economy.cpp

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00001 /* $Id: economy.cpp 21957 2011-02-04 15:13:20Z 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 "functions.h"
00035 #include "window_func.h"
00036 #include "date_func.h"
00037 #include "vehicle_func.h"
00038 #include "sound_func.h"
00039 #include "autoreplace_func.h"
00040 #include "company_gui.h"
00041 #include "signs_base.h"
00042 #include "subsidy_base.h"
00043 #include "subsidy_func.h"
00044 #include "station_base.h"
00045 #include "waypoint_base.h"
00046 #include "economy_base.h"
00047 #include "core/pool_func.hpp"
00048 #include "newgrf.h"
00049 #include "core/backup_type.hpp"
00050 
00051 #include "table/strings.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 
00075 typedef SmallVector<Industry *, 16> SmallIndustryList;
00076 
00080 const ScoreInfo _score_info[] = {
00081   {     120, 100}, // SCORE_VEHICLES
00082   {      80, 100}, // SCORE_STATIONS
00083   {   10000, 100}, // SCORE_MIN_PROFIT
00084   {   50000,  50}, // SCORE_MIN_INCOME
00085   {  100000, 100}, // SCORE_MAX_INCOME
00086   {   40000, 400}, // SCORE_DELIVERED
00087   {       8,  50}, // SCORE_CARGO
00088   {10000000,  50}, // SCORE_MONEY
00089   {  250000,  50}, // SCORE_LOAN
00090   {       0,   0}  // SCORE_TOTAL
00091 };
00092 
00093 int _score_part[MAX_COMPANIES][SCORE_END];
00094 Economy _economy;
00095 Prices _price;
00096 Money _additional_cash_required;
00097 static PriceMultipliers _price_base_multiplier;
00098 
00108 Money CalculateCompanyValue(const Company *c, bool including_loan)
00109 {
00110   Owner owner = c->index;
00111 
00112   Station *st;
00113   uint num = 0;
00114 
00115   FOR_ALL_STATIONS(st) {
00116     if (st->owner == owner) num += CountBits((byte)st->facilities);
00117   }
00118 
00119   Money value = num * _price[PR_STATION_VALUE] * 25;
00120 
00121   Vehicle *v;
00122   FOR_ALL_VEHICLES(v) {
00123     if (v->owner != owner) continue;
00124 
00125     if (v->type == VEH_TRAIN ||
00126         v->type == VEH_ROAD ||
00127         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00128         v->type == VEH_SHIP) {
00129       value += v->value * 3 >> 1;
00130     }
00131   }
00132 
00133   /* Add real money value */
00134   if (including_loan) value -= c->current_loan;
00135   value += c->money;
00136 
00137   return max(value, (Money)1);
00138 }
00139 
00148 int UpdateCompanyRatingAndValue(Company *c, bool update)
00149 {
00150   Owner owner = c->index;
00151   int score = 0;
00152 
00153   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00154 
00155   /* Count vehicles */
00156   {
00157     Vehicle *v;
00158     Money min_profit = 0;
00159     bool min_profit_first = true;
00160     uint num = 0;
00161 
00162     FOR_ALL_VEHICLES(v) {
00163       if (v->owner != owner) continue;
00164       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00165         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00166         if (v->age > 730) {
00167           /* Find the vehicle with the lowest amount of profit */
00168           if (min_profit_first || min_profit > v->profit_last_year) {
00169             min_profit = v->profit_last_year;
00170             min_profit_first = false;
00171           }
00172         }
00173       }
00174     }
00175 
00176     min_profit >>= 8; // remove the fract part
00177 
00178     _score_part[owner][SCORE_VEHICLES] = num;
00179     /* Don't allow negative min_profit to show */
00180     if (min_profit > 0) {
00181       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00182     }
00183   }
00184 
00185   /* Count stations */
00186   {
00187     uint num = 0;
00188     const Station *st;
00189 
00190     FOR_ALL_STATIONS(st) {
00191       /* Only count stations that are actually serviced */
00192       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00193     }
00194     _score_part[owner][SCORE_STATIONS] = num;
00195   }
00196 
00197   /* Generate statistics depending on recent income statistics */
00198   {
00199     int numec = min(c->num_valid_stat_ent, 12);
00200     if (numec != 0) {
00201       const CompanyEconomyEntry *cee = c->old_economy;
00202       Money min_income = cee->income + cee->expenses;
00203       Money max_income = cee->income + cee->expenses;
00204 
00205       do {
00206         min_income = min(min_income, cee->income + cee->expenses);
