/* $Id$ */ /** @file depot.cpp Handling of depots. */ #include "stdafx.h" #include "depot_base.h" #include "order_func.h" #include "window_func.h" #include "oldpool_func.h" #include "core/bitmath_func.hpp" #include "tile_map.h" #include "water_map.h" DEFINE_OLD_POOL_GENERIC(Depot, Depot) /** * Gets a depot from a tile * * @return Returns the depot if the tile had a depot, else it returns NULL */ Depot *GetDepotByTile(TileIndex tile) { /* A ship depot is multiple tiles. The north most tile is * always the ->xy tile, so make sure we always look for * the nothern tile and not the southern one. */ if (IsShipDepotTile(tile)) { tile = min(tile, GetOtherShipDepotTile(tile)); } Depot *depot; FOR_ALL_DEPOTS(depot) { if (depot->xy == tile) return depot; } return NULL; } /** * Clean up a depot */ Depot::~Depot() { if (CleaningPool()) return; /* Clear the depot from all order-lists */ RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, this->index); /* Delete the depot-window */ DeleteWindowById(WC_VEHICLE_DEPOT, this->xy); this->xy = INVALID_TILE; } void InitializeDepots() { _Depot_pool.CleanPool(); _Depot_pool.AddBlockToPool(); }