/* $Id$ */ /* * 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.cpp Handling of order backups. */ #include "stdafx.h" #include "command_func.h" #include "core/pool_func.hpp" #include "network/network.h" #include "network/network_func.h" #include "order_backup.h" #include "vehicle_base.h" OrderBackupPool _order_backup_pool("BackupOrder"); INSTANTIATE_POOL_METHODS(OrderBackup) OrderBackup::~OrderBackup() { free(this->name); if (CleaningPool()) return; Order *o = this->orders; while (o != NULL) { Order *next = o->next; delete o; o = next; } } OrderBackup::OrderBackup(const Vehicle *v, uint32 user) { this->user = user; this->tile = v->tile; this->orderindex = v->cur_order_index; this->group = v->group_id; this->service_interval = v->service_interval; if (v->name != NULL) this->name = strdup(v->name); /* If we have shared orders, store the vehicle we share the order with. */ if (v->IsOrderListShared()) { this->clone = (v->FirstShared() == v) ? v->NextShared() : v->FirstShared(); } else { /* Else copy the orders */ Order **tail = &this->orders; /* Count the number of orders */ const Order *order; FOR_VEHICLE_ORDERS(v, order) { Order *copy = new Order(); copy->AssignOrder(*order); *tail = copy; tail = ©->next; } } } void OrderBackup::DoRestore(Vehicle *v) { /* If we have a custom name, process that */ v->name = this->name; this->name = NULL; /* If we had shared orders, recover that */ if (this->clone != NULL) { DoCommand(0, v->index | CO_SHARE << 30, this->clone->index, DC_EXEC, CMD_CLONE_ORDER); } else if (this->orders != NULL && OrderList::CanAllocateItem()) { v->orders.list = new OrderList(this->orders, v); this->orders = NULL; } uint num_orders = v->GetNumOrders(); if (num_orders != 0) v->cur_order_index = this->orderindex % num_orders; v->service_interval = this->service_interval; /* Restore vehicle group */ DoCommand(0, this->group, v->index, DC_EXEC, CMD_ADD_VEHICLE_GROUP); } /* static */ void OrderBackup::Backup(const Vehicle *v, uint32 user) { /* Don't use reset as that broadcasts over the network to reset the variable, * which is what we are doing at the moment. */ OrderBackup *ob; FOR_ALL_ORDER_BACKUPS(ob) { if (ob->user == user) delete ob; } new OrderBackup(v, user); } /* static */ void OrderBackup::Restore(Vehicle *v, uint32 user) { OrderBackup *ob; FOR_ALL_ORDER_BACKUPS(ob) { if (v->tile != ob->tile || ob->user != user) continue; ob->DoRestore(v); delete ob; } } /* static */ void OrderBackup::ResetOfUser(TileIndex tile, uint32 user) { OrderBackup *ob; FOR_ALL_ORDER_BACKUPS(ob) { if (ob->user == user && (ob->tile == tile || tile == INVALID_TILE)) delete ob; } } /** * Clear an OrderBackup * @param tile Tile related to the to-be-cleared OrderBackup. * @param flags For command. * @param p1 Unused. * @param p2 User that had the OrderBackup. * @param text Unused. * @return The cost of this operation or an error. */ CommandCost CmdClearOrderBackup(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { /* No need to check anything. If the tile or user don't exist we just ignore it. */ if (flags & DC_EXEC) OrderBackup::ResetOfUser(tile == 0 ? INVALID_TILE : tile, p2); return CommandCost(); } /* static */ void OrderBackup::ResetUser(uint32 user) { assert(_network_server); OrderBackup *ob; FOR_ALL_ORDER_BACKUPS(ob) { /* If it's not an backup of us, so ignore it. */ if (ob->user != user) continue; DoCommandP(0, 0, user, CMD_CLEAR_ORDER_BACKUP); return; } } /* static */ void OrderBackup::Reset(TileIndex t, bool from_gui) { /* The user has CLIENT_ID_SERVER as default when network play is not active, * but compiled it. A network client has its own variable for the unique * client/user identifier. Finally if networking isn't compiled in the * default is just plain and simple: 0. */ #ifdef ENABLE_NETWORK uint32 user = _networking && !_network_server ? _network_own_client_id : CLIENT_ID_SERVER; #else uint32 user = 0; #endif OrderBackup *ob; FOR_ALL_ORDER_BACKUPS(ob) { /* If it's not an backup of us, so ignore it. */ if (ob->user != user) continue; /* If it's not for our chosen tile either, ignore it. */ if (t != INVALID_TILE && t != ob->tile) continue; if (from_gui) { DoCommandP(ob->tile, 0, 0, CMD_CLEAR_ORDER_BACKUP); } else { /* The command came from the game logic, i.e. the clearing of a tile. * In that case we have no need to actually sync this, just do it. */ delete ob; } } } /* static */ void OrderBackup::ClearGroup(GroupID group) { OrderBackup *ob; FOR_ALL_ORDER_BACKUPS(ob) { if (ob->group == group) ob->group = DEFAULT_GROUP; } } /* static */ void OrderBackup::ClearVehicle(const Vehicle *v) { assert(v != NULL); OrderBackup *ob; FOR_ALL_ORDER_BACKUPS(ob) { if (ob->clone == v) { /* Get another item in the shared list. */ ob->clone = (v->FirstShared() == v) ? v->NextShared() : v->FirstShared(); /* But if that isn't there, remove it. */ if (ob->clone == NULL) delete ob; } } } void InitializeOrderBackups() { _order_backup_pool.CleanPool(); }