00207         max_income = max(max_income, cee->income + cee->expenses);
00208       } while (++cee, --numec);
00209 
00210       if (min_income > 0) {
00211         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00212       }
00213 
00214       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00215     }
00216   }
00217 
00218   /* Generate score depending on amount of transported cargo */
00219   {
00220     const CompanyEconomyEntry *cee;
00221     int numec;
00222     uint32 total_delivered;
00223 
00224     numec = min(c->num_valid_stat_ent, 4);
00225     if (numec != 0) {
00226       cee = c->old_economy;
00227       total_delivered = 0;
00228       do {
00229         total_delivered += cee->delivered_cargo;
00230       } while (++cee, --numec);
00231 
00232       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00233     }
00234   }
00235 
00236   /* Generate score for variety of cargo */
00237   {
00238     uint num = CountBits(c->cargo_types);
00239     _score_part[owner][SCORE_CARGO] = num;
00240     if (update) c->cargo_types = 0;
00241   }
00242 
00243   /* Generate score for company's money */
00244   {
00245     if (c->money > 0) {
00246       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00247     }
00248   }
00249 
00250   /* Generate score for loan */
00251   {
00252     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00253   }
00254 
00255   /* Now we calculate the score for each item.. */
00256   {
00257     int total_score = 0;
00258     int s;
00259     score = 0;
00260     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00261       /* Skip the total */
00262       if (i == SCORE_TOTAL) continue;
00263       /*  Check the score */
00264       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00265       score += s;
00266       total_score += _score_info[i].score;
00267     }
00268 
00269     _score_part[owner][SCORE_TOTAL] = score;
00270 
00271     /*  We always want the score scaled to SCORE_MAX (1000) */
00272     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00273   }
00274 
00275   if (update) {
00276     c->old_economy[0].performance_history = score;
00277     UpdateCompanyHQ(c->location_of_HQ, score);
00278     c->old_economy[0].company_value = CalculateCompanyValue(c);
00279   }
00280 
00281   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00282   return score;
00283 }
00284 
00285 /*  use INVALID_OWNER as new_owner to delete the company. */
00286 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00287 {
00288 #ifdef ENABLE_NETWORK
00289   /* In all cases, make spectators of clients connected to that company */
00290   if (_networking) NetworkClientsToSpectators(old_owner);
00291 #endif /* ENABLE_NETWORK */
00292 
00293   Town *t;
00294   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00295 
00296   assert(old_owner != new_owner);
00297 
00298   {
00299     Company *c;
00300     uint i;
00301 
00302     /* See if the old_owner had shares in other companies */
00303     FOR_ALL_COMPANIES(c) {
00304       for (i = 0; i < 4; i++) {
00305         if (c->share_owners[i] == old_owner) {
00306           /* Sell his shares */
00307           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00308           /* Because we are in a DoCommand, we can't just execute another one and
00309            *  expect the money to be removed. We need to do it ourself! */
00310           SubtractMoneyFromCompany(res);
00311         }
00312       }
00313     }
00314 
00315     /* Sell all the shares that people have on this company */
00316     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00317     c = Company::Get(old_owner);
00318     for (i = 0; i < 4; i++) {
00319       cur_company2.Change(c->share_owners[i]);
00320       if (_current_company != INVALID_OWNER) {
00321         /* Sell the shares */
00322         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00323         /* Because we are in a DoCommand, we can't just execute another one and
00324          *  expect the money to be removed. We need to do it ourself! */
00325         SubtractMoneyFromCompany(res);
00326       }
00327     }
00328     cur_company2.Restore();
00329   }
00330 
00331   /* Temporarily increase the company's money, to be sure that
00332    * removing his/her property doesn't fail because of lack of money.
