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Codechange: Simplify ConvertDateToYMD by returning YearMonthDay instead of outputting to a pointer. (#11637)
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 | /*
* 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.cpp
* This file implements the timer logic for the game-calendar-timer.
*/
#include "../stdafx.h"
#include "../openttd.h"
#include "timer.h"
#include "timer_game_calendar.h"
#include "../vehicle_base.h"
#include "../linkgraph/linkgraph.h"
#include "../safeguards.h"
TimerGameCalendar::Year TimerGameCalendar::year = {};
TimerGameCalendar::Month TimerGameCalendar::month = {};
TimerGameCalendar::Date TimerGameCalendar::date = {};
TimerGameCalendar::DateFract TimerGameCalendar::date_fract = {};
#define M(a, b) ((a << 5) | b)
static const uint16_t _month_date_from_year_day[] = {
M(0, 1), M(0, 2), M(0, 3), M(0, 4), M(0, 5), M(0, 6), M(0, 7), M(0, 8), M(0, 9), M(0, 10), M(0, 11), M(0, 12), M(0, 13), M(0, 14), M(0, 15), M(0, 16), M(0, 17), M(0, 18), M(0, 19), M(0, 20), M(0, 21), M(0, 22), M(0, 23), M(0, 24), M(0, 25), M(0, 26), M(0, 27), M(0, 28), M(0, 29), M(0, 30), M(0, 31),
M(1, 1), M(1, 2), M(1, 3), M(1, 4), M(1, 5), M(1, 6), M(1, 7), M(1, 8), M(1, 9), M(1, 10), M(1, 11), M(1, 12), M(1, 13), M(1, 14), M(1, 15), M(1, 16), M(1, 17), M(1, 18), M(1, 19), M(1, 20), M(1, 21), M(1, 22), M(1, 23), M(1, 24), M(1, 25), M(1, 26), M(1, 27), M(1, 28), M(1, 29),
M(2, 1), M(2, 2), M(2, 3), M(2, 4), M(2, 5), M(2, 6), M(2, 7), M(2, 8), M(2, 9), M(2, 10), M(2, 11), M(2, 12), M(2, 13), M(2, 14), M(2, 15), M(2, 16), M(2, 17), M(2, 18), M(2, 19), M(2, 20), M(2, 21), M(2, 22), M(2, 23), M(2, 24), M(2, 25), M(2, 26), M(2, 27), M(2, 28), M(2, 29), M(2, 30), M(2, 31),
M(3, 1), M(3, 2), M(3, 3), M(3, 4), M(3, 5), M(3, 6), M(3, 7), M(3, 8), M(3, 9), M(3, 10), M(3, 11), M(3, 12), M(3, 13), M(3, 14), M(3, 15), M(3, 16), M(3, 17), M(3, 18), M(3, 19), M(3, 20), M(3, 21), M(3, 22), M(3, 23), M(3, 24), M(3, 25), M(3, 26), M(3, 27), M(3, 28), M(3, 29), M(3, 30),
M(4, 1), M(4, 2), M(4, 3), M(4, 4), M(4, 5), M(4, 6), M(4, 7), M(4, 8), M(4, 9), M(4, 10), M(4, 11), M(4, 12), M(4, 13), M(4, 14), M(4, 15), M(4, 16), M(4, 17), M(4, 18), M(4, 19), M(4, 20), M(4, 21), M(4, 22), M(4, 23), M(4, 24), M(4, 25), M(4, 26), M(4, 27), M(4, 28), M(4, 29), M(4, 30), M(4, 31),
M(5, 1), M(5, 2), M(5, 3), M(5, 4), M(5, 5), M(5, 6), M(5, 7), M(5, 8), M(5, 9), M(5, 10), M(5, 11), M(5, 12), M(5, 13), M(5, 14), M(5, 15), M(5, 16), M(5, 17), M(5, 18), M(5, 19), M(5, 20), M(5, 21), M(5, 22), M(5, 23), M(5, 24), M(5, 25), M(5, 26), M(5, 27), M(5, 28), M(5, 29), M(5, 30),
