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/* $Id$ */
/** @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, ///< ungrouped vehicles are in this group.
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
PlayerByte 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 */
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