/* $Id$ */ /* * 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 */