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@ r28616:1df48a6fd940
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Location: cpp/openttd-patchpack/source/src/engine.cpp
r28616:1df48a6fd940
44.7 KiB
text/x-c
Fix 48b6b18: Increase MAX_VALUATE_OPS to match the previous limit
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1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 | /*
* 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 engine.cpp Base for all engine handling. */
#include "stdafx.h"
#include "company_func.h"
#include "command_func.h"
#include "news_func.h"
#include "aircraft.h"
#include "newgrf.h"
#include "newgrf_engine.h"
#include "strings_func.h"
#include "core/random_func.hpp"
#include "window_func.h"
#include "autoreplace_gui.h"
#include "string_func.h"
#include "ai/ai.hpp"
#include "core/pool_func.hpp"
#include "engine_gui.h"
#include "engine_func.h"
#include "engine_base.h"
#include "company_base.h"
#include "vehicle_func.h"
#include "articulated_vehicles.h"
#include "error.h"
#include "engine_base.h"
#include "timer/timer.h"
#include "timer/timer_game_tick.h"
#include "timer/timer_game_calendar.h"
#include "table/strings.h"
#include "table/engines.h"
#include "safeguards.h"
EnginePool _engine_pool("Engine");
INSTANTIATE_POOL_METHODS(Engine)
EngineOverrideManager _engine_mngr;
/**
* Year that engine aging stops. Engines will not reduce in reliability
* and no more engines will be introduced
*/
static TimerGameCalendar::Year _year_engine_aging_stops;
/** Number of engines of each vehicle type in original engine data */
const uint8_t _engine_counts[4] = {
lengthof(_orig_rail_vehicle_info),
lengthof(_orig_road_vehicle_info),
lengthof(_orig_ship_vehicle_info),
lengthof(_orig_aircraft_vehicle_info),
};
/** Offset of the first engine of each vehicle type in original engine data */
const uint8_t _engine_offsets[4] = {
0,
lengthof(_orig_rail_vehicle_info),
lengthof(_orig_rail_vehicle_info) + lengthof(_orig_road_vehicle_info),
lengthof(_orig_rail_vehicle_info) + lengthof(_orig_road_vehicle_info) + lengthof(_orig_ship_vehicle_info),
};
static_assert(lengthof(_orig_rail_vehicle_info) + lengthof(_orig_road_vehicle_info) + lengthof(_orig_ship_vehicle_info) + lengthof(_orig_aircraft_vehicle_info) == lengthof(_orig_engine_info));
const uint EngineOverrideManager::NUM_DEFAULT_ENGINES = _engine_counts[VEH_TRAIN] + _engine_counts[VEH_ROAD] + _engine_counts[VEH_SHIP] + _engine_counts[VEH_AIRCRAFT];
Engine::Engine(VehicleType type, EngineID base)
{
this->type = type;
this->grf_prop.local_id = base;
this->list_position = base;
this->preview_company = INVALID_COMPANY;
this->display_last_variant = INVALID_ENGINE;
/* Check if this base engine is within the original engine data range */
if (base >= _engine_counts[type]) {
/* 'power' defaults to zero, so we also have to default to 'wagon' */
if (type == VEH_TRAIN) this->u.rail.railveh_type = RAILVEH_WAGON;
/* Set model life to maximum to make wagons available */
this->info.base_life = 0xFF;
/* Set road vehicle tractive effort to the default value */
if (type == VEH_ROAD) this->u.road.tractive_effort = 0x4C;
/* Aircraft must have INVALID_CARGO as default, as there is no property */
if (type == VEH_AIRCRAFT) this->info.cargo_type = INVALID_CARGO;
/* Ships must have a non-zero acceleration. */
if (type == VEH_SHIP) this->u.ship.acceleration = 1;
/* Set visual effect to the default value */
switch (type) {
case VEH_TRAIN: this->u.rail.visual_effect = VE_DEFAULT; break;
case VEH_ROAD: this->u.road.visual_effect = VE_DEFAULT; break;
case VEH_SHIP: this->u.ship.visual_effect = VE_DEFAULT; break;
default: break; // The aircraft, disasters and especially visual effects have no NewGRF configured visual effects
}
/* Set cargo aging period to the default value. */
this->info.cargo_age_period = Ticks::CARGO_AGING_TICKS;
/* Not a variant */
this->info.variant_id = INVALID_ENGINE;
return;
}
/* Copy the original engine info for this slot */
this->info = _orig_engine_info[_engine_offsets[type] + base];
/* Copy the original engine data for this slot */
switch (type) {
default: NOT_REACHED();
case VEH_TRAIN:
this->u.rail = _orig_rail_vehicle_info[base];
this->original_image_index = this->u.rail.image_index;
this->info.string_id = STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KIRBY_PAUL_TANK_STEAM + base;
/* Set the default model life of original wagons to "infinite" */
if (this->u.rail.railveh_type == RAILVEH_WAGON) this->info.base_life = 0xFF;
break;
case VEH_ROAD:
this->u.road = _orig_road_vehicle_info[base];
this->original_image_index = this->u.road.image_index;
this->info.string_id = STR_VEHICLE_NAME_ROAD_VEHICLE_MPS_REGAL_BUS + base;
break;
case VEH_SHIP:
this->u.ship = _orig_ship_vehicle_info[base];
this->original_image_index = this->u.ship.image_index;
this->info.string_id = STR_VEHICLE_NAME_SHIP_MPS_OIL_TANKER + base;
break;
case VEH_AIRCRAFT:
this->u.air = _orig_aircraft_vehicle_info[base];
this->original_image_index = this->u.air.image_index;
this->info.string_id = STR_VEHICLE_NAME_AIRCRAFT_SAMPSON_U52 + base;
break;
}
}
/**
* Checks whether the engine is a valid (non-articulated part of an) engine.
* @return true if enabled
*/
bool Engine::IsEnabled() const
{
return this->info.string_id != STR_NEWGRF_INVALID_ENGINE && HasBit(this->info.climates, _settings_game.game_creation.landscape);
}
/**
* Retrieve the GRF ID of the NewGRF the engine is tied to.
* This is the GRF providing the Action 3.
* @return GRF ID of the associated NewGRF.
*/
uint32_t Engine::GetGRFID() const
{
const GRFFile *file = this->GetGRF();
return file == nullptr ? 0 : file->grfid;
}
/**
* Determines whether an engine can carry something.
