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@@ -694,26 +694,25 @@ void StartupOneEngine(Engine *e, Date ag
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*/
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void StartupEngines()
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{
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Engine *e;
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/* Aging of vehicles stops, so account for that when starting late */
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const Date aging_date = min(_date, ConvertYMDToDate(_year_engine_aging_stops, 0, 1));
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FOR_ALL_ENGINES(e) {
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StartupOneEngine(e, aging_date);
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}
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/* Update the bitmasks for the vehicle lists */
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Company *c;
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FOR_ALL_COMPANIES(c) {
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for (Company *c : Company::Iterate()) {
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c->avail_railtypes = GetCompanyRailtypes(c->index);
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c->avail_roadtypes = GetCompanyRoadTypes(c->index);
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}
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/* Invalidate any open purchase lists */
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InvalidateWindowClassesData(WC_BUILD_VEHICLE);
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}
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/**
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* Company \a company accepts engine \a eid for preview.
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* @param eid Engine being accepted (is under preview).
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* @param company Current company previewing the engine.
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@@ -754,26 +753,25 @@ static void AcceptEnginePreview(EngineID
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* Get the best company for an engine preview.
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* @param e Engine to preview.
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* @return Best company if it exists, #INVALID_COMPANY otherwise.
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*/
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static CompanyID GetPreviewCompany(Engine *e)
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{
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CompanyID best_company = INVALID_COMPANY;
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/* For trains the cargomask has no useful meaning, since you can attach other wagons */
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CargoTypes cargomask = e->type != VEH_TRAIN ? GetUnionOfArticulatedRefitMasks(e->index, true) : ALL_CARGOTYPES;
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int32 best_hist = -1;
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const Company *c;
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FOR_ALL_COMPANIES(c) {
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for (const Company *c : Company::Iterate()) {
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if (c->block_preview == 0 && !HasBit(e->preview_asked, c->index) &&
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c->old_economy[0].performance_history > best_hist) {
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/* Check whether the company uses similar vehicles */
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->owner != c->index || v->type != e->type) continue;
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if (!v->GetEngine()->CanCarryCargo() || !HasBit(cargomask, v->cargo_type)) continue;
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best_hist = c->old_economy[0].performance_history;
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best_company = c->index;
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break;
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@@ -797,26 +795,25 @@ static bool IsVehicleTypeDisabled(Vehicl
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case VEH_TRAIN: return _settings_game.vehicle.max_trains == 0 || (ai && _settings_game.ai.ai_disable_veh_train);
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case VEH_ROAD: return _settings_game.vehicle.max_roadveh == 0 || (ai && _settings_game.ai.ai_disable_veh_roadveh);
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case VEH_SHIP: return _settings_game.vehicle.max_ships == 0 || (ai && _settings_game.ai.ai_disable_veh_ship);
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case VEH_AIRCRAFT: return _settings_game.vehicle.max_aircraft == 0 || (ai && _settings_game.ai.ai_disable_veh_aircraft);
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default: NOT_REACHED();
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}
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}
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/** Daily check to offer an exclusive engine preview to the companies. */
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void EnginesDailyLoop()
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{
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Company *c;
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FOR_ALL_COMPANIES(c) {
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for (Company *c : Company::Iterate()) {
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c->avail_railtypes = AddDateIntroducedRailTypes(c->avail_railtypes, _date);
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c->avail_roadtypes = AddDateIntroducedRoadTypes(c->avail_roadtypes, _date);
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}
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if (_cur_year >= _year_engine_aging_stops) return;
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Engine *e;
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FOR_ALL_ENGINES(e) {
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EngineID i = e->index;
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if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) {
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if (e->preview_company != INVALID_COMPANY) {
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if (!--e->preview_wait) {
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@@ -899,31 +896,30 @@ CommandCost CmdWantEnginePreview(TileInd
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return CommandCost();
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}
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/**
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* An engine has become available for general use.
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* Also handle the exclusive engine preview contract.
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* @param e Engine generally available as of now.
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*/
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static void NewVehicleAvailable(Engine *e)
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{
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Vehicle *v;
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Company *c;
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EngineID index = e->index;
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/* In case the company didn't build the vehicle during the intro period,
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* prevent that company from getting future intro periods for a while. */
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if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) {
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FOR_ALL_COMPANIES(c) {
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for (Company *c : Company::Iterate()) {
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uint block_preview = c->block_preview;
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if (!HasBit(e->company_avail, c->index)) continue;
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/* We assume the user did NOT build it.. prove me wrong ;) */
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c->block_preview = 20;
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FOR_ALL_VEHICLES(v) {
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if (v->type == VEH_TRAIN || v->type == VEH_ROAD || v->type == VEH_SHIP ||
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(v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft())) {
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if (v->owner == c->index && v->engine_type == index) {
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/* The user did prove me wrong, so restore old value */
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@@ -939,29 +935,29 @@ static void NewVehicleAvailable(Engine *
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AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
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/* Now available for all companies */
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e->company_avail = (CompanyMask)-1;
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/* Do not introduce new rail wagons */
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if (IsWagon(index)) return;
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if (e->type == VEH_TRAIN) {
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/* maybe make another rail type available */
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RailType railtype = e->u.rail.railtype;
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assert(railtype < RAILTYPE_END);
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FOR_ALL_COMPANIES(c) c->avail_railtypes = AddDateIntroducedRailTypes(c->avail_railtypes | GetRailTypeInfo(e->u.rail.railtype)->introduces_railtypes, _date);
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for (Company *c : Company::Iterate()) c->avail_railtypes = AddDateIntroducedRailTypes(c->avail_railtypes | GetRailTypeInfo(e->u.rail.railtype)->introduces_railtypes, _date);
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} else if (e->type == VEH_ROAD) {
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/* maybe make another road type available */
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assert(e->u.road.roadtype < ROADTYPE_END);
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FOR_ALL_COMPANIES(c) c->avail_roadtypes = AddDateIntroducedRoadTypes(c->avail_roadtypes | GetRoadTypeInfo(e->u.road.roadtype)->introduces_roadtypes, _date);
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for (Company* c : Company::Iterate()) c->avail_roadtypes = AddDateIntroducedRoadTypes(c->avail_roadtypes | GetRoadTypeInfo(e->u.road.roadtype)->introduces_roadtypes, _date);
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}
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/* Only broadcast event if AIs are able to build this vehicle type. */
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if (!IsVehicleTypeDisabled(e->type, true)) AI::BroadcastNewEvent(new ScriptEventEngineAvailable(index));
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/* Only provide the "New Vehicle available" news paper entry, if engine can be built. */
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if (!IsVehicleTypeDisabled(e->type, false)) {
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SetDParam(0, GetEngineCategoryName(index));
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SetDParam(1, index);
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AddNewsItem(STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE_WITH_TYPE, NT_NEW_VEHICLES, NF_VEHICLE, NR_ENGINE, index);
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}
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