/* $Id$ */ /** @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) && !IsDefaultGroupID(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}, };