Files
@ r28822:57cd1bc354de
Branch filter:
Location: cpp/openttd-patchpack/source/src/engine.cpp
r28822:57cd1bc354de
44.9 KiB
text/x-c
Codechange: Add `GetVisibleRangeIterators()` to `Scrollbar`.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 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 1307 1308 | /*
* 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 (IsValidCargoID(GetCargoIDByLabel(CT_MAIL))) {
if (!new_multipliers && cargo_type == GetCargoIDByLabel(CT_MAIL)) return capacity + extra_mail_cap;
}
default_cargo = GetCargoIDByLabel(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 && IsValidCargoID(GetCargoIDByLabel(CT_MAIL))) {
uint mail_multiplier = CargoSpec::Get(GetCargoIDByLabel(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);
}
}
|