src/depot_gui.cpp
author rubidium
Thu, 30 Aug 2007 21:11:12 +0000
changeset 7993 76b0eb3e19c9
parent 7988 6075538f6111
child 8044 72c3e2bc6429
permissions -rw-r--r--
(svn r11011) -Fix [FS#1129]: GetFirstVehicleInChain did change the game state while being marked const.
-Codechange: do not brute force determine the first vehicle in the chain or previous vehicle, but do it by properly accounting the previous and first pointers when updating the next pointer. This gives a performance increase of about 15% when there are a lot of vehicles in the game.
/* $Id$ */

/** @file depot_gui.cpp */

#include "stdafx.h"
#include "openttd.h"
#include "functions.h"
#include "train.h"
#include "roadveh.h"
#include "ship.h"
#include "aircraft.h"
#include "table/strings.h"
#include "strings.h"
#include "table/sprites.h"
#include "gui.h"
#include "gfx.h"
#include "vehicle.h"
#include "viewport.h"
#include "command.h"
#include "depot.h"
#include "vehicle_gui.h"
#include "station_map.h"
#include "newgrf_engine.h"
#include "spritecache.h"

/*
 * Since all depot window sizes aren't the same, we need to modify sizes a little.
 * It's done with the following arrays of widget indexes. Each of them tells if a widget side should be moved and in what direction.
 * How long they should be moved and for what window types are controlled in ShowDepotWindow()
 */

/* Names of the widgets. Keep them in the same order as in the widget array */
enum DepotWindowWidgets {
	DEPOT_WIDGET_CLOSEBOX = 0,
	DEPOT_WIDGET_CAPTION,
	DEPOT_WIDGET_STICKY,
	DEPOT_WIDGET_SELL,
	DEPOT_WIDGET_SELL_CHAIN,
	DEPOT_WIDGET_SELL_ALL,
	DEPOT_WIDGET_AUTOREPLACE,
	DEPOT_WIDGET_MATRIX,
	DEPOT_WIDGET_V_SCROLL, ///< Vertical scrollbar
	DEPOT_WIDGET_H_SCROLL, ///< Horizontal scrollbar
	DEPOT_WIDGET_BUILD,
	DEPOT_WIDGET_CLONE,
	DEPOT_WIDGET_LOCATION,
	DEPOT_WIDGET_VEHICLE_LIST,
	DEPOT_WIDGET_STOP_ALL,
	DEPOT_WIDGET_START_ALL,
	DEPOT_WIDGET_RESIZE,
};

/* Widget array for all depot windows.
 * If a widget is needed in some windows only (like train specific), add it for all windows
 * and use HideWindowWidget in ShowDepotWindow() to remove it in the windows where it should not be
 * Keep the widget numbers in sync with the enum or really bad stuff will happen!!! */

/* When adding widgets, place them as you would place them for the ship depot and define how you want it to move in widget_moves[]
 * If you want a widget for one window only, set it to be hidden in ShowDepotWindow() for the windows where you don't want it
 * NOTE: the train only widgets are moved/resized in ShowDepotWindow() so they follow certain other widgets if they are moved to ensure that they stick together.
 *    Changing the size of those here will not have an effect at all. It should be done in ShowDepotWindow()
 */

/*
 * Some of the widgets are placed outside the window (negative coordinates).
 * The reason is that they are placed relatively to the matrix and the matrix is just one pixel (in 0, 14).
 * The matrix and the rest of the window will be resized when the size of the boxes is set and then all the widgets will be inside the window.
 */
static const Widget _depot_widgets[] = {
	{   WWT_CLOSEBOX,   RESIZE_NONE,    14,     0,    10,     0,    13, STR_00C5,            STR_018B_CLOSE_WINDOW},            // DEPOT_WIDGET_CLOSEBOX
	{    WWT_CAPTION,  RESIZE_RIGHT,    14,    11,    23,     0,    13, 0x0,                 STR_018C_WINDOW_TITLE_DRAG_THIS},  // DEPOT_WIDGET_CAPTION
	{  WWT_STICKYBOX,     RESIZE_LR,    14,    24,    35,     0,    13, 0x0,                 STR_STICKY_BUTTON},                // DEPOT_WIDGET_STICKY

	/* Widgets are set up run-time */
	{     WWT_IMGBTN,    RESIZE_LRB,    14,     1,    23,    14,   -32, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_SELL
	{     WWT_IMGBTN,   RESIZE_LRTB,    14,     1,    23,   -55,   -32, SPR_SELL_CHAIN_TRAIN,STR_DRAG_WHOLE_TRAIN_TO_SELL_TIP}, // DEPOT_WIDGET_SELL_CHAIN, trains only
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,    14,     1,    23,   -31,    -9, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_SELL_ALL
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,    14,     1,    23,    -8,    14, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_AUTOREPLACE

	{     WWT_MATRIX,     RESIZE_RB,    14,     0,     0,    14,    14, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_MATRIX
	{  WWT_SCROLLBAR,    RESIZE_LRB,    14,    24,    35,    14,    14, 0x0,                 STR_0190_SCROLL_BAR_SCROLLS_LIST}, // DEPOT_WIDGET_V_SCROLL

	{ WWT_HSCROLLBAR,    RESIZE_RTB,    14,     0,     0,     3,    14, 0x0,                 STR_HSCROLL_BAR_SCROLLS_LIST},     // DEPOT_WIDGET_H_SCROLL, trains only

