# economy.cpp

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    00001 /* $Id: economy.cpp 18908 2010-01-24 11:05:26Z rubidium $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * 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.
    00006  * 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.
    00007  * 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 <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "company_func.h"
    00014 #include "command_func.h"
    00015 #include "industry.h"
    00016 #include "town.h"
    00017 #include "news_func.h"
    00018 #include "network/network.h"
    00019 #include "network/network_func.h"
    00020 #include "vehicle_gui.h"
    00021 #include "ai/ai.hpp"
    00022 #include "aircraft.h"
    00023 #include "train.h"
    00024 #include "newgrf_cargo.h"
    00025 #include "newgrf_engine.h"
    00026 #include "newgrf_sound.h"
    00027 #include "newgrf_industries.h"
    00028 #include "newgrf_industrytiles.h"
    00029 #include "newgrf_station.h"
    00030 #include "unmovable.h"
    00031 #include "group.h"
    00032 #include "strings_func.h"
    00033 #include "functions.h"
    00034 #include "window_func.h"
    00035 #include "date_func.h"
    00036 #include "vehicle_func.h"
    00037 #include "sound_func.h"
    00038 #include "autoreplace_func.h"
    00039 #include "company_gui.h"
    00040 #include "signs_base.h"
    00041 #include "subsidy_base.h"
    00042 #include "subsidy_func.h"
    00043 #include "station_base.h"
    00044 #include "waypoint_base.h"
    00045 #include "economy_base.h"
    00046 #include "core/pool_func.hpp"
    00047 #include "newgrf.h"
    00048 #include "engine_base.h"
    00049
    00050 #include "table/strings.h"
    00051 #include "table/sprites.h"
    00052 #include "table/pricebase.h"
    00053
    00054
    00055 /* Initialize the cargo payment-pool */
    00056 CargoPaymentPool _cargo_payment_pool("CargoPayment");
    00057 INSTANTIATE_POOL_METHODS(CargoPayment)
    00058
    00059
    00070 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
    00071 {
    00072   return (int32)((int64)a * (int64)b >> shift);
    00073 }
    00074
    00086 static inline uint32 BigMulSU(const uint32 a, const uint32 b, const uint8 shift)
    00087 {
    00088   return (uint32)((uint64)a * (uint64)b >> shift);
    00089 }
    00090
    00091 typedef SmallVector<Industry *, 16> SmallIndustryList;
    00092
    00093 /* Score info */
    00094 const ScoreInfo _score_info[] = {
    00095   { SCORE_VEHICLES,        120, 100 },
    00096   { SCORE_STATIONS,         80, 100 },
    00097   { SCORE_MIN_PROFIT,    10000, 100 },
    00098   { SCORE_MIN_INCOME,    50000,  50 },
    00099   { SCORE_MAX_INCOME,   100000, 100 },
    00100   { SCORE_DELIVERED,     40000, 400 },
    00101   { SCORE_CARGO,             8,  50 },
    00102   { SCORE_MONEY,      10000000,  50 },
    00103   { SCORE_LOAN,         250000,  50 },
    00104   { SCORE_TOTAL,             0,   0 }
    00105 };
    00106
    00107 int _score_part[MAX_COMPANIES][SCORE_END];
    00108 Economy _economy;
    00109 Prices _price;
    00110 Money _additional_cash_required;
    00111 static PriceMultipliers _price_base_multiplier;
    00112
    00122 Money CalculateCompanyValue(const Company *c, bool including_loan)
    00123 {
    00124   Owner owner = c->index;
    00125   Money value = 0;
    00126
    00127   Station *st;
    00128   uint num = 0;
    00129
    00130   FOR_ALL_STATIONS(st) {
    00131     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00132   }
    00133
    00134   value += num * _price[PR_STATION_VALUE] * 25;
    00135
    00136   Vehicle *v;
    00137   FOR_ALL_VEHICLES(v) {
    00138     if (v->owner != owner) continue;
    00139
    00140     if (v->type == VEH_TRAIN ||
    00141         v->type == VEH_ROAD ||
    00142         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00143         v->type == VEH_SHIP) {
    00144       value += v->value * 3 >> 1;
    00145     }
    00146   }
    00147
    00148   /* Add real money value */
    00149   if (including_loan) value -= c->current_loan;
    00150   value += c->money;
    00151
    00152   return max(value, (Money)1);
    00153 }
    00154
    00161 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00162 {
    00163   Owner owner = c->index;
    00164   int score = 0;
    00165
    00166   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00167
    00168   /* Count vehicles */
    00169   {
    00170     Vehicle *v;
    00171     Money min_profit = 0;
    00172     bool min_profit_first = true;
    00173     uint num = 0;
    00174
    00175     FOR_ALL_VEHICLES(v) {
    00176       if (v->owner != owner) continue;
    00177       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00178         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00179         if (v->age > 730) {
    00180           /* Find the vehicle with the lowest amount of profit */
    00181           if (min_profit_first || min_profit > v->profit_last_year) {
    00182             min_profit = v->profit_last_year;
    00183             min_profit_first = false;
    00184           }
    00185         }
    00186       }
    00187     }
    00188
    00189     min_profit >>= 8; // remove the fract part
    00190
    00191     _score_part[owner][SCORE_VEHICLES] = num;
    00192     /* Don't allow negative min_profit to show */
    00193     if (min_profit > 0)
