/* $Id$ */ /** @file engine.cpp */ #include "stdafx.h" #include "openttd.h" #include "debug.h" #include "table/strings.h" #include "engine.h" #include "player.h" #include "command_func.h" #include "news.h" #include "saveload.h" #include "variables.h" #include "train.h" #include "aircraft.h" #include "newgrf_cargo.h" #include "table/engines.h" #include "group.h" #include "misc/autoptr.hpp" #include "strings_func.h" #include "viewport.h" #include "functions.h" #include "window_func.h" #include "date_func.h" #include "autoreplace_base.h" #include "autoreplace_gui.h" #include "string_func.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 { YEAR_ENGINE_AGING_STOPS = 2050, }; void ShowEnginePreviewWindow(EngineID engine); void DeleteCustomEngineNames() { 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() { /* XXX: not done */ DEBUG(misc, 1, "LoadCustomEngineNames: not done"); } static void SetupEngineNames() { StringID *name; for (name = _engine_name_strings; name != endof(_engine_name_strings); name++) *name = STR_SV_EMPTY; DeleteCustomEngineNames(); LoadCustomEngineNames(); } static void CalcEngineReliability(Engine *e) { uint age = e->age; /* Check for early retirement */ if (e->player_avail != 0 && !_patches.never_expire_vehicles) { uint retire_early = EngInfo(e - _engines)->retire_early; if (retire_early > 0 && age >= e->duration_phase_1 + e->duration_phase_2 - retire_early * 12) { /* Early retirement is enabled and we're past the date... */ e->player_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 || _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; /* Kick this engine out of the lists */ AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type); } InvalidateWindowClasses(WC_BUILD_VEHICLE); // Update to show the new reliability InvalidateWindowClasses(WC_REPLACE_VEHICLE); } void AddTypeToEngines() { 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]); } void StartupEngines() { 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->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)*/ } } static void AcceptEnginePreview(EngineID eid, PlayerID player) { Engine *e = GetEngine(eid); Player *p = GetPlayer(player); SetBit(e->player_avail, player); if (e->type == VEH_TRAIN) { const RailVehicleInfo *rvi = RailVehInfo(eid); assert(rvi->railtype < RAILTYPE_END); SetBit(p->avail_railtypes, rvi->railtype); } else if (e->type == VEH_ROAD) { SetBit(p->avail_roadtypes, HasBit(EngInfo(eid)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD); } e->preview_player = INVALID_PLAYER; if (player == _local_player) { AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type); } } 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--, pp != 0); return best_player; } void EnginesDailyLoop() { 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_EXCLUSIVE_PREVIEW) { if (e->flags & ENGINE_OFFER_WINDOW_OPEN) { if (e->preview_player != 0xFF && !--e->preview_wait) { e->flags &= ~ENGINE_OFFER_WINDOW_OPEN; 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 = INVALID_PLAYER; continue; } if (!IsHumanPlayer(best_player)) { /* XXX - TTDBUG: TTD has a bug here ???? */ AcceptEnginePreview(i, best_player); } else { e->flags |= ENGINE_OFFER_WINDOW_OPEN; 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 flags operation to perfom * @param p1 engine-prototype offered * @param p2 unused */ CommandCost 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(p1, _current_player); return CommandCost(); } /* Determine if an engine type is a wagon (and not a loco) */ static bool IsWagon(EngineID index) { return index < NUM_TRAIN_ENGINES && RailVehInfo(index)->railveh_type == RAILVEH_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_EXCLUSIVE_PREVIEW) { 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 && IsNormalAircraft(v))) { 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_EXCLUSIVE_PREVIEW) | ENGINE_AVAILABLE; AddRemoveEngineFromAutoreplaceAndBuildWindows(e->type); /* Now available for all players */ e->player_avail = (byte)-1; /* Do not introduce new rail wagons */ if (IsWagon(index)) return; if (index < NUM_TRAIN_ENGINES) { /* maybe make another rail type available */ RailType railtype = RailVehInfo(index)->railtype; assert(railtype < RAILTYPE_END); FOR_ALL_PLAYERS(p) { if (p->is_active) SetBit(p->avail_railtypes, railtype); } } if ((index - NUM_TRAIN_ENGINES) < NUM_ROAD_ENGINES) { /* maybe make another road type available */ FOR_ALL_PLAYERS(p) { if (p->is_active) SetBit(p->avail_roadtypes, HasBit(EngInfo(index)->misc_flags, EF_ROAD_TRAM) ? ROADTYPE_TRAM : ROADTYPE_ROAD); } } AddNewsItem(index, NEWS_FLAGS(NM_CALLBACK, 0, NT_NEW_VEHICLES, DNC_VEHICLEAVAIL), 0, 0); } void EnginesMonthlyLoop() { 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_EXCLUSIVE_PREVIEW)) && _date >= e->intro_date) { /* Introduction date has passed.. show introducing dialog to one player. */ e->flags |= ENGINE_EXCLUSIVE_PREVIEW; /* Do not introduce new rail wagons */ if (!IsWagon(e - _engines)) e->preview_player = (PlayerID)1; // Give to the player with the highest