/* $Id$ */ /** @file ai_depotlist.cpp Implementation of AIDepotList and friends. */ #include "ai_depotlist.hpp" #include "../../tile_map.h" #include "../../company_func.h" #include "../../depot_base.h" #include "../../station_base.h" AIDepotList::AIDepotList(AITile::TransportType transport_type) { ::TileType tile_type; switch (transport_type) { default: return; case AITile::TRANSPORT_ROAD: tile_type = ::MP_ROAD; break; case AITile::TRANSPORT_RAIL: tile_type = ::MP_RAILWAY; break; case AITile::TRANSPORT_WATER: tile_type = ::MP_WATER; break; case AITile::TRANSPORT_AIR: { /* Hangars are not seen as real depots by the depot code. */ const Station *st; FOR_ALL_STATIONS(st) { if (st->owner == ::_current_company) { const AirportFTAClass *afc = st->Airport(); for (uint i = 0; i < afc->nof_depots; i++) { this->AddItem(st->xy + ToTileIndexDiff(afc->airport_depots[i])); } } } return; } } /* Handle 'standard' depots. */ const Depot *depot; FOR_ALL_DEPOTS(depot) { if (::GetTileOwner(depot->xy) == ::_current_company && ::IsTileType(depot->xy, tile_type)) this->AddItem(depot->xy); } }