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Codechange: List functions in gui.h under correct source file. (#11775)
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* 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 order_base.h Base class for orders. */
#ifndef ORDER_BASE_H
#define ORDER_BASE_H
#include "order_type.h"
#include "core/pool_type.hpp"
#include "core/bitmath_func.hpp"
#include "cargo_type.h"
#include "depot_type.h"
#include "station_type.h"
#include "vehicle_type.h"
#include "timer/timer_game_tick.h"
#include "saveload/saveload.h"
typedef Pool<Order, OrderID, 256, 0xFF0000> OrderPool;
typedef Pool<OrderList, OrderListID, 128, 64000> OrderListPool;
extern OrderPool _order_pool;
extern OrderListPool _orderlist_pool;
template <typename, typename>
class EndianBufferWriter;
/* If you change this, keep in mind that it is saved on 3 places:
* - Load_ORDR, all the global orders
* - Vehicle -> current_order
* - REF_ORDER (all REFs are currently limited to 16 bits!!)
*/
struct Order : OrderPool::PoolItem<&_order_pool> {
private:
friend struct VEHSChunkHandler; ///< Loading of ancient vehicles.
friend SaveLoadTable GetOrderDescription(); ///< Saving and loading of orders.
/* So we can use private/protected variables in the saveload code */
friend class SlVehicleCommon;
friend class SlVehicleDisaster;
template <typename Tcont, typename Titer>
friend EndianBufferWriter<Tcont, Titer> &operator <<(EndianBufferWriter<Tcont, Titer> &buffer, const Order &data);
friend class EndianBufferReader &operator >>(class EndianBufferReader &buffer, Order &order);
uint8_t type; ///< The type of order + non-stop flags
uint8_t flags; ///< Load/unload types, depot order/action types.
DestinationID dest; ///< The destination of the order.
CargoID refit_cargo; ///< Refit CargoID
uint16_t wait_time; ///< How long in ticks to wait at the destination.
uint16_t travel_time; ///< How long in ticks the journey to this destination should take.
uint16_t max_speed; ///< How fast the vehicle may go on the way to the destination.
public:
Order *next; ///< Pointer to next order. If nullptr, end of list
Order() : flags(0), refit_cargo(CARGO_NO_REFIT), wait_time(0), travel_time(0), max_speed(UINT16_MAX) {}
~Order();
Order(uint32_t packed);
/**
* Check whether this order is of the given type.
* @param type the type to check against.
* @return true if the order matches.
*/
inline bool IsType(OrderType type) const { return this->GetType() == type; }
/**
* Get the type of order of this order.
* @return the order type.
*/
inline OrderType GetType() const { return (OrderType)GB(this->type, 0, 4); }
void Free();
void MakeGoToStation(StationID destination);
void MakeGoToDepot(DepotID destination, OrderDepotTypeFlags order, OrderNonStopFlags non_stop_type = ONSF_NO_STOP_AT_INTERMEDIATE_STATIONS, OrderDepotActionFlags action = ODATF_SERVICE_ONLY, CargoID cargo = CARGO_NO_REFIT);
void MakeGoToWaypoint(StationID destination);
void MakeLoading(bool ordered);
void MakeLeaveStation();
void MakeDummy();
void MakeConditional(VehicleOrderID order);
void MakeImplicit(StationID destination);
/**
* Is this a 'goto' order with a real destination?
* @return True if the type is either #OT_GOTO_WAYPOINT, #OT_GOTO_DEPOT or #OT_GOTO_STATION.
*/
inline bool IsGotoOrder() const
{
return IsType(OT_GOTO_WAYPOINT) || IsType(OT_GOTO_DEPOT) || IsType(OT_GOTO_STATION);
}
/**
* Gets the destination of this order.
* @pre IsType(OT_GOTO_WAYPOINT) || IsType(OT_GOTO_DEPOT) || IsType(OT_GOTO_STATION).
* @return the destination of the order.
*/
inline DestinationID GetDestination() const { return this->dest; }
/**
* Sets the destination of this order.
* @param destination the new destination of the order.
* @pre IsType(OT_GOTO_WAYPOINT) || IsType(OT_GOTO_DEPOT) || IsType(OT_GOTO_STATION).
*/
inline void SetDestination(DestinationID destination) { this->dest = destination; }
/**
* Is this order a refit order.
