# economy.cpp

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    00001 /* $Id: economy.cpp 18809 2010-01-15 16:41:15Z 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
    00113 Money CalculateCompanyValue(const Company *c)
    00114 {
    00115   Owner owner = c->index;
    00116   Money value = 0;
    00117
    00118   Station *st;
    00119   uint num = 0;
    00120
    00121   FOR_ALL_STATIONS(st) {
    00122     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00123   }
    00124
    00125   value += num * _price[PR_STATION_VALUE] * 25;
    00126
    00127   Vehicle *v;
    00128   FOR_ALL_VEHICLES(v) {
    00129     if (v->owner != owner) continue;
    00130
    00131     if (v->type == VEH_TRAIN ||
    00132         v->type == VEH_ROAD ||
    00133         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00134         v->type == VEH_SHIP) {
    00135       value += v->value * 3 >> 1;
    00136     }
    00137   }
    00138
    00139   /* Add real money value */
    00140   value -= c->current_loan;
    00141   value += c->money;
    00142
    00143   return max(value, (Money)1);
    00144 }
    00145
    00152 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00153 {
    00154   Owner owner = c->index;
    00155   int score = 0;
    00156
    00157   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00158
    00159   /* Count vehicles */
    00160   {
    00161     Vehicle *v;
    00162     Money min_profit = 0;
    00163     bool min_profit_first = true;
    00164     uint num = 0;
    00165
    00166     FOR_ALL_VEHICLES(v) {
    00167       if (v->owner != owner) continue;
    00168       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00169         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00170         if (v->age > 730) {
    00171           /* Find the vehicle with the lowest amount of profit */
    00172           if (min_profit_first || min_profit > v->profit_last_year) {
    00173             min_profit = v->profit_last_year;
    00174             min_profit_first = false;
    00175           }
    00176         }
    00177       }
    00178     }
    00179
    00180     min_profit >>= 8; // remove the fract part
    00181
    00182     _score_part[owner][SCORE_VEHICLES] = num;
    00183     /* Don't allow negative min_profit to show */
    00184     if (min_profit > 0)
    00185       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00186   }
    00187
    00188   /* Count stations */
    00189   {
    00190     uint num = 0;
    00191     const Station *st;
    00192
    00193     FOR_ALL_STATIONS(st) {
    00194       /* Only count stations that are actually serviced */
    00195       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00196     }
    00197     _score_part[owner][SCORE_STATIONS] = num;
    00198   }
    00199
    00200   /* Generate statistics depending on recent income statistics */
    00201   {
    00202     int numec = min(c->num_valid_stat_ent, 12);
    00203     if (numec != 0) {
    00204       const CompanyEconomyEntry *cee = c->old_economy;
    00205       Money min_income = cee->income + cee->expenses;
    00206       Money max_income = cee->income + cee->expenses;
    00207
    00208       do {
    00209         min_income = min(min_income, cee->income + cee->expenses);
    00210         max_income = max(max_income, cee->income + cee->expenses);
    00211       } while (++cee, --numec);
    00212
    00213       if (min_income > 0) {
    00214         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00215       }
    00216
    00217       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00218     }
    00219   }
    00220
    00221   /* Generate score depending on amount of transported cargo */
    00222   {
    00223     const CompanyEconomyEntry *cee;
    00224     int numec;
    00225     uint32 total_delivered;
    00226
    00227     numec = min(c->num_valid_stat_ent, 4);
    00228     if (numec != 0) {
    00229       cee = c->old_economy;
    00230       total_delivered = 0;
    00231       do {
    00232         total_delivered += cee->delivered_cargo;
    00233       } while (++cee, --numec);
    00234
    00235       _score_part[owner][SCORE_DELIVERED] = total_delivered;
    00236     }
    00237   }
    00238
    00239   /* Generate score for variety of cargo */
    00240   {
    00241     uint num = CountBits(c->cargo_types);
    00242     _score_part[owner][SCORE_CARGO] = num;
    00243     if (update) c->cargo_types = 0;
    00244   }
    00245
    00246   /* Generate score for company's money */
    00247   {
    00248     if (c->money > 0) {
    00249       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00250     }
    00251   }
    00252
    00253   /* Generate score for loan */
    00254   {
    00255     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00256   }
    00257
    00258   /* Now we calculate the score for each item.. */
    00259   {
    00260     int total_score = 0;
    00261     int s;
    00262     score = 0;
    00263     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00264       /* Skip the total */
    00265       if (i == SCORE_TOTAL) continue;
    00266       /*  Check the score */
    00267       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00268       score += s;
    00269       total_score += _score_info[i].score;
    00270     }
    00271
    00272     _score_part[owner][SCORE_TOTAL] = score;
    00273
    00274     /*  We always want the score scaled to SCORE_MAX (1000) */
    00275     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00276   }
    00277
    00278   if (update) {
    00279     c->old_economy[0].performance_history = score;
    00280     UpdateCompanyHQ(c, score);
    00281     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00282   }
    00283
    00284   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00285   return score;
    00286 }
    00287
    00288 /*  use INVALID_OWNER as new_owner to delete the company. */
    00289 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00290 {
    00291   Town *t;
    00292   CompanyID old = _current_company;
    00293
    00294   assert(old_owner != new_owner);
    00295
    00296   {
    00297     Company *c;
    00298     uint i;
    00299
    00300     /* See if the old_owner had shares in other companies */
    00301     _current_company = old_owner;
    00302     FOR_ALL_COMPANIES(c) {
    00303       for (i = 0; i < 4; i++) {
    00304         if (c->share_owners[i] == old_owner) {
    00305           /* Sell his shares */
    00306           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
    00307           /* Because we are in a DoCommand, we can't just execute another one and
    00308            *  expect the money to be removed. We need to do it ourself! */
    00309           SubtractMoneyFromCompany(res);
    00310         }
    00311       }
    00312     }
    00313
    00314     /* Sell all the shares that people have on this company */
    00315     c = Company::Get(old_owner);
    00316     for (i = 0; i < 4; i++) {
    00317       _current_company = c->share_owners[i];
    00318       if (_current_company != INVALID_OWNER) {
    00319         /* Sell the shares */
    00320         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
    00321         /* Because we are in a DoCommand, we can't just execute another one and
    00322          *  expect the money to be removed. We need to do it ourself! */
    00323         SubtractMoneyFromCompany(res);
    00324       }
    00325     }
    00326   }
    00327
    00328   _current_company = old_owner;
    00329
    00330   /* Temporarily increase the company's money, to be sure that
    00331    * removing his/her property doesn't fail because of lack of money.
