/* $Id$ */
/*
* 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 .
*/
/** @file order_backup.h Functions related to order backups. */
#ifndef ORDER_BACKUP_H
#define ORDER_BACKUP_H
#include "core/pool_type.hpp"
#include "date_type.h"
#include "group_type.h"
#include "order_type.h"
#include "tile_type.h"
#include "vehicle_type.h"
/** Unique identifier for an order backup. */
typedef uint8 OrderBackupID;
struct OrderBackup;
/** The pool type for order backups. */
typedef Pool OrderBackupPool;
/** The pool with order backups. */
extern OrderBackupPool _order_backup_pool;
/** Flag to pass to the vehicle construction command when an order should be preserved. */
static const uint32 MAKE_ORDER_BACKUP_FLAG = 1U << 31;
/**
* Data for backing up an order of a vehicle so it can be
* restored after a vehicle is rebuilt in the same depot.
*/
struct OrderBackup : OrderBackupPool::PoolItem<&_order_backup_pool> {
private:
friend const struct SaveLoad *GetOrderBackupDescription(); ///< Saving and loading of order backups.
friend void Load_BKOR(); ///< Creating empty orders upon savegame loading.
uint32 user; ///< The user that requested the backup.
TileIndex tile; ///< Tile of the depot where the order was changed.
GroupID group; ///< The group the vehicle was part of.
Date service_interval; ///< The service interval of the vehicle.
char *name; ///< The custom name of the vehicle.
const Vehicle *clone; ///< Vehicle this vehicle was a clone of.
VehicleOrderID orderindex; ///< The order-index the vehicle had.
Order *orders; ///< The actual orders if the vehicle was not a clone.
/** Creation for savegame restoration. */
OrderBackup() {}
/**
* Create an order backup for the given vehicle.
* @param v The vehicle to make a backup of.
* @param user The user that is requesting the backup.
*/
OrderBackup(const Vehicle *v, uint32 user);
/**
* Restore the data of this order to the given vehicle.
* @param v The vehicle to restore to.
*/
void DoRestore(Vehicle *v);
public:
/** Free everything that is allocated. */
~OrderBackup();
/**
* Create an order backup for the given vehicle.
* @param v The vehicle to make a backup of.
* @param user The user that is requesting the backup.
* @note Will automatically remove any previous backups of this user.
*/
static void Backup(const Vehicle *v, uint32 user);
/**
* Restore the data of this order to the given vehicle.
* @param v The vehicle to restore to.
* @param user The user that built the vehicle, thus wants to restore.
* @note After restoration the backup will automatically be removed.
*/
static void Restore(Vehicle *v, uint32 user);
/**
* Reset an OrderBackup given a tile and user.
* @param tile The tile associated with the OrderBackup.
* @param user The user associated with the OrderBackup.
* @note Must not be used from the GUI!
*/
static void ResetOfUser(TileIndex tile, uint32 user);
/**
* Reset an user's OrderBackup if needed.
* @param user The user associated with the OrderBackup.
* @pre _network_server.
* @note Must not be used from a command.
*/
static void ResetUser(uint32 user);
/**
* Reset the OrderBackups from GUI/game logic.
* @param tile The tile of the order backup.
* @param from_gui Whether the call came from the GUI, i.e. whether
* it must be synced over the network.
*/
static void Reset(TileIndex tile = INVALID_TILE, bool from_gui = true);
/**
* Clear the group of all backups having this group ID.
* @param group The group to clear.
*/
static void ClearGroup(GroupID group);
/**
* Clear/update the (clone) vehicle from an order backup.
* @param v The vehicle to clear.
* @pre v != NULL
* @note If it is not possible to set another vehicle as clone
* "example", then this backed up order will be removed.
*/
static void ClearVehicle(const Vehicle *v);
};
#define FOR_ALL_ORDER_BACKUPS_FROM(var, start) FOR_ALL_ITEMS_FROM(OrderBackup, order_backup_index, var, start)
#define FOR_ALL_ORDER_BACKUPS(var) FOR_ALL_ORDER_BACKUPS_FROM(var, 0)
#endif /* ORDER_BACKUP_H */