	/* The buttons in the bottom of the window. left and right is not important as they are later resized to be equal in size
	 * This calculation is based on right in DEPOT_WIDGET_LOCATION and it presumes left of DEPOT_WIDGET_BUILD is 0            */
	{ WWT_PUSHTXTBTN,     RESIZE_TB,    14,     0,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_BUILD
	{    WWT_TEXTBTN,     RESIZE_TB,    14,     0,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_CLONE
	{ WWT_PUSHTXTBTN,    RESIZE_RTB,    14,     0,   -12,    15,    26, STR_00E4_LOCATION,   STR_NULL},                         // DEPOT_WIDGET_LOCATION
	{ WWT_PUSHTXTBTN,   RESIZE_LRTB,    14,   -11,     0,    15,    26, 0x0,                 STR_NULL},                         // DEPOT_WIDGET_VEHICLE_LIST
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,    14,     1,    11,    15,    26, SPR_FLAG_VEH_STOPPED,STR_NULL},                         // DEPOT_WIDGET_STOP_ALL
	{ WWT_PUSHIMGBTN,   RESIZE_LRTB,    14,    12,    23,    15,    26, SPR_FLAG_VEH_RUNNING,STR_NULL},                         // DEPOT_WIDGET_START_ALL
	{  WWT_RESIZEBOX,   RESIZE_LRTB,    14,    24,    35,    15,    26, 0x0,                 STR_RESIZE_BUTTON},                // DEPOT_WIDGET_RESIZE
	{   WIDGETS_END},
};

static void DepotWndProc(Window *w, WindowEvent *e);

static const WindowDesc _train_depot_desc = {
	WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets,
	DepotWndProc
};

static const WindowDesc _road_depot_desc = {
	WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets,
	DepotWndProc
};

static const WindowDesc _ship_depot_desc = {
	WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets,
	DepotWndProc
};

static const WindowDesc _aircraft_depot_desc = {
	WDP_AUTO, WDP_AUTO, 36, 27, 36, 27,
	WC_VEHICLE_DEPOT, WC_NONE,
	WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE,
	_depot_widgets,
	DepotWndProc
};

extern int WagonLengthToPixels(int len);

/**
 * This is the Callback method after the cloning attempt of a vehicle
 * @param success indicates completion (or not) of the operation
 * @param tile unused
 * @param p1 unused
 * @param p2 unused
 */
void CcCloneVehicle(bool success, TileIndex tile, uint32 p1, uint32 p2)
{
	if (!success) return;

	Vehicle *v = GetVehicle(_new_vehicle_id);

	ShowVehicleViewWindow(v);
}

static void DepotSellAllConfirmationCallback(Window *w, bool confirmed)
{
	if (confirmed) {
		TileIndex tile = w->window_number;
		byte vehtype = WP(w, depot_d).type;
		DoCommandP(tile, vehtype, 0, NULL, CMD_DEPOT_SELL_ALL_VEHICLES);
	}
}

const Sprite *GetAircraftSprite(EngineID engine);

/** Draw a vehicle in the depot window in the box with the top left corner at x,y
 * @param *w Window to draw in
 * @param *v Vehicle to draw
 * @param x Left side of the box to draw in
 * @param y Top of the box to draw in
 */
static void DrawVehicleInDepot(Window *w, const Vehicle *v, int x, int y)
{
	byte diff_x = 0, diff_y = 0;

	int sprite_y = y + w->resize.step_height - GetVehicleListHeight(v->type);

	switch (v->type) {
		case VEH_TRAIN:
			DrawTrainImage(v, x + 21, sprite_y, w->hscroll.cap + 4, w->hscroll.pos, WP(w,depot_d).sel);

			/* Number of wagons relative to a standard length wagon (rounded up) */
			SetDParam(0, (v->u.rail.cached_total_length + 7) / 8);
			DrawStringRightAligned(w->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, 0); // Draw the counter
			break;

		case VEH_ROAD:     DrawRoadVehImage( v, x + 24, sprite_y, 1, WP(w, depot_d).sel); break;
		case VEH_SHIP:     DrawShipImage(    v, x + 19, sprite_y - 1, WP(w, depot_d).sel); break;
		case VEH_AIRCRAFT: {
			const Sprite *spr = GetSprite(v->GetImage(DIR_W));
			DrawAircraftImage(v, x + 12,
							  y + max(spr->height + spr->y_offs - 14, 0), // tall sprites needs an y offset
							  WP(w, depot_d).sel);
		} break;
		default: NOT_REACHED();
	}

	if (w->resize.step_height == 14) {
		/* VEH_TRAIN and VEH_ROAD, which are low */
		diff_x = 15;
	} else {
		/* VEH_SHIP and VEH_AIRCRAFT, which are tall */
		diff_y = 12;
	}

	DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, PAL_NONE, x + diff_x, y + diff_y);

	SetDParam(0, v->unitnumber);
	DrawString(x, y + 2, (uint16)(v->max_age-366) >= v->age ? STR_00E2 : STR_00E3, 0);
}

static void DrawDepotWindow(Window *w)
{
	Vehicle **vl = WP(w, depot_d).vehicle_list;
	TileIndex tile = w->window_number;
	int x, y, i, maxval;
	uint16 hnum;
	uint16 num = WP(w, depot_d).engine_count;

	/* Set the row and number of boxes in each row based on the number of boxes drawn in the matrix */
	uint16 rows_in_display   = w->widget[DEPOT_WIDGET_MATRIX].data >> 8;
	uint16 boxes_in_each_row = w->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;

	/* setup disabled buttons */
	SetWindowWidgetsDisabledState(w, !IsTileOwner(tile, _local_player),
		DEPOT_WIDGET_STOP_ALL,
		DEPOT_WIDGET_START_ALL,
		DEPOT_WIDGET_SELL,
		DEPOT_WIDGET_SELL_CHAIN,
		DEPOT_WIDGET_SELL_ALL,
		DEPOT_WIDGET_BUILD,
		DEPOT_WIDGET_CLONE,
		DEPOT_WIDGET_AUTOREPLACE,
		WIDGET_LIST_END);