    00332    * Not too drastically though, because it could overflow */
    00333   if (new_owner == INVALID_OWNER) {
    00334     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00335   }
    00336
    00337   Subsidy *s;
    00338   FOR_ALL_SUBSIDIES(s) {
    00339     if (s->awarded == old_owner) {
    00340       if (new_owner == INVALID_OWNER) {
    00341         delete s;
    00342       } else {
    00343         s->awarded = new_owner;
    00344       }
    00345     }
    00346   }
    00347   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00348
    00349   /* Take care of rating in towns */
    00350   FOR_ALL_TOWNS(t) {
    00351     /* If a company takes over, give the ratings to that company. */
    00352     if (new_owner != INVALID_OWNER) {
    00353       if (HasBit(t->have_ratings, old_owner)) {
    00354         if (HasBit(t->have_ratings, new_owner)) {
    00355           /* use max of the two ratings. */
    00356           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00357         } else {
    00358           SetBit(t->have_ratings, new_owner);
    00359           t->ratings[new_owner] = t->ratings[old_owner];
    00360         }
    00361       }
    00362     }
    00363
    00364     /* Reset the ratings for the old owner */
    00365     t->ratings[old_owner] = RATING_INITIAL;
    00366     ClrBit(t->have_ratings, old_owner);
    00367   }
    00368
    00369   {
    00370     FreeUnitIDGenerator unitidgen[] = {
    00371       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00372       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00373     };
    00374
    00375     Vehicle *v;
    00376     FOR_ALL_VEHICLES(v) {
    00377       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00378         if (new_owner == INVALID_OWNER) {
    00379           if (v->Previous() == NULL) delete v;
    00380         } else {
    00381           v->owner = new_owner;
    00382           v->colourmap = PAL_NONE;
    00383           if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
    00384           if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
    00385         }
    00386       }
    00387     }
    00388   }
    00389
    00390   /*  Change ownership of tiles */
    00391   {
    00392     TileIndex tile = 0;
    00393     do {
    00394       ChangeTileOwner(tile, old_owner, new_owner);
    00395     } while (++tile != MapSize());
    00396
    00397     if (new_owner != INVALID_OWNER) {
    00398       /* Update all signals because there can be new segment that was owned by two companies
    00399        * and signals were not propagated
    00400        * Similiar with crossings - it is needed to bar crossings that weren't before
    00401        * because of different owner of crossing and approaching train */
    00402       tile = 0;
    00403
    00404       do {
    00405         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
    00406           TrackBits tracks = GetTrackBits(tile);
    00407           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
    00408             Track track = RemoveFirstTrack(&tracks);
    00409             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
    00410           } while (tracks != TRACK_BIT_NONE);
    00411         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
    00412           UpdateLevelCrossing(tile);
    00413         }
    00414       } while (++tile != MapSize());
    00415     }
    00416
    00417     /* update signals in buffer */
    00418     UpdateSignalsInBuffer();
    00419   }
    00420
    00421   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00422   Station *st;
    00423   FOR_ALL_STATIONS(st) {
    00424     if (st->owner == old_owner) {
    00425       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00426        * also, drawing station window would cause reading invalid company's colour */
    00427       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00428     }
    00429   }
    00430
    00431   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00432   Waypoint *wp;
    00433   FOR_ALL_WAYPOINTS(wp) {
    00434     if (wp->owner == old_owner) {
    00435       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00436     }
    00437   }
    00438
    00439   /* In all cases clear replace engine rules.
