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(svn r10758) -Codechange: make the depot struct use the pool item class as super class.
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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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34
src/depot.h
34
src/depot.h
@ -13,38 +13,27 @@
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#include "rail_map.h"
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#include "water_map.h"
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struct Depot {
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TileIndex xy;
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TownID town_index;
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DepotID index;
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};
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struct Depot;
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DECLARE_OLD_POOL(Depot, Depot, 3, 8000)
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/**
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* Check if a depot really exists.
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*/
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static inline bool IsValidDepot(const Depot *depot)
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{
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return depot != NULL && depot->xy != 0;
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}
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struct Depot : PoolItem<Depot, DepotID, &_Depot_pool> {
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TileIndex xy;
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TownID town_index;
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static inline bool IsValidDepotID(uint index)
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{
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return index < GetDepotPoolSize() && IsValidDepot(GetDepot(index));
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}
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Depot(TileIndex xy = 0) : xy(xy) {}
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~Depot();
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void DestroyDepot(Depot *depot);
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bool IsValid() const { return this->xy != 0; }
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};
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static inline void DeleteDepot(Depot *depot)
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static inline bool IsValidDepotID(DepotID index)
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{
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DestroyDepot(depot);
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depot->xy = 0;
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return index < GetDepotPoolSize() && GetDepot(index)->IsValid();
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}
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void ShowDepotWindow(TileIndex tile, VehicleType type);
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#define FOR_ALL_DEPOTS_FROM(d, start) for (d = GetDepot(start); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) if (IsValidDepot(d))
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#define FOR_ALL_DEPOTS_FROM(d, start) for (d = GetDepot(start); d != NULL; d = (d->index + 1U < GetDepotPoolSize()) ? GetDepot(d->index + 1U) : NULL) if (d->IsValid())
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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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@ -108,7 +97,6 @@ static inline bool CanBuildDepotByTileh(DiagDirection direction, Slope tileh)
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Depot *GetDepotByTile(TileIndex tile);
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void InitializeDepots();
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Depot *AllocateDepot();
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void DeleteDepotHighlightOfVehicle(const Vehicle *v);
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@ -520,7 +520,7 @@ static bool LoadOldDepot(LoadgameState *ls, int num)
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if (!LoadChunk(ls, GetDepot(num), depot_chunk)) return false;
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if (IsValidDepot(GetDepot(num))) {
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if (IsValidDepotID(num)) {
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GetDepot(num)->town_index = REMAP_TOWN_IDX(_old_town_index);
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}
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@ -37,6 +37,7 @@
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#include "newgrf_callbacks.h"
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#include "newgrf_station.h"
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#include "train.h"
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#include "misc/autoptr.hpp"
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const byte _track_sloped_sprites[14] = {
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14, 15, 22, 13,
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@ -574,7 +575,6 @@ CommandCost CmdRemoveRailroadTrack(TileIndex tile, uint32 flags, uint32 p1, uint
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*/
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CommandCost CmdBuildTrainDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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Depot *d;
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CommandCost cost;
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Slope tileh;
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@ -609,18 +609,20 @@ CommandCost CmdBuildTrainDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p
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if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
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d = AllocateDepot();
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Depot *d = new Depot(tile);
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if (d == NULL) return CMD_ERROR;
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AutoPtrT<Depot> d_auto_delete = d;
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if (flags & DC_EXEC) {
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MakeRailDepot(tile, _current_player, dir, (RailType)p1);
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MarkTileDirtyByTile(tile);
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d->xy = tile;
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d->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
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UpdateSignalsOnSegment(tile, dir);
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YapfNotifyTrackLayoutChange(tile, TrackdirToTrack(DiagdirToDiagTrackdir(dir)));
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d_auto_delete.Detach();
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}
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return cost.AddCost(_price.build_train_depot);
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@ -1110,7 +1112,8 @@ static CommandCost RemoveTrainDepot(TileIndex tile, uint32 flags)
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if (flags & DC_EXEC) {
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DiagDirection dir = GetRailDepotDirection(tile);
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DeleteDepot(GetDepotByTile(tile));
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DoClearSquare(tile);
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delete GetDepotByTile(tile);
