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-rw-r--r--src/engine.cpp650
1 files changed, 650 insertions, 0 deletions
diff --git a/src/engine.cpp b/src/engine.cpp
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index 000000000..0a4b21c3d
--- /dev/null
+++ b/src/engine.cpp
@@ -0,0 +1,650 @@
+/* $Id$ */
+
+#include "stdafx.h"
+#include "openttd.h"
+#include "debug.h"
+#include "functions.h"
+#include "table/strings.h"
+#include "engine.h"
+#include "gfx.h"
+#include "player.h"
+#include "command.h"
+#include "vehicle.h"
+#include "news.h"
+#include "saveload.h"
+#include "variables.h"
+#include "train.h"
+#include "newgrf_cargo.h"
+#include "date.h"
+#include "table/engines.h"
+
+EngineInfo _engine_info[TOTAL_NUM_ENGINES];
+RailVehicleInfo _rail_vehicle_info[NUM_TRAIN_ENGINES];
+ShipVehicleInfo _ship_vehicle_info[NUM_SHIP_ENGINES];
+AircraftVehicleInfo _aircraft_vehicle_info[NUM_AIRCRAFT_ENGINES];
+RoadVehicleInfo _road_vehicle_info[NUM_ROAD_ENGINES];
+
+enum {
+ ENGINE_AVAILABLE = 1,
+ ENGINE_INTRODUCING = 2,
+ ENGINE_PREVIEWING = 4,
+};
+
+enum {
+ YEAR_ENGINE_AGING_STOPS = 2050,
+};
+
+
+void ShowEnginePreviewWindow(EngineID engine);
+
+void DeleteCustomEngineNames(void)
+{
+ uint i;
+ StringID old;
+
+ for (i = 0; i != TOTAL_NUM_ENGINES; i++) {
+ old = _engine_name_strings[i];
+ _engine_name_strings[i] = i + STR_8000_KIRBY_PAUL_TANK_STEAM;
+ DeleteName(old);
+ }
+
+ _vehicle_design_names &= ~1;
+}
+
+void LoadCustomEngineNames(void)
+{
+ /* XXX: not done */
+ DEBUG(misc, 1, "LoadCustomEngineNames: not done");
+}
+
+static void SetupEngineNames(void)
+{
+ StringID *name;
+
+ for (name = _engine_name_strings; name != endof(_engine_name_strings); name++)
+ *name = STR_SV_EMPTY;
+
+ DeleteCustomEngineNames();
+ LoadCustomEngineNames();
+}
+
+static void AdjustAvailAircraft(void)
+{
+ byte avail = 0;
+ if (_cur_year >= 1955) avail |= 2; // big airport
+ if (_cur_year < 1960 || _patches.always_small_airport) avail |= 1; // small airport
+ if (_cur_year >= 1963) avail |= 4; // enable heliport
+
+ if (avail != _avail_aircraft) {
+ _avail_aircraft = avail;
+ InvalidateWindow(WC_BUILD_STATION, 0);
+ }
+}
+
+static void CalcEngineReliability(Engine *e)
+{
+ uint age = e->age;
+
+ 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 || _patches.never_expire_vehicles) {
+ /* 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->player_avail = 0;
+ e->reliability = e->reliability_final;
+ InvalidateWindowClassesData(WC_BUILD_VEHICLE); // Kick this engine out of the lists
+ }
+ InvalidateWindowClasses(WC_BUILD_VEHICLE); // Update to show the new reliability
+}
+
+void AddTypeToEngines(void)
+{
+ Engine* e = _engines;
+
+ do e->type = VEH_Train; while (++e < &_engines[ROAD_ENGINES_INDEX]);
+ do e->type = VEH_Road; while (++e < &_engines[SHIP_ENGINES_INDEX]);
+ do e->type = VEH_Ship; while (++e < &_engines[AIRCRAFT_ENGINES_INDEX]);
+ do e->type = VEH_Aircraft; while (++e < &_engines[TOTAL_NUM_ENGINES]);
+ do e->type = VEH_Special; while (++e < endof(_engines));
+}
+
+void StartupEngines(void)
+{
+ Engine *e;
+ const EngineInfo *ei;
+ /* Aging of vehicles stops, so account for that when starting late */
+ const Date aging_date = min(_date, ConvertYMDToDate(YEAR_ENGINE_AGING_STOPS, 0, 1));
+
+ SetupEngineNames();
+
+ for (e = _engines, ei = _engine_info; e != endof(_engines); e++, ei++) {
+ uint32 r;
+
+ e->age = 0;
+ e->railtype = ei->railtype;
+ e->flags = 0;
+ e->player_avail = 0;
+
+ // The magic value of 729 days below comes from the NewGRF spec. If the
+ // base intro date is before 1922 then the random number of days is not
+ // added.