* @pre IsType(OT_GOTO_DEPOT) || IsType(OT_GOTO_STATION)
* @return true if a refit should happen.
*/
inline bool IsRefit() const { return this->refit_cargo < NUM_CARGO || this->refit_cargo == CARGO_AUTO_REFIT; }
/**
* Is this order a auto-refit order.
* @pre IsType(OT_GOTO_DEPOT) || IsType(OT_GOTO_STATION)
* @return true if a auto-refit should happen.
*/
inline bool IsAutoRefit() const { return this->refit_cargo == CARGO_AUTO_REFIT; }
/**
* Get the cargo to to refit to.
* @pre IsType(OT_GOTO_DEPOT) || IsType(OT_GOTO_STATION)
* @return the cargo type.
*/
inline CargoID GetRefitCargo() const { return this->refit_cargo; }
void SetRefit(CargoID cargo);
/** How must the consist be loaded? */
inline OrderLoadFlags GetLoadType() const { return (OrderLoadFlags)GB(this->flags, 4, 3); }
/** How must the consist be unloaded? */
inline OrderUnloadFlags GetUnloadType() const { return (OrderUnloadFlags)GB(this->flags, 0, 3); }
/** At which stations must we stop? */
inline OrderNonStopFlags GetNonStopType() const { return (OrderNonStopFlags)GB(this->type, 6, 2); }
/** Where must we stop at the platform? */
inline OrderStopLocation GetStopLocation() const { return (OrderStopLocation)GB(this->type, 4, 2); }
/** What caused us going to the depot? */
inline OrderDepotTypeFlags GetDepotOrderType() const { return (OrderDepotTypeFlags)GB(this->flags, 0, 3); }
/** What are we going to do when in the depot. */
inline OrderDepotActionFlags GetDepotActionType() const { return (OrderDepotActionFlags)GB(this->flags, 4, 3); }
/** What variable do we have to compare? */
inline OrderConditionVariable GetConditionVariable() const { return (OrderConditionVariable)GB(this->dest, 11, 5); }
/** What is the comparator to use? */
inline OrderConditionComparator GetConditionComparator() const { return (OrderConditionComparator)GB(this->type, 5, 3); }
/** Get the order to skip to. */
inline VehicleOrderID GetConditionSkipToOrder() const { return this->flags; }
/** Get the value to base the skip on. */
inline uint16_t GetConditionValue() const { return GB(this->dest, 0, 11); }
/** Set how the consist must be loaded. */
inline void SetLoadType(OrderLoadFlags load_type) { SB(this->flags, 4, 3, load_type); }
/** Set how the consist must be unloaded. */
inline void SetUnloadType(OrderUnloadFlags unload_type) { SB(this->flags, 0, 3, unload_type); }
/** Set whether we must stop at stations or not. */
inline void SetNonStopType(OrderNonStopFlags non_stop_type) { SB(this->type, 6, 2, non_stop_type); }
/** Set where we must stop at the platform. */
inline void SetStopLocation(OrderStopLocation stop_location) { SB(this->type, 4, 2, stop_location); }
/** Set the cause to go to the depot. */
inline void SetDepotOrderType(OrderDepotTypeFlags depot_order_type) { SB(this->flags, 0, 3, depot_order_type); }
/** Set what we are going to do in the depot. */
inline void SetDepotActionType(OrderDepotActionFlags depot_service_type) { SB(this->flags, 4, 3, depot_service_type); }
/** Set variable we have to compare. */
inline void SetConditionVariable(OrderConditionVariable condition_variable) { SB(this->dest, 11, 5, condition_variable); }
/** Set the comparator to use. */
inline void SetConditionComparator(OrderConditionComparator condition_comparator) { SB(this->type, 5, 3, condition_comparator); }
/** Get the order to skip to. */
inline void SetConditionSkipToOrder(VehicleOrderID order_id) { this->flags = order_id; }
/** Set the value to base the skip on. */
inline void SetConditionValue(uint16_t value) { SB(this->dest, 0, 11, value); }
/* As conditional orders write their "skip to" order all over the flags, we cannot check the
* flags to find out if timetabling is enabled. However, as conditional orders are never
* autofilled we can be sure that any non-zero values for their wait_time and travel_time are
* explicitly set (but travel_time is actually unused for conditionals). */
/** Does this order have an explicit wait time set? */
inline bool IsWaitTimetabled() const { return this->IsType(OT_CONDITIONAL) ? this->wait_time > 0 : HasBit(this->flags, 3); }
/** Does this order have an explicit travel time set? */
inline bool IsTravelTimetabled() const { return this->IsType(OT_CONDITIONAL) ? this->travel_time > 0 : HasBit(this->flags, 7); }
/** Get the time in ticks a vehicle should wait at the destination or 0 if it's not timetabled. */
inline uint16_t GetTimetabledWait() const { return this->IsWaitTimetabled() ? this->wait_time : 0; }
/** Get the time in ticks a vehicle should take to reach the destination or 0 if it's not timetabled. */
inline uint16_t GetTimetabledTravel() const { return this->IsTravelTimetabled() ? this->travel_time : 0; }
/** Get the time in ticks a vehicle will probably wait at the destination (timetabled or not). */
inline uint16_t GetWaitTime() const { return this->wait_time; }
/** Get the time in ticks a vehicle will probably take to reach the destination (timetabled or not). */
inline uint16_t GetTravelTime() const { return this->travel_time; }
/**
* Get the maxmimum speed in km-ish/h a vehicle is allowed to reach on the way to the
* destination.
