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https://github.com/JGRennison/OpenTTD-patches.git
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104 lines
2.0 KiB
C++
104 lines
2.0 KiB
C++
/* $Id$ */
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/** @file waypoint.cpp Handling of waypoints. */
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#include "stdafx.h"
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#include "strings_type.h"
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#include "rail.h"
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#include "station_base.h"
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#include "town.h"
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#include "waypoint.h"
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#include "window_func.h"
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#include "newgrf_station.h"
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#include "oldpool_func.h"
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#include "order_func.h"
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DEFINE_OLD_POOL_GENERIC(Waypoint, Waypoint)
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/**
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* Update all signs
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*/
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void UpdateAllWaypointSigns()
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{
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Waypoint *wp;
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FOR_ALL_WAYPOINTS(wp) {
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UpdateWaypointSign(wp);
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}
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}
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/**
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* Daily loop for waypoints
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*/
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void WaypointsDailyLoop()
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{
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Waypoint *wp;
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/* Check if we need to delete a waypoint */
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FOR_ALL_WAYPOINTS(wp) {
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if (wp->deleted != 0 && --wp->deleted == 0) delete wp;
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}
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}
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/**
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* This hacks together some dummy one-shot Station structure for a waypoint.
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* @param tile on which to work
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* @return pointer to a Station
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*/
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Station *ComposeWaypointStation(TileIndex tile)
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{
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Waypoint *wp = GetWaypointByTile(tile);
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/* instead of 'static Station stat' use byte array to avoid Station's destructor call upon exit. As
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* a side effect, the station is not constructed now. */
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static byte stat_raw[sizeof(Station)];
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static Station &stat = *(Station*)stat_raw;
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stat.train_tile = stat.xy = wp->xy;
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stat.town = GetTown(wp->town_index);
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stat.build_date = wp->build_date;
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return &stat;
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}
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/**
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* Draw a waypoint
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* @param x coordinate
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* @param y coordinate
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* @param stat_id station id
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* @param railtype RailType to use for
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*/
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void DrawWaypointSprite(int x, int y, int stat_id, RailType railtype)
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{
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x += 33;
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y += 17;
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if (!DrawStationTile(x, y, railtype, AXIS_X, STAT_CLASS_WAYP, stat_id)) {
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DrawDefaultWaypointSprite(x, y, railtype);
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}
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}
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Waypoint::Waypoint(TileIndex tile)
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{
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this->xy = tile;
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}
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Waypoint::~Waypoint()
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{
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free(this->name);
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if (CleaningPool()) return;
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DeleteWindowById(WC_WAYPOINT_VIEW, this->index);
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RemoveOrderFromAllVehicles(OT_GOTO_WAYPOINT, this->index);
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RedrawWaypointSign(this);
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this->xy = INVALID_TILE;
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}
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void InitializeWaypoints()
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{
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_Waypoint_pool.CleanPool();
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_Waypoint_pool.AddBlockToPool();
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}
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