# economy.cpp

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    00001 /* $Id: economy.cpp 23052 2011-10-22 20:54:23Z 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 "newgrf_engine.h"
    00024 #include "engine_base.h"
    00025 #include "ground_vehicle.hpp"
    00026 #include "newgrf_cargo.h"
    00027 #include "newgrf_sound.h"
    00028 #include "newgrf_industrytiles.h"
    00029 #include "newgrf_station.h"
    00030 #include "newgrf_airporttiles.h"
    00031 #include "object.h"
    00032 #include "group.h"
    00033 #include "strings_func.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 "core/backup_type.hpp"
    00049
    00050 #include "table/strings.h"
    00051 #include "table/pricebase.h"
    00052
    00053
    00054 /* Initialize the cargo payment-pool */
    00055 CargoPaymentPool _cargo_payment_pool("CargoPayment");
    00056 INSTANTIATE_POOL_METHODS(CargoPayment)
    00057
    00058
    00069 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
    00070 {
    00071   return (int32)((int64)a * (int64)b >> shift);
    00072 }
    00073
    00074 typedef SmallVector<Industry *, 16> SmallIndustryList;
    00075
    00079 const ScoreInfo _score_info[] = {
    00080   {     120, 100}, // SCORE_VEHICLES
    00081   {      80, 100}, // SCORE_STATIONS
    00082   {   10000, 100}, // SCORE_MIN_PROFIT
    00083   {   50000,  50}, // SCORE_MIN_INCOME
    00084   {  100000, 100}, // SCORE_MAX_INCOME
    00085   {   40000, 400}, // SCORE_DELIVERED
    00086   {       8,  50}, // SCORE_CARGO
    00087   {10000000,  50}, // SCORE_MONEY
    00088   {  250000,  50}, // SCORE_LOAN
    00089   {       0,   0}  // SCORE_TOTAL
    00090 };
    00091
    00092 int _score_part[MAX_COMPANIES][SCORE_END];
    00093 Economy _economy;
    00094 Prices _price;
    00095 Money _additional_cash_required;
    00096 static PriceMultipliers _price_base_multiplier;
    00097
    00107 Money CalculateCompanyValue(const Company *c, bool including_loan)
    00108 {
    00109   Owner owner = c->index;
    00110
    00111   Station *st;
    00112   uint num = 0;
    00113
    00114   FOR_ALL_STATIONS(st) {
    00115     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00116   }
    00117
    00118   Money value = num * _price[PR_STATION_VALUE] * 25;
    00119
    00120   Vehicle *v;
    00121   FOR_ALL_VEHICLES(v) {
    00122     if (v->owner != owner) continue;
    00123
    00124     if (v->type == VEH_TRAIN ||
    00125         v->type == VEH_ROAD ||
    00126         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00127         v->type == VEH_SHIP) {
    00128       value += v->value * 3 >> 1;
    00129     }
    00130   }
    00131
    00132   /* Add real money value */
    00133   if (including_loan) value -= c->current_loan;
    00134   value += c->money;
    00135
    00136   return max(value, (Money)1);
    00137 }
    00138
    00147 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00148 {
    00149   Owner owner = c->index;
    00150   int score = 0;
    00151
    00152   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00153
    00154   /* Count vehicles */
    00155   {
    00156     Vehicle *v;
    00157     Money min_profit = 0;
    00158     bool min_profit_first = true;
    00159     uint num = 0;
    00160
    00161     FOR_ALL_VEHICLES(v) {
    00162       if (v->owner != owner) continue;
    00163       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00164         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00165         if (v->age > 730) {
    00166           /* Find the vehicle with the lowest amount of profit */
    00167           if (min_profit_first || min_profit > v->profit_last_year) {
    00168             min_profit = v->profit_last_year;
    00169             min_profit_first = false;
    00170           }
    00171         }
    00172       }
    00173     }
    00174
    00175     min_profit >>= 8; // remove the fract part
    00176
    00177     _score_part[owner][SCORE_VEHICLES] = num;
    00178     /* Don't allow negative min_profit to show */
    00179     if (min_profit > 0) {
    00180       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00181     }
    00182   }
    00183
    00184   /* Count stations */
    00185   {
    00186     uint num = 0;
    00187     const Station *st;
    00188
    00189     FOR_ALL_STATIONS(st) {
    00190       /* Only count stations that are actually serviced */
    00191       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00192     }
    00193     _score_part[owner][SCORE_STATIONS] = num;
    00194   }
    00195
    00196   /* Generate statistics depending on recent income statistics */
    00197   {
    00198     int numec = min(c->num_valid_stat_ent, 12);
    00199     if (numec != 0) {
    00200       const CompanyEconomyEntry *cee = c->old_economy;
    00201       Money min_income = cee->income + cee->expenses;
    00202       Money max_income = cee->income + cee->expenses;
    00203
    00204       do {
    00205         min_income = min(min_income, cee->income + cee->expenses);
    00206         max_income = max(max_income, cee->income + cee->expenses);
    00207       } while (++cee, --numec);
    00208
    00209       if (min_income > 0) {
    00210         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00211       }
    00212
    00213       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00214     }
    00215   }
    00216
    00217   /* Generate score depending on amount of transported cargo */
    00218   {
    00219     const CompanyEconomyEntry *cee;
    00220     int numec;
    00221     uint32 total_delivered;
    00222
    00223     numec = min(c->num_valid_stat_ent, 4);
    00224     if (numec != 0) {
    00225       cee = c->old_economy;
    00226       total_delivered = 0;
    00227       do {
    00228         total_delivered += cee->delivered_cargo;
    00229       } while (++cee, --numec);
    00230
    00231       _score_part[owner][SCORE_DELIVERED] = total_delivered;
    00232     }
    00233   }
    00234
    00235   /* Generate score for variety of cargo */
    00236   {
    00237     uint num = CountBits(c->cargo_types);
    00238     _score_part[owner][SCORE_CARGO] = num;
    00239     if (update) c->cargo_types = 0;
    00240   }
    00241
    00242   /* Generate score for company's money */
    00243   {
    00244     if (c->money > 0) {
    00245       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00246     }
    00247   }
    00248
    00249   /* Generate score for loan */
    00250   {
    00251     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00252   }
    00253
    00254   /* Now we calculate the score for each item.. */
    00255   {
    00256     int total_score = 0;
