src/group.h
author rubidium
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/* $Id$ */
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/** @file group.h */
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#ifndef GROUP_H
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#define GROUP_H
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#include "oldpool.h"
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#include "player_type.h"
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#include "vehicle_type.h"
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#include "engine.h"
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enum {
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	ALL_GROUP     = 0xFFFD,
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	DEFAULT_GROUP = 0xFFFE,
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	INVALID_GROUP = 0xFFFF,
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};
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struct Group;
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DECLARE_OLD_POOL(Group, Group, 5, 2047)
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struct Group : PoolItem<Group, GroupID, &_Group_pool> {
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	StringID string_id;                     ///< Group Name
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	uint16 num_vehicle;                     ///< Number of vehicles wich belong to the group
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	PlayerID owner;                         ///< Group Owner
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	VehicleTypeByte vehicle_type;           ///< Vehicle type of the group
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	bool replace_protection;                ///< If set to true, the global autoreplace have no effect on the group
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	uint16 num_engines[TOTAL_NUM_ENGINES];  ///< Caches the number of engines of each type the player owns (no need to save this)
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	Group(PlayerID owner = INVALID_PLAYER);
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	virtual ~Group();
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	bool IsValid() const;
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};
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static inline bool IsValidGroupID(GroupID index)
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{
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	return index < GetGroupPoolSize() && GetGroup(index)->IsValid();
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}
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static inline bool IsDefaultGroupID(GroupID index)
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{
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	return index == DEFAULT_GROUP;
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}
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/**
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 * Checks if a GroupID stands for all vehicles of a player
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 * @param id_g The GroupID to check
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 * @return true is id_g is identical to ALL_GROUP
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 */
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static inline bool IsAllGroupID(GroupID id_g)
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{
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	return id_g == ALL_GROUP;
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}
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#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())
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#define FOR_ALL_GROUPS(g) FOR_ALL_GROUPS_FROM(g, 0)
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/**
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 * Get the current size of the GroupPool
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 */
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static inline uint GetGroupArraySize(void)
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{
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	const Group *g;
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	uint num = 0;
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	FOR_ALL_GROUPS(g) num++;
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	return num;
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}
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/**
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 * Get the number of engines with EngineID id_e in the group with GroupID
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 * id_g
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 * @param id_g The GroupID of the group used
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 * @param id_e The EngineID of the engine to count
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 * @return The number of engines with EngineID id_e in the group
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 */
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uint GetGroupNumEngines(PlayerID p, GroupID id_g, EngineID id_e);
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static inline void IncreaseGroupNumVehicle(GroupID id_g)
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{
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	if (IsValidGroupID(id_g)) GetGroup(id_g)->num_vehicle++;
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}
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static inline void DecreaseGroupNumVehicle(GroupID id_g)
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{
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	if (IsValidGroupID(id_g)) GetGroup(id_g)->num_vehicle--;
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}
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void InitializeGroup();
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void SetTrainGroupID(Vehicle *v, GroupID grp);
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void UpdateTrainGroupID(Vehicle *v);
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void RemoveVehicleFromGroup(const Vehicle *v);
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void RemoveAllGroupsForPlayer(const PlayerID p);
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4ae3ab180d05 (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.
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#endif /* GROUP_H */