    00440    * Even if it was copied, it could interfere with new owner's rules */
    00441   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00442
    00443   if (new_owner == INVALID_OWNER) {
    00444     RemoveAllGroupsForCompany(old_owner);
    00445   } else {
    00446     Group *g;
    00447     FOR_ALL_GROUPS(g) {
    00448       if (g->owner == old_owner) g->owner = new_owner;
    00449     }
    00450   }
    00451
    00452   Sign *si;
    00453   FOR_ALL_SIGNS(si) {
    00454     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00455   }
    00456
    00457   /* Change colour of existing windows */
    00458   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00459
    00460   _current_company = old;
    00461
    00462   MarkWholeScreenDirty();
    00463 }
    00464
    00465 static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
    00466 {
    00467 #ifdef ENABLE_NETWORK
    00468   if (!_networking) return;
    00469
    00470   if (current_owner == _local_company) {
    00471     SetLocalCompany(new_owner);
    00472   }
    00473
    00474   if (!_network_server) return;
    00475
    00476   NetworkServerChangeOwner(current_owner, new_owner);
    00477 #endif /* ENABLE_NETWORK */
    00478 }
    00479
    00480 static void CompanyCheckBankrupt(Company *c)
    00481 {
    00482   /*  If the company has money again, it does not go bankrupt */
    00483   if (c->money >= 0) {
    00484     c->quarters_of_bankruptcy = 0;
    00485     c->bankrupt_asked = 0;
    00486     return;
    00487   }
    00488
    00489   c->quarters_of_bankruptcy++;
    00490
    00491   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00492   cni->FillData(c);
    00493
    00494   switch (c->quarters_of_bankruptcy) {
    00495     case 0:
    00496     case 1:
    00497       free(cni);
    00498       break;
    00499
    00500     case 2:
    00501       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00502       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00503       SetDParamStr(2, cni->company_name);
    00504       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
    00505       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
    00506       break;
    00507     case 3: {
    00508       /* Check if the company has any value.. if not, declare it bankrupt
    00509        *  right now */
    00510       Money val = CalculateCompanyValue(c);
    00511       if (val > 0) {
    00512         c->bankrupt_value = val;
    00513         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00514         c->bankrupt_timeout = 0;
    00515         free(cni);
    00516         break;
    00517       }
    00518       /* Else, falltrue to case 4... */
    00519     }
    00520     default:
    00521     case 4:
    00522       if (!_networking && _local_company == c->index) {
    00523         /* If we are in offline mode, leave the company playing. Eg. there
    00524          * is no THE-END, otherwise mark the client as spectator to make sure
    00525          * he/she is no long in control of this company. However... when you
    00526          * join another company (cheat) the "unowned" company can bankrupt. */
    00527         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00528         free(cni);
    00529         break;
    00530       }
    00531
    00532       /* Close everything the owner has open */
    00533       DeleteCompanyWindows(c->index);
    00534
    00535       /* Show bankrupt news */
    00536       SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
    00537       SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
    00538       SetDParamStr(2, cni->company_name);
    00539       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);
    00540
    00541       /* Remove the company */
    00542       ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
    00543       ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
    00544
    00545       if (c->is_ai) AI::Stop(c->index);
    00546
    00547       CompanyID c_index = c->index;
    00548       delete c;
    00549       AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
    00550   }
    00551 }
    00552
    00553 static void CompaniesGenStatistics()
    00554 {
    00555   Station *st;
    00556   Company *c;
    00557
    00558   FOR_ALL_STATIONS(st) {
    00559     _current_company = st->owner;
    00560     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00561     SubtractMoneyFromCompany(cost);
    00562   }
    00563
    00564   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
    00565     return;
    00566
    00567   FOR_ALL_COMPANIES(c) {
    00568     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00569     c->old_economy[0] = c->cur_economy;
    00570     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00571
    00572     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
    00573
    00574     UpdateCompanyRatingAndValue(c, true);
    00575     if (c->block_preview != 0) c->block_preview--;
    00576     CompanyCheckBankrupt(c);
    00577   }
    00578
    00579   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00580   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00581   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00582   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00583   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00584   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00585 }
    00586
    00591 void AddInflation(bool check_year)
    00592 {
    00593   /* The cargo payment inflation differs from the normal inflation, so the
    00594    * relative amount of money you make with a transport decreases slowly over
    00595    * the 170 years. After a few hundred years we reach a level in which the
    00596    * games will become unplayable as the maximum income will be less than
    00597    * the minimum running cost.
    00598    *
    00599    * Furthermore there are a lot of inflation related overflows all over the
    00600    * place. Solving them is hardly possible because inflation will always
    00601    * reach the overflow threshold some day. So we'll just perform the
    00602    * inflation mechanism during the first 170 years (the amount of years that
    00603    * one had in the original TTD) and stop doing the inflation after that
    00604    * because it only causes problems that can't be solved nicely and the
    00605    * inflation doesn't add anything after that either; it even makes playing
    00606    * it impossible due to the diverging cost and income rates.
