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OpenTTD-patches/src/group_cmd.cpp

445 lines
11 KiB
C++

/* $Id$ */
/** @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"
#include "window.h"
#include "vehicle_gui.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);
}
static WindowClass GetWCForVT(VehicleType vt)
{
switch (vt) {
default:
case VEH_TRAIN: return WC_TRAINS_LIST;
case VEH_ROAD: return WC_ROADVEH_LIST;
case VEH_SHIP: return WC_SHIPS_LIST;
case VEH_AIRCRAFT: return WC_AIRCRAFT_LIST;
}
}
/**
* Add a vehicle to a group
* @param tile unused
* @param p1 vehicle type
* @param p2 unused
*/
CommandCost 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;
InvalidateWindowData(GetWCForVT(vt), (vt << 11) | VLW_GROUP_LIST | _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 unused
*/
CommandCost 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);
}
}
VehicleType vt = g->vehicle_type;
/* Delete the Replace Vehicle Windows */
DeleteWindowById(WC_REPLACE_VEHICLE, g->vehicle_type);
DeleteGroup(g);
InvalidateWindowData(GetWCForVT(vt), (vt << 11) | VLW_GROUP_LIST | _current_player);
}
return 0;
}
/**
* Rename a group
* @param tile unused
* @param p1 index of array group
* - p1 bit 0-15 : GroupID
* @param p2 unused
*/
CommandCost CmdRenameGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
if (!IsValidGroupID(p1) || StrEmpty(_cmd_text)) return CMD_ERROR;
Group *g = GetGroup(p1);
if (g->owner != _current_player) return CMD_ERROR;
/* Create the name */
StringID str = AllocateName(_cmd_text, 0);
if (str == STR_NULL) return CMD_ERROR;
if (flags & DC_EXEC) {
/* Delete the old name */
DeleteName(g->string_id);
/* Assign the new one */
g->string_id = str;
InvalidateWindowData(GetWCForVT(g->vehicle_type), (g->vehicle_type << 11) | VLW_GROUP_LIST | _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
*/
CommandCost 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;
if (IsValidGroupID(new_g)) {
Group *g = GetGroup(new_g);
if (g->owner != _current_player) return CMD_ERROR;
}
Vehicle *v = GetVehicle(p2);
if (v->owner != _current_player || !v->IsPrimaryVehicle()) 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);
InvalidateWindowData(GetWCForVT(v->type), (v->type << 11) | VLW_GROUP_LIST | _current_player);
}
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
*/
CommandCost 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;
/* 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 && v->IsPrimaryVehicle()) {
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);
}
}
}
InvalidateWindowData(GetWCForVT(type), (type << 11) | VLW_GROUP_LIST | _current_player);
}
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
*/
CommandCost CmdRemoveAllVehiclesGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
VehicleType type = (VehicleType)p2;
if (!IsValidGroupID(p1) || !IsPlayerBuildableVehicleType(type)) return CMD_ERROR;
Group *g = GetGroup(p1);
if (g->owner != _current_player) return CMD_ERROR;
if (flags & DC_EXEC) {
GroupID old_g = p1;
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 && v->IsPrimaryVehicle()) {
if (v->group_id != old_g) continue;
/* Add The Vehicle to the default group */
CmdAddVehicleGroup(tile, flags, DEFAULT_GROUP, v->index);
}
}
InvalidateWindowData(GetWCForVT(type), (type << 11) | VLW_GROUP_LIST | _current_player);
}
return 0;
}
/**
* (Un)set global replace protection from a group
* @param tile unused
* @param p1 index of group array
* - p1 bit 0-15 : GroupID
* @param p2
* - p2 bit 0 : 1 to set or 0 to clear protection.
*/
CommandCost CmdSetGroupReplaceProtection(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) {
g->replace_protection = HASBIT(p2, 0);
InvalidateWindowData(GetWCForVT(g->vehicle_type), (g->vehicle_type << 11) | VLW_GROUP_LIST | _current_player);
}
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->HasFront() && v->IsPrimaryVehicle())) 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},
};