	/* determine amount of items for scroller */
	if (WP(w, depot_d).type == VEH_TRAIN) {
		hnum = 8;
		for (num = 0; num < WP(w, depot_d).engine_count; num++) {
			const Vehicle *v = vl[num];
			hnum = max(hnum, v->u.rail.cached_total_length);
		}
		/* Always have 1 empty row, so people can change the setting of the train */
		SetVScrollCount(w, WP(w, depot_d).engine_count + WP(w, depot_d).wagon_count + 1);
		SetHScrollCount(w, WagonLengthToPixels(hnum));
	} else {
		SetVScrollCount(w, (num + w->hscroll.cap - 1) / w->hscroll.cap);
	}

	/* locate the depot struct */
	if (WP(w, depot_d).type == VEH_AIRCRAFT) {
		SetDParam(0, GetStationIndex(tile)); // Airport name
	} else {
		Depot *depot = GetDepotByTile(tile);
		assert(depot != NULL);

		SetDParam(0, depot->town_index);
	}

	DrawWindowWidgets(w);

	num = w->vscroll.pos * boxes_in_each_row;
	maxval = min(WP(w, depot_d).engine_count, num + (rows_in_display * boxes_in_each_row));

	for (x = 2, y = 15; num < maxval; y += w->resize.step_height, x = 2) { // Draw the rows
		byte i;

		for (i = 0; i < boxes_in_each_row && num < maxval; i++, num++, x += w->resize.step_width) {
			/* Draw all vehicles in the current row */
			const Vehicle *v = vl[num];
			DrawVehicleInDepot(w, v, x, y);
		}
	}

	maxval = min(WP(w, depot_d).engine_count + WP(w, depot_d).wagon_count, (w->vscroll.pos * boxes_in_each_row) + (rows_in_display * boxes_in_each_row));

	/* draw the train wagons, that do not have an engine in front */
	for (; num < maxval; num++, y += 14) {
		const Vehicle *v = WP(w, depot_d).wagon_list[num - WP(w, depot_d).engine_count];
		const Vehicle *u;

		DrawTrainImage(v, x + 50, y, w->hscroll.cap - 29, 0, WP(w,depot_d).sel);
		DrawString(x, y + 2, STR_8816, 0);

		/*Draw the train counter */
		i = 0;
		u = v;
		do i++; while ((u = u->Next()) != NULL); // Determine length of train
		SetDParam(0, i);                      // Set the counter
		DrawStringRightAligned(w->widget[DEPOT_WIDGET_MATRIX].right - 1, y + 4, STR_TINY_BLACK, 0); // Draw the counter
	}
}

struct GetDepotVehiclePtData {
	Vehicle *head;
	Vehicle *wagon;
};

enum {
	MODE_ERROR        =  1,
	MODE_DRAG_VEHICLE =  0,
	MODE_SHOW_VEHICLE = -1,
	MODE_START_STOP   = -2,
};

static int GetVehicleFromDepotWndPt(const Window *w, int x, int y, Vehicle **veh, GetDepotVehiclePtData *d)
{
	Vehicle **vl = WP(w, depot_d).vehicle_list;
	uint xt, row, xm = 0, ym = 0;
	int pos, skip = 0;
	uint16 boxes_in_each_row = w->widget[DEPOT_WIDGET_MATRIX].data & 0xFF;

	if (WP(w, depot_d).type == VEH_TRAIN) {
		xt = 0;
		x -= 23;
	} else {
		xt = x / w->resize.step_width;
		xm = x % w->resize.step_width;
		if (xt >= w->hscroll.cap) return MODE_ERROR;

		ym = (y - 14) % w->resize.step_height;
	}

	row = (y - 14) / w->resize.step_height;
	if (row >= w->vscroll.cap) return MODE_ERROR;

	pos = ((row + w->vscroll.pos) * boxes_in_each_row) + xt;

	if (WP(w, depot_d).engine_count + WP(w, depot_d).wagon_count <= pos) {
		if (WP(w, depot_d).type == VEH_TRAIN) {
			d->head  = NULL;
			d->wagon = NULL;
			return MODE_DRAG_VEHICLE;
		} else {
			return MODE_ERROR; // empty block, so no vehicle is selected
		}
	}

	if (WP(w, depot_d).engine_count > pos) {
		*veh = vl[pos];
		skip = w->hscroll.pos;
	} else {
		vl = WP(w, depot_d).wagon_list;
		pos -= WP(w, depot_d).engine_count;
		*veh = vl[pos];
		/* free wagons don't have an initial loco. */
		x -= _traininfo_vehicle_width;
	}

	switch (WP(w, depot_d).type) {
		case VEH_TRAIN: {
			Vehicle *v = *veh;
			d->head = d->wagon = v;

			/* either pressed the flag or the number, but only when it's a loco */
			if (x < 0 && IsFrontEngine(v)) return (x >= -10) ? MODE_START_STOP : MODE_SHOW_VEHICLE;

			skip = (skip * 8) / _traininfo_vehicle_width;
			x = (x * 8) / _traininfo_vehicle_width;

			/* Skip vehicles that are scrolled off the list */
			x += skip;

			/* find the vehicle in this row that was clicked */
			while (v != NULL && (x -= v->u.rail.cached_veh_length) >= 0) v = v->Next();

