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/* $Id$ */
/** @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 (!Vehicle::IsValidID(veh)) return CMD_ERROR;
Vehicle *v = Vehicle::Get(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 (!Vehicle::IsValidID(veh)) return CMD_ERROR;
Vehicle *v = Vehicle::Get(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 (!Vehicle::IsValidID(veh)) return CMD_ERROR;
Vehicle *v = Vehicle::Get(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);
}
}
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