* A vehicle cannot carry anything if its capacity is zero, or none of the possible cargoes is available in the climate.
* @return true if the vehicle can carry something.
*/
bool Engine::CanCarryCargo() const
{
/* For engines that can appear in a consist (i.e. rail vehicles and (articulated) road vehicles), a capacity
* of zero is a special case, to define the vehicle to not carry anything. The default cargotype is still used
* for livery selection etc.
* Note: Only the property is tested. A capacity callback returning 0 does not have the same effect.
*/
switch (this->type) {
case VEH_TRAIN:
if (this->u.rail.capacity == 0) return false;
break;
case VEH_ROAD:
if (this->u.road.capacity == 0) return false;
break;
case VEH_SHIP:
case VEH_AIRCRAFT:
break;
default: NOT_REACHED();
}
return IsValidCargoID(this->GetDefaultCargoType());
}
/**
* Determines capacity of a given vehicle from scratch.
* For aircraft the main capacity is determined. Mail might be present as well.
* @param v Vehicle of interest; nullptr in purchase list
* @param mail_capacity returns secondary cargo (mail) capacity of aircraft
* @return Capacity
*/
uint Engine::DetermineCapacity(const Vehicle *v, uint16_t *mail_capacity) const
{
assert(v == nullptr || this->index == v->engine_type);
if (mail_capacity != nullptr) *mail_capacity = 0;
if (!this->CanCarryCargo()) return 0;
bool new_multipliers = HasBit(this->info.misc_flags, EF_NO_DEFAULT_CARGO_MULTIPLIER);
CargoID default_cargo = this->GetDefaultCargoType();
CargoID cargo_type = (v != nullptr) ? v->cargo_type : default_cargo;
if (mail_capacity != nullptr && this->type == VEH_AIRCRAFT && IsCargoInClass(cargo_type, CC_PASSENGERS)) {
*mail_capacity = GetEngineProperty(this->index, PROP_AIRCRAFT_MAIL_CAPACITY, this->u.air.mail_capacity, v);
}
/* Check the refit capacity callback if we are not in the default configuration, or if we are using the new multiplier algorithm. */
if (HasBit(this->info.callback_mask, CBM_VEHICLE_REFIT_CAPACITY) &&
(new_multipliers || default_cargo != cargo_type || (v != nullptr && v->cargo_subtype != 0))) {
uint16_t callback = GetVehicleCallback(CBID_VEHICLE_REFIT_CAPACITY, 0, 0, this->index, v);
if (callback != CALLBACK_FAILED) return callback;
}
/* Get capacity according to property resp. CB */
uint capacity;
uint extra_mail_cap = 0;
switch (this->type) {
case VEH_TRAIN:
capacity = GetEngineProperty(this->index, PROP_TRAIN_CARGO_CAPACITY, this->u.rail.capacity, v);
/* In purchase list add the capacity of the second head. Always use the plain property for this. */
if (v == nullptr && this->u.rail.railveh_type == RAILVEH_MULTIHEAD) capacity += this->u.rail.capacity;
break;
case VEH_ROAD:
capacity = GetEngineProperty(this->index, PROP_ROADVEH_CARGO_CAPACITY, this->u.road.capacity, v);
break;
case VEH_SHIP:
capacity = GetEngineProperty(this->index, PROP_SHIP_CARGO_CAPACITY, this->u.ship.capacity, v);
break;
case VEH_AIRCRAFT:
capacity = GetEngineProperty(this->index, PROP_AIRCRAFT_PASSENGER_CAPACITY, this->u.air.passenger_capacity, v);
if (!IsCargoInClass(cargo_type, CC_PASSENGERS)) {
extra_mail_cap = GetEngineProperty(this->index, PROP_AIRCRAFT_MAIL_CAPACITY, this->u.air.mail_capacity, v);
}
if (!new_multipliers && cargo_type == CT_MAIL) return capacity + extra_mail_cap;
default_cargo = CT_PASSENGERS; // Always use 'passengers' wrt. cargo multipliers
break;
default: NOT_REACHED();
}
if (!new_multipliers) {
/* Use the passenger multiplier for mail as well */
capacity += extra_mail_cap;
extra_mail_cap = 0;
}
/* Apply multipliers depending on cargo- and vehicletype. */
if (new_multipliers || (this->type != VEH_SHIP && default_cargo != cargo_type)) {
uint16_t default_multiplier = new_multipliers ? 0x100 : CargoSpec::Get(default_cargo)->multiplier;
uint16_t cargo_multiplier = CargoSpec::Get(cargo_type)->multiplier;
capacity *= cargo_multiplier;
if (extra_mail_cap > 0) {
uint mail_multiplier = CargoSpec::Get(CT_MAIL)->multiplier;
capacity += (default_multiplier * extra_mail_cap * cargo_multiplier + mail_multiplier / 2) / mail_multiplier;
}
capacity = (capacity + default_multiplier / 2) / default_multiplier;
}
return capacity;
}
/**
* Return how much the running costs of this engine are.
* @return Yearly running cost of the engine.
*/
Money Engine::GetRunningCost() const
{
Price base_price;
uint cost_factor;
switch (this->type) {
case VEH_ROAD:
base_price = this->u.road.running_cost_class;
if (base_price == INVALID_PRICE) return 0;
cost_factor = GetEngineProperty(this->index, PROP_ROADVEH_RUNNING_COST_FACTOR, this->u.road.running_cost);
break;
case VEH_TRAIN:
base_price = this->u.rail.running_cost_class;
if (base_price == INVALID_PRICE) return 0;
cost_factor = GetEngineProperty(this->index, PROP_TRAIN_RUNNING_COST_FACTOR, this->u.rail.running_cost);
break;
case VEH_SHIP:
base_price = PR_RUNNING_SHIP;
cost_factor = GetEngineProperty(this->index, PROP_SHIP_RUNNING_COST_FACTOR, this->u.ship.running_cost);
break;
case VEH_AIRCRAFT:
base_price = PR_RUNNING_AIRCRAFT;
cost_factor = GetEngineProperty(this->index, PROP_AIRCRAFT_RUNNING_COST_FACTOR, this->u.air.running_cost);
break;
default: NOT_REACHED();
}
return GetPrice(base_price, cost_factor, this->GetGRF(), -8);
}
/**
* Return how much a new engine costs.
