Add wallclock time settings

This commit is contained in:
Jonathan G Rennison
2024-02-15 19:33:01 +00:00
parent 58f8971f17
commit a48e15dce0
15 changed files with 294 additions and 27 deletions

View File

@@ -1079,6 +1079,12 @@ static void UpdateAllServiceInterval(int32_t new_value)
vds->servint_roadveh = DEF_SERVINT_PERCENT;
vds->servint_aircraft = DEF_SERVINT_PERCENT;
vds->servint_ships = DEF_SERVINT_PERCENT;
} else if (EconTime::UsingWallclockUnits(_game_mode == GM_MENU)) {
/* Service intervals are in minutes. */
vds->servint_trains = DEF_SERVINT_MINUTES_TRAINS;
vds->servint_roadveh = DEF_SERVINT_MINUTES_ROADVEH;
vds->servint_aircraft = DEF_SERVINT_MINUTES_AIRCRAFT;
vds->servint_ships = DEF_SERVINT_MINUTES_SHIPS;
} else {
/* Service intervals are in days. */
vds->servint_trains = DEF_SERVINT_DAYS_TRAINS;
@@ -1127,6 +1133,85 @@ static void UpdateServiceInterval(VehicleType type, int32_t new_value)
SetWindowClassesDirty(WC_VEHICLE_DETAILS);
}
/**
* Callback for when the player changes the timekeeping units.
* @param Unused.
*/
static void ChangeTimekeepingUnits(int32_t)
{
/* If service intervals are in time units (calendar days or real-world minutes), reset them to the correct defaults. */
if (!_settings_client.company.vehicle.servint_ispercent) {
UpdateAllServiceInterval(0);
}
/* If we are using calendar timekeeping, "minutes per year" must be default. */
if (_game_mode == GM_MENU && !EconTime::UsingWallclockUnits(true)) {
_settings_newgame.economy.minutes_per_calendar_year = CalTime::DEF_MINUTES_PER_YEAR;
}
InvalidateWindowClassesData(WC_GAME_OPTIONS, 0);
/* It is possible to change these units in Scenario Editor. We must set the economy date appropriately. */
if (_game_mode == GM_EDITOR) {
EconTime::Date new_economy_date;
EconTime::DateFract new_economy_date_fract;
if (EconTime::UsingWallclockUnits()) {
/* If the new mode is wallclock units, set the economy year back to 1. */
new_economy_date = EconTime::DAYS_TILL_ORIGINAL_BASE_YEAR_WALLCLOCK_MODE;
new_economy_date_fract = 0;
} else {
/* If the new mode is calendar units, sync the economy year with the calendar year. */
new_economy_date = CalTime::CurDate().base();
new_economy_date_fract = CalTime::CurDateFract();
}
/* If you open a savegame as a scenario, there may already be link graphs and/or vehicles. These use economy date. */
LinkGraphSchedule::instance.ShiftDates(new_economy_date - EconTime::CurDate());
ShiftVehicleDates(new_economy_date - EconTime::CurDate());
/* Only change the date after changing cached values above. */
EconTime::Detail::SetDate(new_economy_date, new_economy_date_fract);
UpdateOrderUIOnDateChange();
}
UpdateEffectiveDayLengthFactor();
}
/**
* Callback after the player changes the minutes per year.
* @param new_value The intended new value of the setting, used for clamping.
*/
static void ChangeMinutesPerYear(int32_t new_value)
{
/* We don't allow setting Minutes Per Year below default, unless it's to 0 for frozen calendar time. */
if (new_value < CalTime::DEF_MINUTES_PER_YEAR) {
int clamped;
/* If the new value is 1, we're probably at 0 and trying to increase the value, so we should jump up to default. */
if (new_value == 1) {
clamped = CalTime::DEF_MINUTES_PER_YEAR;
} else {
clamped = CalTime::FROZEN_MINUTES_PER_YEAR;
}
/* Override the setting with the clamped value. */
if (_game_mode == GM_MENU) {
_settings_newgame.economy.minutes_per_calendar_year = clamped;
} else {
_settings_game.economy.minutes_per_calendar_year = clamped;
}
}
/* If the setting value is not the default, force the game to use wallclock timekeeping units.
* This can only happen in the menu, since the pre_cb ensures this setting can only be changed there, or if we're already using wallclock units.
*/
if (_game_mode == GM_MENU && (_settings_newgame.economy.minutes_per_calendar_year != CalTime::DEF_MINUTES_PER_YEAR)) {
_settings_newgame.economy.timekeeping_units = TKU_WALLCLOCK;
InvalidateWindowClassesData(WC_GAME_OPTIONS, 0);
}
}
static void TrainAccelerationModelChanged(int32_t new_value)
{
for (Train *t : Train::Iterate()) {