    00194       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00195   }
    00196
    00197   /* Count stations */
    00198   {
    00199     uint num = 0;
    00200     const Station *st;
    00201
    00202     FOR_ALL_STATIONS(st) {
    00203       /* Only count stations that are actually serviced */
    00204       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00205     }
    00206     _score_part[owner][SCORE_STATIONS] = num;
    00207   }
    00208
    00209   /* Generate statistics depending on recent income statistics */
    00210   {
    00211     int numec = min(c->num_valid_stat_ent, 12);
    00212     if (numec != 0) {
    00213       const CompanyEconomyEntry *cee = c->old_economy;
    00214       Money min_income = cee->income + cee->expenses;
    00215       Money max_income = cee->income + cee->expenses;
    00216
    00217       do {
    00218         min_income = min(min_income, cee->income + cee->expenses);
    00219         max_income = max(max_income, cee->income + cee->expenses);
    00220       } while (++cee, --numec);
    00221
    00222       if (min_income > 0) {
    00223         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00224       }
    00225
    00226       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00227     }
    00228   }
    00229
    00230   /* Generate score depending on amount of transported cargo */
    00231   {
    00232     const CompanyEconomyEntry *cee;
    00233     int numec;
    00234     uint32 total_delivered;
    00235
    00236     numec = min(c->num_valid_stat_ent, 4);
    00237     if (numec != 0) {
    00238       cee = c->old_economy;
    00239       total_delivered = 0;
    00240       do {
    00241         total_delivered += cee->delivered_cargo;
    00242       } while (++cee, --numec);
    00243
    00244       _score_part[owner][SCORE_DELIVERED] = total_delivered;
    00245     }
    00246   }
    00247
    00248   /* Generate score for variety of cargo */
    00249   {
    00250     uint num = CountBits(c->cargo_types);
    00251     _score_part[owner][SCORE_CARGO] = num;
    00252     if (update) c->cargo_types = 0;
    00253   }
    00254
    00255   /* Generate score for company's money */
    00256   {
    00257     if (c->money > 0) {
    00258       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00259     }
    00260   }
    00261
    00262   /* Generate score for loan */
    00263   {
    00264     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00265   }
    00266
    00267   /* Now we calculate the score for each item.. */
    00268   {
    00269     int total_score = 0;
    00270     int s;
    00271     score = 0;
    00272     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00273       /* Skip the total */
    00274       if (i == SCORE_TOTAL) continue;
    00275       /*  Check the score */
    00276       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00277       score += s;
    00278       total_score += _score_info[i].score;
    00279     }
    00280
    00281     _score_part[owner][SCORE_TOTAL] = score;
    00282
    00283     /*  We always want the score scaled to SCORE_MAX (1000) */
    00284     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00285   }
    00286
    00287   if (update) {
    00288     c->old_economy[0].performance_history = score;
    00289     UpdateCompanyHQ(c, score);
    00290     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00291   }
    00292
    00293   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00294   return score;
    00295 }
    00296
    00297 /*  use INVALID_OWNER as new_owner to delete the company. */
    00298 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00299 {
    00300   Town *t;
    00301   CompanyID old = _current_company;
    00302
    00303   assert(old_owner != new_owner);
    00304
    00305   {
    00306     Company *c;
    00307     uint i;
    00308
    00309     /* See if the old_owner had shares in other companies */
    00310     _current_company = old_owner;
    00311     FOR_ALL_COMPANIES(c) {
    00312       for (i = 0; i < 4; i++) {
    00313         if (c->share_owners[i] == old_owner) {
    00314           /* Sell his shares */
    00315           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
    00316           /* Because we are in a DoCommand, we can't just execute another one and
    00317            *  expect the money to be removed. We need to do it ourself! */
    00318           SubtractMoneyFromCompany(res);
    00319         }
    00320       }
    00321     }
    00322
    00323     /* Sell all the shares that people have on this company */
    00324     c = Company::Get(old_owner);
    00325     for (i = 0; i < 4; i++) {
    00326       _current_company = c->share_owners[i];
    00327       if (_current_company != INVALID_OWNER) {
    00328         /* Sell the shares */
    00329         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
    00330         /* Because we are in a DoCommand, we can't just execute another one and
    00331          *  expect the money to be removed. We need to do it ourself! */
    00332         SubtractMoneyFromCompany(res);
    00333       }
    00334     }
    00335   }
    00336
    00337   _current_company = old_owner;
    00338
    00339   /* Temporarily increase the company's money, to be sure that
    00340    * removing his/her property doesn't fail because of lack of money.