    00257     int s;
    00258     score = 0;
    00259     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00260       /* Skip the total */
    00261       if (i == SCORE_TOTAL) continue;
    00262       /*  Check the score */
    00263       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00264       score += s;
    00265       total_score += _score_info[i].score;
    00266     }
    00267
    00268     _score_part[owner][SCORE_TOTAL] = score;
    00269
    00270     /*  We always want the score scaled to SCORE_MAX (1000) */
    00271     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00272   }
    00273
    00274   if (update) {
    00275     c->old_economy[0].performance_history = score;
    00276     UpdateCompanyHQ(c->location_of_HQ, score);
    00277     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00278   }
    00279
    00280   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00281   return score;
    00282 }
    00283
    00284 /*  use INVALID_OWNER as new_owner to delete the company. */
    00285 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00286 {
    00287   /* We need to set _current_company to old_owner before we try to move
    00288    * the client. This is needed as it needs to know whether "you" really
    00289    * are the current local company. */
    00290   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
    00291 #ifdef ENABLE_NETWORK
    00292   /* In all cases, make spectators of clients connected to that company */
    00293   if (_networking) NetworkClientsToSpectators(old_owner);
    00294 #endif /* ENABLE_NETWORK */
    00295   if (old_owner == _local_company) {
    00296     /* Single player cheated to AI company.
    00297      * There are no specatators in single player, so we must pick some other company. */
    00298     assert(!_networking);
    00299     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00300     Company *c;
    00301     FOR_ALL_COMPANIES(c) {
    00302       if (c->index != old_owner) {
    00303         SetLocalCompany(c->index);
    00304         break;
    00305       }
    00306     }
    00307     cur_company.Restore();
    00308     assert(old_owner != _local_company);
    00309   }
    00310
    00311   Town *t;
    00312
    00313   assert(old_owner != new_owner);
    00314
    00315   {
    00316     Company *c;
    00317     uint i;
    00318
    00319     /* See if the old_owner had shares in other companies */
    00320     FOR_ALL_COMPANIES(c) {
    00321       for (i = 0; i < 4; i++) {
    00322         if (c->share_owners[i] == old_owner) {
    00323           /* Sell his shares */
    00324           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00325           /* Because we are in a DoCommand, we can't just execute another one and
    00326            *  expect the money to be removed. We need to do it ourself! */
    00327           SubtractMoneyFromCompany(res);
    00328         }
    00329       }
    00330     }
    00331
    00332     /* Sell all the shares that people have on this company */
    00333     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
    00334     c = Company::Get(old_owner);
    00335     for (i = 0; i < 4; i++) {
    00336       cur_company2.Change(c->share_owners[i]);
    00337       if (_current_company != INVALID_OWNER) {
    00338         /* Sell the shares */
    00339         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00340         /* Because we are in a DoCommand, we can't just execute another one and
    00341          *  expect the money to be removed. We need to do it ourself! */
    00342         SubtractMoneyFromCompany(res);
    00343       }
    00344     }
    00345     cur_company2.Restore();
    00346   }
    00347
    00348   /* Temporarily increase the company's money, to be sure that
    00349    * removing his/her property doesn't fail because of lack of money.
    00350    * Not too drastically though, because it could overflow */
    00351   if (new_owner == INVALID_OWNER) {
    00352     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00353   }
    00354
    00355   Subsidy *s;
    00356   FOR_ALL_SUBSIDIES(s) {
    00357     if (s->awarded == old_owner) {
    00358       if (new_owner == INVALID_OWNER) {
    00359         delete s;
    00360       } else {
    00361         s->awarded = new_owner;
    00362       }
    00363     }
    00364   }
    00365   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00366
    00367   /* Take care of rating in towns */
    00368   FOR_ALL_TOWNS(t) {
    00369     /* If a company takes over, give the ratings to that company. */
    00370     if (new_owner != INVALID_OWNER) {
    00371       if (HasBit(t->have_ratings, old_owner)) {
    00372         if (HasBit(t->have_ratings, new_owner)) {
    00373           /* use max of the two ratings. */
    00374           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00375         } else {
    00376           SetBit(t->have_ratings, new_owner);
    00377           t->ratings[new_owner] = t->ratings[old_owner];
    00378         }
    00379       }
    00380     }
    00381
    00382     /* Reset the ratings for the old owner */
    00383     t->ratings[old_owner] = RATING_INITIAL;
    00384     ClrBit(t->have_ratings, old_owner);
    00385   }
    00386
    00387   {
    00388     FreeUnitIDGenerator unitidgen[] = {
    00389       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00390       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00391     };
    00392
    00393     Vehicle *v;
    00394     FOR_ALL_VEHICLES(v) {
    00395       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00396         if (new_owner == INVALID_OWNER) {
    00397           if (v->Previous() == NULL) delete v;
    00398         } else {
    00399           v->owner = new_owner;
    00400           v->colourmap = PAL_NONE;
    00401           if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
    00402           if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
    00403
    00404           /* Invalidate the vehicle's cargo payment "owner cache". */
    00405           if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
    00406         }
    00407       }
    00408     }
    00409   }
    00410
    00411   /*  Change ownership of tiles */
    00412   {
    00413     TileIndex tile = 0;
    00414     do {
    00415       ChangeTileOwner(tile, old_owner, new_owner);
    00416     } while (++tile != MapSize());
    00417
    00418     if (new_owner != INVALID_OWNER) {
    00419       /* Update all signals because there can be new segment that was owned by two companies
    00420        * and signals were not propagated