    00607    */
    00608   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
    00609
    00610   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00611    * scaled by 65536
    00612    * 12 -> months per year
    00613    * This is only a good approxiamtion for small values
    00614    */
    00615   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
    00616   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
    00617 }
    00618
    00622 void RecomputePrices()
    00623 {
    00624   /* Setup maximum loan */
    00625   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00626
    00627   /* Setup price bases */
    00628   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00629     Money price = _price_base_specs[i].start_price;
    00630
    00631     /* Apply difficulty settings */
    00632     uint mod = 1;
    00633     switch (_price_base_specs[i].category) {
    00634       case PCAT_RUNNING:
    00635         mod = _settings_game.difficulty.vehicle_costs;
    00636         break;
    00637
    00638       case PCAT_CONSTRUCTION:
    00639         mod = _settings_game.difficulty.construction_cost;
    00640         break;
    00641
    00642       default: break;
    00643     }
    00644     if (mod < 1) {
    00645       price = price * 3 >> 2;
    00646     } else if (mod > 1) {
    00647       price = price * 9 >> 3;
    00648     }
    00649
    00650     /* Apply inflation */
    00651     price = (int64)price * _economy.inflation_prices;
    00652
    00653     /* Apply newgrf modifiers, and remove fractional part of inflation */
    00654     int shift = _price_base_multiplier[i] - 16;
    00655     if (shift >= 0) {
    00656       price <<= shift;
    00657     } else {
    00658       price >>= -shift;
    00659     }
    00660
    00661     /* Store value */
    00662     _price[i] = price;
    00663   }
    00664
    00665   /* Setup cargo payment */
    00666   CargoSpec *cs;
    00667   FOR_ALL_CARGOSPECS(cs) {
    00668     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00669   }
    00670
    00671   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00672   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00673   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00674   SetWindowDirty(WC_PAYMENT_RATES, 0);
    00675 }
    00676
    00677 static void CompaniesPayInterest()
    00678 {
    00679   const Company *c;
    00680
    00681   FOR_ALL_COMPANIES(c) {
    00682     _current_company = c->index;
    00683
    00684     /* Over a year the paid interest should be "loan * interest percentage",
    00685      * but... as that number is likely not dividable by 12 (pay each month),
    00686      * one needs to account for that in the monthly fee calculations.
    00687      * To easily calculate what one should pay "this" month, you calculate
    00688      * what (total) should have been paid up to this month and you substract
    00689      * whatever has been paid in the previous months. This will mean one month
    00690      * it'll be a bit more and the other it'll be a bit less than the average
    00691      * monthly fee, but on average it will be exact. */
    00692     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00693     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00694     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00695
    00696     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00697
    00698     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00699   }
    00700 }
    00701
    00702 static void HandleEconomyFluctuations()
    00703 {
    00704   if (_settings_game.difficulty.economy != 0) {
    00705     /* When economy is Fluctuating, decrease counter */
    00706     _economy.fluct--;
    00707   } else if (_economy.fluct <= 0) {
    00708     /* When it's Steady and we are in recession, end it now */
    00709     _economy.fluct = -12;
    00710   } else {
    00711     /* No need to do anything else in other cases */
    00712     return;
    00713   }
    00714
    00715   if (_economy.fluct == 0) {
    00716     _economy.fluct = -(int)GB(Random(), 0, 2);
    00717     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
    00718   } else if (_economy.fluct == -12) {
    00719     _economy.fluct = GB(Random(), 0, 8) + 312;
    00720     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
    00721   }
    00722 }
    00723
    00724
    00728 void ResetPriceBaseMultipliers()
    00729 {
    00730   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00731 }
    00732
    00740 void SetPriceBaseMultiplier(Price price, int factor)
    00741 {
    00742   assert(price < PR_END);
    00743   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00744 }
    00745
    00750 void StartupIndustryDailyChanges(bool init_counter)
    00751 {
    00752   uint map_size = MapLogX() + MapLogY();
    00753   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00754    * which stands for the days in a month.
    00755    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00756    * would not be needed.
