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-rw-r--r--src/group_cmd.cpp390
1 files changed, 390 insertions, 0 deletions
diff --git a/src/group_cmd.cpp b/src/group_cmd.cpp
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+++ b/src/group_cmd.cpp
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+/* $Id$ */
+
+/** @file group_cmd.cpp Handling of the engine groups */
+
+#include "stdafx.h"
+#include "openttd.h"
+#include "functions.h"
+#include "player.h"
+#include "table/strings.h"
+#include "command.h"
+#include "vehicle.h"
+#include "saveload.h"
+#include "debug.h"
+#include "group.h"
+#include "train.h"
+#include "aircraft.h"
+#include "string.h"
+
+/**
+ * Update the num engines of a groupID. Decrease the old one and increase the new one
+ * @note called in SetTrainGroupID and UpdateTrainGroupID
+ * @param i EngineID we have to update
+ * @param old_g index of the old group
+ * @param new_g index of the new group
+ */
+static inline void UpdateNumEngineGroup(EngineID i, GroupID old_g, GroupID new_g)
+{
+ if (old_g != new_g) {
+ /* Decrease the num engines of EngineID i of the old group if it's not the default one */
+ if (!IsDefaultGroupID(old_g) && IsValidGroupID(old_g)) GetGroup(old_g)->num_engines[i]--;
+
+ /* Increase the num engines of EngineID i of the new group if it's not the new one */
+ if (!IsDefaultGroupID(new_g) && IsValidGroupID(new_g)) GetGroup(new_g)->num_engines[i]++;
+ }
+}
+
+
+/**
+ * Called if a new block is added to the group-pool
+ */
+static void GroupPoolNewBlock(uint start_item)
+{
+ /* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
+ * TODO - This is just a temporary stage, this will be removed. */
+ for (Group *g = GetGroup(start_item); g != NULL; g = (g->index + 1U < GetGroupPoolSize()) ? GetGroup(g->index + 1) : NULL) g->index = start_item++;
+}
+
+DEFINE_OLD_POOL(Group, Group, GroupPoolNewBlock, NULL)
+
+static Group *AllocateGroup(void)
+{
+ /* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
+ * TODO - This is just a temporary stage, this will be removed. */
+ for (Group *g = GetGroup(0); g != NULL; g = (g->index + 1U < GetGroupPoolSize()) ? GetGroup(g->index + 1) : NULL) {
+ if (!IsValidGroup(g)) {
+ const GroupID index = g->index;
+
+ memset(g, 0, sizeof(*g));
+ g->index = index;
+
+ return g;
+ }
+ }
+
+ /* Check if we can add a block to the pool */
+ return (AddBlockToPool(&_Group_pool)) ? AllocateGroup() : NULL;
+}
+
+void InitializeGroup(void)
+{
+ CleanPool(&_Group_pool);
+ AddBlockToPool(&_Group_pool);
+}
+
+
+/**
+ * Add a vehicle to a group
+ * @param tile unused
+ * @param p1 vehicle type
+ * @param p2 unused
+ */
+int32 CmdCreateGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ VehicleType vt = (VehicleType)p1;
+ if (!IsPlayerBuildableVehicleType(vt)) return CMD_ERROR;
+
+ Group *g = AllocateGroup();
+ if (g == NULL) return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ g->owner = _current_player;
+ g->string_id = STR_SV_GROUP_NAME;
+ g->replace_protection = false;
+ g->vehicle_type = vt;
+ }
+
+ return 0;
+}
+
+
+/**
+ * Add a vehicle to a group
+ * @param tile unused
+ * @param p1 index of array group
+ * - p1 bit 0-15 : GroupID
+ * @param p2 unused
+ */
+int32 CmdDeleteGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ if (!IsValidGroupID(p1)) return CMD_ERROR;
+
+ Group *g = GetGroup(p1);
+ if (g->owner != _current_player) return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ Vehicle *v;
+
+ /* Add all vehicles belong to the group to the default group */
+ FOR_ALL_VEHICLES(v) {
+ if (v->group_id == g->index && v->type == g->vehicle_type) v->group_id = DEFAULT_GROUP;
+ }
+
+ /* If we set an autoreplace for the group we delete, remove it. */
+ if (_current_player < MAX_PLAYERS) {
+ Player *p;
+ EngineRenew *er;
+
+ p = GetPlayer(_current_player);
+ FOR_ALL_ENGINE_RENEWS(er) {
+ if (er->group_id == g->index) RemoveEngineReplacementForPlayer(p, er->from, g->index, flags);
+ }
+ }
+
+ /* Delete the Replace Vehicle Windows */
