src/group_cmd.cpp
author rubidium
Sat, 19 May 2007 09:40:18 +0000
changeset 6643 f81bee57bc09
child 6651 671ccc278e9c
permissions -rw-r--r--
(svn r9874) -Feature: advanced vehicle lists a.k.a. group interface. Now you can make groups of vehicles and perform all kinds of tasks on that given group. Original code by nycom and graphics by skidd13.
/* $Id$ */

/** @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)) 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},
};