00333    * Not too drastically though, because it could overflow */
00334   if (new_owner == INVALID_OWNER) {
00335     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00336   }
00337 
00338   Subsidy *s;
00339   FOR_ALL_SUBSIDIES(s) {
00340     if (s->awarded == old_owner) {
00341       if (new_owner == INVALID_OWNER) {
00342         delete s;
00343       } else {
00344         s->awarded = new_owner;
00345       }
00346     }
00347   }
00348   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00349 
00350   /* Take care of rating in towns */
00351   FOR_ALL_TOWNS(t) {
00352     /* If a company takes over, give the ratings to that company. */
00353     if (new_owner != INVALID_OWNER) {
00354       if (HasBit(t->have_ratings, old_owner)) {
00355         if (HasBit(t->have_ratings, new_owner)) {
00356           /* use max of the two ratings. */
00357           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00358         } else {
00359           SetBit(t->have_ratings, new_owner);
00360           t->ratings[new_owner] = t->ratings[old_owner];
00361         }
00362       }
00363     }
00364 
00365     /* Reset the ratings for the old owner */
00366     t->ratings[old_owner] = RATING_INITIAL;
00367     ClrBit(t->have_ratings, old_owner);
00368   }
00369 
00370   {
00371     FreeUnitIDGenerator unitidgen[] = {
00372       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00373       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00374     };
00375 
00376     Vehicle *v;
00377     FOR_ALL_VEHICLES(v) {
00378       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00379         if (new_owner == INVALID_OWNER) {
00380           if (v->Previous() == NULL) delete v;
00381         } else {
00382           v->owner = new_owner;
00383           v->colourmap = PAL_NONE;
00384           if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
00385           if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
00386 
00387           /* Invalidate the vehicle's cargo payment "owner cache". */
00388           if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00389         }
00390       }
00391     }
00392   }
00393 
00394   /*  Change ownership of tiles */
00395   {
00396     TileIndex tile = 0;
00397     do {
00398       ChangeTileOwner(tile, old_owner, new_owner);
00399     } while (++tile != MapSize());
00400 
00401     if (new_owner != INVALID_OWNER) {
00402       /* Update all signals because there can be new segment that was owned by two companies
00403        * and signals were not propagated
00404        * Similiar with crossings - it is needed to bar crossings that weren't before
00405        * because of different owner of crossing and approaching train */
00406       tile = 0;
00407 
00408       do {
00409         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00410           TrackBits tracks = GetTrackBits(tile);
00411           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00412             Track track = RemoveFirstTrack(&tracks);
00413             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00414           } while (tracks != TRACK_BIT_NONE);
00415         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00416           UpdateLevelCrossing(tile);
00417         }
00418       } while (++tile != MapSize());
00419     }
00420 
00421     /* update signals in buffer */
00422     UpdateSignalsInBuffer();
00423   }
00424 
00425   /* convert owner of stations (including deleted ones, but excluding buoys) */
00426   Station *st;
00427   FOR_ALL_STATIONS(st) {
00428     if (st->owner == old_owner) {
00429       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00430        * also, drawing station window would cause reading invalid company's colour */
00431       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00432     }
00433   }
00434 
00435   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00436   Waypoint *wp;
00437   FOR_ALL_WAYPOINTS(wp) {
00438     if (wp->owner == old_owner) {
00439       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00440     }
00441   }
00442 
00443   /* In all cases clear replace engine rules.
00444    * Even if it was copied, it could interfere with new owner's rules */
00445   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00446 
00447   if (new_owner == INVALID_OWNER) {
00448     RemoveAllGroupsForCompany(old_owner);
00449   } else {
00450     Group *g;
00451     FOR_ALL_GROUPS(g) {
00452       if (g->owner == old_owner) g->owner = new_owner;
00453     }
00454   }
00455 
00456   Sign *si;
00457   FOR_ALL_SIGNS(si) {
00458     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00459   }
00460 
00461   /* Change colour of existing windows */
00462   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00463 
00464   cur_company.Restore();
00465 
00466   MarkWholeScreenDirty();
00467 }
00468 
00473 static void CompanyCheckBankrupt(Company *c)
00474 {
00475   /*  If the company has money again, it does not go bankrupt */
00476   if (c->money >= 0) {
00477     c->quarters_of_bankruptcy = 0;
00478     c->bankrupt_asked = 0;
00479     return;
00480   }
00481 
00482   c->quarters_of_bankruptcy++;
00483 
00484   switch (c->quarters_of_bankruptcy) {
00485     case 0:
00486     case 1:
00487       break;
00488 
00489     case 2: {
00490       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00491       cni->FillData(c);
00492       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00493       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00494       SetDParamStr(2, cni->company_name);
00495       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00496       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00497       break;
00498     }
00499 
00500     case 3: {
00501       /* Check if the company has any value.. if not, declare it bankrupt
00502        *  right now */
00503       Money val = CalculateCompanyValue(c, false);
00504       if (val > 0) {
00505         c->bankrupt_value = val;
00506         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00507         c->bankrupt_timeout = 0;
00508         break;
00509       }