* @return maximum speed.
*/
inline uint16_t GetMaxSpeed() const { return this->max_speed; }
/** Set if the wait time is explicitly timetabled (unless the order is conditional). */
inline void SetWaitTimetabled(bool timetabled) { if (!this->IsType(OT_CONDITIONAL)) SB(this->flags, 3, 1, timetabled ? 1 : 0); }
/** Set if the travel time is explicitly timetabled (unless the order is conditional). */
inline void SetTravelTimetabled(bool timetabled) { if (!this->IsType(OT_CONDITIONAL)) SB(this->flags, 7, 1, timetabled ? 1 : 0); }
/**
* Set the time in ticks to wait at the destination.
* @param time Time to set as wait time.
*/
inline void SetWaitTime(uint16_t time) { this->wait_time = time; }
/**
* Set the time in ticks to take for travelling to the destination.
* @param time Time to set as travel time.
*/
inline void SetTravelTime(uint16_t time) { this->travel_time = time; }
/**
* Set the maxmimum speed in km-ish/h a vehicle is allowed to reach on the way to the
* destination.
* @param speed Speed to be set.
*/
inline void SetMaxSpeed(uint16_t speed) { this->max_speed = speed; }
bool ShouldStopAtStation(const Vehicle *v, StationID station) const;
bool CanLoadOrUnload() const;
bool CanLeaveWithCargo(bool has_cargo) const;
TileIndex GetLocation(const Vehicle *v, bool airport = false) const;
/** Checks if travel_time and wait_time apply to this order and if they are timetabled. */
inline bool IsCompletelyTimetabled() const
{
if (!this->IsTravelTimetabled() && !this->IsType(OT_CONDITIONAL)) return false;
if (!this->IsWaitTimetabled() && this->IsType(OT_GOTO_STATION) &&
!(this->GetNonStopType() & ONSF_NO_STOP_AT_DESTINATION_STATION)) {
return false;
}
return true;
}
void AssignOrder(const Order &other);
bool Equals(const Order &other) const;
uint32_t Pack() const;
uint16_t MapOldOrder() const;
void ConvertFromOldSavegame();
};
void InsertOrder(Vehicle *v, Order *new_o, VehicleOrderID sel_ord);
void DeleteOrder(Vehicle *v, VehicleOrderID sel_ord);
/**
* Shared order list linking together the linked list of orders and the list
* of vehicles sharing this order list.
*/
struct OrderList : OrderListPool::PoolItem<&_orderlist_pool> {
private:
friend void AfterLoadVehicles(bool part_of_load); ///< For instantiating the shared vehicle chain
friend SaveLoadTable GetOrderListDescription(); ///< Saving and loading of order lists.
Order *first; ///< First order of the order list.
VehicleOrderID num_orders; ///< NOSAVE: How many orders there are in the list.
VehicleOrderID num_manual_orders; ///< NOSAVE: How many manually added orders are there in the list.
uint num_vehicles; ///< NOSAVE: Number of vehicles that share this order list.
Vehicle *first_shared; ///< NOSAVE: pointer to the first vehicle in the shared order chain.
TimerGameTick::Ticks timetable_duration; ///< NOSAVE: Total timetabled duration of the order list.