    00421        * Similiar with crossings - it is needed to bar crossings that weren't before
    00422        * because of different owner of crossing and approaching train */
    00423       tile = 0;
    00424
    00425       do {
    00426         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
    00427           TrackBits tracks = GetTrackBits(tile);
    00428           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
    00429             Track track = RemoveFirstTrack(&tracks);
    00430             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
    00431           } while (tracks != TRACK_BIT_NONE);
    00432         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
    00433           UpdateLevelCrossing(tile);
    00434         }
    00435       } while (++tile != MapSize());
    00436     }
    00437
    00438     /* update signals in buffer */
    00439     UpdateSignalsInBuffer();
    00440   }
    00441
    00442   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00443   Station *st;
    00444   FOR_ALL_STATIONS(st) {
    00445     if (st->owner == old_owner) {
    00446       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00447        * also, drawing station window would cause reading invalid company's colour */
    00448       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00449     }
    00450   }
    00451
    00452   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00453   Waypoint *wp;
    00454   FOR_ALL_WAYPOINTS(wp) {
    00455     if (wp->owner == old_owner) {
    00456       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00457     }
    00458   }
    00459
    00460   /* In all cases clear replace engine rules.
    00461    * Even if it was copied, it could interfere with new owner's rules */
    00462   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00463
    00464   if (new_owner == INVALID_OWNER) {
    00465     RemoveAllGroupsForCompany(old_owner);
    00466   } else {
    00467     Group *g;
    00468     FOR_ALL_GROUPS(g) {
    00469       if (g->owner == old_owner) g->owner = new_owner;
    00470     }
    00471   }
    00472
    00473   Sign *si;
    00474   FOR_ALL_SIGNS(si) {
    00475     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00476   }
    00477
    00478   /* Change colour of existing windows */
    00479   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00480
    00481   cur_company.Restore();
    00482
    00483   MarkWholeScreenDirty();
    00484 }
    00485
    00490 static void CompanyCheckBankrupt(Company *c)
    00491 {
    00492   /*  If the company has money again, it does not go bankrupt */
    00493   if (c->money >= 0) {
    00494     c->quarters_of_bankruptcy = 0;
    00495     c->bankrupt_asked = 0;
    00496     return;
    00497   }
    00498
    00499   c->quarters_of_bankruptcy++;
    00500
    00501   switch (c->quarters_of_bankruptcy) {
    00502     case 0:
    00503     case 1:
    00504       break;
    00505
    00506     case 2: {
    00507       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00508       cni->FillData(c);
    00509       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00510       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00511       SetDParamStr(2, cni->company_name);
    00512       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
    00513       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
    00514       break;
    00515     }
    00516
    00517     case 3: {
    00518       /* Check if the company has any value.. if not, declare it bankrupt
    00519        *  right now */
    00520       Money val = CalculateCompanyValue(c, false);
    00521       if (val > 0) {
    00522         c->bankrupt_value = val;
    00523         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00524         c->bankrupt_timeout = 0;
    00525         break;
    00526       }
    00527       /* FALL THROUGH 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         break;
    00538       }
    00539
    00540       /* Actually remove the company, but not when we're a network client.
    00541        * In case of network clients we will be getting a command from the
    00542        * server. It is done in this way as we are called from the
    00543        * StateGameLoop which can't change the current company, and thus
    00544        * updating the local company triggers an assert later on. In the
    00545        * case of a network game the command will be processed at a time
    00546        * that changing the current company is okay. In case of single
    00547        * player we are sure (the above check) that we are not the local
    00548        * company and thus we won't be moved. */
    00549       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
    00550       break;
    00551   }
    00552 }
    00553
    00558 static void CompaniesGenStatistics()
    00559 {
    00560   Station *st;
    00561
    00562   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00563   FOR_ALL_STATIONS(st) {
    00564     cur_company.Change(st->owner);
    00565     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00566     SubtractMoneyFromCompany(cost);
    00567   }
    00568   cur_company.Restore();
    00569
    00570   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
    00571   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
    00572
    00573   Company *c;
    00574   FOR_ALL_COMPANIES(c) {
    00575     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00576     c->old_economy[0] = c->cur_economy;
    00577     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00578
    00579     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
    00580
    00581     UpdateCompanyRatingAndValue(c, true);
    00582     if (c->block_preview != 0) c->block_preview--;
    00583     CompanyCheckBankrupt(c);
    00584   }
    00585
    00586   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00587   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00588   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00589   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00590   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00591   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00592 }
    00593
    00598 void AddInflation(bool check_year)
    00599 {
    00600   /* The cargo payment inflation differs from the normal inflation, so the
    00601    * relative amount of money you make with a transport decreases slowly over
    00602    * the 170 years. After a few hundred years we reach a level in which the
    00603    * games will become unplayable as the maximum income will be less than
    00604    * the minimum running cost.