+ r = Random();
+ e->intro_date = ei->base_intro <= ConvertYMDToDate(1922, 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->player_avail = (byte)-1;
+ e->flags |= ENGINE_AVAILABLE;
+ }
+
+ e->reliability_start = GB(r, 16, 14) + 0x7AE0;
+ r = Random();
+ e->reliability_max = GB(r, 0, 14) + 0xBFFF;
+ e->reliability_final = GB(r, 16, 14) + 0x3FFF;
+
+ r = Random();
+ 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->unk2&0x7F) << 2;
+
+ /* my invented flag for something that is a wagon */
+ if (ei->unk2 & 0x80) {
+ e->age = 0xFFFF;
+ } else {
+ CalcEngineReliability(e);
+ }
+
+ e->lifelength = ei->lifelength + _patches.extend_vehicle_life;
+
+ // prevent certain engines from ever appearing.
+ if (!HASBIT(ei->climates, _opt.landscape)) {
+ e->flags |= ENGINE_AVAILABLE;
+ e->player_avail = 0;
+ }
+
+ /* This sets up type for the engine
+ * It is needed if you want to ask the engine what type it is
+ * It should hopefully be the same as when you ask a vehicle what it is
+ * but using this, you can ask what type an engine number is
+ * even if it is not a vehicle (yet)*/
+ }
+
+ AdjustAvailAircraft();
+}
+
+static void AcceptEnginePreview(Engine *e, PlayerID player)
+{
+ Player *p = GetPlayer(player);
+
+ assert(e->railtype < RAILTYPE_END);
+ SETBIT(e->player_avail, player);
+ SETBIT(p->avail_railtypes, e->railtype);
+
+ e->preview_player = 0xFF;
+ if (player == _local_player) {
+ InvalidateWindowClassesData(WC_BUILD_VEHICLE);
+ InvalidateWindowClasses(WC_REPLACE_VEHICLE);
+ }
+}
+
+static PlayerID GetBestPlayer(PlayerID pp)
+{
+ const Player *p;
+ int32 best_hist;
+ PlayerID best_player;
+ uint mask = 0;
+
+ do {
+ best_hist = -1;
+ best_player = PLAYER_SPECTATOR;
+ FOR_ALL_PLAYERS(p) {
+ if (p->is_active && p->block_preview == 0 && !HASBIT(mask, p->index) &&
+ p->old_economy[0].performance_history > best_hist) {
+ best_hist = p->old_economy[0].performance_history;
+ best_player = p->index;
+ }
+ }
+
+ if (best_player == PLAYER_SPECTATOR) return PLAYER_SPECTATOR;
+
+ SETBIT(mask, best_player);
+ } while (--pp != 0);
+
+ return best_player;
+}
+
+void EnginesDailyLoop(void)
+{
+ EngineID i;
+
+ if (_cur_year >= YEAR_ENGINE_AGING_STOPS) return;
+
+ for (i = 0; i != lengthof(_engines); i++) {
+ Engine *e = &_engines[i];
+
+ if (e->flags & ENGINE_INTRODUCING) {
+ if (e->flags & ENGINE_PREVIEWING) {
+ if (e->preview_player != 0xFF && !--e->preview_wait) {
+ e->flags &= ~ENGINE_PREVIEWING;
+ DeleteWindowById(WC_ENGINE_PREVIEW, i);
+ e->preview_player++;
+ }
+ } else if (e->preview_player != 0xFF) {
+ PlayerID best_player = GetBestPlayer(e->preview_player);
+
+ if (best_player == PLAYER_SPECTATOR) {
+ e->preview_player = 0xFF;
+ continue;
+ }
+
+ if (!IsHumanPlayer(best_player)) {
+ /* XXX - TTDBUG: TTD has a bug here ???? */
+ AcceptEnginePreview(e, best_player);
+ } else {
+ e->flags |= ENGINE_PREVIEWING;
+ e->preview_wait = 20;
+ if (IsInteractivePlayer(best_player)) ShowEnginePreviewWindow(i);
+ }
+ }
+ }
+ }
+}
+
+/** Accept an engine prototype. XXX - it is possible that the top-player
+ * changes while you are waiting to accept the offer? Then it becomes invalid
+ * @param tile unused
+ * @param p1 engine-prototype offered
+ * @param p2 unused
+ */
+int32 CmdWantEnginePreview(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ Engine *e;
+
+ if (!IsEngineIndex(p1)) return CMD_ERROR;
+ e = GetEngine(p1);
+ if (GetBestPlayer(e->preview_player) != _current_player) return CMD_ERROR;
+
+ if (flags & DC_EXEC) AcceptEnginePreview(e, _current_player);
+
+ return 0;
+}
+
+// Determine if an engine type is a wagon (and not a loco)
+static bool IsWagon(EngineID index)
+{
+ return index < NUM_TRAIN_ENGINES && RailVehInfo(index)->flags & RVI_WAGON;
+}
+
+static void NewVehicleAvailable(Engine *e)
+{
+ Vehicle *v;
+ Player *p;
+ EngineID index = e - _engines;
+
+ // In case the player didn't build the vehicle during the intro period,
+ // prevent that player from getting future intro periods for a while.
