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@ r9859:8c15dba58099
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Location: cpp/openttd-patchpack/source/src/vehiclelist.cpp
r9859:8c15dba58099
3.7 KiB
text/x-c
(svn r14004) -Codechange: Clean of drop down lists.
Move empty item drawing to base ListItem Draw() function.
Remove String() from base class.
Pass correct width to Draw().
Move empty item drawing to base ListItem Draw() function.
Remove String() from base class.
Pass correct width to Draw().
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/** @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();
}
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