			/* if an articulated part was selected, find its parent */
			while (v != NULL && IsArticulatedPart(v)) v = v->Previous();

			d->wagon = v;

			return MODE_DRAG_VEHICLE;
			}
			break;

		case VEH_ROAD:
			if (xm >= 24) return MODE_DRAG_VEHICLE;
			if (xm <= 16) return MODE_SHOW_VEHICLE;
			break;

		case VEH_SHIP:
			if (xm >= 19) return MODE_DRAG_VEHICLE;
			if (ym <= 10) return MODE_SHOW_VEHICLE;
			break;

		case VEH_AIRCRAFT:
			if (xm >= 12) return MODE_DRAG_VEHICLE;
			if (ym <= 12) return MODE_SHOW_VEHICLE;
			break;

		default: NOT_REACHED();
	}
	return MODE_START_STOP;
}

static void TrainDepotMoveVehicle(Vehicle *wagon, VehicleID sel, Vehicle *head)
{
	Vehicle *v;

	v = GetVehicle(sel);

	if (v == wagon) return;

	if (wagon == NULL) {
		if (head != NULL) wagon = GetLastVehicleInChain(head);
	} else  {
		wagon = wagon->Previous();
		if (wagon == NULL) return;
	}

	if (wagon == v) return;

	DoCommandP(v->tile, v->index + ((wagon == NULL ? INVALID_VEHICLE : wagon->index) << 16), _ctrl_pressed ? 1 : 0, NULL, CMD_MOVE_RAIL_VEHICLE | CMD_MSG(STR_8837_CAN_T_MOVE_VEHICLE));
}

static void DepotClick(Window *w, int x, int y)
{
	GetDepotVehiclePtData gdvp;
	Vehicle *v = NULL;
	int mode = GetVehicleFromDepotWndPt(w, x, y, &v, &gdvp);

	/* share / copy orders */
	if (_thd.place_mode && mode <= 0) {
		_place_clicked_vehicle = (WP(w, depot_d).type == VEH_TRAIN ? gdvp.head : v);
		return;
	}

	if (WP(w, depot_d).type == VEH_TRAIN) v = gdvp.wagon;

	switch (mode) {
		case MODE_ERROR: // invalid
			return;

		case MODE_DRAG_VEHICLE: { // start dragging of vehicle
			VehicleID sel = WP(w, depot_d).sel;

			if (WP(w, depot_d).type == VEH_TRAIN && sel != INVALID_VEHICLE) {
				WP(w,depot_d).sel = INVALID_VEHICLE;
				TrainDepotMoveVehicle(v, sel, gdvp.head);
			} else if (v != NULL) {
				int image = v->GetImage(DIR_W);

				WP(w, depot_d).sel = v->index;
				SetWindowDirty(w);
				SetObjectToPlaceWnd(image, GetVehiclePalette(v), 4, w);
			}
			}
			break;

		case MODE_SHOW_VEHICLE: // show info window
			ShowVehicleViewWindow(v);
			break;

		case MODE_START_STOP: { // click start/stop flag
			uint command;

			switch (WP(w, depot_d).type) {
				case VEH_TRAIN:    command = CMD_START_STOP_TRAIN | CMD_MSG(STR_883B_CAN_T_STOP_START_TRAIN);          break;
				case VEH_ROAD:     command = CMD_START_STOP_ROADVEH | CMD_MSG(STR_9015_CAN_T_STOP_START_ROAD_VEHICLE); break;
				case VEH_SHIP:     command = CMD_START_STOP_SHIP | CMD_MSG(STR_9818_CAN_T_STOP_START_SHIP);            break;
				case VEH_AIRCRAFT: command = CMD_START_STOP_AIRCRAFT | CMD_MSG(STR_A016_CAN_T_STOP_START_AIRCRAFT);    break;
				default: NOT_REACHED(); command = 0;
			}
			DoCommandP(v->tile, v->index, 0, NULL, command);
			}
			break;

		default: NOT_REACHED();
	}
}

/**
 * Clones a vehicle
 * @param *v is the original vehicle to clone
 * @param *w is the window of the depot where the clone is build
 */
static void HandleCloneVehClick(const Vehicle *v, const Window *w)
{
	uint error_str;

	if (v == NULL) return;

	if (v->HasFront() && !v->IsPrimaryVehicle()) {
		v = v->First();
		/* Do nothing when clicking on a train in depot with no loc attached */
		if (v->type == VEH_TRAIN && !IsFrontEngine(v)) return;
	}

	switch (v->type) {
		case VEH_TRAIN:    error_str = CMD_MSG(STR_882B_CAN_T_BUILD_RAILROAD_VEHICLE); break;
		case VEH_ROAD:     error_str = CMD_MSG(STR_9009_CAN_T_BUILD_ROAD_VEHICLE);     break;
		case VEH_SHIP:     error_str = CMD_MSG(STR_980D_CAN_T_BUILD_SHIP);             break;
		case VEH_AIRCRAFT: error_str = CMD_MSG(STR_A008_CAN_T_BUILD_AIRCRAFT);         break;
		default: return;
	}

	DoCommandP(w->window_number, v->index, _ctrl_pressed ? 1 : 0, CcCloneVehicle, CMD_CLONE_VEHICLE | error_str);

	ResetObjectToPlace();
}

static void ClonePlaceObj(const Window *w)
{
	const Vehicle *v = CheckMouseOverVehicle();

	if (v != NULL) HandleCloneVehClick(v, w);
}

static void ResizeDepotButtons(Window *w)
{
	ResizeButtons(w, DEPOT_WIDGET_BUILD, DEPOT_WIDGET_LOCATION);

	if (WP(w, depot_d).type == VEH_TRAIN) {
		/* Divide the size of DEPOT_WIDGET_SELL into two equally big buttons so DEPOT_WIDGET_SELL and DEPOT_WIDGET_SELL_CHAIN will get the same size.
		* This way it will stay the same even if DEPOT_WIDGET_SELL_CHAIN is resized for some reason                                                  */
		w->widget[DEPOT_WIDGET_SELL_CHAIN].top    = ((w->widget[DEPOT_WIDGET_SELL_CHAIN].bottom - w->widget[DEPOT_WIDGET_SELL].top) / 2) + w->widget[DEPOT_WIDGET_SELL].top;
		w->widget[DEPOT_WIDGET_SELL].bottom     = w->widget[DEPOT_WIDGET_SELL_CHAIN].top - 1;
	}
}