    00341    * Not too drastically though, because it could overflow */
    00342   if (new_owner == INVALID_OWNER) {
    00343     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00344   }
    00345
    00346   Subsidy *s;
    00347   FOR_ALL_SUBSIDIES(s) {
    00348     if (s->awarded == old_owner) {
    00349       if (new_owner == INVALID_OWNER) {
    00350         delete s;
    00351       } else {
    00352         s->awarded = new_owner;
    00353       }
    00354     }
    00355   }
    00356   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00357
    00358   /* Take care of rating in towns */
    00359   FOR_ALL_TOWNS(t) {
    00360     /* If a company takes over, give the ratings to that company. */
    00361     if (new_owner != INVALID_OWNER) {
    00362       if (HasBit(t->have_ratings, old_owner)) {
    00363         if (HasBit(t->have_ratings, new_owner)) {
    00364           /* use max of the two ratings. */
    00365           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00366         } else {
    00367           SetBit(t->have_ratings, new_owner);
    00368           t->ratings[new_owner] = t->ratings[old_owner];
    00369         }
    00370       }
    00371     }
    00372
    00373     /* Reset the ratings for the old owner */
    00374     t->ratings[old_owner] = RATING_INITIAL;
    00375     ClrBit(t->have_ratings, old_owner);
    00376   }
    00377
    00378   {
    00379     FreeUnitIDGenerator unitidgen[] = {
    00380       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00381       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00382     };
    00383
    00384     Vehicle *v;
    00385     FOR_ALL_VEHICLES(v) {
    00386       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00387         if (new_owner == INVALID_OWNER) {
    00388           if (v->Previous() == NULL) delete v;
    00389         } else {
    00390           v->owner = new_owner;
    00391           v->colourmap = PAL_NONE;
    00392           if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
    00393           if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
    00394         }
    00395       }
    00396     }
    00397   }
    00398
    00399   /*  Change ownership of tiles */
    00400   {
    00401     TileIndex tile = 0;
    00402     do {
    00403       ChangeTileOwner(tile, old_owner, new_owner);
    00404     } while (++tile != MapSize());
    00405
    00406     if (new_owner != INVALID_OWNER) {
    00407       /* Update all signals because there can be new segment that was owned by two companies
    00408        * and signals were not propagated
    00409        * Similiar with crossings - it is needed to bar crossings that weren't before
    00410        * because of different owner of crossing and approaching train */
    00411       tile = 0;
    00412
    00413       do {
    00414         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
    00415           TrackBits tracks = GetTrackBits(tile);
    00416           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
    00417             Track track = RemoveFirstTrack(&tracks);
    00418             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
    00419           } while (tracks != TRACK_BIT_NONE);
    00420         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
    00421           UpdateLevelCrossing(tile);
    00422         }
    00423       } while (++tile != MapSize());
    00424     }
    00425
    00426     /* update signals in buffer */
    00427     UpdateSignalsInBuffer();
    00428   }
    00429
    00430   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00431   Station *st;
    00432   FOR_ALL_STATIONS(st) {
    00433     if (st->owner == old_owner) {
    00434       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00435        * also, drawing station window would cause reading invalid company's colour */
    00436       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00437     }
    00438   }
    00439
    00440   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00441   Waypoint *wp;
    00442   FOR_ALL_WAYPOINTS(wp) {
    00443     if (wp->owner == old_owner) {
    00444       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00445     }
    00446   }
    00447
    00448   /* In all cases clear replace engine rules.
    00449    * Even if it was copied, it could interfere with new owner's rules */
    00450   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00451
    00452   if (new_owner == INVALID_OWNER) {
    00453     RemoveAllGroupsForCompany(old_owner);
    00454   } else {
    00455     Group *g;
    00456     FOR_ALL_GROUPS(g) {
    00457       if (g->owner == old_owner) g->owner = new_owner;
    00458     }
    00459   }
    00460
    00461   Sign *si;
    00462   FOR_ALL_SIGNS(si) {
    00463     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00464   }
    00465
    00466   /* Change colour of existing windows */
    00467   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00468
    00469   _current_company = old;
    00470
    00471   MarkWholeScreenDirty();
    00472 }
    00473
    00474 static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
    00475 {
    00476 #ifdef ENABLE_NETWORK
    00477   if (!_networking) return;
    00478
    00479   if (current_owner == _local_company) {
    00480     SetLocalCompany(new_owner);
    00481   }
    00482
    00483   if (!_network_server) return;
    00484
    00485   NetworkServerChangeOwner(current_owner, new_owner);
    00486 #endif /* ENABLE_NETWORK */
    00487 }
    00488
    00489 static void CompanyCheckBankrupt(Company *c)
    00490 {
    00491   /*  If the company has money again, it does not go bankrupt */
    00492   if (c->money >= 0) {
    00493     c->quarters_of_bankruptcy = 0;
    00494     c->bankrupt_asked = 0;
    00495     return;
    00496   }
    00497
    00498   c->quarters_of_bankruptcy++;
    00499
    00500   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00501   cni->FillData(c);
    00502
    00503   switch (c->quarters_of_bankruptcy) {
    00504     case 0:
    00505     case 1:
    00506       free(cni);
    00507       break;
    00508
    00509     case 2:
    00510       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00511       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00512       SetDParamStr(2, cni->company_name);
    00513       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
    00514       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
    00515       break;
    00516     case 3: {
    00517       /* Check if the company has any value.. if not, declare it bankrupt
    00518        *  right now */
    00519       Money val = CalculateCompanyValue(c, false);
    00520       if (val > 0) {
    00521         c->bankrupt_value = val;
    00522         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00523         c->bankrupt_timeout = 0;
    00524         free(cni);
    00525         break;
    00526       }
    00527       /* Else, falltrue to case 4... */
    00528     }
    00529     default:
    00530     case 4:
    00531       if (!_networking && _local_company == c->index) {
    00532         /* If we are in offline mode, leave the company playing. Eg. there
    00533          * is no THE-END, otherwise mark the client as spectator to make sure
    00534          * he/she is no long in control of this company. However... when you
    00535          * join another company (cheat) the "unowned" company can bankrupt. */
    00536         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00537         free(cni);
    00538         break;
    00539       }
    00540
    00541       /* Close everything the owner has open */
    00542       DeleteCompanyWindows(c->index);
    00543
    00544       /* Show bankrupt news */
    00545       SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
    00546       SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
    00547       SetDParamStr(2, cni->company_name);
    00548       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);
    00549
    00550       /* Remove the company */
    00551       ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
    00552       ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
    00553
    00554       if (c->is_ai) AI::Stop(c->index);
    00555
    00556       CompanyID c_index = c->index;
    00557       delete c;
    00558       AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
    00559   }
    00560 }
    00561
    00562 static void CompaniesGenStatistics()
    00563 {
    00564   Station *st;
    00565   Company *c;
    00566
    00567   FOR_ALL_STATIONS(st) {
    00568     _current_company = st->owner;
    00569     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00570     SubtractMoneyFromCompany(cost);
    00571   }
    00572
    00573   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
    00574     return;
    00575
    00576   FOR_ALL_COMPANIES(c) {
    00577     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00578     c->old_economy[0] = c->cur_economy;
    00579     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00580
    00581     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
    00582
    00583     UpdateCompanyRatingAndValue(c, true);
    00584     if (c->block_preview != 0) c->block_preview--;
    00585     CompanyCheckBankrupt(c);
    00586   }
    00587
    00588   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00589   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00590   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00591   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00592   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00593   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00594 }
    00595
    00600 void AddInflation(bool check_year)
    00601 {
    00602   /* The cargo payment inflation differs from the normal inflation, so the
    00603    * relative amount of money you make with a transport decreases slowly over
    00604    * the 170 years. After a few hundred years we reach a level in which the
    00605    * games will become unplayable as the maximum income will be less than
    00606    * the minimum running cost.