00510       /* FALL THROUGH to case 4... */
00511     }
00512     default:
00513     case 4:
00514       if (!_networking && _local_company == c->index) {
00515         /* If we are in offline mode, leave the company playing. Eg. there
00516          * is no THE-END, otherwise mark the client as spectator to make sure
00517          * he/she is no long in control of this company. However... when you
00518          * join another company (cheat) the "unowned" company can bankrupt. */
00519         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00520         break;
00521       }
00522 
00523       /* Actually remove the company. */
00524       DoCommand(0, 2 | (c->index << 16), 0, DC_EXEC, CMD_COMPANY_CTRL);
00525       break;
00526   }
00527 }
00528 
00533 static void CompaniesGenStatistics()
00534 {
00535   Station *st;
00536 
00537   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00538   FOR_ALL_STATIONS(st) {
00539     cur_company.Change(st->owner);
00540     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00541     SubtractMoneyFromCompany(cost);
00542   }
00543   cur_company.Restore();
00544 
00545   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00546 
00547   Company *c;
00548   FOR_ALL_COMPANIES(c) {
00549     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00550     c->old_economy[0] = c->cur_economy;
00551     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00552 
00553     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
00554 
00555     UpdateCompanyRatingAndValue(c, true);
00556     if (c->block_preview != 0) c->block_preview--;
00557     CompanyCheckBankrupt(c);
00558   }
00559 
00560   SetWindowDirty(WC_INCOME_GRAPH, 0);
00561   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00562   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00563   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00564   SetWindowDirty(WC_COMPANY_VALUE, 0);
00565   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00566 }
00567 
00572 void AddInflation(bool check_year)
00573 {
00574   /* The cargo payment inflation differs from the normal inflation, so the
00575    * relative amount of money you make with a transport decreases slowly over
00576    * the 170 years. After a few hundred years we reach a level in which the
00577    * games will become unplayable as the maximum income will be less than
00578    * the minimum running cost.
00579    *
00580    * Furthermore there are a lot of inflation related overflows all over the
00581    * place. Solving them is hardly possible because inflation will always
00582    * reach the overflow threshold some day. So we'll just perform the
00583    * inflation mechanism during the first 170 years (the amount of years that
00584    * one had in the original TTD) and stop doing the inflation after that
00585    * because it only causes problems that can't be solved nicely and the
00586    * inflation doesn't add anything after that either; it even makes playing
00587    * it impossible due to the diverging cost and income rates.
00588    */
00589   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00590 
00591   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00592    * scaled by 65536
00593    * 12 -> months per year
00594    * This is only a good approxiamtion for small values
00595    */
00596   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00597   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00598 }
00599 
00603 void RecomputePrices()
00604 {
00605   /* Setup maximum loan */
00606   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00607 
00608   /* Setup price bases */
00609   for (Price i = PR_BEGIN; i < PR_END; i++) {
00610     Money price = _price_base_specs[i].start_price;
00611 
00612     /* Apply difficulty settings */
00613     uint mod = 1;
00614     switch (_price_base_specs[i].category) {
00615       case PCAT_RUNNING:
00616         mod = _settings_game.difficulty.vehicle_costs;
00617         break;
00618 
00619       case PCAT_CONSTRUCTION:
00620         mod = _settings_game.difficulty.construction_cost;
00621         break;
00622 
00623       default: break;
00624     }
00625     if (mod < 1) {
00626       price = price * 3 >> 2;
00627     } else if (mod > 1) {
00628       price = price * 9 >> 3;
00629     }
00630 
00631     /* Apply inflation */
00632     price = (int64)price * _economy.inflation_prices;
00633 
00634     /* Apply newgrf modifiers, and remove fractional part of inflation */
00635     int shift = _price_base_multiplier[i] - 16;
00636     if (shift >= 0) {
00637       price <<= shift;
00638     } else {
00639       price >>= -shift;
00640     }
00641 
00642     /* Make sure the price does not get reduced to zero.
00643      * Zero breaks quite a few commands that use a zero
00644      * cost to see whether something got changed or not
00645      * and based on that cause an error. When the price
00646      * is zero that fails even when things are done. */
00647     if (price == 0) {
00648       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00649       /* No base price should be zero, but be sure. */
00650       assert(price != 0);
00651     }
00652     /* Store value */
00653     _price[i] = price;
00654   }
00655 
00656   /* Setup cargo payment */
00657   CargoSpec *cs;
00658   FOR_ALL_CARGOSPECS(cs) {
00659     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00660   }
00661 
00662   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00663   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00664   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00665   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00666 }
00667 
00669 static void CompaniesPayInterest()
00670 {
00671   const Company *c;
00672 
00673   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00674   FOR_ALL_COMPANIES(c) {
00675     cur_company.Change(c->index);
00676 
00677     /* Over a year the paid interest should be "loan * interest percentage",
00678      * but... as that number is likely not dividable by 12 (pay each month),
00679      * one needs to account for that in the monthly fee calculations.
