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/* $Id$ */
/** @file depot.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "vehicle.h"
#include "depot.h"
#include "functions.h"
#include "landscape.h"
#include "tile.h"
#include "map.h"
#include "table/strings.h"
#include "saveload.h"
#include "order.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)
{
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 = 0;
}
void InitializeDepots()
{
_Depot_pool.CleanPool();
_Depot_pool.AddBlockToPool();
}
static const SaveLoad _depot_desc[] = {
SLE_CONDVAR(Depot, xy, SLE_FILE_U16 | SLE_VAR_U32, 0, 5),
SLE_CONDVAR(Depot, xy, SLE_UINT32, 6, SL_MAX_VERSION),
SLE_VAR(Depot, town_index, SLE_UINT16),
SLE_END()
};
static void Save_DEPT()
{
Depot *depot;
FOR_ALL_DEPOTS(depot) {
SlSetArrayIndex(depot->index);
SlObject(depot, _depot_desc);
}
}
static void Load_DEPT()
{
int index;
while ((index = SlIterateArray()) != -1) {
Depot *depot = new (index) Depot();
SlObject(depot, _depot_desc);
}
}
extern const ChunkHandler _depot_chunk_handlers[] = {
{ 'DEPT', Save_DEPT, Load_DEPT, CH_ARRAY | CH_LAST},
};
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