/* Function to set up vehicle specific sprites and strings
 * Only use this if it's the same widget, that's used for more than one vehicle type and it needs different text/sprites
 * Vehicle specific text/sprites, that's in a widget, that's only shown for one vehicle type (like sell whole train) is set in the widget array
 */
static void SetupStringsForDepotWindow(Window *w, byte type)
{
	switch (type) {
		case VEH_TRAIN:
			w->widget[DEPOT_WIDGET_CAPTION].data      = STR_8800_TRAIN_DEPOT;
			w->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_TRAIN_TIP;
			w->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_TRAIN_TIP;
			w->widget[DEPOT_WIDGET_SELL].tooltips     = STR_8841_DRAG_TRAIN_VEHICLE_TO_HERE;
			w->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_TRAIN_TIP;
			w->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_883F_TRAINS_CLICK_ON_TRAIN_FOR;

			w->widget[DEPOT_WIDGET_BUILD].data        = STR_8815_NEW_VEHICLES;
			w->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_8840_BUILD_NEW_TRAIN_VEHICLE;
			w->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_TRAIN;
			w->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_TRAIN_DEPOT_INFO;

			w->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_8842_CENTER_MAIN_VIEW_ON_TRAIN;
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_TRAIN;
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_TRAIN_TIP;
			w->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_TRAIN_TIP;

			/* Sprites */
			w->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_TRAIN;
			w->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_TRAIN;
			w->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_TRAIN;
			break;

		case VEH_ROAD:
			w->widget[DEPOT_WIDGET_CAPTION].data      = STR_9003_ROAD_VEHICLE_DEPOT;
			w->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_ROADVEH_TIP;
			w->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_ROADVEH_TIP;
			w->widget[DEPOT_WIDGET_SELL].tooltips     = STR_9024_DRAG_ROAD_VEHICLE_TO_HERE;
			w->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_ROADVEH_TIP;
			w->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_9022_VEHICLES_CLICK_ON_VEHICLE;

			w->widget[DEPOT_WIDGET_BUILD].data        = STR_9004_NEW_VEHICLES;
			w->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_9023_BUILD_NEW_ROAD_VEHICLE;
			w->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_ROAD_VEHICLE;
			w->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_ROAD_VEHICLE_DEPOT_INFO;

			w->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9025_CENTER_MAIN_VIEW_ON_ROAD;
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_LORRY;
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_ROADVEH_TIP;
			w->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_ROADVEH_TIP;

			/* Sprites */
			w->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_ROADVEH;
			w->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_ROADVEH;
			w->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_ROADVEH;
			break;

		case VEH_SHIP:
			w->widget[DEPOT_WIDGET_CAPTION].data      = STR_9803_SHIP_DEPOT;
			w->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_DEPOT_SHIP_TIP;
			w->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_DEPOT_SHIP_TIP;
			w->widget[DEPOT_WIDGET_SELL].tooltips     = STR_9821_DRAG_SHIP_TO_HERE_TO_SELL;
			w->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_SHIP_TIP;
			w->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_981F_SHIPS_CLICK_ON_SHIP_FOR;

			w->widget[DEPOT_WIDGET_BUILD].data        = STR_9804_NEW_SHIPS;
			w->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_9820_BUILD_NEW_SHIP;
			w->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_SHIP;
			w->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_SHIP_DEPOT_INFO;

			w->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_9822_CENTER_MAIN_VIEW_ON_SHIP;
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_SHIP;
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_SHIP_TIP;
			w->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_SHIP_TIP;

			/* Sprites */
			w->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_SHIP;
			w->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_SHIP;
			w->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_SHIP;
			break;

		case VEH_AIRCRAFT:
			w->widget[DEPOT_WIDGET_CAPTION].data      = STR_A002_AIRCRAFT_HANGAR;
			w->widget[DEPOT_WIDGET_STOP_ALL].tooltips = STR_MASS_STOP_HANGAR_TIP;
			w->widget[DEPOT_WIDGET_START_ALL].tooltips= STR_MASS_START_HANGAR_TIP;
			w->widget[DEPOT_WIDGET_SELL].tooltips     = STR_A023_DRAG_AIRCRAFT_TO_HERE_TO;
			w->widget[DEPOT_WIDGET_SELL_ALL].tooltips = STR_DEPOT_SELL_ALL_BUTTON_AIRCRAFT_TIP;
			w->widget[DEPOT_WIDGET_MATRIX].tooltips   = STR_A021_AIRCRAFT_CLICK_ON_AIRCRAFT;

			w->widget[DEPOT_WIDGET_BUILD].data        = STR_A003_NEW_AIRCRAFT;
			w->widget[DEPOT_WIDGET_BUILD].tooltips    = STR_A022_BUILD_NEW_AIRCRAFT;
			w->widget[DEPOT_WIDGET_CLONE].data        = STR_CLONE_AIRCRAFT;
			w->widget[DEPOT_WIDGET_CLONE].tooltips    = STR_CLONE_AIRCRAFT_INFO_HANGAR_WINDOW;

			w->widget[DEPOT_WIDGET_LOCATION].tooltips = STR_A024_CENTER_MAIN_VIEW_ON_HANGAR;
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].data = STR_PLANE;
			w->widget[DEPOT_WIDGET_VEHICLE_LIST].tooltips = STR_DEPOT_VEHICLE_ORDER_LIST_AIRCRAFT_TIP;
			w->widget[DEPOT_WIDGET_AUTOREPLACE].tooltips = STR_DEPOT_AUTOREPLACE_AIRCRAFT_TIP;