    00757    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
    00758    * on the overall total number of changes performed */
    00759   _economy.industry_daily_increment = (1 << map_size) / 31;
    00760
    00761   if (init_counter) {
    00762     /* A new game or a savegame from an older version will require the counter to be initialized */
    00763     _economy.industry_daily_change_counter = 0;
    00764   }
    00765 }
    00766
    00767 void StartupEconomy()
    00768 {
    00769   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00770   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00771   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00772   _economy.fluct = GB(Random(), 0, 8) + 168;
    00773
    00774   /* Set up prices */
    00775   RecomputePrices();
    00776
    00777   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00778
    00779 }
    00780
    00784 void InitializeEconomy()
    00785 {
    00786   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00787 }
    00788
    00797 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00798 {
    00799   if (index >= PR_END) return 0;
    00800
    00801   Money cost = _price[index] * cost_factor;
    00802   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00803
    00804   if (shift >= 0) {
    00805     cost <<= shift;
    00806   } else {
    00807     cost >>= -shift;
    00808   }
    00809
    00810   return cost;
    00811 }
    00812
    00813 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00814 {
    00815   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00816   if (!cs->IsValid()) {
    00817     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00818     return 0;
    00819   }
    00820
    00821   /* Use callback to calculate cargo profit, if available */
    00822   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00823     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00824     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00825     if (callback != CALLBACK_FAILED) {
    00826       int result = GB(callback, 0, 14);
    00827
    00828       /* Simulate a 15 bit signed value */
    00829       if (HasBit(callback, 14)) result -= 0x4000;
    00830
    00831       /* "The result should be a signed multiplier that gets multiplied
    00832        * by the amount of cargo moved and the price factor, then gets
    00833        * divided by 8192." */
    00834       return result * num_pieces * cs->current_payment / 8192;
    00835     }
    00836   }
    00837
    00838   static const int MIN_TIME_FACTOR = 31;
    00839   static const int MAX_TIME_FACTOR = 255;
    00840
    00841   const int days1 = cs->transit_days[0];
    00842   const int days2 = cs->transit_days[1];
    00843   const int days_over_days1 = max(   transit_days - days1, 0);
    00844   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00845
    00846   /*
    00847    * The time factor is calculated based on the time it took
    00848    * (transit_days) compared two cargo-depending values. The
    00849    * range is divided into three parts:
    00850    *
    00851    *  - constant for fast transits
    00852    *  - linear decreasing with time with a slope of -1 for medium transports
    00853    *  - linear decreasing with time with a slope of -2 for slow transports
    00854    *
    00855    */
    00856   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00857
    00858   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00859 }
    00860
    00862 static SmallIndustryList _cargo_delivery_destinations;
    00863
    00873 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00874 {
    00875   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    00876    * This fails in three cases:
    00877    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    00878    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    00879    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    00880    */
    00881
    00882   uint accepted = 0;
    00883
    00884   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    00885     Industry *ind = st->industries_near[i];
    00886     if (ind->index == source) continue;
    00887
    00888     const IndustrySpec *indspec = GetIndustrySpec(ind->type);
    00889
    00890     uint cargo_index;
    00891     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00892       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    00893     }
    00894     /* Check if matching cargo has been found */
    00895     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    00896
    00897     /* Check if industry temporarily refuses acceptance */
    00898     if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
    00899       uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->location.tile);
    00900       if (res == 0) continue;
    00901     }
    00902
    00903     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    00904     _cargo_delivery_destinations.Include(ind);
    00905
    00906     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    00907     ind->incoming_cargo_waiting[cargo_index] += amount;
    00908     num_pieces -= amount;
    00909     accepted += amount;
    00910   }
    00911
    00912   return accepted;
    00913 }
    00914
    00928 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)
    00929 {
    00930   assert(num_pieces > 0);
    00931
    00932   const Station *st = Station::Get(dest);
    00933
    00934   /* Give the goods to the industry. */
    00935   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    00936
    00937   /* If this cargo type is always accepted, accept all */
    00938   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    00939
    00940   /* Update company statistics */
    00941   company->cur_economy.delivered_cargo += accepted;
    00942   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
    00943
    00944   /* Increase town's counter for some special goods types */
    00945   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00946   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
    00947   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
    00948
    00949   /* Determine profit */
    00950   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    00951
    00952   /* Modify profit if a subsidy is in effect */
    00953   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    00954     switch (_settings_game.difficulty.subsidy_multiplier) {
    00955       case 0:  profit += profit >> 1; break;
    00956       case 1:  profit *= 2; break;
    00957       case 2:  profit *= 3; break;
    00958       default: profit *= 4; break;
    00959     }
    00960   }
    00961
    00962   return profit;
    00963 }
    00964
    00970 static void TriggerIndustryProduction(Industry *i)
    00971 {
    00972   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00973   uint16 callback = indspec->callback_mask;
    00974
    00975   i->was_cargo_delivered = true;
    00976   i->last_cargo_accepted_at = _date;
    00977
    00978   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    00979     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    00980       IndustryProductionCallback(i, 0);
    00981     } else {
    00982       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    00983     }
    00984   } else {