* @return Cost of the engine.
*/
Money Engine::GetCost() const
{
Price base_price;
uint cost_factor;
switch (this->type) {
case VEH_ROAD:
base_price = PR_BUILD_VEHICLE_ROAD;
cost_factor = GetEngineProperty(this->index, PROP_ROADVEH_COST_FACTOR, this->u.road.cost_factor);
break;
case VEH_TRAIN:
if (this->u.rail.railveh_type == RAILVEH_WAGON) {
base_price = PR_BUILD_VEHICLE_WAGON;
cost_factor = GetEngineProperty(this->index, PROP_TRAIN_COST_FACTOR, this->u.rail.cost_factor);
} else {
base_price = PR_BUILD_VEHICLE_TRAIN;
cost_factor = GetEngineProperty(this->index, PROP_TRAIN_COST_FACTOR, this->u.rail.cost_factor);
}
break;
case VEH_SHIP:
base_price = PR_BUILD_VEHICLE_SHIP;
cost_factor = GetEngineProperty(this->index, PROP_SHIP_COST_FACTOR, this->u.ship.cost_factor);
break;
case VEH_AIRCRAFT:
base_price = PR_BUILD_VEHICLE_AIRCRAFT;
cost_factor = GetEngineProperty(this->index, PROP_AIRCRAFT_COST_FACTOR, this->u.air.cost_factor);
break;
default: NOT_REACHED();
}
return GetPrice(base_price, cost_factor, this->GetGRF(), -8);
}
/**
* Returns max speed of the engine for display purposes
* @return max speed in km-ish/h
*/
uint Engine::GetDisplayMaxSpeed() const
{
switch (this->type) {
case VEH_TRAIN:
return GetEngineProperty(this->index, PROP_TRAIN_SPEED, this->u.rail.max_speed);
case VEH_ROAD: {
uint max_speed = GetEngineProperty(this->index, PROP_ROADVEH_SPEED, 0);
return (max_speed != 0) ? max_speed * 2 : this->u.road.max_speed / 2;
}
case VEH_SHIP:
return GetEngineProperty(this->index, PROP_SHIP_SPEED, this->u.ship.max_speed) / 2;
case VEH_AIRCRAFT: {
uint max_speed = GetEngineProperty(this->index, PROP_AIRCRAFT_SPEED, 0);
if (max_speed != 0) {
return (max_speed * 128) / 10;
}
return this->u.air.max_speed;
}
default: NOT_REACHED();
}
}
/**
* Returns the power of the engine for display
* and sorting purposes.
* Only trains and road vehicles have power
* @return power in display units hp
*/
uint Engine::GetPower() const
{
/* Only trains and road vehicles have 'power'. */
switch (this->type) {
case VEH_TRAIN:
return GetEngineProperty(this->index, PROP_TRAIN_POWER, this->u.rail.power);
case VEH_ROAD:
return GetEngineProperty(this->index, PROP_ROADVEH_POWER, this->u.road.power) * 10;
default: NOT_REACHED();
}
}
/**
* Returns the weight of the engine for display purposes.
* For dual-headed train-engines this is the weight of both heads
* @return weight in display units metric tons
*/
uint Engine::GetDisplayWeight() const
{
/* Only trains and road vehicles have 'weight'. */
switch (this->type) {
case VEH_TRAIN:
return GetEngineProperty(this->index, PROP_TRAIN_WEIGHT, this->u.rail.weight) << (this->u.rail.railveh_type == RAILVEH_MULTIHEAD ? 1 : 0);
case VEH_ROAD:
return GetEngineProperty(this->index, PROP_ROADVEH_WEIGHT, this->u.road.weight) / 4;
default: NOT_REACHED();
}
}
/**
* Returns the tractive effort of the engine for display purposes.
* For dual-headed train-engines this is the tractive effort of both heads
* @return tractive effort in display units kN
*/
uint Engine::GetDisplayMaxTractiveEffort() const
{
/* Only trains and road vehicles have 'tractive effort'. */
switch (this->type) {
case VEH_TRAIN:
return (GROUND_ACCELERATION * this->GetDisplayWeight() * GetEngineProperty(this->index, PROP_TRAIN_TRACTIVE_EFFORT, this->u.rail.tractive_effort)) / 256;
case VEH_ROAD:
return (GROUND_ACCELERATION * this->GetDisplayWeight() * GetEngineProperty(this->index, PROP_ROADVEH_TRACTIVE_EFFORT, this->u.road.tractive_effort)) / 256;
default: NOT_REACHED();
}
}
/**
* Returns the vehicle's (not model's!) life length in days.
* @return the life length
*/
TimerGameCalendar::Date Engine::GetLifeLengthInDays() const
{
/* Assume leap years; this gives the player a bit more than the given amount of years, but never less. */
return (this->info.lifelength + _settings_game.vehicle.extend_vehicle_life).base() * CalendarTime::DAYS_IN_LEAP_YEAR;
}
/**
* Get the range of an aircraft type.
* @return Range of the aircraft type in tiles or 0 if unlimited range.
*/
uint16_t Engine::GetRange() const
{
switch (this->type) {
case VEH_AIRCRAFT:
return GetEngineProperty(this->index, PROP_AIRCRAFT_RANGE, this->u.air.max_range);
default: NOT_REACHED();
}
}
/**
* Get the name of the aircraft type for display purposes.
* @return Aircraft type string.
*/
StringID Engine::GetAircraftTypeText() const
{
switch (this->type) {
case VEH_AIRCRAFT:
switch (this->u.air.subtype) {
case AIR_HELI: return STR_LIVERY_HELICOPTER;
case AIR_CTOL: return STR_LIVERY_SMALL_PLANE;
case AIR_CTOL | AIR_FAST: return STR_LIVERY_LARGE_PLANE;
default: NOT_REACHED();
}
default: NOT_REACHED();
}
}
/**
* Check whether the engine variant chain is hidden in the GUI for the given company.
* @param c Company to check.
* @return \c true iff the engine variant chain is hidden in the GUI for the given company.