			/* Sprites */
			w->widget[DEPOT_WIDGET_SELL].data        = SPR_SELL_AIRCRAFT;
			w->widget[DEPOT_WIDGET_SELL_ALL].data    = SPR_SELL_ALL_AIRCRAFT;
			w->widget[DEPOT_WIDGET_AUTOREPLACE].data = SPR_REPLACE_AIRCRAFT;
			break;
	}
}


/* Array to hold the block sizes
 * First part is the vehicle type, while the last is 0 = x, 1 = y */
uint _block_sizes[4][2];

/* Array to hold the default resize capacities
* First part is the vehicle type, while the last is 0 = x, 1 = y */
const uint _resize_cap[][2] = {
/* VEH_TRAIN */    {6, 10 * 29},
/* VEH_ROAD */     {5, 5},
/* VEH_SHIP */     {3, 3},
/* VEH_AIRCRAFT */ {3, 4},
};

static void ResizeDefaultWindowSizeForTrains()
{
	_block_sizes[VEH_TRAIN][0] = 1;
	_block_sizes[VEH_TRAIN][1] = GetVehicleListHeight(VEH_TRAIN);
}

static void ResizeDefaultWindowSizeForRoadVehicles()
{
	_block_sizes[VEH_ROAD][0] = 56;
	_block_sizes[VEH_ROAD][1] = GetVehicleListHeight(VEH_ROAD);
}

static void ResizeDefaultWindowSize(VehicleType type)
{
	EngineID engine;
	uint max_width  = 0;
	uint max_height = 0;

	FOR_ALL_ENGINEIDS_OF_TYPE(engine, type) {
		uint x, y;

		switch (type) {
			default: NOT_REACHED();
			case VEH_SHIP:     GetShipSpriteSize(    engine, x, y); break;
			case VEH_AIRCRAFT: GetAircraftSpriteSize(engine, x, y); break;
		}
		if (x > max_width)  max_width  = x;
		if (y > max_height) max_height = y;
	}

	switch (type) {
		default: NOT_REACHED();
		case VEH_SHIP:
			_block_sizes[VEH_SHIP][0] = max(90U, max_width + 20); // we need 20 pixels from the right edge to the sprite
			break;
		case VEH_AIRCRAFT:
			_block_sizes[VEH_AIRCRAFT][0] = max(74U, max_width);
			break;
	}
	_block_sizes[type][1] = max(GetVehicleListHeight(type), max_height);
}

/* Set the size of the blocks in the window so we can be sure that they are big enough for the vehicle sprites in the current game
 * We will only need to call this once for each game */
void InitDepotWindowBlockSizes()
{
	ResizeDefaultWindowSizeForTrains();
	ResizeDefaultWindowSizeForRoadVehicles();
	ResizeDefaultWindowSize(VEH_SHIP);
	ResizeDefaultWindowSize(VEH_AIRCRAFT);
}

static void CreateDepotListWindow(Window *w, VehicleType type)
{
	WP(w, depot_d).type = type;
	_backup_orders_tile = 0;

	assert(IsPlayerBuildableVehicleType(type)); // ensure that we make the call with a valid type

	/* Resize the window according to the vehicle type */

	/* Set the number of blocks in each direction */
	w->vscroll.cap = _resize_cap[type][0];
	w->hscroll.cap = _resize_cap[type][1];

	/* Set the block size */
	w->resize.step_width  = _block_sizes[type][0];
	w->resize.step_height = _block_sizes[type][1];

	/* Enlarge the window to fit with the selected number of blocks of the selected size */
	ResizeWindow(w,
				 _block_sizes[type][0] * w->hscroll.cap,
				 _block_sizes[type][1] * w->vscroll.cap);

	if (type == VEH_TRAIN) {
		/* Make space for the horizontal scrollbar vertically, and the unit
		 * number, flag, and length counter horizontally. */
		ResizeWindow(w, 36, 12);
		/* substract the newly added space from the matrix since it was meant for the scrollbar */
		w->widget[DEPOT_WIDGET_MATRIX].bottom -= 12;
	}

	/* Set the minimum window size to the current window size */
	w->resize.width  = w->width;
	w->resize.height = w->height;

	SetupStringsForDepotWindow(w, type);

	w->widget[DEPOT_WIDGET_MATRIX].data =
		(w->vscroll.cap * 0x100) // number of rows to draw on the background
		+ (type == VEH_TRAIN ? 1 : w->hscroll.cap); // number of boxes in each row. Trains always have just one


	SetWindowWidgetsHiddenState(w, type != VEH_TRAIN,
		DEPOT_WIDGET_H_SCROLL,
		DEPOT_WIDGET_SELL_CHAIN,
		WIDGET_LIST_END);

	ResizeDepotButtons(w);
}

void DepotSortList(Vehicle **v, uint16 length);

static void DepotWndProc(Window *w, WindowEvent *e)
{
	switch (e->event) {
		case WE_CREATE:
			WP(w, depot_d).sel = INVALID_VEHICLE;
			WP(w, depot_d).vehicle_list  = NULL;
			WP(w, depot_d).wagon_list    = NULL;
			WP(w, depot_d).engine_count  = 0;
			WP(w, depot_d).wagon_count   = 0;
			WP(w, depot_d).generate_list = true;
			break;

		case WE_INVALIDATE_DATA:
			WP(w, depot_d).generate_list = true;
			break;