    00605    *
    00606    * Furthermore there are a lot of inflation related overflows all over the
    00607    * place. Solving them is hardly possible because inflation will always
    00608    * reach the overflow threshold some day. So we'll just perform the
    00609    * inflation mechanism during the first 170 years (the amount of years that
    00610    * one had in the original TTD) and stop doing the inflation after that
    00611    * because it only causes problems that can't be solved nicely and the
    00612    * inflation doesn't add anything after that either; it even makes playing
    00613    * it impossible due to the diverging cost and income rates.
    00614    */
    00615   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
    00616
    00617   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00618    * scaled by 65536
    00619    * 12 -> months per year
    00620    * This is only a good approxiamtion for small values
    00621    */
    00622   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
    00623   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
    00624 }
    00625
    00629 void RecomputePrices()
    00630 {
    00631   /* Setup maximum loan */
    00632   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00633
    00634   /* Setup price bases */
    00635   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00636     Money price = _price_base_specs[i].start_price;
    00637
    00638     /* Apply difficulty settings */
    00639     uint mod = 1;
    00640     switch (_price_base_specs[i].category) {
    00641       case PCAT_RUNNING:
    00642         mod = _settings_game.difficulty.vehicle_costs;
    00643         break;
    00644
    00645       case PCAT_CONSTRUCTION:
    00646         mod = _settings_game.difficulty.construction_cost;
    00647         break;
    00648
    00649       default: break;
    00650     }
    00651     if (mod < 1) {
    00652       price = price * 3 >> 2;
    00653     } else if (mod > 1) {
    00654       price = price * 9 >> 3;
    00655     }
    00656
    00657     /* Apply inflation */
    00658     price = (int64)price * _economy.inflation_prices;
    00659
    00660     /* Apply newgrf modifiers, and remove fractional part of inflation */
    00661     int shift = _price_base_multiplier[i] - 16;
    00662     if (shift >= 0) {
    00663       price <<= shift;
    00664     } else {
    00665       price >>= -shift;
    00666     }
    00667
    00668     /* Make sure the price does not get reduced to zero.
    00669      * Zero breaks quite a few commands that use a zero
    00670      * cost to see whether something got changed or not
    00671      * and based on that cause an error. When the price
    00672      * is zero that fails even when things are done. */
    00673     if (price == 0) {
    00674       price = Clamp(_price_base_specs[i].start_price, -1, 1);
    00675       /* No base price should be zero, but be sure. */
    00676       assert(price != 0);
    00677     }
    00678     /* Store value */
    00679     _price[i] = price;
    00680   }
    00681
    00682   /* Setup cargo payment */
    00683   CargoSpec *cs;
    00684   FOR_ALL_CARGOSPECS(cs) {
    00685     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00686   }
    00687
    00688   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00689   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00690   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00691   InvalidateWindowData(WC_PAYMENT_RATES, 0);
    00692 }
    00693
    00695 static void CompaniesPayInterest()
    00696 {
    00697   const Company *c;
    00698
    00699   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00700   FOR_ALL_COMPANIES(c) {
    00701     cur_company.Change(c->index);
    00702
    00703     /* Over a year the paid interest should be "loan * interest percentage",
    00704      * but... as that number is likely not dividable by 12 (pay each month),
    00705      * one needs to account for that in the monthly fee calculations.
    00706      * To easily calculate what one should pay "this" month, you calculate
    00707      * what (total) should have been paid up to this month and you subtract
    00708      * whatever has been paid in the previous months. This will mean one month
    00709      * it'll be a bit more and the other it'll be a bit less than the average
    00710      * monthly fee, but on average it will be exact. */
    00711     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00712     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00713     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00714
    00715     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00716
    00717     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00718   }
    00719   cur_company.Restore();
    00720 }
    00721
    00722 static void HandleEconomyFluctuations()
    00723 {
    00724   if (_settings_game.difficulty.economy != 0) {
    00725     /* When economy is Fluctuating, decrease counter */
    00726     _economy.fluct--;
    00727   } else if (EconomyIsInRecession()) {
    00728     /* When it's Steady and we are in recession, end it now */
    00729     _economy.fluct = -12;
    00730   } else {
    00731     /* No need to do anything else in other cases */
    00732     return;
    00733   }
    00734
    00735   if (_economy.fluct == 0) {
    00736     _economy.fluct = -(int)GB(Random(), 0, 2);
    00737     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
    00738   } else if (_economy.fluct == -12) {
    00739     _economy.fluct = GB(Random(), 0, 8) + 312;
    00740     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
    00741   }
    00742 }
    00743
    00744
    00748 void ResetPriceBaseMultipliers()
    00749 {
    00750   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00751 }
    00752
    00760 void SetPriceBaseMultiplier(Price price, int factor)
    00761 {
    00762   assert(price < PR_END);
    00763   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00764 }
    00765
    00770 void StartupIndustryDailyChanges(bool init_counter)
    00771 {
    00772   uint map_size = MapLogX() + MapLogY();
    00773   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00774    * which stands for the days in a month.
    00775    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00776    * would not be needed.