*/
bool Engine::IsVariantHidden(CompanyID c) const
{
/* In case company is spectator. */
if (c >= MAX_COMPANIES) return false;
/* Shortcut if this engine is explicitly hidden. */
if (this->IsHidden(c)) return true;
/* Check for hidden parent variants. This is a bit convoluted as we must check hidden status of
* the last display variant rather than the actual parent variant. */
const Engine *re = this;
const Engine *ve = re->GetDisplayVariant();
while (!(ve->IsHidden(c)) && re->info.variant_id != INVALID_ENGINE) {
re = Engine::Get(re->info.variant_id);
ve = re->GetDisplayVariant();
}
return ve->IsHidden(c);
}
/**
* Initializes the #EngineOverrideManager with the default engines.
*/
void EngineOverrideManager::ResetToDefaultMapping()
{
this->clear();
for (VehicleType type = VEH_TRAIN; type <= VEH_AIRCRAFT; type++) {
for (uint internal_id = 0; internal_id < _engine_counts[type]; internal_id++) {
EngineIDMapping &eid = this->emplace_back();
eid.type = type;
eid.grfid = INVALID_GRFID;
eid.internal_id = internal_id;
eid.substitute_id = internal_id;
}
}
}
/**
* Looks up an EngineID in the EngineOverrideManager
* @param type Vehicle type
* @param grf_local_id The local id in the newgrf
* @param grfid The GrfID that defines the scope of grf_local_id.
* If a newgrf overrides the engines of another newgrf, the "scope grfid" is the ID of the overridden newgrf.
* If dynnamic_engines is disabled, all newgrf share the same ID scope identified by INVALID_GRFID.
* @return The engine ID if present, or INVALID_ENGINE if not.
*/
EngineID EngineOverrideManager::GetID(VehicleType type, uint16_t grf_local_id, uint32_t grfid)
{
EngineID index = 0;
for (const EngineIDMapping &eid : *this) {
if (eid.type == type && eid.grfid == grfid && eid.internal_id == grf_local_id) {
return index;
}
index++;
}
return INVALID_ENGINE;
}
/**
* Tries to reset the engine mapping to match the current NewGRF configuration.
* This is only possible when there are currently no vehicles in the game.
* @return false if resetting failed due to present vehicles.
*/
bool EngineOverrideManager::ResetToCurrentNewGRFConfig()
{
for (const Vehicle *v : Vehicle::Iterate()) {
if (IsCompanyBuildableVehicleType(v)) return false;
}
/* Reset the engines, they will get new EngineIDs */
_engine_mngr.ResetToDefaultMapping();
ReloadNewGRFData();
return true;
}
/**
* Initialise the engine pool with the data from the original vehicles.
*/
void SetupEngines()
{
CloseWindowByClass(WC_ENGINE_PREVIEW);
_engine_pool.CleanPool();
assert(_engine_mngr.size() >= _engine_mngr.NUM_DEFAULT_ENGINES);
[[maybe_unused]] uint index = 0;
for (const EngineIDMapping &eid : _engine_mngr) {
/* Assert is safe; there won't be more than 256 original vehicles
* in any case, and we just cleaned the pool. */
assert(Engine::CanAllocateItem());
[[maybe_unused]] const Engine *e = new Engine(eid.type, eid.internal_id);
assert(e->index == index);
index++;
}
}
void ShowEnginePreviewWindow(EngineID engine);
/**
* Determine whether an engine type is a wagon (and not a loco).
* @param index %Engine getting queried.
* @return Whether the queried engine is a wagon.
*/
static bool IsWagon(EngineID index)
{
const Engine *e = Engine::Get(index);
return e->type == VEH_TRAIN && e->u.rail.railveh_type == RAILVEH_WAGON;
}
/**
* Ensure engine is not set as the last used variant for any other engine.
* @param engine_id Engine being removed.
* @param type Type of engine.
*/
static void ClearLastVariant(EngineID engine_id, VehicleType type)
{
for (Engine *e : Engine::IterateType(type)) {
if (e->display_last_variant == engine_id) e->display_last_variant = INVALID_ENGINE;
}
}
/**
* Update #Engine::reliability and (if needed) update the engine GUIs.
* @param e %Engine to update.
*/
void CalcEngineReliability(Engine *e, bool new_month)
{
/* Get source engine for reliability age. This is normally our engine unless variant reliability syncing is requested. */
Engine *re = e;
while (re->info.variant_id != INVALID_ENGINE && (re->info.extra_flags & ExtraEngineFlags::SyncReliability) != ExtraEngineFlags::None) {
re = Engine::Get(re->info.variant_id);
}
uint32_t age = re->age;
if (new_month && re->index > e->index && age != INT32_MAX) age++; /* parent variant's age has not yet updated. */
/* Check for early retirement */
if (e->company_avail != 0 && !_settings_game.vehicle.never_expire_vehicles && e->info.base_life != 0xFF) {
int retire_early = e->info.retire_early;
uint retire_early_max_age = std::max(0, e->duration_phase_1 + e->duration_phase_2 - retire_early * 12);
if (retire_early != 0 && age >= retire_early_max_age) {
/* Early retirement is enabled and we're past the date... */
e->company_avail = 0;
ClearLastVariant(e->index, e->type);
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
}
}
if (age < e->duration_phase_1) {
uint start = e->reliability_start;
e->reliability = age * (e->reliability_max - start) / e->duration_phase_1 + start;
} else if ((age -= e->duration_phase_1) < e->duration_phase_2 || _settings_game.vehicle.never_expire_vehicles || e->info.base_life == 0xFF) {
/* We are at the peak of this engines life. It will have max reliability.
* This is also true if the engines never expire. They will not go bad over time */
e->reliability = e->reliability_max;
} else if ((age -= e->duration_phase_2) < e->duration_phase_3) {
uint max = e->reliability_max;
e->reliability = (int)age * (int)(e->reliability_final - max) / e->duration_phase_3 + max;
} else {
/* time's up for this engine.
* We will now completely retire this design */
e->company_avail = 0;
e->reliability = e->reliability_final;
/* Kick this engine out of the lists */
ClearLastVariant(e->index, e->type);
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
}
}
/** Compute the value for #_year_engine_aging_stops. */
void SetYearEngineAgingStops()
{
/* Determine last engine aging year, default to 2050 as previously. */
_year_engine_aging_stops = 2050;
for (const Engine *e : Engine::Iterate()) {
const EngineInfo *ei = &e->info;
/* Exclude certain engines */
if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) continue;
if (e->type == VEH_TRAIN && e->u.rail.railveh_type == RAILVEH_WAGON) continue;
/* Base year ending date on half the model life */
TimerGameCalendar::YearMonthDay ymd = TimerGameCalendar::ConvertDateToYMD(ei->base_intro + (ei->lifelength.base() * CalendarTime::DAYS_IN_LEAP_YEAR) / 2);
_year_engine_aging_stops = std::max(_year_engine_aging_stops, ymd.year);
}
}
/**
* Start/initialise one engine.
