/* $Id$ */ /** @file timetable_cmd.cpp Commands related to time tabling. */ #include "stdafx.h" #include "command_func.h" #include "functions.h" #include "window_func.h" #include "vehicle_base.h" #include "settings_type.h" #include "table/strings.h" static void ChangeTimetable(Vehicle *v, VehicleOrderID order_number, uint16 time, bool is_journey) { Order *order = GetVehicleOrder(v, 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; } } InvalidateWindow(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 */ 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); if (!IsValidVehicleID(veh)) return CMD_ERROR; Vehicle *v = GetVehicle(veh); if (!CheckOwnership(v->owner)) return CMD_ERROR; VehicleOrderID order_number = GB(p1, 16, 8); Order *order = GetVehicleOrder(v, 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_TIMETABLE_NOT_STOPPING_HERE); break; case OT_CONDITIONAL: break; default: return_cmd_error(STR_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. */ 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); if (!IsValidVehicleID(veh)) return CMD_ERROR; Vehicle *v = GetVehicle(veh); if (!CheckOwnership(v->owner)) return CMD_ERROR; if (flags & DC_EXEC) { v->lateness_counter = 0; } 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 */ 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); if (!IsValidVehicleID(veh)) return CMD_ERROR; Vehicle *v = GetVehicle(veh); if (!CheckOwnership(v->owner)) return CMD_ERROR; 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->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); } InvalidateWindow(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; /* Make sure the timetable only starts when the vehicle reaches the first * order, not when travelling from the depot to the first station. */ if (v->cur_order_index == 0 && !HasBit(v->vehicle_flags, VF_TIMETABLE_STARTED)) { SetBit(v->vehicle_flags, VF_TIMETABLE_STARTED); just_started = true; } 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()) { InvalidateWindow(WC_VEHICLE_TIMETABLE, v->index); } }