    00777    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
    00778    * on the overall total number of changes performed */
    00779   _economy.industry_daily_increment = (1 << map_size) / 31;
    00780
    00781   if (init_counter) {
    00782     /* A new game or a savegame from an older version will require the counter to be initialized */
    00783     _economy.industry_daily_change_counter = 0;
    00784   }
    00785 }
    00786
    00787 void StartupEconomy()
    00788 {
    00789   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00790   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00791   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00792   _economy.fluct = GB(Random(), 0, 8) + 168;
    00793
    00794   /* Set up prices */
    00795   RecomputePrices();
    00796
    00797   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00798
    00799 }
    00800
    00804 void InitializeEconomy()
    00805 {
    00806   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00807 }
    00808
    00817 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00818 {
    00819   if (index >= PR_END) return 0;
    00820
    00821   Money cost = _price[index] * cost_factor;
    00822   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00823
    00824   if (shift >= 0) {
    00825     cost <<= shift;
    00826   } else {
    00827     cost >>= -shift;
    00828   }
    00829
    00830   return cost;
    00831 }
    00832
    00833 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00834 {
    00835   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00836   if (!cs->IsValid()) {
    00837     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00838     return 0;
    00839   }
    00840
    00841   /* Use callback to calculate cargo profit, if available */
    00842   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00843     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00844     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00845     if (callback != CALLBACK_FAILED) {
    00846       int result = GB(callback, 0, 14);
    00847
    00848       /* Simulate a 15 bit signed value */
    00849       if (HasBit(callback, 14)) result -= 0x4000;
    00850
    00851       /* "The result should be a signed multiplier that gets multiplied
    00852        * by the amount of cargo moved and the price factor, then gets
    00853        * divided by 8192." */
    00854       return result * num_pieces * cs->current_payment / 8192;
    00855     }
    00856   }
    00857
    00858   static const int MIN_TIME_FACTOR = 31;
    00859   static const int MAX_TIME_FACTOR = 255;
    00860
    00861   const int days1 = cs->transit_days[0];
    00862   const int days2 = cs->transit_days[1];
    00863   const int days_over_days1 = max(   transit_days - days1, 0);
    00864   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00865
    00866   /*
    00867    * The time factor is calculated based on the time it took
    00868    * (transit_days) compared two cargo-depending values. The
    00869    * range is divided into three parts:
    00870    *
    00871    *  - constant for fast transits
    00872    *  - linear decreasing with time with a slope of -1 for medium transports
    00873    *  - linear decreasing with time with a slope of -2 for slow transports
    00874    *
    00875    */
    00876   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00877
    00878   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00879 }
    00880
    00882 static SmallIndustryList _cargo_delivery_destinations;
    00883
    00893 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00894 {
    00895   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    00896    * This fails in three cases:
    00897    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    00898    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    00899    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    00900    */
    00901
    00902   uint accepted = 0;
    00903
    00904   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    00905     Industry *ind = st->industries_near[i];
    00906     if (ind->index == source) continue;
    00907
    00908     uint cargo_index;
    00909     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00910       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    00911     }
    00912     /* Check if matching cargo has been found */
    00913     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    00914
    00915     /* Check if industry temporarily refuses acceptance */
    00916     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
    00917
    00918     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    00919     _cargo_delivery_destinations.Include(ind);
    00920
    00921     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    00922     ind->incoming_cargo_waiting[cargo_index] += amount;
    00923     num_pieces -= amount;
    00924     accepted += amount;
    00925   }
    00926
    00927   return accepted;
    00928 }
    00929
    00943 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)
    00944 {
    00945   assert(num_pieces > 0);
    00946
    00947   const Station *st = Station::Get(dest);
    00948
    00949   /* Give the goods to the industry. */
    00950   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    00951
    00952   /* If this cargo type is always accepted, accept all */
    00953   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    00954
    00955   /* Update company statistics */
    00956   company->cur_economy.delivered_cargo += accepted;
    00957   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
    00958
    00959   /* Increase town's counter for some special goods types */
    00960   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00961   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
    00962   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
    00963
    00964   /* Determine profit */
    00965   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    00966
    00967   /* Modify profit if a subsidy is in effect */
    00968   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    00969     switch (_settings_game.difficulty.subsidy_multiplier) {
    00970       case 0:  profit += profit >> 1; break;
    00971       case 1:  profit *= 2; break;
    00972       case 2:  profit *= 3; break;
    00973       default: profit *= 4; break;
    00974     }
    00975   }
    00976
    00977   return profit;
    00978 }
    00979
    00985 static void TriggerIndustryProduction(Industry *i)
    00986 {
    00987   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00988   uint16 callback = indspec->callback_mask;
    00989
    00990   i->was_cargo_delivered = true;
    00991   i->last_cargo_accepted_at = _date;
    00992
    00993   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    00994     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    00995       IndustryProductionCallback(i, 0);
    00996     } else {
    00997       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    00998     }
    00999   } else {
    01000     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    01001       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    01002       if (cargo_waiting == 0) continue;
    01003
    01004       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    01005       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01006
    01007       i->incoming_cargo_waiting[cargo_index] = 0;
    01008     }
    01009   }
    01010
    01011   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01012   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01013 }
    01014
    01019 CargoPayment::CargoPayment(Vehicle *front) :
    01020   front(front),
    01021   current_station(front->last_station_visited)
    01022 {
    01023 }
    01024
    01025 CargoPayment::~CargoPayment()
    01026 {
    01027   if (this->CleaningPool()) return;
    01028
    01029   this->front->cargo_payment = NULL;
    01030
    01031   if (this->visual_profit == 0) return;
    01032
    01033   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
    01034
    01035   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01036   this->front->profit_this_year += this->visual_profit << 8;
