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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 0-19) - Vehicle with the orders to change.
* - p1 = (bit 20-27) - Order index to modify.
* - p1 = (bit 28) - Whether to change the waiting time or the travelling
* time.
* @param p2 The amount of time to wait.
* - p2 = (bit 0-15) - Waiting or travelling time as specified by p1 bit 28
* @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, 20);
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, 20, 8);
Order *order = v->GetOrder(order_number);
if (order == NULL || order->IsType(OT_AUTOMATIC)) return CMD_ERROR;
bool is_journey = HasBit(p1, 28);
int wait_time = order->wait_time;
int travel_time = order->travel_time;
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 0-19) - 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, 20);
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.
* @param text Not used.
* @return The error or cost of the operation.
*/
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, 20));
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, 20);
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;
if (v->current_order.IsType(OT_AUTOMATIC)) return; // no timetabling of auto orders
VehicleOrderID first_manual_order = 0;
for (Order *o = v->GetFirstOrder(); o != NULL && o->IsType(OT_AUTOMATIC); o = o->next) {
++first_manual_order;
}
bool just_started = false;
/* This vehicle is arriving at the first destination in the timetable. */
if (v->cur_order_index == first_manual_order && 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.
* For trains/aircraft multiple movement cycles are done in one
* tick. This makes it possible to leave the station and process
* e.g. a depot order in the same tick, causing it to not fill
* the timetable entry like is done for road vehicles/ships.
* Thus always make sure at least one tick is used between the
* processing of different orders when filling the timetable. */
time_taken = CeilDiv(max(time_taken, 1U), DAY_TICKS) * DAY_TICKS;
ChangeTimetable(v, v->cur_order_index, time_taken, travelling);
}
if (v->cur_order_index == first_manual_order && 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);
/* When we are more late than this timetabled bit takes we (somewhat expensively)
* check how many ticks the (fully filled) timetable has. If a timetable cycle is
* shorter than the amount of ticks we are late we reduce the lateness by the
* length of a full cycle till lateness is less than the length of a timetable
* cycle. When the timetable isn't fully filled the cycle will be INVALID_TICKS. */
if (v->lateness_counter > (int)timetabled) {
Ticks cycle = v->orders.list->GetTimetableTotalDuration();
if (cycle != INVALID_TICKS && v->lateness_counter > cycle) {
v->lateness_counter %= cycle;
}
}
for (v = v->FirstShared(); v != NULL; v = v->NextShared()) {
SetWindowDirty(WC_VEHICLE_TIMETABLE, v->index);
}
}
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