rating. } } } } static bool IsUniqueEngineName(const char *name) { char buf[512]; for (EngineID i = 0; i < TOTAL_NUM_ENGINES; i++) { SetDParam(0, i); GetString(buf, STR_ENGINE_NAME, lastof(buf)); if (strcmp(buf, name) == 0) return false; } return true; } /** Rename an engine. * @param tile unused * @param flags operation to perfom * @param p1 engine ID to rename * @param p2 unused */ CommandCost CmdRenameEngine(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { StringID str; if (!IsEngineIndex(p1) || StrEmpty(_cmd_text)) return CMD_ERROR; if (!IsUniqueEngineName(_cmd_text)) return_cmd_error(STR_NAME_MUST_BE_UNIQUE); str = AllocateName(_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 CommandCost(); } /* * 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; if (type == VEH_TRAIN) { /* Check if the rail type is available to this player */ const Player *p = GetPlayer(player); if (!HasBit(p->avail_railtypes, RailVehInfo(engine)->railtype)) return false; } return true; } /** Get the default cargo type for a certain engine type * @param engine The ID to get the cargo for * @return The cargo type. CT_INVALID means no cargo capacity */ CargoID GetEngineCargoType(EngineID engine) { assert(IsEngineIndex(engine)); switch (GetEngine(engine)->type) { case VEH_TRAIN: if (RailVehInfo(engine)->capacity == 0) return CT_INVALID; return RailVehInfo(engine)->cargo_type; case VEH_ROAD: if (RoadVehInfo(engine)->capacity == 0) return CT_INVALID; return RoadVehInfo(engine)->cargo_type; case VEH_SHIP: if (ShipVehInfo(engine)->capacity == 0) return CT_INVALID; return ShipVehInfo(engine)->cargo_type; case VEH_AIRCRAFT: /* all aircraft starts as passenger planes with cargo capacity */ return CT_PASSENGERS; default: NOT_REACHED(); return CT_INVALID; } } /************************************************************************ * Engine Replacement stuff ************************************************************************/ DEFINE_OLD_POOL_GENERIC(EngineRenew, EngineRenew) /** * Retrieves the EngineRenew that specifies the replacement of the given * engine type from the given renewlist */ static EngineRenew *GetEngineReplacement(EngineRenewList erl, EngineID engine, GroupID group) { EngineRenew *er = (EngineRenew *)erl; while (er) { if (er->from == engine && er->group_id == group) return er; er = er->next; } return NULL; } void RemoveAllEngineReplacement(EngineRenewList *erl) { EngineRenew *er = (EngineRenew *)(*erl); EngineRenew *next; while (er != NULL) { next = er->next; delete er; er = next; } *erl = NULL; // Empty list } EngineID EngineReplacement(EngineRenewList erl, EngineID engine, GroupID group) { const EngineRenew *er = GetEngineReplacement(erl, engine, group); return er == NULL ? INVALID_ENGINE : er->to; } CommandCost AddEngineReplacement(EngineRenewList *erl, EngineID old_engine, EngineID new_engine, GroupID group, uint32 flags) { EngineRenew *er; /* Check if the old vehicle is already in the list */ er = GetEngineReplacement(*erl, old_engine, group); if (er != NULL) { if (flags & DC_EXEC) er->to = new_engine; return CommandCost(); } er = new EngineRenew(old_engine, new_engine); if (er == NULL) return CMD_ERROR; AutoPtrT er_auto_delete = er; if (flags & DC_EXEC) { er->group_id = group; /* Insert before the first element */ er->next = (EngineRenew *)(*erl); *erl = (EngineRenewList)er; er_auto_delete.Detach(); } return CommandCost(); } CommandCost RemoveEngineReplacement(EngineRenewList *erl, EngineID engine, GroupID group, uint32 flags) { EngineRenew *er = (EngineRenew *)(*erl); EngineRenew *prev = NULL; while (er) { if (er->from == engine && er->group_id == group) { 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; } delete er; } return CommandCost(); } 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_CONDVAR(EngineRenew, group_id, SLE_UINT16, 60, SL_MAX_VERSION), SLE_END() }; static void Save_ERNW() { EngineRenew *er; FOR_ALL_ENGINE_RENEWS(er) { SlSetArrayIndex(er->index); SlObject(er, _engine_renew_desc); } } static void Load_ERNW() { int index; while ((index = SlIterateArray()) != -1) { EngineRenew *er = new (index) EngineRenew(); SlObject(er, _engine_renew_desc); /* Advanced vehicle lists, ungrouped vehicles got added */ if (CheckSavegameVersion(60)) { er->group_id = ALL_GROUP; } else if (CheckSavegameVersion(71)) { if (er->group_id == DEFAULT_GROUP) er->group_id = ALL_GROUP; } } } 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_CONDNULL(1, 0, 44), 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() { uint i; for (i = 0; i != lengthof(_engines); i++) { SlSetArrayIndex(i); SlObject(&_engines[i], _engine_desc); } } static void Load_ENGN() { int index; while ((index = SlIterateArray()) != -1) { SlObject(GetEngine(index), _engine_desc); } } static void LoadSave_ENGS() { SlArray(_engine_name_strings, lengthof(_engine_name_strings), SLE_STRINGID); } extern 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() { /* Clean the engine renew pool and create 1 block in it */ _EngineRenew_pool.CleanPool(); _EngineRenew_pool.AddBlockToPool(); }