M(6, 1), M(6, 2), M(6, 3), M(6, 4), M(6, 5), M(6, 6), M(6, 7), M(6, 8), M(6, 9), M(6, 10), M(6, 11), M(6, 12), M(6, 13), M(6, 14), M(6, 15), M(6, 16), M(6, 17), M(6, 18), M(6, 19), M(6, 20), M(6, 21), M(6, 22), M(6, 23), M(6, 24), M(6, 25), M(6, 26), M(6, 27), M(6, 28), M(6, 29), M(6, 30), M(6, 31),
M(7, 1), M(7, 2), M(7, 3), M(7, 4), M(7, 5), M(7, 6), M(7, 7), M(7, 8), M(7, 9), M(7, 10), M(7, 11), M(7, 12), M(7, 13), M(7, 14), M(7, 15), M(7, 16), M(7, 17), M(7, 18), M(7, 19), M(7, 20), M(7, 21), M(7, 22), M(7, 23), M(7, 24), M(7, 25), M(7, 26), M(7, 27), M(7, 28), M(7, 29), M(7, 30), M(7, 31),
M(8, 1), M(8, 2), M(8, 3), M(8, 4), M(8, 5), M(8, 6), M(8, 7), M(8, 8), M(8, 9), M(8, 10), M(8, 11), M(8, 12), M(8, 13), M(8, 14), M(8, 15), M(8, 16), M(8, 17), M(8, 18), M(8, 19), M(8, 20), M(8, 21), M(8, 22), M(8, 23), M(8, 24), M(8, 25), M(8, 26), M(8, 27), M(8, 28), M(8, 29), M(8, 30),
M(9, 1), M(9, 2), M(9, 3), M(9, 4), M(9, 5), M(9, 6), M(9, 7), M(9, 8), M(9, 9), M(9, 10), M(9, 11), M(9, 12), M(9, 13), M(9, 14), M(9, 15), M(9, 16), M(9, 17), M(9, 18), M(9, 19), M(9, 20), M(9, 21), M(9, 22), M(9, 23), M(9, 24), M(9, 25), M(9, 26), M(9, 27), M(9, 28), M(9, 29), M(9, 30), M(9, 31),
M(10, 1), M(10, 2), M(10, 3), M(10, 4), M(10, 5), M(10, 6), M(10, 7), M(10, 8), M(10, 9), M(10, 10), M(10, 11), M(10, 12), M(10, 13), M(10, 14), M(10, 15), M(10, 16), M(10, 17), M(10, 18), M(10, 19), M(10, 20), M(10, 21), M(10, 22), M(10, 23), M(10, 24), M(10, 25), M(10, 26), M(10, 27), M(10, 28), M(10, 29), M(10, 30),
M(11, 1), M(11, 2), M(11, 3), M(11, 4), M(11, 5), M(11, 6), M(11, 7), M(11, 8), M(11, 9), M(11, 10), M(11, 11), M(11, 12), M(11, 13), M(11, 14), M(11, 15), M(11, 16), M(11, 17), M(11, 18), M(11, 19), M(11, 20), M(11, 21), M(11, 22), M(11, 23), M(11, 24), M(11, 25), M(11, 26), M(11, 27), M(11, 28), M(11, 29), M(11, 30), M(11, 31),
};
#undef M
enum DaysTillMonth {
ACCUM_JAN = 0,
ACCUM_FEB = ACCUM_JAN + 31,
ACCUM_MAR = ACCUM_FEB + 29,
ACCUM_APR = ACCUM_MAR + 31,
ACCUM_MAY = ACCUM_APR + 30,
ACCUM_JUN = ACCUM_MAY + 31,
ACCUM_JUL = ACCUM_JUN + 30,
ACCUM_AUG = ACCUM_JUL + 31,
ACCUM_SEP = ACCUM_AUG + 31,
ACCUM_OCT = ACCUM_SEP + 30,
ACCUM_NOV = ACCUM_OCT + 31,
ACCUM_DEC = ACCUM_NOV + 30,
};
/** Number of days to pass from the first day in the year before reaching the first of a month. */
static const uint16_t _accum_days_for_month[] = {
ACCUM_JAN, ACCUM_FEB, ACCUM_MAR, ACCUM_APR,
ACCUM_MAY, ACCUM_JUN, ACCUM_JUL, ACCUM_AUG,
ACCUM_SEP, ACCUM_OCT, ACCUM_NOV, ACCUM_DEC,
};
/**
* Converts a Date to a Year, Month & Day.