    00607    *
    00608    * Furthermore there are a lot of inflation related overflows all over the
    00609    * place. Solving them is hardly possible because inflation will always
    00610    * reach the overflow threshold some day. So we'll just perform the
    00611    * inflation mechanism during the first 170 years (the amount of years that
    00612    * one had in the original TTD) and stop doing the inflation after that
    00613    * because it only causes problems that can't be solved nicely and the
    00614    * inflation doesn't add anything after that either; it even makes playing
    00615    * it impossible due to the diverging cost and income rates.
    00616    */
    00617   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
    00618
    00619   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00620    * scaled by 65536
    00621    * 12 -> months per year
    00622    * This is only a good approxiamtion for small values
    00623    */
    00624   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
    00625   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
    00626 }
    00627
    00631 void RecomputePrices()
    00632 {
    00633   /* Setup maximum loan */
    00634   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00635
    00636   /* Setup price bases */
    00637   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00638     Money price = _price_base_specs[i].start_price;
    00639
    00640     /* Apply difficulty settings */
    00641     uint mod = 1;
    00642     switch (_price_base_specs[i].category) {
    00643       case PCAT_RUNNING:
    00644         mod = _settings_game.difficulty.vehicle_costs;
    00645         break;
    00646
    00647       case PCAT_CONSTRUCTION:
    00648         mod = _settings_game.difficulty.construction_cost;
    00649         break;
    00650
    00651       default: break;
    00652     }
    00653     if (mod < 1) {
    00654       price = price * 3 >> 2;
    00655     } else if (mod > 1) {
    00656       price = price * 9 >> 3;
    00657     }
    00658
    00659     /* Apply inflation */
    00660     price = (int64)price * _economy.inflation_prices;
    00661
    00662     /* Apply newgrf modifiers, and remove fractional part of inflation */
    00663     int shift = _price_base_multiplier[i] - 16;
    00664     if (shift >= 0) {
    00665       price <<= shift;
    00666     } else {
    00667       price >>= -shift;
    00668     }
    00669
    00670     /* Store value */
    00671     _price[i] = price;
    00672   }
    00673
    00674   /* Setup cargo payment */
    00675   CargoSpec *cs;
    00676   FOR_ALL_CARGOSPECS(cs) {
    00677     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00678   }
    00679
    00680   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00681   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00682   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00683   SetWindowDirty(WC_PAYMENT_RATES, 0);
    00684 }
    00685
    00686 static void CompaniesPayInterest()
    00687 {
    00688   const Company *c;
    00689
    00690   FOR_ALL_COMPANIES(c) {
    00691     _current_company = c->index;
    00692
    00693     /* Over a year the paid interest should be "loan * interest percentage",
    00694      * but... as that number is likely not dividable by 12 (pay each month),
    00695      * one needs to account for that in the monthly fee calculations.
    00696      * To easily calculate what one should pay "this" month, you calculate
    00697      * what (total) should have been paid up to this month and you substract
    00698      * whatever has been paid in the previous months. This will mean one month
    00699      * it'll be a bit more and the other it'll be a bit less than the average
    00700      * monthly fee, but on average it will be exact. */
    00701     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00702     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00703     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00704
    00705     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00706
    00707     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00708   }
    00709 }
    00710
    00711 static void HandleEconomyFluctuations()
    00712 {
    00713   if (_settings_game.difficulty.economy != 0) {
    00714     /* When economy is Fluctuating, decrease counter */
    00715     _economy.fluct--;
    00716   } else if (_economy.fluct <= 0) {
    00717     /* When it's Steady and we are in recession, end it now */
    00718     _economy.fluct = -12;
    00719   } else {
    00720     /* No need to do anything else in other cases */
    00721     return;
    00722   }
    00723
    00724   if (_economy.fluct == 0) {
    00725     _economy.fluct = -(int)GB(Random(), 0, 2);
    00726     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
    00727   } else if (_economy.fluct == -12) {
    00728     _economy.fluct = GB(Random(), 0, 8) + 312;
    00729     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
    00730   }
    00731 }
    00732
    00733
    00737 void ResetPriceBaseMultipliers()
    00738 {
    00739   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00740 }
    00741
    00749 void SetPriceBaseMultiplier(Price price, int factor)
    00750 {
    00751   assert(price < PR_END);
    00752   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00753 }
    00754
    00759 void StartupIndustryDailyChanges(bool init_counter)
    00760 {
    00761   uint map_size = MapLogX() + MapLogY();
    00762   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00763    * which stands for the days in a month.