		case WE_PAINT:
			if (WP(w, depot_d).generate_list) {
				/* Generate the vehicle list
				 * It's ok to use the wagon pointers for non-trains as they will be ignored */
				BuildDepotVehicleList(WP(w, depot_d).type, w->window_number,
					&WP(w, depot_d).vehicle_list, &WP(w, depot_d).engine_list_length, &WP(w, depot_d).engine_count,
					&WP(w, depot_d).wagon_list,   &WP(w, depot_d).wagon_list_length,  &WP(w, depot_d).wagon_count);
				WP(w, depot_d).generate_list = false;
				DepotSortList(WP(w, depot_d).vehicle_list, WP(w, depot_d).engine_count);
//#ifndef NDEBUG
#if 0
/* We disabled this check for now, but will keep it to quickly make this test again later (if we change some code) */
			} else {
				/* Here we got a piece of code, that only checks if we got a different number of vehicles in the depot list and the number of vehicles actually being in the depot.
				 * IF they aren't the same, then WE_INVALIDATE_DATA should have been called somewhere, but it wasn't and we got a bug
				 * Since this is a time consuming check and not nice to memory fragmentation, it may not stay for long, but it's a good way to check this
				 * We can turn it on/off by switching between #ifndef NDEBUG and #if 0 */
				Vehicle **engines = NULL, **wagons = NULL;
				uint16 engine_count = 0, engine_length = 0;
				uint16 wagon_count  = 0, wagon_length  = 0;
				BuildDepotVehicleList(WP(w, depot_d).type, w->window_number, &engines, &engine_length, &engine_count,
									  &wagons,  &wagon_length,  &wagon_count);

				assert(engine_count == WP(w, depot_d).engine_count);
				assert(wagon_count == WP(w, depot_d).wagon_count);
				free((void*)engines);
				free((void*)wagons);
#endif
			}
			DrawDepotWindow(w);
			break;

		case WE_CLICK:
			switch (e->we.click.widget) {
				case DEPOT_WIDGET_MATRIX: // List
					DepotClick(w, e->we.click.pt.x, e->we.click.pt.y);
					break;

				case DEPOT_WIDGET_BUILD: // Build vehicle
					ResetObjectToPlace();
					ShowBuildVehicleWindow(w->window_number, WP(w, depot_d).type);
					break;

				case DEPOT_WIDGET_CLONE: // Clone button
					InvalidateWidget(w, DEPOT_WIDGET_CLONE);
					ToggleWidgetLoweredState(w, DEPOT_WIDGET_CLONE);

					if (IsWindowWidgetLowered(w, DEPOT_WIDGET_CLONE)) {
						static const CursorID clone_icons[] = {
							SPR_CURSOR_CLONE_TRAIN, SPR_CURSOR_CLONE_ROADVEH,
							SPR_CURSOR_CLONE_SHIP, SPR_CURSOR_CLONE_AIRPLANE
						};

						_place_clicked_vehicle = NULL;
						SetObjectToPlaceWnd(clone_icons[WP(w, depot_d).type], PAL_NONE, VHM_RECT, w);
					} else {
						ResetObjectToPlace();
					}
						break;

				case DEPOT_WIDGET_LOCATION: ScrollMainWindowToTile(w->window_number); break;

				case DEPOT_WIDGET_STOP_ALL:
				case DEPOT_WIDGET_START_ALL:
					DoCommandP(w->window_number, 0, WP(w, depot_d).type | (e->we.click.widget == DEPOT_WIDGET_START_ALL ? (1 << 5) : 0), NULL, CMD_MASS_START_STOP);
					break;

				case DEPOT_WIDGET_SELL_ALL:
					/* Only open the confimation window if there are anything to sell */
					if (WP(w, depot_d).engine_count != 0 || WP(w, depot_d).wagon_count != 0) {
						static const StringID confirm_captions[] = {
							STR_8800_TRAIN_DEPOT,
							STR_9003_ROAD_VEHICLE_DEPOT,
							STR_9803_SHIP_DEPOT,
							STR_A002_AIRCRAFT_HANGAR
						};
						TileIndex tile = w->window_number;
						byte vehtype = WP(w, depot_d).type;

						SetDParam(0, (vehtype == VEH_AIRCRAFT) ? GetStationIndex(tile) : GetDepotByTile(tile)->town_index);
						ShowQuery(
							confirm_captions[vehtype],
							STR_DEPOT_SELL_CONFIRMATION_TEXT,
							w,
							DepotSellAllConfirmationCallback
						);
					}
					break;

				case DEPOT_WIDGET_VEHICLE_LIST:
					ShowVehicleListWindow(GetTileOwner(w->window_number), WP(w, depot_d).type, (TileIndex)w->window_number);
					break;

				case DEPOT_WIDGET_AUTOREPLACE:
					DoCommandP(w->window_number, WP(w, depot_d).type, 0, NULL, CMD_DEPOT_MASS_AUTOREPLACE);
					break;

			}
			break;

		case WE_PLACE_OBJ: {
			ClonePlaceObj(w);
		} break;

		case WE_ABORT_PLACE_OBJ: {
			RaiseWindowWidget(w, DEPOT_WIDGET_CLONE);
			InvalidateWidget(w, DEPOT_WIDGET_CLONE);
		} break;

			/* check if a vehicle in a depot was clicked.. */
		case WE_MOUSELOOP: {
			const Vehicle *v = _place_clicked_vehicle;

			/* since OTTD checks all open depot windows, we will make sure that it triggers the one with a clicked clone button */
			if (v != NULL && IsWindowWidgetLowered(w, DEPOT_WIDGET_CLONE)) {
				_place_clicked_vehicle = NULL;
				HandleCloneVehClick(v, w);
			}
		} break;

		case WE_DESTROY:
			DeleteWindowById(WC_BUILD_VEHICLE, w->window_number);
			free((void*)WP(w, depot_d).vehicle_list);
			free((void*)WP(w, depot_d).wagon_list);
			break;

		case WE_DRAGDROP:
			switch (e->we.click.widget) {
				case DEPOT_WIDGET_MATRIX: {
					Vehicle *v;
					VehicleID sel = WP(w, depot_d).sel;