    00985     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    00986       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    00987       if (cargo_waiting == 0) continue;
    00988
    00989       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    00990       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    00991
    00992       i->incoming_cargo_waiting[cargo_index] = 0;
    00993     }
    00994   }
    00995
    00996   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    00997   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    00998 }
    00999
    01004 CargoPayment::CargoPayment(Vehicle *front) :
    01005   front(front),
    01006   current_station(front->last_station_visited)
    01007 {
    01008 }
    01009
    01010 CargoPayment::~CargoPayment()
    01011 {
    01012   if (this->CleaningPool()) return;
    01013
    01014   this->front->cargo_payment = NULL;
    01015
    01016   if (this->visual_profit == 0) return;
    01017
    01018   CompanyID old_company = _current_company;
    01019   _current_company = this->front->owner;
    01020
    01021   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01022   this->front->profit_this_year += this->visual_profit << 8;
    01023
    01024   if (this->route_profit != 0) {
    01025     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01026       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01027     }
    01028
    01029     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
    01030   } else {
    01031     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
    01032   }
    01033
    01034   _current_company = old_company;
    01035 }
    01036
    01042 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01043 {
    01044   if (this->owner == NULL) {
    01045     this->owner = Company::Get(this->front->owner);
    01046   }
    01047
    01048   /* Handle end of route payment */
    01049   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01050   this->route_profit += profit;
    01051
    01052   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01053   this->visual_profit += profit - cp->FeederShare();
    01054 }
    01055
    01062 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01063 {
    01064   Money profit = GetTransportedGoodsIncome(
    01065     count,
    01066     /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01067     DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01068     cp->DaysInTransit(),
    01069     this->ct);
    01070
    01071   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01072
    01073   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
    01074   return profit; // account for the (virtual) profit already made for the cargo packet
    01075 }
    01076
    01081 void PrepareUnload(Vehicle *front_v)
    01082 {
    01083   /* At this moment loading cannot be finished */
    01084   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01085
    01086   /* Start unloading in at the first possible moment */
    01087   front_v->load_unload_ticks = 1;
    01088
    01089   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01090     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01091       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01092         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01093       }
    01094     }
    01095   }
    01096
    01097   assert(front_v->cargo_payment == NULL);
    01098   front_v->cargo_payment = new CargoPayment(front_v);
    01099 }
    01100
    01109 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
    01110 {
    01111   assert(v->current_order.IsType(OT_LOADING));
    01112
    01113   assert(v->load_unload_ticks != 0);
    01114
    01115   /* We have not waited enough time till the next round of loading/unloading */
    01116   if (--v->load_unload_ticks != 0) {
    01117     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01118       /* 'Reserve' this cargo for this vehicle, because we were first. */
    01119       for (; v != NULL; v = v->Next()) {
    01120         int cap_left = v->cargo_cap - v->cargo.Count();
    01121         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01122       }
    01123     }
    01124     return;
    01125   }
    01126
    01127   StationID last_visited = v->last_station_visited;
    01128   Station *st = Station::Get(last_visited);
    01129
    01130   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
    01131     /* The train reversed in the station. Take the "easy" way
    01132      * out and let the train just leave as it always did. */
    01133     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
    01134     v->load_unload_ticks = 1;
    01135     return;
    01136   }
    01137
    01138   int unloading_time = 0;
    01139   Vehicle *u = v;
    01140   bool dirty_vehicle = false;
    01141   bool dirty_station = false;
    01142
    01143   bool completely_emptied = true;
    01144   bool anything_unloaded = false;
    01145   bool anything_loaded   = false;
    01146   uint32 cargo_not_full  = 0;
    01147   uint32 cargo_full      = 0;
    01148
    01149   v->cur_speed = 0;
    01150
    01151   CargoPayment *payment = v->cargo_payment;
    01152
    01153   for (; v != NULL; v = v->Next()) {
    01154     if (v->cargo_cap == 0) continue;
    01155
    01156     const Engine *e = Engine::Get(v->engine_type);
    01157     byte load_amount = e->info.load_amount;
    01158
    01159     /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01160     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = (load_amount + 3) / 4;
    01161
    01162     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01163       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01164       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
    01165     }
    01166
    01167     GoodsEntry *ge = &st->goods[v->cargo_type];
    01168
    01169     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01170       uint cargo_count = v->cargo.Count();
    01171       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01172       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
    01173       bool accepted  = false; // Is the cargo accepted by the station?
    01174
    01175       payment->SetCargo(v->cargo_type);
    01176
    01177       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
    01178         /* The cargo has reached it's final destination, the packets may now be destroyed */
    01179         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
    01180
    01181         dirty_vehicle = true;
    01182         accepted = true;
    01183       }
    01184
    01185       /* The !accepted || v->cargo.Count == cargo_count clause is there
    01186        * to make it possible to force unload vehicles at the station where
    01187        * they were loaded, but to not force unload the vehicle when the
    01188        * station is still accepting the cargo in the vehicle. It doesn't
    01189        * accept cargo that was loaded at the same station. */
    01190       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
    01191         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
    01192         SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
    01193
    01194         dirty_vehicle = dirty_station = true;
    01195       } else if (!accepted) {
