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-rw-r--r--src/depot_gui.cpp1
-rw-r--r--src/vehicle.cpp132
-rw-r--r--src/vehicle_func.h2
-rw-r--r--src/vehicle_gui.cpp1
-rw-r--r--src/vehicle_type.h3
-rw-r--r--src/vehiclelist.cpp144
-rw-r--r--src/vehiclelist.h15
7 files changed, 162 insertions, 136 deletions
diff --git a/src/depot_gui.cpp b/src/depot_gui.cpp
index d767c395e..cbec1179c 100644
--- a/src/depot_gui.cpp
+++ b/src/depot_gui.cpp
@@ -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"
diff --git a/src/vehicle.cpp b/src/vehicle.cpp
index 54c379edd..34f255994 100644
--- a/src/vehicle.cpp
+++ b/src/vehicle.cpp
@@ -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 tile, uint32 flags, uint32 p1, uint32 p2)
}
/**
- * 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()
diff --git a/src/vehicle_func.h b/src/vehicle_func.h
index 84870b59d..c232b9d68 100644
--- a/src/vehicle_func.h
+++ b/src/vehicle_func.h
@@ -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);
diff --git a/src/vehicle_gui.cpp b/src/vehicle_gui.cpp
index 36ee986e6..ea9f9f735 100644
--- a/src/vehicle_gui.cpp
+++ b/src/vehicle_gui.cpp
@@ -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"
diff --git a/src/vehicle_type.h b/src/vehicle_type.h
index 5241f96c6..79495cd1c 100644
--- a/src/vehicle_type.h
+++ b/src/vehicle_type.h
@@ -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 */
diff --git a/src/vehiclelist.cpp b/src/vehiclelist.cpp
new file mode 100644
index 000000000..a76a34538
--- /dev/null
+++ b/src/vehiclelist.cpp
@@ -0,0 +1,144 @@
+/* $Id$ */
+
+/** @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();
+}
diff --git a/src/vehiclelist.h b/src/vehiclelist.h
new file mode 100644
index 000000000..93a643e5a
--- /dev/null
+++ b/src/vehiclelist.h
@@ -0,0 +1,15 @@
+/* $Id$ */
+
+/** @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 */