+ if (e->flags & ENGINE_INTRODUCING) {
+ FOR_ALL_PLAYERS(p) {
+ uint block_preview = p->block_preview;
+
+ if (!HASBIT(e->player_avail, p->index)) continue;
+
+ /* We assume the user did NOT build it.. prove me wrong ;) */
+ p->block_preview = 20;
+
+ FOR_ALL_VEHICLES(v) {
+ if (v->type == VEH_Train || v->type == VEH_Road || v->type == VEH_Ship ||
+ (v->type == VEH_Aircraft && v->subtype <= 2)) {
+ if (v->owner == p->index && v->engine_type == index) {
+ /* The user did prove me wrong, so restore old value */
+ p->block_preview = block_preview;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ e->flags = (e->flags & ~ENGINE_INTRODUCING) | ENGINE_AVAILABLE;
+ InvalidateWindowClassesData(WC_BUILD_VEHICLE);
+ InvalidateWindowClasses(WC_REPLACE_VEHICLE);
+
+ // Now available for all players
+ e->player_avail = (byte)-1;
+
+ // Do not introduce new rail wagons
+ if (IsWagon(index)) return;
+
+ // make maglev / monorail available
+ FOR_ALL_PLAYERS(p) {
+ if (p->is_active) {
+ assert(e->railtype < RAILTYPE_END);
+ SETBIT(p->avail_railtypes, e->railtype);
+ }
+ }
+
+ if (index < NUM_TRAIN_ENGINES) {
+ AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_TRAINAVAIL), 0, 0);
+ } else if (index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES) {
+ AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_ROADAVAIL), 0, 0);
+ } else if (index < NUM_TRAIN_ENGINES + NUM_ROAD_ENGINES + NUM_SHIP_ENGINES) {
+ AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_SHIPAVAIL), 0, 0);
+ } else {
+ AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_AIRCRAFTAVAIL), 0, 0);
+ }
+}
+
+void EnginesMonthlyLoop(void)
+{
+ Engine *e;
+
+ if (_cur_year < YEAR_ENGINE_AGING_STOPS) {
+ for (e = _engines; e != endof(_engines); e++) {
+ // Age the vehicle
+ if (e->flags & ENGINE_AVAILABLE && e->age != 0xFFFF) {
+ e->age++;
+ CalcEngineReliability(e);
+ }
+
+ if (!(e->flags & ENGINE_AVAILABLE) && _date >= (e->intro_date + 365)) {
+ // Introduce it to all players
+ NewVehicleAvailable(e);
+ } else if (!(e->flags & (ENGINE_AVAILABLE|ENGINE_INTRODUCING)) && _date >= e->intro_date) {
+ // Introduction date has passed.. show introducing dialog to one player.
+ e->flags |= ENGINE_INTRODUCING;
+
+ // Do not introduce new rail wagons
+ if (!IsWagon(e - _engines))
+ e->preview_player = 1; // Give to the player with the highest rating.
+ }
+ }
+ }
+ AdjustAvailAircraft();
+}
+
+/** Rename an engine.