* @param e The engine to initialise.
* @param aging_date The date used for age calculations.
* @param seed Random seed.
*/
void StartupOneEngine(Engine *e, const TimerGameCalendar::YearMonthDay &aging_ymd, uint32_t seed)
{
const EngineInfo *ei = &e->info;
e->age = 0;
e->flags = 0;
e->company_avail = 0;
e->company_hidden = 0;
/* Vehicles with the same base_intro date shall be introduced at the same time.
* Make sure they use the same randomisation of the date. */
SavedRandomSeeds saved_seeds;
SaveRandomSeeds(&saved_seeds);
SetRandomSeed(_settings_game.game_creation.generation_seed ^ seed ^
ei->base_intro.base() ^
e->type ^
e->GetGRFID());
uint32_t r = Random();
/* Don't randomise the start-date in the first two years after gamestart to ensure availability
* of engines in early starting games.
* Note: TTDP uses fixed 1922 */
e->intro_date = ei->base_intro <= TimerGameCalendar::ConvertYMDToDate(_settings_game.game_creation.starting_year + 2, 0, 1) ? ei->base_intro : (TimerGameCalendar::Date)GB(r, 0, 9) + ei->base_intro;
if (e->intro_date <= TimerGameCalendar::date) {
TimerGameCalendar::YearMonthDay intro_ymd = TimerGameCalendar::ConvertDateToYMD(e->intro_date);
int aging_months = aging_ymd.year.base() * 12 + aging_ymd.month;
int intro_months = intro_ymd.year.base() * 12 + intro_ymd.month;
if (intro_ymd.day > 1) intro_months++; // Engines are introduced at the first month start at/after intro date.
e->age = aging_months - intro_months;
e->company_avail = MAX_UVALUE(CompanyMask);
e->flags |= ENGINE_AVAILABLE;
}
/* Get parent variant index for syncing reliability via random seed. */
const Engine *re = e;
while (re->info.variant_id != INVALID_ENGINE && (re->info.extra_flags & ExtraEngineFlags::SyncReliability) != ExtraEngineFlags::None) {
re = Engine::Get(re->info.variant_id);
}
SetRandomSeed(_settings_game.game_creation.generation_seed ^ seed ^
(re->index << 16) ^ (re->info.base_intro.base() << 12) ^ (re->info.decay_speed << 8) ^
(re->info.lifelength.base() << 4) ^ re->info.retire_early ^
e->type ^
e->GetGRFID());
/* Base reliability defined as a percentage of UINT16_MAX. */
const uint16_t RELIABILITY_START = UINT16_MAX * 48 / 100;
const uint16_t RELIABILITY_MAX = UINT16_MAX * 75 / 100;
const uint16_t RELIABILITY_FINAL = UINT16_MAX * 25 / 100;
static_assert(RELIABILITY_START == 0x7AE0);
static_assert(RELIABILITY_MAX == 0xBFFF);
static_assert(RELIABILITY_FINAL == 0x3FFF);
r = Random();
/* 14 bits gives a value between 0 and 16383, which is up to an additional 25%p reliability on top of the base reliability. */
e->reliability_start = GB(r, 16, 14) + RELIABILITY_START;
e->reliability_max = GB(r, 0, 14) + RELIABILITY_MAX;
r = Random();
e->reliability_final = GB(r, 16, 14) + RELIABILITY_FINAL;
e->duration_phase_1 = GB(r, 0, 5) + 7;
e->duration_phase_2 = std::max(0, int(GB(r, 5, 4)) + ei->base_life.base() * 12 - 96);
e->duration_phase_3 = GB(r, 9, 7) + 120;
RestoreRandomSeeds(saved_seeds);
e->reliability_spd_dec = ei->decay_speed << 2;
/* prevent certain engines from ever appearing. */
if (!HasBit(ei->climates, _settings_game.game_creation.landscape)) {
e->flags |= ENGINE_AVAILABLE;
e->company_avail = 0;
}
}
/**
* Start/initialise all our engines. Must be called whenever there are changes
* to the NewGRF config.
*/
void StartupEngines()
{
/* Aging of vehicles stops, so account for that when starting late */
const TimerGameCalendar::Date aging_date = std::min(TimerGameCalendar::date, TimerGameCalendar::ConvertYMDToDate(_year_engine_aging_stops, 0, 1));
TimerGameCalendar::YearMonthDay aging_ymd = TimerGameCalendar::ConvertDateToYMD(aging_date);
uint32_t seed = Random();
for (Engine *e : Engine::Iterate()) {
StartupOneEngine(e, aging_ymd, seed);
}
for (Engine *e : Engine::Iterate()) {
CalcEngineReliability(e, false);
}
/* Update the bitmasks for the vehicle lists */
for (Company *c : Company::Iterate()) {
c->avail_railtypes = GetCompanyRailTypes(c->index);
c->avail_roadtypes = GetCompanyRoadTypes(c->index);
}
/* Invalidate any open purchase lists */
InvalidateWindowClassesData(WC_BUILD_VEHICLE);
SetWindowClassesDirty(WC_BUILD_VEHICLE);
SetWindowClassesDirty(WC_REPLACE_VEHICLE);
}
/**
* Allows engine \a eid to be used by a company \a company.
* @param eid The engine to enable.
* @param company The company to allow using the engine.
*/
static void EnableEngineForCompany(EngineID eid, CompanyID company)
{
Engine *e = Engine::Get(eid);
Company *c = Company::Get(company);
SetBit(e->company_avail, company);
if (e->type == VEH_TRAIN) {
c->avail_railtypes = GetCompanyRailTypes(c->index);
} else if (e->type == VEH_ROAD) {
c->avail_roadtypes = GetCompanyRoadTypes(c->index);
}
if (company == _local_company) {
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
/* Update the toolbar. */
InvalidateWindowData(WC_MAIN_TOOLBAR, 0);
if (e->type == VEH_ROAD) InvalidateWindowData(WC_BUILD_TOOLBAR, TRANSPORT_ROAD);
if (e->type == VEH_SHIP) InvalidateWindowData(WC_BUILD_TOOLBAR, TRANSPORT_WATER);
if (e->type == VEH_AIRCRAFT) InvalidateWindowData(WC_BUILD_TOOLBAR, TRANSPORT_AIR);
}
}
/**
* Forbids engine \a eid to be used by a company \a company.
