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/* $Id$ */
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/** @file vehicle.cpp Base implementations of all vehicles. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "vehicle_type.h"
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#include "vehicle_func.h"
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#include "vehicle_base.h"
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#include "vehicle_gui.h"
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#include "core/alloc_func.hpp"
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#include "train.h"
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#include "vehiclelist.h"
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/**
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* Generate a list of vehicles inside a depot.
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* @param type Type of vehicle
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* @param tile The tile the depot is located on
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* @param engines Pointer to list to add vehicles to
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* @param wagons Pointer to list to add wagons to (can be NULL)
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*/
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void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons)
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{
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engines->Clear();
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if (wagons != NULL && wagons != engines) wagons->Clear();
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const Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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/* General tests for all vehicle types */
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if (v->type != type) continue;
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if (v->tile != tile) continue;
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switch (type) {
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case VEH_TRAIN:
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if (v->u.rail.track != TRACK_BIT_DEPOT) continue;
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if (wagons != NULL && IsFreeWagon(v)) {
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*wagons->Append() = v;
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continue;
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}
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break;
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default:
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if (!v->IsInDepot()) continue;
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break;
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}
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if (!v->IsPrimaryVehicle()) continue;
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*engines->Append() = v;
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}
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/* Ensure the lists are not wasting too much space. If the lists are fresh
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* (i.e. built within a command) then this will actually do nothing. */
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engines->Compact();
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if (wagons != NULL && wagons != engines) wagons->Compact();
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}
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/**
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* Generate a list of vehicles based on window type.
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* @param list Pointer to list to add vehicles to
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* @param type Type of vehicle
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* @param owner Player to generate list for
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* @param index This parameter has different meanings depending on window_type
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* <ul>
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* <li>VLW_STATION_LIST: index of station to generate a list for</li>
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* <li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
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* <li>VLW_STANDARD: not used<li>
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* <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
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* <li>VLW_GROUP_LIST: index of group to generate a list for</li>
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* </ul>
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* @param window_type The type of window the list is for, using the VLW_ flags in vehicle_gui.h
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*/
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void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type)
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{
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list->Clear();
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const Vehicle *v;
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switch (window_type) {
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case VLW_STATION_LIST:
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FOR_ALL_VEHICLES(v) {
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if (v->type == type && v->IsPrimaryVehicle()) {
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const Order *order;
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FOR_VEHICLE_ORDERS(v, order) {
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if (order->IsType(OT_GOTO_STATION) && order->GetDestination() == index) {
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*list->Append() = v;
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break;
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}
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}
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}
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}
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break;
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case VLW_SHARED_ORDERS:
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FOR_ALL_VEHICLES(v) {
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/* Find a vehicle with the order in question */
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if (v->orders != NULL && v->orders->index == index) {
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/* Add all vehicles from this vehicle's shared order list */
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for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
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*list->Append() = v;
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}
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break;
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}
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}
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break;
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case VLW_STANDARD:
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FOR_ALL_VEHICLES(v) {
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if (v->type == type && v->owner == owner && v->IsPrimaryVehicle()) {
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*list->Append() = v;
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}
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}
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break;
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case VLW_DEPOT_LIST:
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FOR_ALL_VEHICLES(v) {
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if (v->type == type && v->IsPrimaryVehicle()) {
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const Order *order;
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FOR_VEHICLE_ORDERS(v, order) {
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if (order->IsType(OT_GOTO_DEPOT) && order->GetDestination() == index) {
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*list->Append() = v;
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break;
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}
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}
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}
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}
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break;
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case VLW_GROUP_LIST:
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FOR_ALL_VEHICLES(v) {
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if (v->type == type && v->IsPrimaryVehicle() &&
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v->owner == owner && v->group_id == index) {
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*list->Append() = v;
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}
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}
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break;
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default: NOT_REACHED(); break;
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}
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list->Compact();
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}
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