    01196         /* The order changed while unloading (unset unload/transfer) or the
    01197          * station does not accept our goods. */
    01198         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01199
    01200         /* Say we loaded something, otherwise we'll think we didn't unload
    01201          * something and we didn't load something, so we must be finished
    01202          * at this station. Setting the unloaded means that we will get a
    01203          * retry for loading in the next cycle. */
    01204         anything_unloaded = true;
    01205         continue;
    01206       }
    01207
    01208       /* Deliver goods to the station */
    01209       st->time_since_unload = 0;
    01210
    01211       unloading_time += amount_unloaded;
    01212
    01213       anything_unloaded = true;
    01214       if (_settings_game.order.gradual_loading && remaining) {
    01215         completely_emptied = false;
    01216       } else {
    01217         /* We have finished unloading (cargo count == 0) */
    01218         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01219       }
    01220
    01221       continue;
    01222     }
    01223
    01224     /* Do not pick up goods when we have no-load set. */
    01225     if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;
    01226
    01227     /* update stats */
    01228     int t;
    01229     switch (u->type) {
    01230       case VEH_TRAIN:    t = Train::From(u)->tcache.cached_max_speed; break;
    01231       case VEH_ROAD:     t = u->max_speed / 2;        break;
    01232       case VEH_SHIP:     t = u->max_speed;            break;
    01233       case VEH_AIRCRAFT: t = u->max_speed * 10 / 129; break; // convert to old units
    01234       default: NOT_REACHED();
    01235     }
    01236
    01237     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01238     ge->last_speed = min(t, 255);
    01239     ge->last_age = _cur_year - u->build_year;
    01240     ge->days_since_pickup = 0;
    01241
    01242     /* If there's goods waiting at the station, and the vehicle
    01243      * has capacity for it, load it on the vehicle. */
    01244     int cap_left = v->cargo_cap - v->cargo.Count();
    01245     if (!ge->cargo.Empty() && cap_left > 0) {
    01246       uint cap = cap_left;
    01247       uint count = ge->cargo.Count();
    01248
    01249       /* Skip loading this vehicle if another train/vehicle is already handling
    01250        * the same cargo type at this station */
    01251       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
    01252         SetBit(cargo_not_full, v->cargo_type);
    01253         continue;
    01254       }
    01255
    01256       if (cap > count) cap = count;
    01257       if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
    01258       if (_settings_game.order.improved_load) {
    01259         /* Don't load stuff that is already 'reserved' for other vehicles */
    01260         cap = min((uint)cargo_left[v->cargo_type], cap);
    01261         cargo_left[v->cargo_type] -= cap;
    01262       }
    01263
    01264       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01265
    01266       /* TODO: Regarding this, when we do gradual loading, we
    01267        * should first unload all vehicles and then start
    01268        * loading them. Since this will cause
    01269        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01270        * the whole vehicle chain is really totally empty, the
    01271        * completely_emptied assignment can then be safely
    01272        * removed; that's how TTDPatch behaves too. --pasky */
    01273       completely_emptied = false;
    01274       anything_loaded = true;
    01275
    01276       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
    01277
    01278       st->time_since_load = 0;
    01279       st->last_vehicle_type = v->type;
    01280
    01281       StationAnimationTrigger(st, st->xy, STAT_ANIM_CARGO_TAKEN, v->cargo_type);
    01282
    01283       unloading_time += cap;
    01284
    01285       dirty_vehicle = dirty_station = true;
    01286     }
    01287
    01288     if (v->cargo.Count() >= v->cargo_cap) {
    01289       SetBit(cargo_full, v->cargo_type);
    01290     } else {
    01291       SetBit(cargo_not_full, v->cargo_type);
    01292     }
    01293   }
    01294
    01295   /* Only set completly_emptied, if we just unloaded all remaining cargo */
    01296   completely_emptied &= anything_unloaded;
    01297
    01298   /* We update these variables here, so gradual loading still fills
    01299    * all wagons at the same time instead of using the same 'improved'
    01300    * loading algorithm for the wagons (only fill wagon when there is
    01301    * enough to fill the previous wagons) */
    01302   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01303     /* Update left cargo */
    01304     for (v = u; v != NULL; v = v->Next()) {
    01305       int cap_left = v->cargo_cap - v->cargo.Count();
    01306       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01307     }
    01308   }
    01309
    01310   v = u;
    01311
    01312   if (!anything_unloaded) delete payment;
    01313
    01314   if (anything_loaded || anything_unloaded) {
    01315     if (_settings_game.order.gradual_loading) {
    01316       /* The time it takes to load one 'slice' of cargo or passengers depends
    01317        * on the vehicle type - the values here are those found in TTDPatch */
    01318       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01319
    01320       unloading_time = gradual_loading_wait_time[v->type];
    01321     }
    01322   } else {
    01323     bool finished_loading = true;
    01324     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01325       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01326         /* if the aircraft carries passengers and is NOT full, then
    01327          * continue loading, no matter how much mail is in */
    01328         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
    01329             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are stull non-full cargos
    01330           finished_loading = false;
    01331         }
    01332       } else if (cargo_not_full != 0) {
    01333         finished_loading = false;
    01334       }
    01335     }
    01336     unloading_time = 20;
    01337
    01338     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01339   }
    01340
    01341   if (v->type == VEH_TRAIN) {
    01342     /* Each platform tile is worth 2 rail vehicles. */
    01343     int overhang = Train::From(v)->tcache.cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
    01344     if (overhang > 0) {
    01345       unloading_time <<= 1;
    01346       unloading_time += (overhang * unloading_time) / 8;
    01347     }
    01348   }
    01349
    01350   /* Calculate the loading indicator fill percent and display
    01351    * In the Game Menu do not display indicators
    01352    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01353    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01354    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01355    */
    01356   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01357     StringID percent_up_down = STR_NULL;
    01358     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
    01359     if (v->fill_percent_te_id == INVALID_TE_ID) {