    00764    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00765    * would not be needed.
    00766    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
    00767    * on the overall total number of changes performed */
    00768   _economy.industry_daily_increment = (1 << map_size) / 31;
    00769
    00770   if (init_counter) {
    00771     /* A new game or a savegame from an older version will require the counter to be initialized */
    00772     _economy.industry_daily_change_counter = 0;
    00773   }
    00774 }
    00775
    00776 void StartupEconomy()
    00777 {
    00778   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00779   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00780   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00781   _economy.fluct = GB(Random(), 0, 8) + 168;
    00782
    00783   /* Set up prices */
    00784   RecomputePrices();
    00785
    00786   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00787
    00788 }
    00789
    00793 void InitializeEconomy()
    00794 {
    00795   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00796 }
    00797
    00806 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00807 {
    00808   if (index >= PR_END) return 0;
    00809
    00810   Money cost = _price[index] * cost_factor;
    00811   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00812
    00813   if (shift >= 0) {
    00814     cost <<= shift;
    00815   } else {
    00816     cost >>= -shift;
    00817   }
    00818
    00819   return cost;
    00820 }
    00821
    00822 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00823 {
    00824   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00825   if (!cs->IsValid()) {
    00826     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00827     return 0;
    00828   }
    00829
    00830   /* Use callback to calculate cargo profit, if available */
    00831   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00832     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00833     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00834     if (callback != CALLBACK_FAILED) {
    00835       int result = GB(callback, 0, 14);
    00836
    00837       /* Simulate a 15 bit signed value */
    00838       if (HasBit(callback, 14)) result -= 0x4000;
    00839
    00840       /* "The result should be a signed multiplier that gets multiplied
    00841        * by the amount of cargo moved and the price factor, then gets
    00842        * divided by 8192." */
    00843       return result * num_pieces * cs->current_payment / 8192;
    00844     }
    00845   }
    00846
    00847   static const int MIN_TIME_FACTOR = 31;
    00848   static const int MAX_TIME_FACTOR = 255;
    00849
    00850   const int days1 = cs->transit_days[0];
    00851   const int days2 = cs->transit_days[1];
    00852   const int days_over_days1 = max(   transit_days - days1, 0);
    00853   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00854
    00855   /*
    00856    * The time factor is calculated based on the time it took
    00857    * (transit_days) compared two cargo-depending values. The
    00858    * range is divided into three parts:
    00859    *
    00860    *  - constant for fast transits
    00861    *  - linear decreasing with time with a slope of -1 for medium transports
    00862    *  - linear decreasing with time with a slope of -2 for slow transports
    00863    *
    00864    */
    00865   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00866
    00867   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00868 }
    00869
    00871 static SmallIndustryList _cargo_delivery_destinations;
    00872
    00882 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00883 {
    00884   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    00885    * This fails in three cases:
    00886    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    00887    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    00888    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    00889    */
    00890
    00891   uint accepted = 0;
    00892
    00893   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    00894     Industry *ind = st->industries_near[i];
    00895     if (ind->index == source) continue;
    00896
    00897     const IndustrySpec *indspec = GetIndustrySpec(ind->type);
    00898
    00899     uint cargo_index;
    00900     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00901       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    00902     }
    00903     /* Check if matching cargo has been found */
    00904     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    00905
    00906     /* Check if industry temporarily refuses acceptance */
    00907     if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
    00908       uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->location.tile);
    00909       if (res == 0) continue;
    00910     }
    00911
    00912     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    00913     _cargo_delivery_destinations.Include(ind);
    00914
    00915     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    00916     ind->incoming_cargo_waiting[cargo_index] += amount;
    00917     num_pieces -= amount;
    00918     accepted += amount;
    00919   }
    00920
    00921   return accepted;
    00922 }
    00923
    00937 static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, TileIndex source_tile, byte days_in_transit, Company *company, SourceType src_type, SourceID src)
    00938 {
    00939   assert(num_pieces > 0);
    00940
    00941   const Station *st = Station::Get(dest);
    00942
    00943   /* Give the goods to the industry. */
    00944   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    00945
    00946   /* If this cargo type is always accepted, accept all */
    00947   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    00948
    00949   /* Update company statistics */
    00950   company->cur_economy.delivered_cargo += accepted;
    00951   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
    00952
    00953   /* Increase town's counter for some special goods types */
    00954   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00955   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
    00956   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
    00957
    00958   /* Determine profit */
    00959   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    00960
    00961   /* Modify profit if a subsidy is in effect */
    00962   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    00963     switch (_settings_game.difficulty.subsidy_multiplier) {
    00964       case 0:  profit += profit >> 1; break;
    00965       case 1:  profit *= 2; break;
    00966       case 2:  profit *= 3; break;
    00967       default: profit *= 4; break;
    00968     }
