src/group_cmd.cpp
branchgamebalance
changeset 9911 0b8b245a2391
child 9912 1ac8aac92385
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/group_cmd.cpp	Wed Jun 13 11:45:14 2007 +0000
@@ -0,0 +1,448 @@
+/* $Id$ */
+
+/** @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
+ */
+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;
+
+		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
+ */
+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);
+			}
+		}
+
+		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
+ */
+int32 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
+ */
+int32 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;
+
+	Group *g = GetGroup(new_g);
+	if (g->owner != _current_player) 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);
+		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
+ */
+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);
+				}
+			}
+		}
+
+		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
+ */
+int32 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;
+		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);
+			}
+		}
+
+		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.
+ */
+int32 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->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},
+};