+ DeleteWindowById(WC_REPLACE_VEHICLE, g->vehicle_type);
+ DeleteGroup(g);
+ }
+
+ return 0;
+}
+
+
+/**
+ * Rename a group
+ * @param tile unused
+ * @param p1 index of array group
+ * - p1 bit 0-15 : GroupID
+ * @param p2 unused
+ */
+int32 CmdRenameGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ if (!IsValidGroupID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR;
+
+ /* Create the name */
+ StringID str = AllocateName(_cmd_text, 0);
+ if (str == STR_NULL) return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ Group *g = GetGroup(p1);
+
+ /* Delete the old name */
+ DeleteName(g->string_id);
+ /* Assign the new one */
+ g->string_id = str;
+ g->owner = _current_player;
+ }
+
+ return 0;
+}
+
+
+/**
+ * Add a vehicle to a group
+ * @param tile unused
+ * @param p1 index of array group
+ * - p1 bit 0-15 : GroupID
+ * @param p2 vehicle to add to a group
+ * - p2 bit 0-15 : VehicleID
+ */
+int32 CmdAddVehicleGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ GroupID new_g = p1;
+
+ if (!IsValidVehicleID(p2) || !IsValidGroupID(new_g)) return CMD_ERROR;
+
+ Vehicle *v = GetVehicle(p2);
+ if (v->owner != _current_player || (v->type == VEH_TRAIN && !IsFrontEngine(v))) return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ DecreaseGroupNumVehicle(v->group_id);
+ IncreaseGroupNumVehicle(new_g);
+
+ switch (v->type) {
+ default: NOT_REACHED();
+ case VEH_TRAIN:
+ SetTrainGroupID(v, new_g);
+ break;
+ case VEH_ROAD:
+ case VEH_SHIP:
+ case VEH_AIRCRAFT:
+ if (IsEngineCountable(v)) UpdateNumEngineGroup(v->engine_type, v->group_id, new_g);
+ v->group_id = new_g;
+ break;
+ }
+
+ /* Update the Replace Vehicle Windows */
+ InvalidateWindow(WC_REPLACE_VEHICLE, v->type);
+ }
+
+ return 0;
+}
+
+/**
+ * Add all shared vehicles of all vehicles from a group
+ * @param tile unused
+ * @param p1 index of group array
+ * - p1 bit 0-15 : GroupID
+ * @param p2 type of vehicles
+ */
+int32 CmdAddSharedVehicleGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ VehicleType type = (VehicleType)p2;
+ if (!IsValidGroupID(p1) || !IsPlayerBuildableVehicleType(type)) return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ Vehicle *v;
+ VehicleType type = (VehicleType)p2;
+ GroupID id_g = p1;
+ uint subtype = (type == VEH_AIRCRAFT) ? AIR_AIRCRAFT : 0;
+
+ /* Find the first front engine which belong to the group id_g
+ * then add all shared vehicles of this front engine to the group id_g */
+ FOR_ALL_VEHICLES(v) {
+ if ((v->type == type) && (
+ (type == VEH_TRAIN && IsFrontEngine(v)) ||
+ (type != VEH_TRAIN && v->subtype <= subtype))) {
+ if (v->group_id != id_g) continue;
+
+ /* For each shared vehicles add it to the group */
+ for (Vehicle *v2 = GetFirstVehicleFromSharedList(v); v2 != NULL; v2 = v2->next_shared) {
+ if (v2->group_id != id_g) CmdAddVehicleGroup(tile, flags, id_g, v2->index);
+ }
+ }
+ }
+ }
+
+ return 0;
+}
+
+
+/**
+ * Remove all vehicles from a group
+ * @param tile unused
+ * @param p1 index of group array
+ * - p1 bit 0-15 : GroupID
+ * @param p2 type of vehicles
+ */
+int32 CmdRemoveAllVehiclesGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ VehicleType type = (VehicleType)p2;
+ if (!IsValidGroupID(p1) || !IsPlayerBuildableVehicleType(type)) return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ GroupID old_g = p1;
+ uint subtype = (type == VEH_AIRCRAFT) ? AIR_AIRCRAFT : 0;
+ Vehicle *v;
+
+ /* Find each Vehicle that belongs to the group old_g and add it to the default group */
+ FOR_ALL_VEHICLES(v) {
+ if ((v->type == type) && (
+ (type == VEH_TRAIN && IsFrontEngine(v)) ||
+ (type != VEH_TRAIN && v->subtype <= subtype))) {
+ if (v->group_id != old_g) continue;
+
+ /* Add The Vehicle to the default group */
+ CmdAddVehicleGroup(tile, flags, DEFAULT_GROUP, v->index);
+ }
+ }
+ }
+
+ return 0;
+}
+
+/**
+ * Decrease the num_vehicle variable before delete an front engine from a group
+ * @note Called in CmdSellRailWagon and DeleteLasWagon,
+ * @param v FrontEngine of the train we want to remove.