    00969   }
    00970
    00971   return profit;
    00972 }
    00973
    00979 static void TriggerIndustryProduction(Industry *i)
    00980 {
    00981   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00982   uint16 callback = indspec->callback_mask;
    00983
    00984   i->was_cargo_delivered = true;
    00985   i->last_cargo_accepted_at = _date;
    00986
    00987   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    00988     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    00989       IndustryProductionCallback(i, 0);
    00990     } else {
    00991       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    00992     }
    00993   } else {
    00994     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    00995       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    00996       if (cargo_waiting == 0) continue;
    00997
    00998       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    00999       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01000
    01001       i->incoming_cargo_waiting[cargo_index] = 0;
    01002     }
    01003   }
    01004
    01005   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01006   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01007 }
    01008
    01013 CargoPayment::CargoPayment(Vehicle *front) :
    01014   front(front),
    01015   current_station(front->last_station_visited)
    01016 {
    01017 }
    01018
    01019 CargoPayment::~CargoPayment()
    01020 {
    01021   if (this->CleaningPool()) return;
    01022
    01023   this->front->cargo_payment = NULL;
    01024
    01025   if (this->visual_profit == 0) return;
    01026
    01027   CompanyID old_company = _current_company;
    01028   _current_company = this->front->owner;
    01029
    01030   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01031   this->front->profit_this_year += this->visual_profit << 8;
    01032
    01033   if (this->route_profit != 0) {
    01034     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01035       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01036     }
    01037
    01038     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
    01039   } else {
    01040     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
    01041   }
    01042
    01043   _current_company = old_company;
    01044 }
    01045
    01051 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01052 {
    01053   if (this->owner == NULL) {
    01054     this->owner = Company::Get(this->front->owner);
    01055   }
    01056
    01057   /* Handle end of route payment */
    01058   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01059   this->route_profit += profit;
    01060
    01061   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01062   this->visual_profit += profit - cp->FeederShare();
    01063 }
    01064
    01071 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01072 {
    01073   Money profit = GetTransportedGoodsIncome(
    01074     count,
    01075     /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01076     DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01077     cp->DaysInTransit(),
    01078     this->ct);
    01079
    01080   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01081
    01082   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
    01083   return profit; // account for the (virtual) profit already made for the cargo packet
    01084 }
    01085
    01090 void PrepareUnload(Vehicle *front_v)
    01091 {
    01092   /* At this moment loading cannot be finished */
    01093   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01094
    01095   /* Start unloading in at the first possible moment */
    01096   front_v->load_unload_ticks = 1;
    01097
    01098   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01099     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01100       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01101         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01102       }
    01103     }
    01104   }
    01105
    01106   assert(front_v->cargo_payment == NULL);
    01107   front_v->cargo_payment = new CargoPayment(front_v);
    01108 }
    01109
    01118 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
    01119 {
    01120   assert(v->current_order.IsType(OT_LOADING));
    01121
    01122   assert(v->load_unload_ticks != 0);
    01123
    01124   /* We have not waited enough time till the next round of loading/unloading */
    01125   if (--v->load_unload_ticks != 0) {
    01126     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01127       /* 'Reserve' this cargo for this vehicle, because we were first. */
    01128       for (; v != NULL; v = v->Next()) {
    01129         int cap_left = v->cargo_cap - v->cargo.Count();
    01130         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01131       }
    01132     }
    01133     return;
    01134   }
    01135
    01136   StationID last_visited = v->last_station_visited;
    01137   Station *st = Station::Get(last_visited);
    01138
    01139   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
    01140     /* The train reversed in the station. Take the "easy" way
    01141      * out and let the train just leave as it always did. */
    01142     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
    01143     v->load_unload_ticks = 1;
    01144     return;
    01145   }
    01146
    01147   int unloading_time = 0;
    01148   Vehicle *u = v;
    01149   bool dirty_vehicle = false;
    01150   bool dirty_station = false;
    01151
    01152   bool completely_emptied = true;
    01153   bool anything_unloaded = false;
    01154   bool anything_loaded   = false;
    01155   uint32 cargo_not_full  = 0;
    01156   uint32 cargo_full      = 0;
    01157
    01158   v->cur_speed = 0;
    01159
    01160   CargoPayment *payment = v->cargo_payment;
    01161
    01162   for (; v != NULL; v = v->Next()) {
    01163     if (v->cargo_cap == 0) continue;
    01164
    01165     const Engine *e = Engine::Get(v->engine_type);
    01166     byte load_amount = e->info.load_amount;
    01167
    01168     /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01169     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = (load_amount + 3) / 4;
    01170
    01171     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01172       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01173       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
    01174     }
    01175
    01176     GoodsEntry *ge = &st->goods[v->cargo_type];
    01177
    01178     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01179       uint cargo_count = v->cargo.Count();
    01180       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01181       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
    01182       bool accepted  = false; // Is the cargo accepted by the station?
