/* * 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 . */ /** @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 "date_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 "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 Year _year_engine_aging_stops; /** Number of engines of each vehicle type in original engine data */ const uint8 _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 _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; /* Check if this base engine is within the original engine data range */ if (base >= _engine_counts[type]) { /* 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 CT_INVALID as default, as there is no property */ if (type == VEH_AIRCRAFT) this->info.cargo_type = CT_INVALID; /* 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 = CARGO_AGING_TICKS; 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 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 this->GetDefaultCargoType() != CT_INVALID; } /** * 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 *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 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 default_multiplier = new_multipliers ? 0x100 : CargoSpec::Get(default_cargo)->multiplier; uint16 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); cost_factor *= _settings_game.economy.running_cost_multiplier_road; 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); cost_factor *= _settings_game.economy.running_cost_multiplier_rail; break; case VEH_SHIP: base_price = PR_RUNNING_SHIP; cost_factor = GetEngineProperty(this->index, PROP_SHIP_RUNNING_COST_FACTOR, this->u.ship.running_cost); cost_factor *= _settings_game.economy.running_cost_multiplier_water; break; case VEH_AIRCRAFT: base_price = PR_RUNNING_AIRCRAFT; cost_factor = GetEngineProperty(this->index, PROP_AIRCRAFT_RUNNING_COST_FACTOR, this->u.air.running_cost); cost_factor *= _settings_game.economy.running_cost_multiplier_air; 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 / 1000; case VEH_ROAD: return (GROUND_ACCELERATION * this->GetDisplayWeight() * GetEngineProperty(this->index, PROP_ROADVEH_TRACTIVE_EFFORT, this->u.road.tractive_effort)) / 256 / 1000; default: NOT_REACHED(); } } /** * Returns the vehicle's (not model's!) life length in days. * @return the life length */ 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) * 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 Engine::GetRange() const { switch (this->type) { case VEH_AIRCRAFT: return (GetEngineProperty(this->index, PROP_AIRCRAFT_RANGE, this->u.air.max_range) * _settings_game.vehicle.plane_range_multiplier); 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(); } } /** * 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 grf_local_id, uint32 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); 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; } /** * Update #Engine::reliability and (if needed) update the engine GUIs. * @param e %Engine to update. */ static void CalcEngineReliability(Engine *e) { uint age = e->age; /* 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; 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 */ AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type); } SetWindowClassesDirty(WC_BUILD_VEHICLE); // Update to show the new reliability SetWindowClassesDirty(WC_REPLACE_VEHICLE); } /** 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 */ YearMonthDay ymd; ConvertDateToYMD(ei->base_intro + (ei->lifelength * DAYS_IN_LEAP_YEAR) / 2, &ymd); _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. */ void StartupOneEngine(Engine *e, Date aging_date) { 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 ^ ei->base_intro ^ e->type ^ e->GetGRFID()); uint32 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 <= ConvertYMDToDate(_settings_game.game_creation.starting_year + 2, 0, 1) ? ei->base_intro : (Date)GB(r, 0, 9) + ei->base_intro; if (e->intro_date <= _date) { e->age = (aging_date - e->intro_date) >> 5; e->company_avail = (CompanyMask)-1; e->flags |= ENGINE_AVAILABLE; } RestoreRandomSeeds(saved_seeds); r = Random(); e->reliability_start = GB(r, 16, 14) + 0x7AE0; e->reliability_max = GB(r, 0, 14) + 0xBFFF; r = Random(); e->reliability_final = GB(r, 16, 14) + 0x3FFF; e->duration_phase_1 = GB(r, 0, 5) + 7; e->duration_phase_2 = GB(r, 5, 4) + ei->base_life * 12 - 96; e->duration_phase_3 = GB(r, 9, 7) + 120; e->reliability_spd_dec = ei->decay_speed << 2; CalcEngineReliability(e); /* 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 Date aging_date = std::min(_date, ConvertYMDToDate(_year_engine_aging_stops, 0, 1)); for (Engine *e : Engine::Iterate()) { StartupOneEngine(e, aging_date); } /* 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); } /** * 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) { 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. */ static void AcceptEnginePreview(EngineID eid, CompanyID company) { Engine *e = Engine::Get(eid); e->preview_company = INVALID_COMPANY; e->preview_asked = (CompanyMask)-1; 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); } /** * 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 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. */ void EnginesDailyLoop() { for (Company *c : Company::Iterate()) { c->avail_railtypes = AddDateIntroducedRailTypes(c->avail_railtypes, _date); c->avail_roadtypes = AddDateIntroducedRoadTypes(c->avail_roadtypes, _date); } if (_cur_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 = (CompanyMask)-1; 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 = (CompanyMask)-1; /* 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, _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, _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)) { SetDParam(0, GetEngineCategoryName(index)); SetDParam(1, index); 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 EnginesMonthlyLoop() { if (_cur_year < _year_engine_aging_stops) { for (Engine *e : Engine::Iterate()) { /* Age the vehicle */ if ((e->flags & ENGINE_AVAILABLE) && e->age != MAX_DAY) { e->age++; CalcEngineReliability(e); } /* Do not introduce invalid engines */ if (!e->IsEnabled()) continue; if (!(e->flags & ENGINE_AVAILABLE) && _date >= (e->intro_date + DAYS_IN_YEAR)) { /* Introduce it to all companies */ NewVehicleAvailable(e); } else if (!(e->flags & (ENGINE_AVAILABLE | ENGINE_EXCLUSIVE_PREVIEW)) && _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; /* 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) } } /** * 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 default_cargo != CT_INVALID && ei->refit_mask != default_cargo_mask; } /** * Check for engines that have an appropriate availability. */ void CheckEngines() { Date min_date = INT32_MAX; for (const Engine *e : Engine::Iterate()) { if (!e->IsEnabled()) 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); } }