Files @ r14895:fb237f7e7f5b
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Location: cpp/openttd-patchpack/source/src/timetable_cmd.cpp - annotation

peter1138
(svn r19502) -Codechange: During NewGRF loading, store rail type labels in temporary data and process after loading has finished. This avoids deactivated rail vehicles being reactivated if the climate property is set after the rail type property.
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/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file timetable_cmd.cpp Commands related to time tabling. */

#include "stdafx.h"
#include "command_func.h"
#include "functions.h"
#include "date_func.h"
#include "window_func.h"
#include "vehicle_base.h"

#include "table/strings.h"

static void ChangeTimetable(Vehicle *v, VehicleOrderID order_number, uint16 time, bool is_journey)
{
	Order *order = v->GetOrder(order_number);
	int delta;

	if (is_journey) {
		delta = time - order->travel_time;
		order->travel_time = time;
	} else {
		delta = time - order->wait_time;
		order->wait_time = time;
	}
	v->orders.list->UpdateOrderTimetable(delta);

	for (v = v->FirstShared(); v != NULL; v = v->NextShared()) {
		if (v->cur_order_index == order_number && v->current_order.Equals(*order)) {
			if (is_journey) {
				v->current_order.travel_time = time;
			} else {
				v->current_order.wait_time = time;
			}
		}
		SetWindowDirty(WC_VEHICLE_TIMETABLE, v->index);
	}
}

/**
 * Add or remove waiting times from an order.
 * @param tile Not used.
 * @param flags Operation to perform.
 * @param p1 Various bitstuffed elements
 * - p1 = (bit  0-15) - Vehicle with the orders to change.
 * - p1 = (bit 16-23) - Order index to modify.
 * - p1 = (bit    24) - Whether to change the waiting time or the travelling
 *                      time.
 * - p1 = (bit    25) - Whether p2 contains waiting and travelling time.
 * @param p2 The amount of time to wait.
 * - p2 = (bit  0-15) - Waiting or travelling time as specified by p1 bit 24 if p1 bit 25 is not set,
 *                      Travelling time if p1 bit 25 is set.
 * - p2 = (bit 16-31) - Waiting time if p1 bit 25 is set
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdChangeTimetable(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	if (!_settings_game.order.timetabling) return CMD_ERROR;

	VehicleID veh = GB(p1, 0, 16);

	Vehicle *v = Vehicle::GetIfValid(veh);
	if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;

	CommandCost ret = CheckOwnership(v->owner);
	if (ret.Failed()) return ret;

	VehicleOrderID order_number = GB(p1, 16, 8);
	Order *order = v->GetOrder(order_number);
	if (order == NULL) return CMD_ERROR;

	bool packed_time = HasBit(p1, 25);
	bool is_journey = HasBit(p1, 24) || packed_time;

	int wait_time   = order->wait_time;
	int travel_time = order->travel_time;
	if (packed_time) {
		travel_time = GB(p2, 0, 16);
		wait_time   = GB(p2, 16, 16);
	} else if (is_journey) {
		travel_time = GB(p2, 0, 16);
	} else {
		wait_time   = GB(p2, 0, 16);
	}

	if (wait_time != order->wait_time) {
		switch (order->GetType()) {
			case OT_GOTO_STATION:
				if (order->GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION) return_cmd_error(STR_ERROR_TIMETABLE_NOT_STOPPING_HERE);
				break;

			case OT_CONDITIONAL:
				break;

			default: return_cmd_error(STR_ERROR_TIMETABLE_ONLY_WAIT_AT_STATIONS);
		}
	}

	if (travel_time != order->travel_time && order->IsType(OT_CONDITIONAL)) return CMD_ERROR;

	if (flags & DC_EXEC) {
		if (wait_time   != order->wait_time)   ChangeTimetable(v, order_number, wait_time,   false);
		if (travel_time != order->travel_time) ChangeTimetable(v, order_number, travel_time, true);
	}

	return CommandCost();
}

/**
 * Clear the lateness counter to make the vehicle on time.
 * @param tile Not used.
 * @param flags Operation to perform.
 * @param p1 Various bitstuffed elements
 * - p1 = (bit  0-15) - Vehicle with the orders to change.
 * @param p2 unused
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdSetVehicleOnTime(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	if (!_settings_game.order.timetabling) return CMD_ERROR;

	VehicleID veh = GB(p1, 0, 16);

	Vehicle *v = Vehicle::GetIfValid(veh);
	if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;

	CommandCost ret = CheckOwnership(v->owner);
	if (ret.Failed()) return ret;

	if (flags & DC_EXEC) {
		v->lateness_counter = 0;
		SetWindowDirty(WC_VEHICLE_TIMETABLE, v->index);
	}

	return CommandCost();
}

/**
 * Set the start date of the timetable.
 * @param tile Not used.
 * @param flags Operation to perform.
 * @param p1 Vehicle id.
 * @param p2 The timetable start date in ticks.
 */
CommandCost CmdSetTimetableStart(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	if (!_settings_game.order.timetabling) return CMD_ERROR;

	Vehicle *v = Vehicle::GetIfValid(GB(p1, 0, 16));
	if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;

	CommandCost ret = CheckOwnership(v->owner);
	if (ret.Failed()) return ret;