* @param date the date to convert from
* @returns YearMonthDay representation of the Date.
*/
/* static */ TimerGameCalendar::YearMonthDay TimerGameCalendar::ConvertDateToYMD(TimerGameCalendar::Date date)
{
/* Year determination in multiple steps to account for leap
* years. First do the large steps, then the smaller ones.
*/
/* There are 97 leap years in 400 years */
TimerGameCalendar::Year yr = 400 * (date.base() / (CalendarTime::DAYS_IN_YEAR * 400 + 97));
int rem = date.base() % (CalendarTime::DAYS_IN_YEAR * 400 + 97);
if (rem >= CalendarTime::DAYS_IN_YEAR * 100 + 25) {
/* There are 25 leap years in the first 100 years after
* every 400th year, as every 400th year is a leap year */
yr += 100;
rem -= CalendarTime::DAYS_IN_YEAR * 100 + 25;
/* There are 24 leap years in the next couple of 100 years */
yr += 100 * (rem / (CalendarTime::DAYS_IN_YEAR * 100 + 24));
rem = (rem % (CalendarTime::DAYS_IN_YEAR * 100 + 24));
}
if (!TimerGameCalendar::IsLeapYear(yr) && rem >= CalendarTime::DAYS_IN_YEAR * 4) {
/* The first 4 year of the century are not always a leap year */
yr += 4;
rem -= CalendarTime::DAYS_IN_YEAR * 4;
}
/* There is 1 leap year every 4 years */
yr += 4 * (rem / (CalendarTime::DAYS_IN_YEAR * 4 + 1));
rem = rem % (CalendarTime::DAYS_IN_YEAR * 4 + 1);
/* The last (max 3) years to account for; the first one
* can be, but is not necessarily a leap year */
while (rem >= (TimerGameCalendar::IsLeapYear(yr) ? CalendarTime::DAYS_IN_LEAP_YEAR : CalendarTime::DAYS_IN_YEAR)) {
rem -= TimerGameCalendar::IsLeapYear(yr) ? CalendarTime::DAYS_IN_LEAP_YEAR : CalendarTime::DAYS_IN_YEAR;
yr++;
}
/* Skip the 29th of February in non-leap years */
if (!TimerGameCalendar::IsLeapYear(yr) && rem >= ACCUM_MAR - 1) rem++;
uint16_t x = _month_date_from_year_day[rem];
YearMonthDay ymd;
ymd.year = yr;
ymd.month = x >> 5;
ymd.day = x & 0x1F;
return ymd;
}
/**
* Converts a tuple of Year, Month and Day to a Date.
* @param year is a number between 0..MAX_YEAR
* @param month is a number between 0..11
* @param day is a number between 1..31
*/
/* static */ TimerGameCalendar::Date TimerGameCalendar::ConvertYMDToDate(TimerGameCalendar::Year year, TimerGameCalendar::Month month, TimerGameCalendar::Day day)
{
/* Day-offset in a leap year */
int days = _accum_days_for_month[month] + day - 1;
/* Account for the missing of the 29th of February in non-leap years */
if (!TimerGameCalendar::IsLeapYear(year) && days >= ACCUM_MAR) days--;
return TimerGameCalendar::DateAtStartOfYear(year) + days;
}
/**
* Checks whether the given year is a leap year or not.
* @param yr The year to check.
* @return True if \c yr is a leap year, otherwise false.