+ */
+void RemoveVehicleFromGroup(const Vehicle *v)
+{
+ if (!IsValidVehicle(v) || v->type != VEH_TRAIN || !IsFrontEngine(v)) return;
+
+ if (!IsDefaultGroupID(v->group_id)) DecreaseGroupNumVehicle(v->group_id);
+}
+
+
+/**
+ * Affect the groupID of a train to new_g.
+ * @note called in CmdAddVehicleGroup and CmdMoveRailVehicle
+ * @param v First vehicle of the chain.
+ * @param new_g index of array group
+ */
+void SetTrainGroupID(Vehicle *v, GroupID new_g)
+{
+ if (!IsValidGroupID(new_g) && !IsDefaultGroupID(new_g)) return;
+
+ assert(IsValidVehicle(v) && v->type == VEH_TRAIN && IsFrontEngine(v));
+
+ for (Vehicle *u = v; u != NULL; u = u->next) {
+ if (IsEngineCountable(u)) UpdateNumEngineGroup(u->engine_type, u->group_id, new_g);
+
+ u->group_id = new_g;
+ }
+
+ /* Update the Replace Vehicle Windows */
+ InvalidateWindow(WC_REPLACE_VEHICLE, VEH_TRAIN);
+}
+
+
+/**
+ * Recalculates the groupID of a train. Should be called each time a vehicle is added
+ * to/removed from the chain,.
+ * @note this needs to be called too for 'wagon chains' (in the depot, without an engine)
+ * @note Called in CmdBuildRailVehicle, CmdBuildRailWagon, CmdMoveRailVehicle, CmdSellRailWagon
+ * @param v First vehicle of the chain.
+ */
+void UpdateTrainGroupID(Vehicle *v)
+{
+ assert(IsValidVehicle(v) && v->type == VEH_TRAIN && (IsFrontEngine(v) || IsFreeWagon(v)));
+
+ GroupID new_g = IsFrontEngine(v) ? v->group_id : (GroupID)DEFAULT_GROUP;
+ for (Vehicle *u = v; u != NULL; u = u->next) {
+ if (IsEngineCountable(u)) UpdateNumEngineGroup(u->engine_type, u->group_id, new_g);
+
+ u->group_id = new_g;
+ }
+
+ /* Update the Replace Vehicle Windows */
+ InvalidateWindow(WC_REPLACE_VEHICLE, VEH_TRAIN);
+}
+
+
+void RemoveAllGroupsForPlayer(const Player *p)
+{
+ Group *g;
+
+ FOR_ALL_GROUPS(g) {
+ if (p->index == g->owner) DeleteGroup(g);
+ }
+}
+
+
+static const SaveLoad _group_desc[] = {
+ SLE_VAR(Group, string_id, SLE_UINT16),
+ SLE_VAR(Group, num_vehicle, SLE_UINT16),
+ SLE_VAR(Group, owner, SLE_UINT8),
+ SLE_VAR(Group, vehicle_type, SLE_UINT8),
+ SLE_VAR(Group, replace_protection, SLE_BOOL),
+ SLE_END()
+};
+
+
+static void Save_GROUP(void)
+{
+ Group *g;
+
+ FOR_ALL_GROUPS(g) {
+ SlSetArrayIndex(g->index);
+ SlObject(g, _group_desc);
+ }
+}
+
+
+static void Load_GROUP(void)
+{
+ int index;
+
+ while ((index = SlIterateArray()) != -1) {
+ if (!AddBlockIfNeeded(&_Group_pool, index)) {
+ error("Groups: failed loading savegame: too many groups");
+ }
+
+ Group *g = GetGroup(index);
+ SlObject(g, _group_desc);
+ }
+}
+
+extern const ChunkHandler _group_chunk_handlers[] = {
+ { 'GRPS', Save_GROUP, Load_GROUP, CH_ARRAY | CH_LAST},
+};