    01037
    01038   if (this->route_profit != 0) {
    01039     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01040       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01041     }
    01042
    01043     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
    01044   } else {
    01045     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
    01046   }
    01047
    01048   cur_company.Restore();
    01049 }
    01050
    01056 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01057 {
    01058   if (this->owner == NULL) {
    01059     this->owner = Company::Get(this->front->owner);
    01060   }
    01061
    01062   /* Handle end of route payment */
    01063   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01064   this->route_profit += profit;
    01065
    01066   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01067   this->visual_profit += profit - cp->FeederShare();
    01068 }
    01069
    01076 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01077 {
    01078   Money profit = GetTransportedGoodsIncome(
    01079       count,
    01080       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01081       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01082       cp->DaysInTransit(),
    01083       this->ct);
    01084
    01085   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01086
    01087   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
    01088   return profit; // account for the (virtual) profit already made for the cargo packet
    01089 }
    01090
    01095 void PrepareUnload(Vehicle *front_v)
    01096 {
    01097   /* At this moment loading cannot be finished */
    01098   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01099
    01100   /* Start unloading in at the first possible moment */
    01101   front_v->load_unload_ticks = 1;
    01102
    01103   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01104     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01105       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01106         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01107       }
    01108     }
    01109   }
    01110
    01111   assert(front_v->cargo_payment == NULL);
    01112   /* One CargoPayment per vehicle and the vehicle limit equals the
    01113    * limit in number of CargoPayments. Can't go wrong. */
    01114   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
    01115   assert(CargoPayment::CanAllocateItem());
    01116   front_v->cargo_payment = new CargoPayment(front_v);
    01117 }
    01118
    01127 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
    01128 {
    01129   assert(v->current_order.IsType(OT_LOADING));
    01130
    01131   /* We have not waited enough time till the next round of loading/unloading */
    01132   if (v->load_unload_ticks != 0) {
    01133     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01134       /* 'Reserve' this cargo for this vehicle, because we were first. */
    01135       for (; v != NULL; v = v->Next()) {
    01136         int cap_left = v->cargo_cap - v->cargo.Count();
    01137         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01138       }
    01139     }
    01140     return;
    01141   }
    01142
    01143   StationID last_visited = v->last_station_visited;
    01144   Station *st = Station::Get(last_visited);
    01145
    01146   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
    01147     /* The train reversed in the station. Take the "easy" way
    01148      * out and let the train just leave as it always did. */
    01149     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
    01150     v->load_unload_ticks = 1;
    01151     return;
    01152   }
    01153
    01154   int unloading_time = 0;
    01155   Vehicle *u = v;
    01156   bool dirty_vehicle = false;
    01157   bool dirty_station = false;
    01158
    01159   bool completely_emptied = true;
    01160   bool anything_unloaded = false;
    01161   bool anything_loaded   = false;
    01162   uint32 full_load_amount = 0;
    01163   uint32 cargo_not_full  = 0;
    01164   uint32 cargo_full      = 0;
    01165
    01166   v->cur_speed = 0;
    01167
    01168   CargoPayment *payment = v->cargo_payment;
    01169
    01170   for (; v != NULL; v = v->Next()) {
    01171     if (v->cargo_cap == 0) continue;
    01172
    01173     const Engine *e = Engine::Get(v->engine_type);
    01174     byte load_amount = e->info.load_amount;
    01175
    01176     /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01177     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
    01178
    01179     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01180       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01181       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
    01182     }
    01183
    01184     GoodsEntry *ge = &st->goods[v->cargo_type];
    01185
    01186     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01187       uint cargo_count = v->cargo.Count();
    01188       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01189       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
    01190       bool accepted  = false; // Is the cargo accepted by the station?
    01191
    01192       payment->SetCargo(v->cargo_type);
    01193
    01194       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
    01195         /* The cargo has reached its final destination, the packets may now be destroyed */
    01196         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
    01197
    01198         dirty_vehicle = true;
    01199         accepted = true;
    01200       }
    01201
    01202       /* The !accepted || v->cargo.Count == cargo_count clause is there
    01203        * to make it possible to force unload vehicles at the station where
    01204        * they were loaded, but to not force unload the vehicle when the
    01205        * station is still accepting the cargo in the vehicle. It doesn't
    01206        * accept cargo that was loaded at the same station. */
    01207       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
    01208         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
    01209         if (!HasBit(ge->acceptance_pickup, GoodsEntry::PICKUP)) {
    01210           InvalidateWindowData(WC_STATION_LIST, last_visited);
    01211           SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
    01212         }
    01213
    01214         dirty_vehicle = dirty_station = true;
    01215       } else if (!accepted) {
    01216         /* The order changed while unloading (unset unload/transfer) or the
    01217          * station does not accept our goods. */
    01218         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01219
    01220         /* Say we loaded something, otherwise we'll think we didn't unload
    01221          * something and we didn't load something, so we must be finished
    01222          * at this station. Setting the unloaded means that we will get a
    01223          * retry for loading in the next cycle. */
    01224         anything_unloaded = true;
    01225         continue;
    01226       }
    01227
    01228       /* Deliver goods to the station */
    01229       st->time_since_unload = 0;
    01230
    01231       unloading_time += amount_unloaded;
    01232
    01233       anything_unloaded = true;
    01234       if (_settings_game.order.gradual_loading && remaining) {
    01235         completely_emptied = false;
    01236       } else {
    01237         /* We have finished unloading (cargo count == 0) */
    01238         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01239       }
    01240
    01241       continue;
    01242     }
    01243
    01244     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01245     if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
    01246
    01247     /* update stats */
    01248     int t;
    01249     switch (u->type) {
    01250       case VEH_TRAIN: /* FALL THROUGH */
    01251       case VEH_SHIP:
    01252         t = u->vcache.cached_max_speed;
    01253         break;
    01254
    01255       case VEH_ROAD:
    01256         t = u->vcache.cached_max_speed / 2;
    01257         break;