*/
/* static */ bool TimerGameCalendar::IsLeapYear(TimerGameCalendar::Year yr)
{
return yr.base() % 4 == 0 && (yr.base() % 100 != 0 || yr.base() % 400 == 0);
}
/**
* Set the date.
* @param date New date
* @param fract The number of ticks that have passed on this date.
*/
/* static */ void TimerGameCalendar::SetDate(TimerGameCalendar::Date date, TimerGameCalendar::DateFract fract)
{
assert(fract < Ticks::DAY_TICKS);
TimerGameCalendar::date = date;
TimerGameCalendar::date_fract = fract;
TimerGameCalendar::YearMonthDay ymd = TimerGameCalendar::ConvertDateToYMD(date);
TimerGameCalendar::year = ymd.year;
TimerGameCalendar::month = ymd.month;
}
template<>
void IntervalTimer<TimerGameCalendar>::Elapsed(TimerGameCalendar::TElapsed trigger)
{
if (trigger == this->period.trigger) {
this->callback(1);
}
}
template<>
void TimeoutTimer<TimerGameCalendar>::Elapsed(TimerGameCalendar::TElapsed trigger)
{
if (this->fired) return;
if (trigger == this->period.trigger) {
this->callback();
this->fired = true;
}
}
template<>
void TimerManager<TimerGameCalendar>::Elapsed([[maybe_unused]] TimerGameCalendar::TElapsed delta)
{
assert(delta == 1);
if (_game_mode == GM_MENU) return;
TimerGameCalendar::date_fract++;
if (TimerGameCalendar::date_fract < Ticks::DAY_TICKS) return;
TimerGameCalendar::date_fract = 0;
/* increase day counter */
TimerGameCalendar::date++;
TimerGameCalendar::YearMonthDay ymd = TimerGameCalendar::ConvertDateToYMD(TimerGameCalendar::date);
/* check if we entered a new month? */
bool new_month = ymd.month != TimerGameCalendar::month;
/* check if we entered a new year? */
bool new_year = ymd.year != TimerGameCalendar::year;
/* update internal variables before calling the daily/monthly/yearly loops */
TimerGameCalendar::month = ymd.month;
TimerGameCalendar::year = ymd.year;
/* Make a temporary copy of the timers, as a timer's callback might add/remove other timers. */
auto timers = TimerManager<TimerGameCalendar>::GetTimers();
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::DAY);
}
if ((TimerGameCalendar::date.base() % 7) == 3) {
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::WEEK);
}
}
if (new_month) {
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::MONTH);
}
if ((TimerGameCalendar::month % 3) == 0) {
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::QUARTER);
}
}
}
if (new_year) {
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::YEAR);
}
}
/* check if we reached the maximum year, decrement dates by a year */
if (TimerGameCalendar::year == CalendarTime::MAX_YEAR + 1) {
int days_this_year;
TimerGameCalendar::year--;
days_this_year = TimerGameCalendar::IsLeapYear(TimerGameCalendar::year) ? CalendarTime::DAYS_IN_LEAP_YEAR : CalendarTime::DAYS_IN_YEAR;
TimerGameCalendar::date -= days_this_year;
for (Vehicle *v : Vehicle::Iterate()) v->ShiftDates(-days_this_year);
for (LinkGraph *lg : LinkGraph::Iterate()) lg->ShiftDates(-days_this_year);
}
}
#ifdef WITH_ASSERT
template<>
void TimerManager<TimerGameCalendar>::Validate(TimerGameCalendar::TPeriod period)
{
if (period.priority == TimerGameCalendar::Priority::NONE) return;
/* Validate we didn't make a developer error and scheduled more than one
* entry on the same priority/trigger. There can only be one timer on
* a specific trigger/priority, to ensure we are deterministic. */
for (const auto &timer : TimerManager<TimerGameCalendar>::GetTimers()) {
if (timer->period.trigger != period.trigger) continue;
assert(timer->period.priority != period.priority);
}
}
#endif /* WITH_ASSERT */
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