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Location: cpp/openttd-patchpack/source/src/timer/timer_game_calendar.h - annotation
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Codechange: use std::string instead of stredup for missing glyph error messages
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* 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 timer_game_calendar.h Definition of the game-calendar-timer */
#ifndef TIMER_GAME_CALENDAR_H
#define TIMER_GAME_CALENDAR_H
#include "stdafx.h"
/**
* Timer that is increased every 27ms, and counts towards ticks / days / months / years.
*
* The amount of days in a month depends on the month and year (leap-years).
* There are always 74 ticks in a day (and with 27ms, this makes 1 day 1.998 seconds).
*
* IntervalTimer and TimeoutTimer based on this Timer are a bit unusual, as their count is always one.
* You create those timers based on a transition: a new day, a new month or a new year.
*
* Additionally, you need to set a priority. To ensure deterministic behaviour, events are executed
* in priority. It is important that if you assign NONE, you do not use Random() in your callback.
* Other than that, make sure you only set one callback per priority.
*
* For example:
* IntervalTimer<TimerGameCalendar>({TimerGameCalendar::DAY, TimerGameCalendar::Priority::NONE}, [](uint count){});
*
* @note Callbacks are executed in the game-thread.
*/
class TimerGameCalendar {
public:
enum Trigger {
DAY,
MONTH,
YEAR,
};
enum Priority {
NONE, ///< These timers can be executed in any order; there is no Random() in them, so order is not relevant.
/* All other may have a Random() call in them, so order is important.
* For safety, you can only setup a single timer on a single priority. */
COMPANY,
DISASTER,
ENGINE,
INDUSTRY,
STATION,
SUBSIDY,
TOWN,
VEHICLE,
};
struct TPeriod {
Trigger trigger;
Priority priority;
TPeriod(Trigger trigger, Priority priority) : trigger(trigger), priority(priority) {}
bool operator < (const TPeriod &other) const
{
if (this->trigger != other.trigger) return this->trigger < other.trigger;
return this->priority < other.priority;
}
bool operator == (const TPeriod &other) const
{
return this->trigger == other.trigger && this->priority == other.priority;
}
};
using TElapsed = uint;
struct TStorage {
};
using Date = int32; ///< The type to store our dates in
using DateFract = uint16; ///< The fraction of a date we're in, i.e. the number of ticks since the last date changeover
using Year = int32; ///< Type for the year, note: 0 based, i.e. starts at the year 0.
using Month = uint8; ///< Type for the month, note: 0 based, i.e. 0 = January, 11 = December.
using Day = uint8; ///< Type for the day of the month, note: 1 based, first day of a month is 1.
static void SetDate(TimerGameCalendar::Date date, TimerGameCalendar::DateFract fract);
static Year year; ///< Current year, starting at 0.
static Month month; ///< Current month (0..11).
static Date date; ///< Current date in days (day counter).
static DateFract date_fract; ///< Fractional part of the day.
};
#endif /* TIMER_GAME_CALENDAR_H */
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