TimerGameTick::Ticks total_duration; ///< NOSAVE: Total (timetabled or not) duration of the order list.
public:
/** Default constructor producing an invalid order list. */
OrderList(VehicleOrderID num_orders = INVALID_VEH_ORDER_ID)
: first(nullptr), num_orders(num_orders), num_manual_orders(0), num_vehicles(0), first_shared(nullptr),
timetable_duration(0), total_duration(0) { }
/**
* Create an order list with the given order chain for the given vehicle.
* @param chain pointer to the first order of the order chain
* @param v any vehicle using this orderlist
*/
OrderList(Order *chain, Vehicle *v) { this->Initialize(chain, v); }
/** Destructor. Invalidates OrderList for re-usage by the pool. */
~OrderList() {}
void Initialize(Order *chain, Vehicle *v);
void RecalculateTimetableDuration();
/**
* Get the first order of the order chain.
* @return the first order of the chain.
*/
inline Order *GetFirstOrder() const { return this->first; }
Order *GetOrderAt(int index) const;
/**
* Get the last order of the order chain.
* @return the last order of the chain.
*/
inline Order *GetLastOrder() const { return this->GetOrderAt(this->num_orders - 1); }
/**
* Get the order after the given one or the first one, if the given one is the
* last one.
* @param curr Order to find the next one for.
* @return Next order.
*/
inline const Order *GetNext(const Order *curr) const { return (curr->next == nullptr) ? this->GetFirstOrder() : curr->next; }
/**
* Get number of orders in the order list.
* @return number of orders in the chain.
*/
inline VehicleOrderID GetNumOrders() const { return this->num_orders; }
/**
* Get number of manually added orders in the order list.
* @return number of manual orders in the chain.
*/
inline VehicleOrderID GetNumManualOrders() const { return this->num_manual_orders; }
StationIDStack GetNextStoppingStation(const Vehicle *v, const Order *first = nullptr, uint hops = 0) const;
const Order *GetNextDecisionNode(const Order *next, uint hops) const;
void InsertOrderAt(Order *new_order, int index);
void DeleteOrderAt(int index);
void MoveOrder(int from, int to);
/**
* Is this a shared order list?
* @return whether this order list is shared among multiple vehicles
*/
inline bool IsShared() const { return this->num_vehicles > 1; };
/**
* Get the first vehicle of this vehicle chain.
* @return the first vehicle of the chain.
*/
inline Vehicle *GetFirstSharedVehicle() const { return this->first_shared; }
/**
* Return the number of vehicles that share this orders list
* @return the count of vehicles that use this shared orders list
*/
inline uint GetNumVehicles() const { return this->num_vehicles; }
/**
* Adds the given vehicle to this shared order list.
* @note This is supposed to be called after the vehicle has been inserted
* into the shared vehicle chain.
* @param v vehicle to add to the list
*/
inline void AddVehicle([[maybe_unused]] Vehicle *v) { ++this->num_vehicles; }
void RemoveVehicle(Vehicle *v);
bool IsCompleteTimetable() const;
/**
* Gets the total duration of the vehicles timetable or Ticks::INVALID_TICKS is the timetable is not complete.
* @return total timetable duration or Ticks::INVALID_TICKS for incomplete timetables
*/
inline TimerGameTick::Ticks GetTimetableTotalDuration() const { return this->IsCompleteTimetable() ? this->timetable_duration : Ticks::INVALID_TICKS; }
/**
* Gets the known duration of the vehicles timetable even if the timetable is not complete.
* @return known timetable duration
*/
inline TimerGameTick::Ticks GetTimetableDurationIncomplete() const { return this->timetable_duration; }
/**
* Gets the known duration of the vehicles orders, timetabled or not.
* @return known order duration.
*/
inline TimerGameTick::Ticks GetTotalDuration() const { return this->total_duration; }
/**
* Must be called if an order's timetable is changed to update internal book keeping.
* @param delta By how many ticks has the timetable duration changed
*/
void UpdateTimetableDuration(TimerGameTick::Ticks delta) { this->timetable_duration += delta; }
/**
* Must be called if an order's timetable is changed to update internal book keeping.
* @param delta By how many ticks has the total duration changed
*/
void UpdateTotalDuration(TimerGameTick::Ticks delta) { this->total_duration += delta; }
void FreeChain(bool keep_orderlist = false);
void DebugCheckSanity() const;
};
#endif /* ORDER_BASE_H */
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