    01258
    01259       case VEH_AIRCRAFT:
    01260         t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
    01261         break;
    01262
    01263       default: NOT_REACHED();
    01264     }
    01265
    01266     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01267     ge->last_speed = min(t, 255);
    01268     ge->last_age = _cur_year - u->build_year;
    01269     ge->days_since_pickup = 0;
    01270
    01271     /* If there's goods waiting at the station, and the vehicle
    01272      * has capacity for it, load it on the vehicle. */
    01273     int cap_left = v->cargo_cap - v->cargo.Count();
    01274     if (!ge->cargo.Empty() && cap_left > 0) {
    01275       uint cap = cap_left;
    01276       uint count = ge->cargo.Count();
    01277
    01278       /* Skip loading this vehicle if another train/vehicle is already handling
    01279        * the same cargo type at this station */
    01280       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
    01281         SetBit(cargo_not_full, v->cargo_type);
    01282         continue;
    01283       }
    01284
    01285       if (cap > count) cap = count;
    01286       if (_settings_game.order.gradual_loading) {
    01287         cap = min(cap, load_amount);
    01288         cap_left = min(cap_left, load_amount);
    01289       }
    01290       if (_settings_game.order.improved_load) {
    01291         /* Don't load stuff that is already 'reserved' for other vehicles */
    01292         cap = min((uint)cargo_left[v->cargo_type], cap);
    01293         count = cargo_left[v->cargo_type];
    01294         cargo_left[v->cargo_type] -= cap;
    01295       }
    01296
    01297       /* Store whether the maximum possible load amount was loaded or not.*/
    01298       if (count >= (uint)cap_left) {
    01299         SetBit(full_load_amount, v->cargo_type);
    01300       } else {
    01301         ClrBit(full_load_amount, v->cargo_type);
    01302       }
    01303
    01304       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01305
    01306       /* TODO: Regarding this, when we do gradual loading, we
    01307        * should first unload all vehicles and then start
    01308        * loading them. Since this will cause
    01309        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01310        * the whole vehicle chain is really totally empty, the
    01311        * completely_emptied assignment can then be safely
    01312        * removed; that's how TTDPatch behaves too. --pasky */
    01313       completely_emptied = false;
    01314       anything_loaded = true;
    01315
    01316       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
    01317
    01318       st->time_since_load = 0;
    01319       st->last_vehicle_type = v->type;
    01320
    01321       TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01322       AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01323
    01324       unloading_time += cap;
    01325
    01326       dirty_vehicle = dirty_station = true;
    01327     }
    01328
    01329     if (v->cargo.Count() >= v->cargo_cap) {
    01330       SetBit(cargo_full, v->cargo_type);
    01331     } else {
    01332       SetBit(cargo_not_full, v->cargo_type);
    01333     }
    01334   }
    01335
    01336   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01337   completely_emptied &= anything_unloaded;
    01338
    01339   /* We update these variables here, so gradual loading still fills
    01340    * all wagons at the same time instead of using the same 'improved'
    01341    * loading algorithm for the wagons (only fill wagon when there is
    01342    * enough to fill the previous wagons) */
    01343   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01344     /* Update left cargo */
    01345     for (v = u; v != NULL; v = v->Next()) {
    01346       int cap_left = v->cargo_cap - v->cargo.Count();
    01347       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01348     }
    01349   }
    01350
    01351   v = u;
    01352
    01353   if (!anything_unloaded) delete payment;
    01354
    01355   ClrBit(u->vehicle_flags, VF_STOP_LOADING);
    01356   if (anything_loaded || anything_unloaded) {
    01357     if (_settings_game.order.gradual_loading) {
    01358       /* The time it takes to load one 'slice' of cargo or passengers depends
    01359        * on the vehicle type - the values here are those found in TTDPatch */
    01360       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01361
    01362       unloading_time = gradual_loading_wait_time[v->type];
    01363     }
    01364     /* We loaded less cargo than possible for all cargo types and it's not full
    01365      * load and we're not supposed to wait any longer: stop loading. */
    01366     if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01367         v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0)) {
    01368       SetBit(v->vehicle_flags, VF_STOP_LOADING);
    01369     }
    01370   } else {
    01371     bool finished_loading = true;
    01372     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01373       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01374         /* if the aircraft carries passengers and is NOT full, then
    01375          * continue loading, no matter how much mail is in */
    01376         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
    01377             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01378           finished_loading = false;
    01379         }
    01380       } else if (cargo_not_full != 0) {
    01381         finished_loading = false;
    01382       }
    01383     }
    01384     unloading_time = 20;
    01385
    01386     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01387   }
    01388
    01389   if (v->type == VEH_TRAIN) {
    01390     /* Each platform tile is worth 2 rail vehicles. */
    01391     int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
    01392     if (overhang > 0) {
    01393       unloading_time <<= 1;
    01394       unloading_time += (overhang * unloading_time) / 8;
    01395     }
    01396   }
    01397
    01398   /* Calculate the loading indicator fill percent and display
    01399    * In the Game Menu do not display indicators
    01400    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01401    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01402    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01403    */
    01404   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01405     StringID percent_up_down = STR_NULL;
    01406     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
    01407     if (v->fill_percent_te_id == INVALID_TE_ID) {
    01408       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
    01409     } else {
    01410       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
    01411     }
    01412   }
    01413
    01414   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01415   v->load_unload_ticks = max(1, unloading_time);
    01416
    01417   if (completely_emptied) {
    01418     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
    01419   }
    01420
    01421   if (dirty_vehicle) {
    01422     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
    01423     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    01424     v->MarkDirty();
    01425   }
    01426   if (dirty_station) {
    01427     st->MarkTilesDirty(true);
    01428     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01429   }
    01430 }
    01431
    01437 void LoadUnloadStation(Station *st)
    01438 {
    01439   /* No vehicle is here... */
    01440   if (st->loading_vehicles.empty()) return;
    01441
    01442   Vehicle *last_loading = NULL;
    01443   std::list<Vehicle *>::iterator iter;
    01444
    01445   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01446   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01447     Vehicle *v = *iter;
    01448
    01449     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01450
    01451     assert(v->load_unload_ticks != 0);
    01452     if (--v->load_unload_ticks == 0) last_loading = v;
    01453   }
    01454
    01455   /* We only need to reserve and load/unload up to the last loading vehicle.