					WP(w, depot_d).sel = INVALID_VEHICLE;
					SetWindowDirty(w);

					if (WP(w, depot_d).type == VEH_TRAIN) {
						GetDepotVehiclePtData gdvp;

						if (GetVehicleFromDepotWndPt(w, e->we.dragdrop.pt.x, e->we.dragdrop.pt.y, &v, &gdvp) == MODE_DRAG_VEHICLE &&
							sel != INVALID_VEHICLE) {
							if (gdvp.wagon != NULL && gdvp.wagon->index == sel && _ctrl_pressed) {
								DoCommandP(GetVehicle(sel)->tile, GetVehicle(sel)->index, true, NULL, CMD_REVERSE_TRAIN_DIRECTION | CMD_MSG(STR_9033_CAN_T_MAKE_VEHICLE_TURN));
							} else if (gdvp.wagon == NULL || gdvp.wagon->index != sel) {
								TrainDepotMoveVehicle(gdvp.wagon, sel, gdvp.head);
							} else if (gdvp.head != NULL && IsFrontEngine(gdvp.head)) {
								ShowVehicleViewWindow(gdvp.head);
							}
						}
					} else if (GetVehicleFromDepotWndPt(w, e->we.dragdrop.pt.x, e->we.dragdrop.pt.y, &v, NULL) == MODE_DRAG_VEHICLE &&
						v != NULL &&
						sel == v->index) {
						ShowVehicleViewWindow(v);
					}
				} break;

				case DEPOT_WIDGET_SELL: case DEPOT_WIDGET_SELL_CHAIN:
					if (!IsWindowWidgetDisabled(w, DEPOT_WIDGET_SELL) &&
						WP(w, depot_d).sel != INVALID_VEHICLE) {
						Vehicle *v;
						uint command;
						int sell_cmd;
						bool is_engine;

						if (IsWindowWidgetDisabled(w, e->we.click.widget)) return;
						if (WP(w, depot_d).sel == INVALID_VEHICLE) return;

						HandleButtonClick(w, e->we.click.widget);

						v = GetVehicle(WP(w, depot_d).sel);
						WP(w, depot_d).sel = INVALID_VEHICLE;
						SetWindowDirty(w);

						sell_cmd = (v->type == VEH_TRAIN && (e->we.click.widget == DEPOT_WIDGET_SELL_CHAIN || _ctrl_pressed)) ? 1 : 0;

						is_engine = (!(v->type == VEH_TRAIN && !IsFrontEngine(v)));

						if (is_engine) {
							_backup_orders_tile = v->tile;
							BackupVehicleOrders(v, _backup_orders_data);
						}

						switch (v->type) {
							case VEH_TRAIN:    command = CMD_SELL_RAIL_WAGON | CMD_MSG(STR_8839_CAN_T_SELL_RAILROAD_VEHICLE); break;
							case VEH_ROAD:     command = CMD_SELL_ROAD_VEH | CMD_MSG(STR_9014_CAN_T_SELL_ROAD_VEHICLE);       break;
							case VEH_SHIP:     command = CMD_SELL_SHIP | CMD_MSG(STR_980C_CAN_T_SELL_SHIP);                   break;
							case VEH_AIRCRAFT: command = CMD_SELL_AIRCRAFT | CMD_MSG(STR_A01C_CAN_T_SELL_AIRCRAFT);           break;
							default: NOT_REACHED(); command = 0;
						}

						if (!DoCommandP(v->tile, v->index, sell_cmd, NULL, command) && is_engine) _backup_orders_tile = 0;
					}
					break;
				default:
					WP(w, depot_d).sel = INVALID_VEHICLE;
					SetWindowDirty(w);
			}
			break;

		case WE_RESIZE:
			w->vscroll.cap += e->we.sizing.diff.y / (int)w->resize.step_height;
			w->hscroll.cap += e->we.sizing.diff.x / (int)w->resize.step_width;
			w->widget[DEPOT_WIDGET_MATRIX].data = (w->vscroll.cap << 8) + (WP(w, depot_d).type == VEH_TRAIN ? 1 : w->hscroll.cap);
			ResizeDepotButtons(w);
			break;
	}
}

/** Opens a depot window
 * @param tile The tile where the depot/hangar is located
 * @param type The type of vehicles in the depot
 */
void ShowDepotWindow(TileIndex tile, VehicleType type)
{
	Window *w;

	switch (type) {
		default: NOT_REACHED();
		case VEH_TRAIN:
			w = AllocateWindowDescFront(&_train_depot_desc, tile); break;
		case VEH_ROAD:
			w = AllocateWindowDescFront(&_road_depot_desc, tile); break;
		case VEH_SHIP:
			w = AllocateWindowDescFront(&_ship_depot_desc, tile); break;
		case VEH_AIRCRAFT:
			w = AllocateWindowDescFront(&_aircraft_depot_desc, tile); break;
	}

	if (w != NULL) {
		w->caption_color = GetTileOwner(tile);
		CreateDepotListWindow(w, type);
	}
}

/** Removes the highlight of a vehicle in a depot window
 * @param *v Vehicle to remove all highlights from
 */
void DeleteDepotHighlightOfVehicle(const Vehicle *v)
{
	Window *w;

	/* If we haven't got any vehicles on the mouse pointer, we haven't got any highlighted in any depots either
	 * If that is the case, we can skip looping though the windows and save time                                */
	if (_special_mouse_mode != WSM_DRAGDROP) return;

	w = FindWindowById(WC_VEHICLE_DEPOT, v->tile);
	if (w != NULL) {
		WP(w, depot_d).sel = INVALID_VEHICLE;
		ResetObjectToPlace();
	}
}