+ * @param tile unused
+ * @param p1 engine ID to rename
+ * @param p2 unused
+ */
+int32 CmdRenameEngine(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
+{
+ StringID str;
+
+ if (!IsEngineIndex(p1) || _cmd_text[0] == '\0') return CMD_ERROR;
+
+ str = AllocateNameUnique(_cmd_text, 0);
+ if (str == 0) return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ StringID old_str = _engine_name_strings[p1];
+ _engine_name_strings[p1] = str;
+ DeleteName(old_str);
+ _vehicle_design_names |= 3;
+ MarkWholeScreenDirty();
+ } else {
+ DeleteName(str);
+ }
+
+ return 0;
+}
+
+
+/*
+ * returns true if an engine is valid, of the specified type, and buildable by
+ * the given player, false otherwise
+ *
+ * engine = index of the engine to check
+ * type = the type the engine should be of (VEH_xxx)
+ * player = index of the player
+ */
+bool IsEngineBuildable(EngineID engine, byte type, PlayerID player)
+{
+ const Engine *e;
+
+ // check if it's an engine that is in the engine array
+ if (!IsEngineIndex(engine)) return false;
+
+ e = GetEngine(engine);
+
+ // check if it's an engine of specified type
+ if (e->type != type) return false;
+
+ // check if it's available
+ if (!HASBIT(e->player_avail, player)) return false;
+
+ return true;
+}
+
+/************************************************************************
+ * Engine Replacement stuff
+ ************************************************************************/
+
+static void EngineRenewPoolNewBlock(uint start_item);
+
+DEFINE_OLD_POOL(EngineRenew, EngineRenew, EngineRenewPoolNewBlock, NULL)
+
+static void EngineRenewPoolNewBlock(uint start_item)
+{
+ EngineRenew *er;
+
+ /* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
+ * TODO - This is just a temporary stage, this will be removed. */
+ for (er = GetEngineRenew(start_item); er != NULL; er = (er->index + 1U < GetEngineRenewPoolSize()) ? GetEngineRenew(er->index + 1U) : NULL) {
+ er->index = start_item++;
+ er->from = INVALID_ENGINE;
+ }
+}
+
+
+static EngineRenew *AllocateEngineRenew(void)
+{
+ EngineRenew *er;
+
+ /* We don't use FOR_ALL here, because FOR_ALL skips invalid items.
+ * TODO - This is just a temporary stage, this will be removed. */
+ for (er = GetEngineRenew(0); er != NULL; er = (er->index + 1U < GetEngineRenewPoolSize()) ? GetEngineRenew(er->index + 1U) : NULL) {
+ if (IsValidEngineRenew(er)) continue;
+
+ er->to = INVALID_ENGINE;
+ er->next = NULL;
+ return er;
+ }
+
+ /* Check if we can add a block to the pool */
+ if (AddBlockToPool(&_EngineRenew_pool)) return AllocateEngineRenew();
+
+ return NULL;
+}
+
+/**
+ * Retrieves the EngineRenew that specifies the replacement of the given
+ * engine type from the given renewlist */
+static EngineRenew *GetEngineReplacement(EngineRenewList erl, EngineID engine)
+{
+ EngineRenew *er = (EngineRenew *)erl;
+
+ while (er) {
+ if (er->from == engine) return er;
+ er = er->next;
+ }
+ return NULL;
+}
+
+void RemoveAllEngineReplacement(EngineRenewList *erl)
+{
+ EngineRenew *er = (EngineRenew *)(*erl);
+ EngineRenew *next;
+
+ while (er) {
+ next = er->next;
+ DeleteEngineRenew(er);
+ er = next;
+ }
+ *erl = NULL; // Empty list
+}
+
+EngineID EngineReplacement(EngineRenewList erl, EngineID engine)
+{
+ const EngineRenew *er = GetEngineReplacement(erl, engine);
+ return er == NULL ? INVALID_ENGINE : er->to;
+}
+
+int32 AddEngineReplacement(EngineRenewList *erl, EngineID old_engine, EngineID new_engine, uint32 flags)
+{
+ EngineRenew *er;
+
+ /* Check if the old vehicle is already in the list */