* @param eid The engine to disable.
* @param company The company to forbid using the engine.
*/
static void DisableEngineForCompany(EngineID eid, CompanyID company)
{
Engine *e = Engine::Get(eid);
Company *c = Company::Get(company);
ClrBit(e->company_avail, company);
if (e->type == VEH_TRAIN) {
c->avail_railtypes = GetCompanyRailTypes(c->index);
} else if (e->type == VEH_ROAD) {
c->avail_roadtypes = GetCompanyRoadTypes(c->index);
}
if (company == _local_company) {
ClearLastVariant(e->index, e->type);
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
}
}
/**
* Company \a company accepts engine \a eid for preview.
* @param eid Engine being accepted (is under preview).
* @param company Current company previewing the engine.
* @param recursion_depth Recursion depth to avoid infinite loop.
*/
static void AcceptEnginePreview(EngineID eid, CompanyID company, int recursion_depth = 0)
{
Engine *e = Engine::Get(eid);
e->preview_company = INVALID_COMPANY;
e->preview_asked = MAX_UVALUE(CompanyMask);
EnableEngineForCompany(eid, company);
/* Notify preview window, that it might want to close.
* Note: We cannot directly close the window.
* In singleplayer this function is called from the preview window, so
* we have to use the GUI-scope scheduling of InvalidateWindowData.
*/
InvalidateWindowData(WC_ENGINE_PREVIEW, eid);
/* Don't search for variants to include if we are 10 levels deep already. */
if (recursion_depth >= 10) return;
/* Find variants to be included in preview. */
for (Engine *ve : Engine::IterateType(e->type)) {
if (ve->index != eid && ve->info.variant_id == eid && (ve->info.extra_flags & ExtraEngineFlags::JoinPreview) != ExtraEngineFlags::None) {
AcceptEnginePreview(ve->index, company, recursion_depth + 1);
}
}
}
/**
* Get the best company for an engine preview.
* @param e Engine to preview.
* @return Best company if it exists, #INVALID_COMPANY otherwise.
*/
static CompanyID GetPreviewCompany(Engine *e)
{
CompanyID best_company = INVALID_COMPANY;
/* For trains the cargomask has no useful meaning, since you can attach other wagons */
CargoTypes cargomask = e->type != VEH_TRAIN ? GetUnionOfArticulatedRefitMasks(e->index, true) : ALL_CARGOTYPES;
int32_t best_hist = -1;
for (const Company *c : Company::Iterate()) {
if (c->block_preview == 0 && !HasBit(e->preview_asked, c->index) &&
c->old_economy[0].performance_history > best_hist) {
/* Check whether the company uses similar vehicles */
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->owner != c->index || v->type != e->type) continue;
if (!v->GetEngine()->CanCarryCargo() || !HasBit(cargomask, v->cargo_type)) continue;
best_hist = c->old_economy[0].performance_history;
best_company = c->index;
break;
}
}
}
return best_company;
}
/**
* Checks if a vehicle type is disabled for all/ai companies.
* @param type The vehicle type which shall be checked.
* @param ai If true, check if the type is disabled for AI companies, otherwise check if
* the vehicle type is disabled for human companies.
* @return Whether or not a vehicle type is disabled.
*/
static bool IsVehicleTypeDisabled(VehicleType type, bool ai)
{
switch (type) {
case VEH_TRAIN: return _settings_game.vehicle.max_trains == 0 || (ai && _settings_game.ai.ai_disable_veh_train);
case VEH_ROAD: return _settings_game.vehicle.max_roadveh == 0 || (ai && _settings_game.ai.ai_disable_veh_roadveh);
case VEH_SHIP: return _settings_game.vehicle.max_ships == 0 || (ai && _settings_game.ai.ai_disable_veh_ship);
case VEH_AIRCRAFT: return _settings_game.vehicle.max_aircraft == 0 || (ai && _settings_game.ai.ai_disable_veh_aircraft);
default: NOT_REACHED();
}
}
/** Daily check to offer an exclusive engine preview to the companies. */
static IntervalTimer<TimerGameCalendar> _calendar_engines_daily({TimerGameCalendar::DAY, TimerGameCalendar::Priority::ENGINE}, [](auto)
{
for (Company *c : Company::Iterate()) {
c->avail_railtypes = AddDateIntroducedRailTypes(c->avail_railtypes, TimerGameCalendar::date);
c->avail_roadtypes = AddDateIntroducedRoadTypes(c->avail_roadtypes, TimerGameCalendar::date);
}
if (TimerGameCalendar::year >= _year_engine_aging_stops) return;
for (Engine *e : Engine::Iterate()) {
EngineID i = e->index;
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) {
if (e->preview_company != INVALID_COMPANY) {
if (!--e->preview_wait) {
CloseWindowById(WC_ENGINE_PREVIEW, i);
e->preview_company = INVALID_COMPANY;
}
} else if (CountBits(e->preview_asked) < MAX_COMPANIES) {
e->preview_company = GetPreviewCompany(e);
if (e->preview_company == INVALID_COMPANY) {
e->preview_asked = MAX_UVALUE(CompanyMask);
continue;
}
SetBit(e->preview_asked, e->preview_company);
e->preview_wait = 20;
/* AIs are intentionally not skipped for preview even if they cannot build a certain
* vehicle type. This is done to not give poor performing human companies an "unfair"
* boost that they wouldn't have gotten against other human companies. The check on
* the line below is just to make AIs not notice that they have a preview if they
* cannot build the vehicle. */
if (!IsVehicleTypeDisabled(e->type, true)) AI::NewEvent(e->preview_company, new ScriptEventEnginePreview(i));
if (IsInteractiveCompany(e->preview_company)) ShowEnginePreviewWindow(i);
}
}
}
});
/**
* Clear the 'hidden' flag for all engines of a new company.
* @param cid Company being created.
