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Location: cpp/openttd-patchpack/source/src/timer/timer_game_economy.cpp
r28549:6bc33bc6ee38
5.0 KiB
text/x-c
Codechange: Split dates and timers into Economy and Calendar time (#10700)
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 | /*
* 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_economy.cpp
* This file implements the timer logic for the game-economy-timer.
*/
/**
* Economy time is used for the regular pace of the game, including:
* - Industry and house production/consumption
* - Industry production changes, closure, and spawning
* - Town growth
* - Company age and financial statistics
* - Vehicle financial statistics
* - Vehicle aging, depreciation, reliability, and renewal
* - Payment intervals for running and maintenance costs, loan interest, etc.
* - Cargo payment "time" calculation
* - Local authority and station ratings change intervals
*/
#include "../stdafx.h"
#include "../openttd.h"
#include "timer.h"
#include "timer_game_economy.h"
#include "timer_game_tick.h"
#include "../vehicle_base.h"
#include "../linkgraph/linkgraph.h"
#include "../safeguards.h"
TimerGameEconomy::Year TimerGameEconomy::year = {};
TimerGameEconomy::Month TimerGameEconomy::month = {};
TimerGameEconomy::Date TimerGameEconomy::date = {};
TimerGameEconomy::DateFract TimerGameEconomy::date_fract = {};
/**
* Set the date.
* @param date The new date
* @param fract The number of ticks that have passed on this date.
*/
/* static */ void TimerGameEconomy::SetDate(TimerGameEconomy::Date date, TimerGameEconomy::DateFract fract)
{
assert(fract < Ticks::DAY_TICKS);
TimerGameEconomy::date = date;
TimerGameEconomy::date_fract = fract;
TimerGameEconomy::YearMonthDay ymd = TimerGameEconomy::ConvertDateToYMD(date);
TimerGameEconomy::year = ymd.year;
TimerGameEconomy::month = ymd.month;
}
template<>
void IntervalTimer<TimerGameEconomy>::Elapsed(TimerGameEconomy::TElapsed trigger)
{
if (trigger == this->period.trigger) {
this->callback(1);
}
}
template<>
void TimeoutTimer<TimerGameEconomy>::Elapsed(TimerGameEconomy::TElapsed trigger)
{
if (this->fired) return;
if (trigger == this->period.trigger) {
this->callback();
this->fired = true;
}
}
template<>
void TimerManager<TimerGameEconomy>::Elapsed([[maybe_unused]] TimerGameEconomy::TElapsed delta)
{
assert(delta == 1);
if (_game_mode == GM_MENU) return;
TimerGameEconomy::date_fract++;
if (TimerGameEconomy::date_fract < Ticks::DAY_TICKS) return;
TimerGameEconomy::date_fract = 0;
/* increase day counter */
TimerGameEconomy::date++;
TimerGameEconomy::YearMonthDay ymd = TimerGameEconomy::ConvertDateToYMD(TimerGameEconomy::date);
/* check if we entered a new month? */
bool new_month = ymd.month != TimerGameEconomy::month;
/* check if we entered a new year? */
bool new_year = ymd.year != TimerGameEconomy::year;
/* update internal variables before calling the daily/monthly/yearly loops */
TimerGameEconomy::month = ymd.month;
TimerGameEconomy::year = ymd.year;
/* Make a temporary copy of the timers, as a timer's callback might add/remove other timers. */
auto timers = TimerManager<TimerGameEconomy>::GetTimers();
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::DAY);
}
if ((TimerGameEconomy::date.base() % 7) == 3) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::WEEK);
}
}
if (new_month) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::MONTH);
}
if ((TimerGameEconomy::month % 3) == 0) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::QUARTER);
}
}
}
if (new_year) {
for (auto timer : timers) {
timer->Elapsed(TimerGameEconomy::YEAR);
}
}
/* check if we reached the maximum year, decrement dates by a year */
if (TimerGameEconomy::year == EconomyTime::MAX_YEAR + 1) {
int days_this_year;
TimerGameEconomy::year--;
days_this_year = TimerGameEconomy::IsLeapYear(TimerGameEconomy::year) ? EconomyTime::DAYS_IN_LEAP_YEAR : EconomyTime::DAYS_IN_YEAR;
TimerGameEconomy::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<TimerGameEconomy>::Validate(TimerGameEconomy::TPeriod period)
{
if (period.priority == TimerGameEconomy::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<TimerGameEconomy>::GetTimers()) {
if (timer->period.trigger != period.trigger) continue;
assert(timer->period.priority != period.priority);
}
}
#endif /* WITH_ASSERT */
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