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@ -14,21 +14,7 @@
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#include "saveload.h"
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#include "order.h"
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/**
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* Called if a new block is added to the depot-pool
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*/
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static void DepotPoolNewBlock(uint start_item)
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{
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Depot *d;
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (d = GetDepot(start_item); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) d->index = start_item++;
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}
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DEFINE_OLD_POOL(Depot, Depot, DepotPoolNewBlock, NULL)
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DEFINE_OLD_POOL_GENERIC(Depot, Depot)
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/**
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* Gets a depot from a tile
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@ -46,51 +32,23 @@ Depot *GetDepotByTile(TileIndex tile)
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return NULL;
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}
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/**
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* Allocate a new depot
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*/
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Depot *AllocateDepot()
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{
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Depot *d;
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (d = GetDepot(0); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) {
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if (!IsValidDepot(d)) {
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DepotID index = d->index;
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memset(d, 0, sizeof(Depot));
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d->index = index;
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return d;
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}
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}
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/* Check if we can add a block to the pool */
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if (AddBlockToPool(&_Depot_pool)) return AllocateDepot();
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return NULL;
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}
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/**
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* Clean up a depot
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*/
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void DestroyDepot(Depot *depot)
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Depot::~Depot()
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{
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/* Clear the tile */
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DoClearSquare(depot->xy);
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/* Clear the depot from all order-lists */
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RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, depot->index);
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RemoveOrderFromAllVehicles(OT_GOTO_DEPOT, this->index);
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/* Delete the depot-window */
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DeleteWindowById(WC_VEHICLE_DEPOT, depot->xy);
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DeleteWindowById(WC_VEHICLE_DEPOT, this->xy);
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this->xy = 0;
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}
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void InitializeDepots()
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{
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CleanPool(&_Depot_pool);
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AddBlockToPool(&_Depot_pool);
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_Depot_pool.CleanPool();
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_Depot_pool.AddBlockToPool();
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}
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@ -116,12 +74,7 @@ static void Load_DEPT()
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int index;
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while ((index = SlIterateArray()) != -1) {
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Depot *depot;
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if (!AddBlockIfNeeded(&_Depot_pool, index))
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error("Depots: failed loading savegame: too many depots");
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depot = GetDepot(index);
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Depot *depot = new (index) Depot();
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SlObject(depot, _depot_desc);
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}
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}
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