*/
void ClearEnginesHiddenFlagOfCompany(CompanyID cid)
{
for (Engine *e : Engine::Iterate()) {
SB(e->company_hidden, cid, 1, 0);
}
}
/**
* Set the visibility of an engine.
* @param flags Operation to perform.
* @param engine_id Engine id..
* @param hide Set for hidden, unset for visible.
* @return The cost of this operation or an error.
*/
CommandCost CmdSetVehicleVisibility(DoCommandFlag flags, EngineID engine_id, bool hide)
{
Engine *e = Engine::GetIfValid(engine_id);
if (e == nullptr || _current_company >= MAX_COMPANIES) return CMD_ERROR;
if (!IsEngineBuildable(e->index, e->type, _current_company)) return CMD_ERROR;
if ((flags & DC_EXEC) != 0) {
SB(e->company_hidden, _current_company, 1, hide ? 1 : 0);
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
}
return CommandCost();
}
/**
* Accept an engine prototype. XXX - it is possible that the top-company
* changes while you are waiting to accept the offer? Then it becomes invalid
* @param flags operation to perform
* @param engine_id engine-prototype offered
* @return the cost of this operation or an error
*/
CommandCost CmdWantEnginePreview(DoCommandFlag flags, EngineID engine_id)
{
Engine *e = Engine::GetIfValid(engine_id);
if (e == nullptr || !(e->flags & ENGINE_EXCLUSIVE_PREVIEW) || e->preview_company != _current_company) return CMD_ERROR;
if (flags & DC_EXEC) AcceptEnginePreview(engine_id, _current_company);
return CommandCost();
}
/**
* Allow or forbid a specific company to use an engine
* @param flags operation to perform
* @param engine_id engine id
* @param company_id Company to allow/forbid the use of an engine.
* @param allow false to forbid, true to allow.
* @return the cost of this operation or an error
*/
CommandCost CmdEngineCtrl(DoCommandFlag flags, EngineID engine_id, CompanyID company_id, bool allow)
{
if (_current_company != OWNER_DEITY) return CMD_ERROR;
if (!Engine::IsValidID(engine_id) || !Company::IsValidID(company_id)) return CMD_ERROR;
if (flags & DC_EXEC) {
if (allow) {
EnableEngineForCompany(engine_id, company_id);
} else {
DisableEngineForCompany(engine_id, company_id);
}
}
return CommandCost();
}
/**
* An engine has become available for general use.
* Also handle the exclusive engine preview contract.
* @param e Engine generally available as of now.
*/
static void NewVehicleAvailable(Engine *e)
{
EngineID index = e->index;
/* In case the company didn't build the vehicle during the intro period,
* prevent that company from getting future intro periods for a while. */
if (e->flags & ENGINE_EXCLUSIVE_PREVIEW) {
for (Company *c : Company::Iterate()) {
uint block_preview = c->block_preview;
if (!HasBit(e->company_avail, c->index)) continue;
/* We assume the user did NOT build it.. prove me wrong ;) */
c->block_preview = 20;
for (const Vehicle *v : Vehicle::Iterate()) {
if (v->type == VEH_TRAIN || v->type == VEH_ROAD || v->type == VEH_SHIP ||
(v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft())) {
if (v->owner == c->index && v->engine_type == index) {
/* The user did prove me wrong, so restore old value */
c->block_preview = block_preview;
break;
}
}
}
}
}
e->flags = (e->flags & ~ENGINE_EXCLUSIVE_PREVIEW) | ENGINE_AVAILABLE;
AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type);
/* Now available for all companies */
e->company_avail = MAX_UVALUE(CompanyMask);
/* Do not introduce new rail wagons */
if (IsWagon(index)) return;
if (e->type == VEH_TRAIN) {
/* maybe make another rail type available */
assert(e->u.rail.railtype < RAILTYPE_END);
for (Company *c : Company::Iterate()) c->avail_railtypes = AddDateIntroducedRailTypes(c->avail_railtypes | GetRailTypeInfo(e->u.rail.railtype)->introduces_railtypes, TimerGameCalendar::date);
} else if (e->type == VEH_ROAD) {
/* maybe make another road type available */
assert(e->u.road.roadtype < ROADTYPE_END);
for (Company *c : Company::Iterate()) c->avail_roadtypes = AddDateIntroducedRoadTypes(c->avail_roadtypes | GetRoadTypeInfo(e->u.road.roadtype)->introduces_roadtypes, TimerGameCalendar::date);
}
/* Only broadcast event if AIs are able to build this vehicle type. */
if (!IsVehicleTypeDisabled(e->type, true)) AI::BroadcastNewEvent(new ScriptEventEngineAvailable(index));
/* Only provide the "New Vehicle available" news paper entry, if engine can be built. */
if (!IsVehicleTypeDisabled(e->type, false) && (e->info.extra_flags & ExtraEngineFlags::NoNews) == ExtraEngineFlags::None) {
SetDParam(0, GetEngineCategoryName(index));
SetDParam(1, PackEngineNameDParam(index, EngineNameContext::PreviewNews));
AddNewsItem(STR_NEWS_NEW_VEHICLE_NOW_AVAILABLE_WITH_TYPE, NT_NEW_VEHICLES, NF_VEHICLE, NR_ENGINE, index);
}
/* Update the toolbar. */
if (e->type == VEH_ROAD) InvalidateWindowData(WC_BUILD_TOOLBAR, TRANSPORT_ROAD);
if (e->type == VEH_SHIP) InvalidateWindowData(WC_BUILD_TOOLBAR, TRANSPORT_WATER);
if (e->type == VEH_AIRCRAFT) InvalidateWindowData(WC_BUILD_TOOLBAR, TRANSPORT_AIR);
/* Close pending preview windows */
CloseWindowById(WC_ENGINE_PREVIEW, index);
}
/** Monthly update of the availability, reliability, and preview offers of the engines. */
void CalendarEnginesMonthlyLoop()
{
if (TimerGameCalendar::year < _year_engine_aging_stops) {
bool refresh = false;
for (Engine *e : Engine::Iterate()) {
/* Age the vehicle */
if ((e->flags & ENGINE_AVAILABLE) && e->age != INT32_MAX) {
e->age++;
CalcEngineReliability(e, true);
refresh = true;
}
/* Do not introduce invalid engines */
if (!e->IsEnabled()) continue;
if (!(e->flags & ENGINE_AVAILABLE) && TimerGameCalendar::date >= (e->intro_date + CalendarTime::DAYS_IN_YEAR)) {
/* Introduce it to all companies */
NewVehicleAvailable(e);
} else if (!(e->flags & (ENGINE_AVAILABLE | ENGINE_EXCLUSIVE_PREVIEW)) && TimerGameCalendar::date >= e->intro_date) {
/* Introduction date has passed...