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UpdateSignalsOnSegment(tile, dir);
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YapfNotifyTrackLayoutChange(tile, TrackdirToTrack(DiagdirToDiagTrackdir(dir)));
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}
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@ -31,6 +31,7 @@
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#include "newgrf.h"
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#include "station_map.h"
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#include "tunnel_map.h"
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#include "misc/autoptr.hpp"
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static uint CountRoadBits(RoadBits r)
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@ -721,7 +722,6 @@ CommandCost CmdRemoveLongRoad(TileIndex end_tile, uint32 flags, uint32 p1, uint3
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CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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{
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CommandCost cost;
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Depot *dep;
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Slope tileh;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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@ -745,15 +745,16 @@ CommandCost CmdBuildRoadDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
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if (MayHaveBridgeAbove(tile) && IsBridgeAbove(tile)) return_cmd_error(STR_5007_MUST_DEMOLISH_BRIDGE_FIRST);
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dep = AllocateDepot();
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Depot *dep = new Depot(tile);
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if (dep == NULL) return CMD_ERROR;
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AutoPtrT<Depot> d_auto_delete = dep;
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if (flags & DC_EXEC) {
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dep->xy = tile;
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dep->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
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MakeRoadDepot(tile, _current_player, dir, rt);
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MarkTileDirtyByTile(tile);
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d_auto_delete.Detach();
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}
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return cost.AddCost(_price.build_road_depot);
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}
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@ -765,7 +766,10 @@ static CommandCost RemoveRoadDepot(TileIndex tile, uint32 flags)
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if (!EnsureNoVehicle(tile)) return CMD_ERROR;
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if (flags & DC_EXEC) DeleteDepot(GetDepotByTile(tile));
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if (flags & DC_EXEC) {
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DoClearSquare(tile);
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delete GetDepotByTile(tile);
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}
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return CommandCost(_price.remove_road_depot);
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}
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@ -887,7 +887,7 @@ static void DrawBridgeTramBits(int x, int y, byte z, int offset, bool overlay)
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static const uint size_x[6] = { 11, 16, 16, 16, 16, 16 };
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static const uint size_y[6] = { 16, 11, 16, 16, 16, 16 };
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AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE, x, y, size_x[offset], size_y[offset], offset >= 2 ? 1 : 0, z);
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AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + tram_offsets[overlay][offset], PAL_NONE, x, y, size_x[offset], size_y[offset], offset >= 2 ? 1 : 0, z, HASBIT(_transparent_opt, TO_BRIDGES));
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AddSortableSpriteToDraw(SPR_TRAMWAY_BASE + back_offsets[offset], PAL_NONE, x, y, size_x[offset], size_y[offset], 0, z, HASBIT(_transparent_opt, TO_BUILDINGS));
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/* For sloped sprites the bounding box needs to be higher, as the pylons stop on a higher point */
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@ -28,6 +28,7 @@
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#include "water_map.h"
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#include "newgrf.h"
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#include "newgrf_canal.h"
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#include "misc/autoptr.hpp"
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static const SpriteID _water_shore_sprites[] = {
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0,
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@ -62,7 +63,6 @@ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
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TileIndex tile2;
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CommandCost cost, ret;
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Depot *depot;
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SET_EXPENSES_TYPE(EXPENSES_CONSTRUCTION);
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@ -83,17 +83,18 @@ CommandCost CmdBuildShipDepot(TileIndex tile, uint32 flags, uint32 p1, uint32 p2
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ret = DoCommand(tile2, 0, 0, flags, CMD_LANDSCAPE_CLEAR);
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if (CmdFailed(ret)) return CMD_ERROR;
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depot = AllocateDepot();
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Depot *depot = new Depot(tile);
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if (depot == NULL) return CMD_ERROR;
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AutoPtrT<Depot> d_auto_delete = depot;
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if (flags & DC_EXEC) {
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depot->xy = tile;
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depot->town_index = ClosestTownFromTile(tile, (uint)-1)->index;
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MakeShipDepot(tile, _current_player, DEPOT_NORTH, axis);
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MakeShipDepot(tile2, _current_player, DEPOT_SOUTH, axis);
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MarkTileDirtyByTile(tile);
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MarkTileDirtyByTile(tile2);
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d_auto_delete.Detach();
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}
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return cost.AddCost(_price.build_ship_depot);
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@ -113,7 +114,7 @@ static CommandCost RemoveShipDepot(TileIndex tile, uint32 flags)
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if (flags & DC_EXEC) {
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/* Kill the depot, which is registered at the northernmost tile. Use that one */
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DeleteDepot(GetDepotByTile(tile2 < tile ? tile2 : tile));
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delete GetDepotByTile(tile2 < tile ? tile2 : tile);
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MakeWater(tile);
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MakeWater(tile2);
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