/* $Id$ */ /** @file group.h */ #ifndef GROUP_H #define GROUP_H #include "oldpool.h" #include "player_type.h" #include "vehicle_type.h" #include "engine.h" enum { ALL_GROUP = 0xFFFD, DEFAULT_GROUP = 0xFFFE, INVALID_GROUP = 0xFFFF, }; struct Group; DECLARE_OLD_POOL(Group, Group, 5, 2047) struct Group : PoolItem<Group, GroupID, &_Group_pool> { char *name; ///< Group Name uint16 num_vehicle; ///< Number of vehicles wich belong to the group PlayerID owner; ///< Group Owner VehicleTypeByte vehicle_type; ///< Vehicle type of the group bool replace_protection; ///< If set to true, the global autoreplace have no effect on the group uint16 num_engines[TOTAL_NUM_ENGINES]; ///< Caches the number of engines of each type the player owns (no need to save this) Group(PlayerID owner = INVALID_PLAYER); virtual ~Group(); bool IsValid() const; }; static inline bool IsValidGroupID(GroupID index) { return index < GetGroupPoolSize() && GetGroup(index)->IsValid(); } static inline bool IsDefaultGroupID(GroupID index) { return index == DEFAULT_GROUP; } /** * Checks if a GroupID stands for all vehicles of a player * @param id_g The GroupID to check * @return true is id_g is identical to ALL_GROUP */ static inline bool IsAllGroupID(GroupID id_g) { return id_g == ALL_GROUP; } #define FOR_ALL_GROUPS_FROM(g, start) for (g = GetGroup(start); g != NULL; g = (g->index + 1U < GetGroupPoolSize()) ? GetGroup(g->index + 1) : NULL) if (g->IsValid()) #define FOR_ALL_GROUPS(g) FOR_ALL_GROUPS_FROM(g, 0) /** * Get the current size of the GroupPool */ static inline uint GetGroupArraySize(void) { const Group *g; uint num = 0; FOR_ALL_GROUPS(g) num++; return num; } /** * Get the number of engines with EngineID id_e in the group with GroupID * id_g * @param id_g The GroupID of the group used * @param id_e The EngineID of the engine to count * @return The number of engines with EngineID id_e in the group */ uint GetGroupNumEngines(PlayerID p, GroupID id_g, EngineID id_e); static inline void IncreaseGroupNumVehicle(GroupID id_g) { if (IsValidGroupID(id_g)) GetGroup(id_g)->num_vehicle++; } static inline void DecreaseGroupNumVehicle(GroupID id_g) { if (IsValidGroupID(id_g)) GetGroup(id_g)->num_vehicle--; } void InitializeGroup(); void SetTrainGroupID(Vehicle *v, GroupID grp); void UpdateTrainGroupID(Vehicle *v); void RemoveVehicleFromGroup(const Vehicle *v); void RemoveAllGroupsForPlayer(const PlayerID p); #endif /* GROUP_H */