+ er = GetEngineReplacement(*erl, old_engine);
+ if (er != NULL) {
+ if (flags & DC_EXEC) er->to = new_engine;
+ return 0;
+ }
+
+ er = AllocateEngineRenew();
+ if (er == NULL) return CMD_ERROR;
+
+ if (flags & DC_EXEC) {
+ er->from = old_engine;
+ er->to = new_engine;
+
+ /* Insert before the first element */
+ er->next = (EngineRenew *)(*erl);
+ *erl = (EngineRenewList)er;
+ }
+
+ return 0;
+}
+
+int32 RemoveEngineReplacement(EngineRenewList *erl, EngineID engine, uint32 flags)
+{
+ EngineRenew *er = (EngineRenew *)(*erl);
+ EngineRenew *prev = NULL;
+
+ while (er)
+ {
+ if (er->from == engine) {
+ if (flags & DC_EXEC) {
+ if (prev == NULL) { // First element
+ /* The second becomes the new first element */
+ *erl = (EngineRenewList)er->next;
+ } else {
+ /* Cut this element out */
+ prev->next = er->next;
+ }
+ DeleteEngineRenew(er);
+ }
+ return 0;
+ }
+ prev = er;
+ er = er->next;
+ }
+
+ return CMD_ERROR;
+}
+
+static const SaveLoad _engine_renew_desc[] = {
+ SLE_VAR(EngineRenew, from, SLE_UINT16),
+ SLE_VAR(EngineRenew, to, SLE_UINT16),
+
+ SLE_REF(EngineRenew, next, REF_ENGINE_RENEWS),
+
+ SLE_END()
+};
+
+static void Save_ERNW(void)
+{
+ EngineRenew *er;
+
+ FOR_ALL_ENGINE_RENEWS(er) {
+ SlSetArrayIndex(er->index);
+ SlObject(er, _engine_renew_desc);
+ }
+}
+
+static void Load_ERNW(void)
+{
+ int index;
+
+ while ((index = SlIterateArray()) != -1) {
+ EngineRenew *er;
+
+ if (!AddBlockIfNeeded(&_EngineRenew_pool, index))
+ error("EngineRenews: failed loading savegame: too many EngineRenews");
+
+ er = GetEngineRenew(index);
+ SlObject(er, _engine_renew_desc);
+ }
+}
+
+static const SaveLoad _engine_desc[] = {
+ SLE_CONDVAR(Engine, intro_date, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
+ SLE_CONDVAR(Engine, intro_date, SLE_INT32, 31, SL_MAX_VERSION),
+ SLE_CONDVAR(Engine, age, SLE_FILE_U16 | SLE_VAR_I32, 0, 30),
+ SLE_CONDVAR(Engine, age, SLE_INT32, 31, SL_MAX_VERSION),
+ SLE_VAR(Engine, reliability, SLE_UINT16),
+ SLE_VAR(Engine, reliability_spd_dec, SLE_UINT16),
+ SLE_VAR(Engine, reliability_start, SLE_UINT16),
+ SLE_VAR(Engine, reliability_max, SLE_UINT16),
+ SLE_VAR(Engine, reliability_final, SLE_UINT16),
+ SLE_VAR(Engine, duration_phase_1, SLE_UINT16),
+ SLE_VAR(Engine, duration_phase_2, SLE_UINT16),
+ SLE_VAR(Engine, duration_phase_3, SLE_UINT16),
+
+ SLE_VAR(Engine, lifelength, SLE_UINT8),
+ SLE_VAR(Engine, flags, SLE_UINT8),
+ SLE_VAR(Engine, preview_player, SLE_UINT8),
+ SLE_VAR(Engine, preview_wait, SLE_UINT8),
+ SLE_VAR(Engine, railtype, SLE_UINT8),
+ SLE_VAR(Engine, player_avail, SLE_UINT8),
+
+ // reserve extra space in savegame here. (currently 16 bytes)
+ SLE_CONDNULL(16, 2, SL_MAX_VERSION),
+
+ SLE_END()
+};
+
+static void Save_ENGN(void)
+{
+ uint i;
+
+ for (i = 0; i != lengthof(_engines); i++) {
+ SlSetArrayIndex(i);
+ SlObject(&_engines[i], _engine_desc);
+ }
+}
+
+static void Load_ENGN(void)
+{
+ int index;
+ while ((index = SlIterateArray()) != -1) {
+ SlObject(GetEngine(index), _engine_desc);
+ }
+}
+
+static void LoadSave_ENGS(void)
+{
+ SlArray(_engine_name_strings, lengthof(_engine_name_strings), SLE_STRINGID);
+}
+
+const ChunkHandler _engine_chunk_handlers[] = {
+ { 'ENGN', Save_ENGN, Load_ENGN, CH_ARRAY },
+ { 'ENGS', LoadSave_ENGS, LoadSave_ENGS, CH_RIFF },
+ { 'ERNW', Save_ERNW, Load_ERNW, CH_ARRAY | CH_LAST},
+};
+
+void InitializeEngines(void)
+{
+ /* Clean the engine renew pool and create 1 block in it */
+ CleanPool(&_EngineRenew_pool);
+ AddBlockToPool(&_EngineRenew_pool);
+}