* Check if it is allowed to build this vehicle type at all
* based on the current game settings. If not, it does not
* make sense to show the preview dialog to any company. */
if (IsVehicleTypeDisabled(e->type, false)) continue;
/* Do not introduce new rail wagons */
if (IsWagon(e->index)) continue;
/* Engine has no preview */
if ((e->info.extra_flags & ExtraEngineFlags::NoPreview) != ExtraEngineFlags::None) continue;
/* Show preview dialog to one of the companies. */
e->flags |= ENGINE_EXCLUSIVE_PREVIEW;
e->preview_company = INVALID_COMPANY;
e->preview_asked = 0;
}
}
InvalidateWindowClassesData(WC_BUILD_VEHICLE); // rebuild the purchase list (esp. when sorted by reliability)
if (refresh) {
SetWindowClassesDirty(WC_BUILD_VEHICLE);
SetWindowClassesDirty(WC_REPLACE_VEHICLE);
}
}
}
static IntervalTimer<TimerGameCalendar> _calendar_engines_monthly({TimerGameCalendar::MONTH, TimerGameCalendar::Priority::ENGINE}, [](auto)
{
CalendarEnginesMonthlyLoop();
});
/**
* Is \a name still free as name for an engine?
* @param name New name of an engine.
* @return \c false if the name is being used already, else \c true.
*/
static bool IsUniqueEngineName(const std::string &name)
{
for (const Engine *e : Engine::Iterate()) {
if (!e->name.empty() && e->name == name) return false;
}
return true;
}
/**
* Rename an engine.
* @param flags operation to perform
* @param engine_id engine ID to rename
* @param text the new name or an empty string when resetting to the default
* @return the cost of this operation or an error
*/
CommandCost CmdRenameEngine(DoCommandFlag flags, EngineID engine_id, const std::string &text)
{
Engine *e = Engine::GetIfValid(engine_id);
if (e == nullptr) return CMD_ERROR;
bool reset = text.empty();
if (!reset) {
if (Utf8StringLength(text) >= MAX_LENGTH_ENGINE_NAME_CHARS) return CMD_ERROR;
if (!IsUniqueEngineName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
}
if (flags & DC_EXEC) {
if (reset) {
e->name.clear();
} else {
e->name = text;
}
MarkWholeScreenDirty();
}
return CommandCost();
}
/**
* Check if an engine is buildable.
* @param engine index of the engine to check.
* @param type the type the engine should be.
* @param company index of the company.
* @return True if an engine is valid, of the specified type, and buildable by
* the given company.
*/
bool IsEngineBuildable(EngineID engine, VehicleType type, CompanyID company)
{
const Engine *e = Engine::GetIfValid(engine);
/* check if it's an engine that is in the engine array */
if (e == nullptr) return false;
/* check if it's an engine of specified type */
if (e->type != type) return false;
/* check if it's available ... */
if (company == OWNER_DEITY) {
/* ... for any company (preview does not count) */
if (!(e->flags & ENGINE_AVAILABLE) || e->company_avail == 0) return false;
} else {
/* ... for this company */
if (!HasBit(e->company_avail, company)) return false;
}
if (!e->IsEnabled()) return false;
if (type == VEH_TRAIN && company != OWNER_DEITY) {
/* Check if the rail type is available to this company */
const Company *c = Company::Get(company);
if (((GetRailTypeInfo(e->u.rail.railtype))->compatible_railtypes & c->avail_railtypes) == 0) return false;
}
if (type == VEH_ROAD && company != OWNER_DEITY) {
/* Check if the road type is available to this company */
const Company *c = Company::Get(company);
if ((GetRoadTypeInfo(e->u.road.roadtype)->powered_roadtypes & c->avail_roadtypes) == ROADTYPES_NONE) return false;
}
return true;
}
/**
* Check if an engine is refittable.
* Note: Likely you want to use IsArticulatedVehicleRefittable().
* @param engine index of the engine to check.
* @return true if the engine is refittable.
*/
bool IsEngineRefittable(EngineID engine)
{
const Engine *e = Engine::GetIfValid(engine);
/* check if it's an engine that is in the engine array */
if (e == nullptr) return false;
if (!e->CanCarryCargo()) return false;
const EngineInfo *ei = &e->info;
if (ei->refit_mask == 0) return false;
/* Are there suffixes?
* Note: This does not mean the suffixes are actually available for every consist at any time. */
if (HasBit(ei->callback_mask, CBM_VEHICLE_CARGO_SUFFIX)) return true;
/* Is there any cargo except the default cargo? */
CargoID default_cargo = e->GetDefaultCargoType();
CargoTypes default_cargo_mask = 0;
SetBit(default_cargo_mask, default_cargo);
return IsValidCargoID(default_cargo) && ei->refit_mask != default_cargo_mask;
}
/**
* Check for engines that have an appropriate availability.
*/
void CheckEngines()
{
TimerGameCalendar::Date min_date = INT32_MAX;
for (const Engine *e : Engine::Iterate()) {
if (!e->IsEnabled()) continue;
/* Don't consider train wagons, we need a powered engine available. */
if (e->type == VEH_TRAIN && e->u.rail.railveh_type == RAILVEH_WAGON) continue;
/* We have an available engine... yay! */
if ((e->flags & ENGINE_AVAILABLE) != 0 && e->company_avail != 0) return;
/* Okay, try to find the earliest date. */
min_date = std::min(min_date, e->info.base_intro);
}
if (min_date < INT32_MAX) {
SetDParam(0, min_date);
ShowErrorMessage(STR_ERROR_NO_VEHICLES_AVAILABLE_YET, STR_ERROR_NO_VEHICLES_AVAILABLE_YET_EXPLANATION, WL_WARNING);
} else {
ShowErrorMessage(STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL, STR_ERROR_NO_VEHICLES_AVAILABLE_AT_ALL_EXPLANATION, WL_WARNING);
}
}
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