    01456    * Anything else will be forgotten anyway after returning from this function.
    01457    *
    01458    * Especially this means we do _not_ need to reserve cargo for a single
    01459    * consist in a station which is not allowed to load yet because its
    01460    * load_unload_ticks is still not 0.
    01461    */
    01462   if (last_loading == NULL) return;
    01463
    01464   int cargo_left[NUM_CARGO];
    01465
    01466   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
    01467
    01468   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01469     Vehicle *v = *iter;
    01470     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
    01471     if (v == last_loading) break;
    01472   }
    01473
    01474   /* Call the production machinery of industries */
    01475   const Industry * const *isend = _cargo_delivery_destinations.End();
    01476   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01477     TriggerIndustryProduction(*iid);
    01478   }
    01479   _cargo_delivery_destinations.Clear();
    01480 }
    01481
    01485 void CompaniesMonthlyLoop()
    01486 {
    01487   CompaniesGenStatistics();
    01488   if (_settings_game.economy.inflation) {
    01489     AddInflation();
    01490     RecomputePrices();
    01491   }
    01492   CompaniesPayInterest();
    01493   HandleEconomyFluctuations();
    01494 }
    01495
    01496 static void DoAcquireCompany(Company *c)
    01497 {
    01498   CompanyID ci = c->index;
    01499
    01500   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01501   cni->FillData(c, Company::Get(_current_company));
    01502
    01503   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01504   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01505   SetDParamStr(2, cni->company_name);
    01506   SetDParamStr(3, cni->other_company_name);
    01507   SetDParam(4, c->bankrupt_value);
    01508   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
    01509   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
    01510
    01511   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01512
    01513   if (c->bankrupt_value == 0) {
    01514     Company *owner = Company::Get(_current_company);
    01515     owner->current_loan += c->current_loan;
    01516   }
    01517
    01518   if (c->is_ai) AI::Stop(c->index);
    01519
    01520   DeleteCompanyWindows(ci);
    01521   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01522   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01523   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01524   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01525
    01526   delete c;
    01527 }
    01528
    01529 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01530
    01540 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01541 {
    01542   CommandCost cost(EXPENSES_OTHER);
    01543   CompanyID target_company = (CompanyID)p1;
    01544   Company *c = Company::GetIfValid(target_company);
    01545
    01546   /* Check if buying shares is allowed (protection against modified clients)
    01547    * Cannot buy own shares */
    01548   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01549
    01550   /* Protect new companies from hostile takeovers */
    01551   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01552
    01553   /* Those lines are here for network-protection (clients can be slow) */
    01554   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01555
    01556   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01557     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01558
    01559     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01560   }
    01561
    01562
    01563   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01564   if (flags & DC_EXEC) {
    01565     OwnerByte *b = c->share_owners;
    01566
    01567     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01568     *b = _current_company;
    01569
    01570     for (int i = 0; c->share_owners[i] == _current_company;) {
    01571       if (++i == 4) {
    01572         c->bankrupt_value = 0;
    01573         DoAcquireCompany(c);
    01574         break;
    01575       }
    01576     }
    01577     SetWindowDirty(WC_COMPANY, target_company);
    01578     CompanyAdminUpdate(c);
    01579   }
    01580   return cost;
    01581 }
    01582
    01592 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01593 {
    01594   CompanyID target_company = (CompanyID)p1;
    01595   Company *c = Company::GetIfValid(target_company);
    01596
    01597   /* Cannot sell own shares */
    01598   if (c == NULL || _current_company == target_company) return CMD_ERROR;
    01599
    01600   /* Check if selling shares is allowed (protection against modified clients).
    01601    * However, we must sell shares of companies being closed down. */
    01602   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
    01603
    01604   /* Those lines are here for network-protection (clients can be slow) */
    01605   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01606
    01607   /* adjust it a little to make it less profitable to sell and buy */
    01608   Money cost = CalculateCompanyValue(c) >> 2;
    01609   cost = -(cost - (cost >> 7));
    01610
    01611   if (flags & DC_EXEC) {
    01612     OwnerByte *b = c->share_owners;
    01613     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01614     *b = COMPANY_SPECTATOR;
    01615     SetWindowDirty(WC_COMPANY, target_company);
    01616     CompanyAdminUpdate(c);
    01617   }
    01618   return CommandCost(EXPENSES_OTHER, cost);
    01619 }
    01620
    01633 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01634 {
    01635   CompanyID target_company = (CompanyID)p1;
    01636   Company *c = Company::GetIfValid(target_company);
    01637   if (c == NULL) return CMD_ERROR;
    01638
    01639   /* Disable takeovers when not asked */
    01640   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01641
    01642   /* Disable taking over the local company in single player */
    01643   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01644
    01645   /* Do not allow companies to take over themselves */
    01646   if (target_company == _current_company) return CMD_ERROR;
    01647
    01648   /* Disable taking over when not allowed. */
    01649   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    01650
    01651   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01652   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01653
    01654   if (flags & DC_EXEC) {
    01655     DoAcquireCompany(c);
    01656   }
    01657   return cost;
    01658 }