changeset 4497:8b8e51f163f8 draft

(svn r6282) -Codechange: made a function to create the vehicle list for vehicle list windows this list is also used by mass goto depot to ensure that they use the same vehicles right now only the list of all vehicles use this for goto depot, but eventually all the types will use this
author bjarni <bjarni@openttd.org>
date Thu, 31 Aug 2006 17:42:27 +0000
parents 5b83694d3d9d
children 211e406b9c50
files vehicle.c vehicle.h vehicle_gui.c
diffstat 3 files changed, 84 insertions(+), 60 deletions(-) [+]
line wrap: on
line diff
--- a/vehicle.c
+++ b/vehicle.c
@@ -1898,31 +1898,101 @@
 	_current_player = OWNER_NONE;
 }
 
+/**
+* @param sort_list list to store the list in. Note: it's presumed that it is big enough to store all vehicles in the game (worst case) and it will not check size
+* @param type type of vehicle
+* @param owner PlayerID of owner to generate a list for
+* @param station index of station to generate a list for. INVALID_STATION when not used
+* @param order index of oder to generate a list for. INVALID_ORDER when not used
+* @param window_type tells what kind of window the list is for. Use the VLW flags in vehicle_gui.h
+* @return the number of vehicles added to the list
+*/
+uint GenerateVehicleSortList(const Vehicle** sort_list, byte type, PlayerID owner, StationID station, OrderID order, uint16 window_type)
+{
+	const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2;
+	uint16 n = 0;
+	const Vehicle *v;
+
+	switch (window_type) {
+		case VLW_STATION_LIST: {
+			FOR_ALL_VEHICLES(v) {
+				if (v->type == type && (
+					(type == VEH_Train && IsFrontEngine(v)) ||
+					(type != VEH_Train && v->subtype <= subtype))) {
+					const Order *order;
+
+					FOR_VEHICLE_ORDERS(v, order) {
+						if (order->type == OT_GOTO_STATION && order->dest.station == station) {
+							sort_list[n++] = 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 == order) break;
+			}
+
+			if (v != NULL && v->orders != NULL && v->orders->index == order) {
+				/* Only try to make the list if we found a vehicle using the order in question */
+				for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
+					sort_list[n++] = v;
+				}
+			}
+			break;
+		}
+
+		case VLW_STANDARD: {
+			FOR_ALL_VEHICLES(v) {
+				if (v->type == type && v->owner == owner && (
+					(type == VEH_Train && IsFrontEngine(v)) ||
+					(type != VEH_Train && v->subtype <= subtype))) {
+					sort_list[n++] = v;
+				}
+			}
+			break;
+		}
+
+		default: NOT_REACHED(); break;
+	}
+
+	return n;
+}
+
 /** send all vehicles of type to depots
 * @param type type of vehicle
 * @param flags the flags used for DoCommand()
 * @param service should the vehicles only get service in the depots
 * @param owner PlayerID of owner of the vehicles to send
-* @return o for success and CMD_ERROR if no vehicle is able to go to depot
+* @return 0 for success and CMD_ERROR if no vehicle is able to go to depot
 */
 int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner)
 {
-	const uint subtype = (type != VEH_Aircraft) ? Train_Front : 2;
-	const Vehicle *v;
+	const Vehicle** sort_list;
+	uint n, i;
+
+	sort_list = malloc(GetVehicleArraySize() * sizeof(sort_list[0]));
+	if (sort_list == NULL) {
+		error("Could not allocate memory for the vehicle-sorting-list");
+	}
+
+	n = GenerateVehicleSortList(sort_list, type, owner, INVALID_STATION, INVALID_ORDER, VLW_STANDARD);
 