    01183
    01184       payment->SetCargo(v->cargo_type);
    01185
    01186       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
    01187         /* The cargo has reached it's final destination, the packets may now be destroyed */
    01188         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
    01189
    01190         dirty_vehicle = true;
    01191         accepted = true;
    01192       }
    01193
    01194       /* The !accepted || v->cargo.Count == cargo_count clause is there
    01195        * to make it possible to force unload vehicles at the station where
    01196        * they were loaded, but to not force unload the vehicle when the
    01197        * station is still accepting the cargo in the vehicle. It doesn't
    01198        * accept cargo that was loaded at the same station. */
    01199       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
    01200         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
    01201         SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
    01202
    01203         dirty_vehicle = dirty_station = true;
    01204       } else if (!accepted) {
    01205         /* The order changed while unloading (unset unload/transfer) or the
    01206          * station does not accept our goods. */
    01207         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01208
    01209         /* Say we loaded something, otherwise we'll think we didn't unload
    01210          * something and we didn't load something, so we must be finished
    01211          * at this station. Setting the unloaded means that we will get a
    01212          * retry for loading in the next cycle. */
    01213         anything_unloaded = true;
    01214         continue;
    01215       }
    01216
    01217       /* Deliver goods to the station */
    01218       st->time_since_unload = 0;
    01219
    01220       unloading_time += amount_unloaded;
    01221
    01222       anything_unloaded = true;
    01223       if (_settings_game.order.gradual_loading && remaining) {
    01224         completely_emptied = false;
    01225       } else {
    01226         /* We have finished unloading (cargo count == 0) */
    01227         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01228       }
    01229
    01230       continue;
    01231     }
    01232
    01233     /* Do not pick up goods when we have no-load set. */
    01234     if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;
    01235
    01236     /* update stats */
    01237     int t;
    01238     switch (u->type) {
    01239       case VEH_TRAIN:    t = Train::From(u)->tcache.cached_max_speed; break;
    01240       case VEH_ROAD:     t = u->max_speed / 2;        break;
    01241       case VEH_SHIP:     t = u->max_speed;            break;
    01242       case VEH_AIRCRAFT: t = u->max_speed * 10 / 129; break; // convert to old units
    01243       default: NOT_REACHED();
    01244     }
    01245
    01246     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01247     ge->last_speed = min(t, 255);
    01248     ge->last_age = _cur_year - u->build_year;
    01249     ge->days_since_pickup = 0;
    01250
    01251     /* If there's goods waiting at the station, and the vehicle
    01252      * has capacity for it, load it on the vehicle. */
    01253     int cap_left = v->cargo_cap - v->cargo.Count();
    01254     if (!ge->cargo.Empty() && cap_left > 0) {
    01255       uint cap = cap_left;
    01256       uint count = ge->cargo.Count();
    01257
    01258       /* Skip loading this vehicle if another train/vehicle is already handling
    01259        * the same cargo type at this station */
    01260       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
    01261         SetBit(cargo_not_full, v->cargo_type);
    01262         continue;
    01263       }
    01264
    01265       if (cap > count) cap = count;
    01266       if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
    01267       if (_settings_game.order.improved_load) {
    01268         /* Don't load stuff that is already 'reserved' for other vehicles */
    01269         cap = min((uint)cargo_left[v->cargo_type], cap);
    01270         cargo_left[v->cargo_type] -= cap;
    01271       }
    01272
    01273       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01274
    01275       /* TODO: Regarding this, when we do gradual loading, we
    01276        * should first unload all vehicles and then start
    01277        * loading them. Since this will cause
    01278        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01279        * the whole vehicle chain is really totally empty, the
    01280        * completely_emptied assignment can then be safely
    01281        * removed; that's how TTDPatch behaves too. --pasky */
    01282       completely_emptied = false;
    01283       anything_loaded = true;
    01284
    01285       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
    01286
    01287       st->time_since_load = 0;
    01288       st->last_vehicle_type = v->type;
    01289
    01290       StationAnimationTrigger(st, st->xy, STAT_ANIM_CARGO_TAKEN, v->cargo_type);
    01291
    01292       unloading_time += cap;
    01293
    01294       dirty_vehicle = dirty_station = true;
    01295     }
    01296
    01297     if (v->cargo.Count() >= v->cargo_cap) {
    01298       SetBit(cargo_full, v->cargo_type);
    01299     } else {
    01300       SetBit(cargo_not_full, v->cargo_type);
    01301     }
    01302   }
    01303
    01304   /* Only set completly_emptied, if we just unloaded all remaining cargo */
    01305   completely_emptied &= anything_unloaded;
    01306
    01307   /* We update these variables here, so gradual loading still fills
    01308    * all wagons at the same time instead of using the same 'improved'
    01309    * loading algorithm for the wagons (only fill wagon when there is
    01310    * enough to fill the previous wagons) */
    01311   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01312     /* Update left cargo */
    01313     for (v = u; v != NULL; v = v->Next()) {
    01314       int cap_left = v->cargo_cap - v->cargo.Count();
    01315       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01316     }
    01317   }
    01318
    01319   v = u;
    01320
    01321   if (!anything_unloaded) delete payment;
    01322
    01323   if (anything_loaded || anything_unloaded) {
    01324     if (_settings_game.order.gradual_loading) {
    01325       /* The time it takes to load one 'slice' of cargo or passengers depends
    01326        * on the vehicle type - the values here are those found in TTDPatch */
    01327       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01328
    01329       unloading_time = gradual_loading_wait_time[v->type];
    01330     }
    01331   } else {
    01332     bool finished_loading = true;
    01333     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01334       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01335         /* if the aircraft carries passengers and is NOT full, then
    01336          * continue loading, no matter how much mail is in */
    01337         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
    01338             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are stull non-full cargos
    01339           finished_loading = false;
    01340         }
    01341       } else if (cargo_not_full != 0) {
    01342         finished_loading = false;
    01343       }
    01344     }
    01345     unloading_time = 20;
    01346
    01347     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01348   }
    01349
    01350   if (v->type == VEH_TRAIN) {
    01351     /* Each platform tile is worth 2 rail vehicles. */
    01352     int overhang = Train::From(v)->tcache.cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
    01353     if (overhang > 0) {
    01354       unloading_time <<= 1;
    01355       unloading_time += (overhang * unloading_time) / 8;
