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/* $Id$ */
/** @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->airport_tile + 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);
}
}
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