(svn r13307) -Codechange: Separate VehicleList and its two functions so only the 3 users include it, reducing dependencies on misc/smallvec.h

This commit is contained in:
peter1138
2008-05-28 11:56:21 +00:00
parent bb00206736
commit f9fc53f98a
8 changed files with 164 additions and 136 deletions

View File

@@ -51,6 +51,7 @@
#include "animated_tile_func.h"
#include "effectvehicle_base.h"
#include "core/alloc_func.hpp"
#include "vehiclelist.h"
#include "table/sprites.h"
#include "table/strings.h"
@@ -1291,137 +1292,6 @@ CommandCost CmdCloneVehicle(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
return total_cost;
}
/**
* Generate a list of vehicles inside a depot.
* @param type Type of vehicle
* @param tile The tile the depot is located on
* @param engines Pointer to list to add vehicles to
* @param wagons Pointer to list to add wagons to (can be NULL)
*/
void BuildDepotVehicleList(VehicleType type, TileIndex tile, VehicleList *engines, VehicleList *wagons)
{
engines->Clear();
if (wagons != NULL && wagons != engines) wagons->Clear();
const Vehicle *v;
FOR_ALL_VEHICLES(v) {
/* General tests for all vehicle types */
if (v->type != type) continue;
if (v->tile != tile) continue;
switch (type) {
case VEH_TRAIN:
if (v->u.rail.track != TRACK_BIT_DEPOT) continue;
if (wagons != NULL && IsFreeWagon(v)) {
*wagons->Append() = v;
continue;
}
break;
default:
if (!v->IsInDepot()) continue;
break;
}
if (!v->IsPrimaryVehicle()) continue;
*engines->Append() = v;
}
/* Ensure the lists are not wasting too much space. If the lists are fresh
* (i.e. built within a command) then this will actually do nothing. */
engines->Compact();
if (wagons != NULL && wagons != engines) wagons->Compact();
}
/**
* Generate a list of vehicles based on window type.
* @param list Pointer to list to add vehicles to
* @param type Type of vehicle
* @param owner Player to generate list for
* @param index This parameter has different meanings depending on window_type
* <ul>
* <li>VLW_STATION_LIST: index of station to generate a list for</li>
* <li>VLW_SHARED_ORDERS: index of order to generate a list for<li>
* <li>VLW_STANDARD: not used<li>
* <li>VLW_DEPOT_LIST: TileIndex of the depot/hangar to make the list for</li>
* <li>VLW_GROUP_LIST: index of group to generate a list for</li>
* </ul>
* @param window_type The type of window the list is for, using the VLW_ flags in vehicle_gui.h
*/
void GenerateVehicleSortList(VehicleList *list, VehicleType type, PlayerID owner, uint32 index, uint16 window_type)
{
list->Clear();
const Vehicle *v;
switch (window_type) {
case VLW_STATION_LIST:
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->IsPrimaryVehicle()) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
if (order->IsType(OT_GOTO_STATION) && order->GetDestination() == index) {
*list->Append() = v;
break;
}
}
}
}
break;
case VLW_SHARED_ORDERS:
FOR_ALL_VEHICLES(v) {
/* Find a vehicle with the order in question */
if (v->orders != NULL && v->orders->index == index) {
/* Add all vehicles from this vehicle's shared order list */
for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
*list->Append() = v;
}
break;
}
}
break;
case VLW_STANDARD:
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->owner == owner && v->IsPrimaryVehicle()) {
*list->Append() = v;
}
}
break;
case VLW_DEPOT_LIST:
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->IsPrimaryVehicle()) {
const Order *order;
FOR_VEHICLE_ORDERS(v, order) {
if (order->IsType(OT_GOTO_DEPOT) && order->GetDestination() == index) {
*list->Append() = v;
break;
}
}
}
}
break;
case VLW_GROUP_LIST:
FOR_ALL_VEHICLES(v) {
if (v->type == type && v->IsPrimaryVehicle() &&
v->owner == owner && v->group_id == index) {
*list->Append() = v;
}
}
break;
default: NOT_REACHED(); break;
}
list->Compact();
}
/**
* Send all vehicles of type to depots
* @param type type of vehicle