/* $Id$ */ #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 "aircraft.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 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; /* 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(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]); } 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->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); SETBIT(e->player_avail, player); if (e->type == VEH_Train) { const RailVehicleInfo *rvi = RailVehInfo(eid); Player *p = GetPlayer(player); assert(rvi->railtype < RAILTYPE_END); SETBIT(p->avail_railtypes, rvi->railtype); } 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(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 = INVALID_PLAYER; continue; } if (!IsHumanPlayer(best_player)) { /* XXX - TTDBUG: TTD has a bug here ???? */ AcceptEnginePreview(i, 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(p1, _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)->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_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 && 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_INTRODUCING) | 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); } 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 = (PlayerID)1; // Give to the player with the highest rating. } } } } /** 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_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(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); } 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(void) { /* Clean the engine renew pool and create 1 block in it */ CleanPool(&_EngineRenew_pool); AddBlockToPool(&_EngineRenew_pool); }