/* * 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 = {}; uint16_t TimerGameCalendar::sub_date_fract = {}; /** * Converts a Date to a Year, Month & Day. * @param date the date to convert from * @returns YearMonthDay representation of the Date. */ /* static */ TimerGameCalendar::YearMonthDay TimerGameCalendar::ConvertDateToYMD(TimerGameCalendar::Date date) { /* This wrapper function only exists because economy time sometimes does things differently, when using wallclock units. */ return CalendarConvertDateToYMD(date); } /** * Converts a tuple of Year, Month and Day to a Date. * @param year is a number between 0..MAX_YEAR * @param month is a number between 0..11 * @param day is a number between 1..31 * @returns The equivalent date. */ /* static */ TimerGameCalendar::Date TimerGameCalendar::ConvertYMDToDate(TimerGameCalendar::Year year, TimerGameCalendar::Month month, TimerGameCalendar::Day day) { /* This wrapper function only exists because economy time sometimes does things differently, when using wallclock units. */ return CalendarConvertYMDToDate(year, month, day); } /** * 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<> bool TimerManager::Elapsed([[maybe_unused]] TimerGameCalendar::TElapsed delta) { assert(delta == 1); if (_game_mode == GM_MENU) return false; /* If calendar day progress is frozen, don't try to advance time. */ if (_settings_game.economy.minutes_per_calendar_year == CalendarTime::FROZEN_MINUTES_PER_YEAR) return false; /* If we are using a non-default calendar progression speed, we need to check the sub_date_fract before updating date_fract. */ if (_settings_game.economy.minutes_per_calendar_year != CalendarTime::DEF_MINUTES_PER_YEAR) { TimerGameCalendar::sub_date_fract += Ticks::DAY_TICKS; /* Check if we are ready to increment date_fract */ const uint16_t threshold = (_settings_game.economy.minutes_per_calendar_year * Ticks::DAY_TICKS) / CalendarTime::DEF_MINUTES_PER_YEAR; if (TimerGameCalendar::sub_date_fract < threshold) return false; TimerGameCalendar::sub_date_fract = std::min(TimerGameCalendar::sub_date_fract - threshold, Ticks::DAY_TICKS - 1); } TimerGameCalendar::date_fract++; /* Check if we entered a new day. */ if (TimerGameCalendar::date_fract < Ticks::DAY_TICKS) return true; TimerGameCalendar::date_fract = 0; TimerGameCalendar::sub_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); } } /* 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; } return true; } #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 */