(svn r1817) -Codechange: Moved depot-functions to depot.c
-Codechange: Added wrappers around depot-access (GetDepot no exists) -Codechange: Made depot-functions a bit more logic (no longer GetDepotByTile crashes your game when you request it on a non-depot tile) -Add: made depots dynamic (yes, 64k depots are possible now)
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51
depot.h
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51
depot.h
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#ifndef DEPOT_H
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#define DEPOT_H
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#include "pool.h"
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struct Depot {
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TileIndex xy;
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uint16 town_index;
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uint16 index;
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};
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extern MemoryPool _depot_pool;
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/**
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* Get the pointer to the depot with index 'index'
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*/
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static inline Depot *GetDepot(uint index)
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{
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return (Depot*)GetItemFromPool(&_depot_pool, index);
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}
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/**
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* Get the current size of the DepotPool
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*/
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static inline uint16 GetDepotPoolSize(void)
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{
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return _depot_pool.total_items;
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}
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#define FOR_ALL_DEPOTS_FROM(d, start) for (d = GetDepot(start); d != NULL; d = (d->index + 1 < GetDepotPoolSize()) ? GetDepot(d->index + 1) : NULL)
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#define FOR_ALL_DEPOTS(d) FOR_ALL_DEPOTS_FROM(d, 0)
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#define MIN_SERVINT_PERCENT 5
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#define MAX_SERVINT_PERCENT 90
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#define MIN_SERVINT_DAYS 30
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#define MAX_SERVINT_DAYS 800
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VARDEF TileIndex _last_built_train_depot_tile;
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VARDEF TileIndex _last_built_road_depot_tile;
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VARDEF TileIndex _last_built_aircraft_depot_tile;
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VARDEF TileIndex _last_built_ship_depot_tile;
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bool IsTrainDepotTile(TileIndex tile);
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bool IsRoadDepotTile(TileIndex tile);
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Depot *GetDepotByTile(uint tile);
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void InitializeDepot(void);
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Depot *AllocateDepot(void);
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bool IsShipDepotTile(TileIndex tile);
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void DoDeleteDepot(uint tile);
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#endif /* DEPOT_H */
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