/*
* 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 timer_game_calendar.cpp
* This file implements the timer logic for the game-calendar-timer.
*/
/**
* Calendar time is used for technology and time-of-year changes, including:
* - Vehicle, airport, station, object introduction and obsolescence
* - Vehicle and engine age
* - NewGRF variables for visual styles or behavior based on year or time of year (e.g. variable snow line)
* - Inflation, since it is tied to original game years. One interpretation of inflation is that it compensates for faster and higher capacity vehicles,
* another is that it compensates for more established companies. Each of these point to a different choice of calendar versus economy time, but we have to pick one
* so we follow a previous decision to tie inflation to original TTD game years.
*/
#include "../stdafx.h"
#include "../openttd.h"
#include "timer.h"
#include "timer_game_calendar.h"
#include "../vehicle_base.h"
#include "../safeguards.h"
TimerGameCalendar::Year TimerGameCalendar::year = {};
TimerGameCalendar::Month TimerGameCalendar::month = {};
TimerGameCalendar::Date TimerGameCalendar::date = {};
TimerGameCalendar::DateFract TimerGameCalendar::date_fract = {};
/**
* Set the date.
* @param date New date
* @param fract The number of ticks that have passed on this date.
*/
/* static */ void TimerGameCalendar::SetDate(TimerGameCalendar::Date date, TimerGameCalendar::DateFract fract)
{
assert(fract < Ticks::DAY_TICKS);
TimerGameCalendar::date = date;
TimerGameCalendar::date_fract = fract;
TimerGameCalendar::YearMonthDay ymd = TimerGameCalendar::ConvertDateToYMD(date);
TimerGameCalendar::year = ymd.year;
TimerGameCalendar::month = ymd.month;
}
template<>
void IntervalTimer::Elapsed(TimerGameCalendar::TElapsed trigger)
{
if (trigger == this->period.trigger) {
this->callback(1);
}
}
template<>
void TimeoutTimer::Elapsed(TimerGameCalendar::TElapsed trigger)
{
if (this->fired) return;
if (trigger == this->period.trigger) {
this->callback();
this->fired = true;
}
}
template<>
void TimerManager::Elapsed([[maybe_unused]] TimerGameCalendar::TElapsed delta)
{
assert(delta == 1);
if (_game_mode == GM_MENU) return;
TimerGameCalendar::date_fract++;
if (TimerGameCalendar::date_fract < Ticks::DAY_TICKS) return;
TimerGameCalendar::date_fract = 0;
/* increase day counter */
TimerGameCalendar::date++;
TimerGameCalendar::YearMonthDay ymd = TimerGameCalendar::ConvertDateToYMD(TimerGameCalendar::date);
/* check if we entered a new month? */
bool new_month = ymd.month != TimerGameCalendar::month;
/* check if we entered a new year? */
bool new_year = ymd.year != TimerGameCalendar::year;
/* update internal variables before calling the daily/monthly/yearly loops */
TimerGameCalendar::month = ymd.month;
TimerGameCalendar::year = ymd.year;
/* Make a temporary copy of the timers, as a timer's callback might add/remove other timers. */
auto timers = TimerManager::GetTimers();
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::DAY);
}
if (new_month) {
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::MONTH);
}
}
if (new_year) {
for (auto timer : timers) {
timer->Elapsed(TimerGameCalendar::YEAR);
}
}
/* check if we reached the maximum year, decrement dates by a year */
if (TimerGameCalendar::year == CalendarTime::MAX_YEAR + 1) {
int days_this_year;
TimerGameCalendar::year--;
days_this_year = TimerGameCalendar::IsLeapYear(TimerGameCalendar::year) ? CalendarTime::DAYS_IN_LEAP_YEAR : CalendarTime::DAYS_IN_YEAR;
TimerGameCalendar::date -= days_this_year;
}
}
#ifdef WITH_ASSERT
template<>
void TimerManager::Validate(TimerGameCalendar::TPeriod period)
{
if (period.priority == TimerGameCalendar::Priority::NONE) return;
/* Validate we didn't make a developer error and scheduled more than one
* entry on the same priority/trigger. There can only be one timer on
* a specific trigger/priority, to ensure we are deterministic. */
for (const auto &timer : TimerManager::GetTimers()) {
if (timer->period.trigger != period.trigger) continue;
assert(timer->period.priority != period.priority);
}
}
#endif /* WITH_ASSERT */