    01356     }
    01357   }
    01358
    01359   /* Calculate the loading indicator fill percent and display
    01360    * In the Game Menu do not display indicators
    01361    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01362    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01363    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01364    */
    01365   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01366     StringID percent_up_down = STR_NULL;
    01367     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
    01368     if (v->fill_percent_te_id == INVALID_TE_ID) {
    01369       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
    01370     } else {
    01371       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
    01372     }
    01373   }
    01374
    01375   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01376   v->load_unload_ticks = max(1, unloading_time);
    01377
    01378   if (completely_emptied) {
    01379     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
    01380   }
    01381
    01382   if (dirty_vehicle) {
    01383     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
    01384     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    01385     v->MarkDirty();
    01386   }
    01387   if (dirty_station) {
    01388     st->MarkTilesDirty(true);
    01389     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01390   }
    01391 }
    01392
    01398 void LoadUnloadStation(Station *st)
    01399 {
    01400   /* No vehicle is here... */
    01401   if (st->loading_vehicles.empty()) return;
    01402
    01403   int cargo_left[NUM_CARGO];
    01404
    01405   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
    01406
    01407   std::list<Vehicle *>::iterator iter;
    01408   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01409     Vehicle *v = *iter;
    01410     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
    01411   }
    01412
    01413   /* Call the production machinery of industries */
    01414   const Industry * const *isend = _cargo_delivery_destinations.End();
    01415   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01416     TriggerIndustryProduction(*iid);
    01417   }
    01418   _cargo_delivery_destinations.Clear();
    01419 }
    01420
    01421 void CompaniesMonthlyLoop()
    01422 {
    01423   CompaniesGenStatistics();
    01424   if (_settings_game.economy.inflation) {
    01425     AddInflation();
    01426     RecomputePrices();
    01427   }
    01428   CompaniesPayInterest();
    01429   /* Reset the _current_company flag */
    01430   _current_company = OWNER_NONE;
    01431   HandleEconomyFluctuations();
    01432 }
    01433
    01434 static void DoAcquireCompany(Company *c)
    01435 {
    01436   Company *owner;
    01437   int i;
    01438   Money value;
    01439   CompanyID ci = c->index;
    01440
    01441   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01442   cni->FillData(c, Company::Get(_current_company));
    01443
    01444   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01445   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01446   SetDParamStr(2, cni->company_name);
    01447   SetDParamStr(3, cni->other_company_name);
    01448   SetDParam(4, c->bankrupt_value);
    01449   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
    01450   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
    01451
    01452   /* original code does this a little bit differently */
    01453   ChangeNetworkOwner(ci, _current_company);
    01454   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01455
    01456   if (c->bankrupt_value == 0) {
    01457     owner = Company::Get(_current_company);
    01458     owner->current_loan += c->current_loan;
    01459   }
    01460
    01461   value = CalculateCompanyValue(c) >> 2;
    01462   CompanyID old_company = _current_company;
    01463   for (i = 0; i != 4; i++) {
    01464     if (c->share_owners[i] != COMPANY_SPECTATOR) {
    01465       _current_company = c->share_owners[i];
    01466       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
    01467     }
    01468   }
    01469   _current_company = old_company;
    01470
    01471   if (c->is_ai) AI::Stop(c->index);
    01472
    01473   DeleteCompanyWindows(ci);
    01474   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01475   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01476   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01477   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01478
    01479   delete c;
    01480 }
    01481
    01482 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01483
    01492 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01493 {
    01494   CommandCost cost(EXPENSES_OTHER);
    01495
    01496   Company *c = Company::GetIfValid(p1);
    01497
    01498   /* Check if buying shares is allowed (protection against modified clients)
    01499    * Cannot buy own shares */
    01500   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
    01501
    01502   /* Protect new companies from hostile takeovers */
    01503   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01504
    01505   /* Those lines are here for network-protection (clients can be slow) */
    01506   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01507
    01508   /* We can not buy out a real company (temporarily). TODO: well, enable it obviously */
    01509   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1 && !c->is_ai) return cost;
    01510
    01511   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01512   if (flags & DC_EXEC) {
    01513     OwnerByte *b = c->share_owners;
    01514     int i;
    01515
    01516     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01517     *b = _current_company;
    01518
    01519     for (i = 0; c->share_owners[i] == _current_company;) {
    01520       if (++i == 4) {
    01521         c->bankrupt_value = 0;
    01522         DoAcquireCompany(c);
    01523         break;
    01524       }
    01525     }
    01526     SetWindowDirty(WC_COMPANY, p1);
    01527   }
    01528   return cost;
    01529 }
    01530
    01539 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01540 {
    01541   Company *c = Company::GetIfValid(p1);
    01542
    01543   /* Check if selling shares is allowed (protection against modified clients)
    01544    * Cannot sell own shares */
    01545   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
    01546
    01547   /* Those lines are here for network-protection (clients can be slow) */
    01548   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01549
    01550   /* adjust it a little to make it less profitable to sell and buy */
    01551   Money cost = CalculateCompanyValue(c) >> 2;
    01552   cost = -(cost - (cost >> 7));
    01553
    01554   if (flags & DC_EXEC) {
    01555     OwnerByte *b = c->share_owners;
    01556     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01557     *b = COMPANY_SPECTATOR;
    01558     SetWindowDirty(WC_COMPANY, p1);
    01559   }
    01560   return CommandCost(EXPENSES_OTHER, cost);
    01561 }
    01562
    01574 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01575 {
    01576   Company *c = Company::GetIfValid(p1);
    01577   if (c == NULL) return CMD_ERROR;
    01578
    01579   /* Disable takeovers when not asked */
    01580   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01581
    01582   /* Disable taking over the local company in single player */
    01583   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01584
    01585   /* Do not allow companies to take over themselves */
    01586   if ((CompanyID)p1 == _current_company) return CMD_ERROR;
    01587
    01588   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01589   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01590
    01591   if (flags & DC_EXEC) {
    01592     DoAcquireCompany(c);
    01593   }
    01594   return cost;
    01595 }