    01360       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
    01361     } else {
    01362       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
    01363     }
    01364   }
    01365
    01366   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01367   v->load_unload_ticks = max(1, unloading_time);
    01368
    01369   if (completely_emptied) {
    01370     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
    01371   }
    01372
    01373   if (dirty_vehicle) {
    01374     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
    01375     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    01376     v->MarkDirty();
    01377   }
    01378   if (dirty_station) {
    01379     st->MarkTilesDirty(true);
    01380     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01381   }
    01382 }
    01383
    01389 void LoadUnloadStation(Station *st)
    01390 {
    01391   /* No vehicle is here... */
    01392   if (st->loading_vehicles.empty()) return;
    01393
    01394   int cargo_left[NUM_CARGO];
    01395
    01396   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
    01397
    01398   std::list<Vehicle *>::iterator iter;
    01399   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01400     Vehicle *v = *iter;
    01401     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
    01402   }
    01403
    01404   /* Call the production machinery of industries */
    01405   const Industry * const *isend = _cargo_delivery_destinations.End();
    01406   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01407     TriggerIndustryProduction(*iid);
    01408   }
    01409   _cargo_delivery_destinations.Clear();
    01410 }
    01411
    01412 void CompaniesMonthlyLoop()
    01413 {
    01414   CompaniesGenStatistics();
    01415   if (_settings_game.economy.inflation) {
    01416     AddInflation();
    01417     RecomputePrices();
    01418   }
    01419   CompaniesPayInterest();
    01420   /* Reset the _current_company flag */
    01421   _current_company = OWNER_NONE;
    01422   HandleEconomyFluctuations();
    01423 }
    01424
    01425 static void DoAcquireCompany(Company *c)
    01426 {
    01427   Company *owner;
    01428   int i;
    01429   Money value;
    01430   CompanyID ci = c->index;
    01431
    01432   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01433   cni->FillData(c, Company::Get(_current_company));
    01434
    01435   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01436   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01437   SetDParamStr(2, cni->company_name);
    01438   SetDParamStr(3, cni->other_company_name);
    01439   SetDParam(4, c->bankrupt_value);
    01440   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
    01441   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
    01442
    01443   /* original code does this a little bit differently */
    01444   ChangeNetworkOwner(ci, _current_company);
    01445   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01446
    01447   if (c->bankrupt_value == 0) {
    01448     owner = Company::Get(_current_company);
    01449     owner->current_loan += c->current_loan;
    01450   }
    01451
    01452   value = CalculateCompanyValue(c) >> 2;
    01453   CompanyID old_company = _current_company;
    01454   for (i = 0; i != 4; i++) {
    01455     if (c->share_owners[i] != COMPANY_SPECTATOR) {
    01456       _current_company = c->share_owners[i];
    01457       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
    01458     }
    01459   }
    01460   _current_company = old_company;
    01461
    01462   if (c->is_ai) AI::Stop(c->index);
    01463
    01464   DeleteCompanyWindows(ci);
    01465   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01466   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01467   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01468   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01469
    01470   delete c;
    01471 }
    01472
    01473 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01474
    01483 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01484 {
    01485   CommandCost cost(EXPENSES_OTHER);
    01486
    01487   Company *c = Company::GetIfValid(p1);
    01488
    01489   /* Check if buying shares is allowed (protection against modified clients)
    01490    * Cannot buy own shares */
    01491   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
    01492
    01493   /* Protect new companies from hostile takeovers */
    01494   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01495
    01496   /* Those lines are here for network-protection (clients can be slow) */
    01497   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01498
    01499   /* We can not buy out a real company (temporarily). TODO: well, enable it obviously */
    01500   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1 && !c->is_ai) return cost;
    01501
    01502   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01503   if (flags & DC_EXEC) {
    01504     OwnerByte *b = c->share_owners;
    01505     int i;
    01506
    01507     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01508     *b = _current_company;
    01509
    01510     for (i = 0; c->share_owners[i] == _current_company;) {
    01511       if (++i == 4) {
    01512         c->bankrupt_value = 0;
    01513         DoAcquireCompany(c);
    01514         break;
    01515       }
    01516     }
    01517     SetWindowDirty(WC_COMPANY, p1);
    01518   }
    01519   return cost;
    01520 }
    01521
    01530 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01531 {
    01532   Company *c = Company::GetIfValid(p1);
    01533
    01534   /* Check if selling shares is allowed (protection against modified clients)
    01535    * Cannot sell own shares */
    01536   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
    01537
    01538   /* Those lines are here for network-protection (clients can be slow) */
    01539   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01540
    01541   /* adjust it a little to make it less profitable to sell and buy */
    01542   Money cost = CalculateCompanyValue(c) >> 2;
    01543   cost = -(cost - (cost >> 7));
    01544
    01545   if (flags & DC_EXEC) {
    01546     OwnerByte *b = c->share_owners;
    01547     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01548     *b = COMPANY_SPECTATOR;
    01549     SetWindowDirty(WC_COMPANY, p1);
    01550   }
    01551   return CommandCost(EXPENSES_OTHER, cost);
    01552 }
    01553
    01565 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01566 {
    01567   Company *c = Company::GetIfValid(p1);
    01568   if (c == NULL) return CMD_ERROR;
    01569
    01570   /* Disable takeovers when not asked */
    01571   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01572
    01573   /* Disable taking over the local company in single player */
    01574   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01575
    01576   /* Do not allow companies to take over themselves */
    01577   if ((CompanyID)p1 == _current_company) return CMD_ERROR;
    01578
    01579   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01580   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01581
    01582   if (flags & DC_EXEC) {
    01583     DoAcquireCompany(c);
    01584   }
    01585   return cost;
    01586 }