	/* Don't let a timetable start more than 15 years into the future or 1 year in the past. */
	Date start_date = (Date)p2;
	if (start_date < 0 || start_date > MAX_DAY) return CMD_ERROR;
	if (start_date - _date > 15 * DAYS_IN_LEAP_YEAR) return CMD_ERROR;
	if (_date - start_date > DAYS_IN_LEAP_YEAR) return CMD_ERROR;

	if (flags & DC_EXEC) {
		v->lateness_counter = 0;
		ClrBit(v->vehicle_flags, VF_TIMETABLE_STARTED);
		v->timetable_start = start_date;

		SetWindowDirty(WC_VEHICLE_TIMETABLE, v->index);
	}

	return CommandCost();
}


/**
 * Start or stop filling the timetable automatically from the time the vehicle
 * actually takes to complete it. When starting to autofill the current times
 * are cleared and the timetable will start again from scratch.
 * @param tile Not used.
 * @param flags Operation to perform.
 * @param p1 Vehicle index.
 * @param p2 Various bitstuffed elements
 * - p2 = (bit 0) - Set to 1 to enable, 0 to disable autofill.
 * - p2 = (bit 1) - Set to 1 to preserve waiting times in non-destructive mode
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdAutofillTimetable(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	if (!_settings_game.order.timetabling) return CMD_ERROR;

	VehicleID veh = GB(p1, 0, 16);

	Vehicle *v = Vehicle::GetIfValid(veh);
	if (v == NULL || !v->IsPrimaryVehicle()) return CMD_ERROR;

	CommandCost ret = CheckOwnership(v->owner);
	if (ret.Failed()) return ret;

	if (flags & DC_EXEC) {
		if (HasBit(p2, 0)) {
			/* Start autofilling the timetable, which clears the
			 * "timetable has started" bit. Times are not cleared anymore, but are
			 * overwritten when the order is reached now. */
			SetBit(v->vehicle_flags, VF_AUTOFILL_TIMETABLE);
			ClrBit(v->vehicle_flags, VF_TIMETABLE_STARTED);

			/* Overwrite waiting times only if they got longer */
			if (HasBit(p2, 1)) SetBit(v->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME);

			v->timetable_start = 0;
			v->lateness_counter = 0;
		} else {
			ClrBit(v->vehicle_flags, VF_AUTOFILL_TIMETABLE);
			ClrBit(v->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME);
		}
	}

	for (Vehicle *v2 = v->FirstShared(); v2 != NULL; v2 = v2->NextShared()) {
		if (v2 != v) {
			/* Stop autofilling; only one vehicle at a time can perform autofill */
			ClrBit(v2->vehicle_flags, VF_AUTOFILL_TIMETABLE);
			ClrBit(v2->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME);
		}
		SetWindowDirty(WC_VEHICLE_TIMETABLE, v2->index);
	}

	return CommandCost();
}

void UpdateVehicleTimetable(Vehicle *v, bool travelling)
{
	uint timetabled = travelling ? v->current_order.travel_time : v->current_order.wait_time;
	uint time_taken = v->current_order_time;

	v->current_order_time = 0;

	if (!_settings_game.order.timetabling) return;

	bool just_started = false;

	/* This vehicle is arriving at the first destination in the timetable. */
	if (v->cur_order_index == 0 && travelling) {
		/* If the start date hasn't been set, or it was set automatically when
		 * the vehicle last arrived at the first destination, update it to the
		 * current time. Otherwise set the late counter appropriately to when
		 * the vehicle should have arrived. */
		just_started = !HasBit(v->vehicle_flags, VF_TIMETABLE_STARTED);

		if (v->timetable_start != 0) {
			v->lateness_counter = (_date - v->timetable_start) * DAY_TICKS + _date_fract;
			v->timetable_start = 0;
		}

		SetBit(v->vehicle_flags, VF_TIMETABLE_STARTED);
		SetWindowDirty(WC_VEHICLE_TIMETABLE, v->index);
	}

	if (!HasBit(v->vehicle_flags, VF_TIMETABLE_STARTED)) return;

	if (HasBit(v->vehicle_flags, VF_AUTOFILL_TIMETABLE)) {
		if (travelling && !HasBit(v->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME)) {
			/* Need to clear that now as otherwise we are not able to reduce the wait time */
			v->current_order.wait_time = 0;
		}

		if (just_started) return;

		/* Modify station waiting time only if our new value is larger (this is
		 * always the case when we cleared the timetable). */
		if (!v->current_order.IsType(OT_CONDITIONAL) && (travelling || time_taken > v->current_order.wait_time)) {
			/* Round the time taken up to the nearest day, as this will avoid
			 * confusion for people who are timetabling in days, and can be
			 * adjusted later by people who aren't. */
			time_taken = (((time_taken - 1) / DAY_TICKS) + 1) * DAY_TICKS;

			ChangeTimetable(v, v->cur_order_index, time_taken, travelling);
		}

		if (v->cur_order_index == 0 && travelling) {
			/* If we just started we would have returned earlier and have not reached
			 * this code. So obviously, we have completed our round: So turn autofill
			 * off again. */
			ClrBit(v->vehicle_flags, VF_AUTOFILL_TIMETABLE);
			ClrBit(v->vehicle_flags, VF_AUTOFILL_PRES_WAIT_TIME);
		}
		return;
	}

	if (just_started) return;

	/* Vehicles will wait at stations if they arrive early even if they are not
	 * timetabled to wait there, so make sure the lateness counter is updated
	 * when this happens. */
	if (timetabled == 0 && (travelling || v->lateness_counter >= 0)) return;

	v->lateness_counter -= (timetabled - time_taken);

	for (v = v->FirstShared(); v != NULL; v = v->NextShared()) {
		SetWindowDirty(WC_VEHICLE_TIMETABLE, v->index);
	}
}