 
		case VLW_STATION_LIST:
 
			FOR_ALL_VEHICLES(v) {
 
				if (v->type == type && v->IsPrimaryVehicle()) {
 
					const Order *order;
 

	
 
					FOR_VEHICLE_ORDERS(v, order) {
 
						if (order->IsType(OT_GOTO_STATION) && order->GetDestination() == index) {
 
							*list->Append() = v;
 
							break;
 
						}
 
					}
 
				}
 
			}
 
			break;
 

	
 
		case VLW_SHARED_ORDERS:
 
			FOR_ALL_VEHICLES(v) {
 
				/* Find a vehicle with the order in question */
 
				if (v->orders != NULL && v->orders->index == index) {
 
					/* Add all vehicles from this vehicle's shared order list */
 
					for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
 
						*list->Append() = v;
 
					}
 
					break;
 
				}
 
			}
 
			break;
 

	
 
		case VLW_STANDARD:
 
			FOR_ALL_VEHICLES(v) {
 
				if (v->type == type && v->owner == owner && v->IsPrimaryVehicle()) {
 
					*list->Append() = v;
 
				}
 
			}
 
			break;
 

	
 
		case VLW_DEPOT_LIST:
 
			FOR_ALL_VEHICLES(v) {
 
				if (v->type == type && v->IsPrimaryVehicle()) {
 
					const Order *order;
 

	
 
					FOR_VEHICLE_ORDERS(v, order) {
 
						if (order->IsType(OT_GOTO_DEPOT) && order->GetDestination() == index) {
 
							*list->Append() = v;
 
							break;
 
						}
 
					}
 
				}
 
			}
 
			break;
 

	
 
		case VLW_GROUP_LIST:
 
			FOR_ALL_VEHICLES(v) {
 
				if (v->type == type && v->IsPrimaryVehicle() &&
 
						v->owner == owner && v->group_id == index) {
 
					*list->Append() = v;
 
				}
 
			}
 
			break;
 

	
 
		default: NOT_REACHED(); break;
 
	}
 

	
 
	list->Compact();
 
}
src/vehiclelist.h
Show inline comments
 
new file 100644
 
/* $Id$ */
 

	
 
/** @file vehiclelist.h Functions and type for generating vehicle lists. */
 

	
 
#ifndef VEHICLELIST_H
 
#define VEHICLELIST_H
 

	
 
#include "misc/smallvec.h"
 

	
 
typedef SmallVector<const Vehicle *, 32> VehicleList;
 

	
 
void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type);
 
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engine_list, VehicleList *wagon_list);
 

	
 
#endif /* VEHICLELIST_H */
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