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@ -19,6 +19,7 @@
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#include "window.h"
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#include "vehicle_gui.h"
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#include "strings.h"
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#include "misc/autoptr.hpp"
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/**
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* Update the num engines of a groupID. Decrease the old one and increase the new one
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@ -39,41 +40,34 @@ static inline void UpdateNumEngineGroup(EngineID i, GroupID old_g, GroupID new_g
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}
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/**
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* Called if a new block is added to the group-pool
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*/
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static void GroupPoolNewBlock(uint start_item)
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{
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (Group *g = GetGroup(start_item); g != NULL; g = (g->index + 1U < GetGroupPoolSize()) ? GetGroup(g->index + 1) : NULL) g->index = start_item++;
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}
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DEFINE_OLD_POOL_GENERIC(Group, Group)
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DEFINE_OLD_POOL(Group, Group, GroupPoolNewBlock, NULL)
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static Group *AllocateGroup(void)
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Group::Group(StringID str)
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{
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/* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
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* TODO - This is just a temporary stage, this will be removed. */
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for (Group *g = GetGroup(0); g != NULL; g = (g->index + 1U < GetGroupPoolSize()) ? GetGroup(g->index + 1) : NULL) {
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if (!IsValidGroup(g)) {
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const GroupID index = g->index;
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this->string_id = str;
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}
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memset(g, 0, sizeof(*g));
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g->index = index;
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Group::~Group()
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{
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this->QuickFree();
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this->string_id = STR_NULL;
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}
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return g;
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}
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}
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void Group::QuickFree()
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{
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DeleteName(this->string_id);
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}
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/* Check if we can add a block to the pool */
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return (AddBlockToPool(&_Group_pool)) ? AllocateGroup() : NULL;
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bool Group::IsValid() const
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{
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return this->string_id != STR_NULL;
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}
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void InitializeGroup(void)
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{
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CleanPool(&_Group_pool);
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AddBlockToPool(&_Group_pool);
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_Group_pool.CleanPool();
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_Group_pool.AddBlockToPool();
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}
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@ -100,16 +94,21 @@ CommandCost CmdCreateGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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VehicleType vt = (VehicleType)p1;
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if (!IsPlayerBuildableVehicleType(vt)) return CMD_ERROR;
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Group *g = AllocateGroup();
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AutoPtrT<Group> g_auto_delete;
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Group *g = new Group(STR_EMPTY);
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if (g == NULL) return CMD_ERROR;
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g_auto_delete = g;
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if (flags & DC_EXEC) {
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g->owner = _current_player;
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g->string_id = STR_EMPTY;
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g->replace_protection = false;
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g->vehicle_type = vt;
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InvalidateWindowData(GetWCForVT(vt), (vt << 11) | VLW_GROUP_LIST | _current_player);
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g_auto_delete.Detach();
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}
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return CommandCost();
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@ -153,7 +152,7 @@ CommandCost CmdDeleteGroup(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
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/* Delete the Replace Vehicle Windows */
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DeleteWindowById(WC_REPLACE_VEHICLE, g->vehicle_type);
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DeleteGroup(g);
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delete g;
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InvalidateWindowData(GetWCForVT(vt), (vt << 11) | VLW_GROUP_LIST | _current_player);
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}
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@ -416,7 +415,7 @@ void RemoveAllGroupsForPlayer(const Player *p)
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Group *g;
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FOR_ALL_GROUPS(g) {
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if (p->index == g->owner) DeleteGroup(g);
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if (p->index == g->owner) delete g;
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}
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}
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@ -447,11 +446,7 @@ static void Load_GROUP(void)
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int index;
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while ((index = SlIterateArray()) != -1) {
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if (!AddBlockIfNeeded(&_Group_pool, index)) {
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error("Groups: failed loading savegame: too many groups");
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}
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Group *g = GetGroup(index);
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Group *g = new (index) Group();
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SlObject(g, _group_desc);
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}
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}
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