 	/* Send all the vehicles to a depot */
-	FOR_ALL_VEHICLES(v) {
-		if (v->type == type && v->owner == owner && (
-			(type == VEH_Train && IsFrontEngine(v)) ||
-			(type != VEH_Train && v->subtype <= subtype))) {
-			/* Return 0 if DC_EXEC is not set and a DoCommand() returns 0 (valid goto depot command) */
-			/* In this case we know that at least one vehicle can be send to a depot and we will issue the command */
-			/* Since we will issue the command nomatter how many vehicles more than one it's valid for, we skip checking the rest */
-			/* When DC_EXEC is set, we need to run this loop for all vehicles nomatter return values from each vehicle */
-			if (!DoCommand(v->tile, v->index, service, flags, CMD_SEND_TO_DEPOT(type)) && !(flags & DC_EXEC)) return 0;
+	for (i=0; i < n; i++) {
+		const Vehicle *v = sort_list[i];
+		if (!DoCommand(v->tile, v->index, service, flags, CMD_SEND_TO_DEPOT(type)) && !(flags & DC_EXEC)) {
+			free((void*)sort_list);
+			return 0;
 		}
 	}
 
+	free((void*)sort_list);
 	return (flags & DC_EXEC) ? 0 : CMD_ERROR;
 }
 
--- a/vehicle.h
+++ b/vehicle.h
@@ -314,6 +314,7 @@
 
 bool VehicleNeedsService(const Vehicle *v);
 
+uint GenerateVehicleSortList(const Vehicle** sort_list, byte type, PlayerID owner, StationID station, OrderID order, uint16 window_type);
 int32 SendAllVehiclesToDepot(byte type, uint32 flags, bool service, PlayerID owner);
 
 typedef struct GetNewVehiclePosResult {
--- a/vehicle_gui.c
+++ b/vehicle_gui.c
@@ -119,7 +119,6 @@
 static void BuildVehicleList(vehiclelist_d* vl, int type, PlayerID owner, StationID station, OrderID order, uint16 window_type)
 {
 	const Vehicle** sort_list;
-	uint subtype = (type != VEH_Aircraft) ? Train_Front : 2;
 	uint n = 0;
 	uint i;
 
@@ -133,53 +132,7 @@
 	DEBUG(misc, 1) ("Building vehicle list for player %d station %d...",
 		owner, station);
 
-	switch (window_type) {
-		case VLW_STATION_LIST: {
-			const Vehicle *v;
-			FOR_ALL_VEHICLES(v) {
-				if (v->type == type && (
-					(type == VEH_Train && IsFrontEngine(v)) ||
-					(type != VEH_Train && v->subtype <= subtype))) {
-					const Order *order;
-
-					FOR_VEHICLE_ORDERS(v, order) {
-						if (order->type == OT_GOTO_STATION && order->dest.station == station) {
-							sort_list[n++] = v;
-							break;
-						}
-					}
-				}
-			}
-		} break;
-
-		case VLW_SHARED_ORDERS: {
-			Vehicle *v;
-			FOR_ALL_VEHICLES(v) {
-				/* Find a vehicle with the order in question */
-				if (v != NULL && v->orders != NULL && v->orders->index == order) break;
-			}
-
-			if (v != NULL && v->orders != NULL && v->orders->index == order) {
-				/* Only try to make the list if we found a vehicle using the order in question */
-				for (v = GetFirstVehicleFromSharedList(v); v != NULL; v = v->next_shared) {
-					sort_list[n++] = v;
-				}
-			}
-		} break;
-
-		case VLW_STANDARD: {
-			const Vehicle *v;
-			FOR_ALL_VEHICLES(v) {
-				if (v->type == type && v->owner == owner && (
-					(type == VEH_Train && IsFrontEngine(v)) ||
-					(type != VEH_Train && v->subtype <= subtype))) {
-					sort_list[n++] = v;
-				}
-			}
-		} break;
-
-		default: NOT_REACHED(); break;
-	}
+	n = GenerateVehicleSortList(sort_list, type, owner, station, order, window_type);
 
 	free((void*)vl->sort_list);
 	vl->sort_list = malloc(n * sizeof(vl->sort_list[0]));