00680      * To easily calculate what one should pay "this" month, you calculate
00681      * what (total) should have been paid up to this month and you subtract
00682      * whatever has been paid in the previous months. This will mean one month
00683      * it'll be a bit more and the other it'll be a bit less than the average
00684      * monthly fee, but on average it will be exact. */
00685     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00686     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00687     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00688 
00689     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00690 
00691     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00692   }
00693   cur_company.Restore();
00694 }
00695 
00696 static void HandleEconomyFluctuations()
00697 {
00698   if (_settings_game.difficulty.economy != 0) {
00699     /* When economy is Fluctuating, decrease counter */
00700     _economy.fluct--;
00701   } else if (EconomyIsInRecession()) {
00702     /* When it's Steady and we are in recession, end it now */
00703     _economy.fluct = -12;
00704   } else {
00705     /* No need to do anything else in other cases */
00706     return;
00707   }
00708 
00709   if (_economy.fluct == 0) {
00710     _economy.fluct = -(int)GB(Random(), 0, 2);
00711     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00712   } else if (_economy.fluct == -12) {
00713     _economy.fluct = GB(Random(), 0, 8) + 312;
00714     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00715   }
00716 }
00717 
00718 
00722 void ResetPriceBaseMultipliers()
00723 {
00724   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00725 }
00726 
00734 void SetPriceBaseMultiplier(Price price, int factor)
00735 {
00736   assert(price < PR_END);
00737   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00738 }
00739 
00744 void StartupIndustryDailyChanges(bool init_counter)
00745 {
00746   uint map_size = MapLogX() + MapLogY();
00747   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00748    * which stands for the days in a month.
00749    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00750    * would not be needed.
00751    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00752    * on the overall total number of changes performed */
00753   _economy.industry_daily_increment = (1 << map_size) / 31;
00754 
00755   if (init_counter) {
00756     /* A new game or a savegame from an older version will require the counter to be initialized */
00757     _economy.industry_daily_change_counter = 0;
00758   }
00759 }
00760 
00761 void StartupEconomy()
00762 {
00763   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00764   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00765   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00766   _economy.fluct = GB(Random(), 0, 8) + 168;
00767 
00768   /* Set up prices */
00769   RecomputePrices();
00770 
00771   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00772 
00773 }
00774 
00778 void InitializeEconomy()
00779 {
00780   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00781 }
00782 
00791 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00792 {
00793   if (index >= PR_END) return 0;
00794 
00795   Money cost = _price[index] * cost_factor;
00796   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00797 
00798   if (shift >= 0) {
00799     cost <<= shift;
00800   } else {
00801     cost >>= -shift;
00802   }
00803 
00804   return cost;
00805 }
00806 
00807 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00808 {
00809   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00810   if (!cs->IsValid()) {
00811     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00812     return 0;
00813   }
00814 
00815   /* Use callback to calculate cargo profit, if available */
00816   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00817     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00818     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00819     if (callback != CALLBACK_FAILED) {
00820       int result = GB(callback, 0, 14);
00821 
00822       /* Simulate a 15 bit signed value */
00823       if (HasBit(callback, 14)) result -= 0x4000;
00824 
00825       /* "The result should be a signed multiplier that gets multiplied
00826        * by the amount of cargo moved and the price factor, then gets
00827        * divided by 8192." */
00828       return result * num_pieces * cs->current_payment / 8192;
00829     }
00830   }
00831 
00832   static const int MIN_TIME_FACTOR = 31;
00833   static const int MAX_TIME_FACTOR = 255;
00834 
00835   const int days1 = cs->transit_days[0];
00836   const int days2 = cs->transit_days[1];
00837   const int days_over_days1 = max(   transit_days - days1, 0);
00838   const int days_over_days2 = max(days_over_days1 - days2, 0);
00839 
00840   /*
00841    * The time factor is calculated based on the time it took
00842    * (transit_days) compared two cargo-depending values. The
00843    * range is divided into three parts:
00844    *
00845    *  - constant for fast transits
00846    *  - linear decreasing with time with a slope of -1 for medium transports
00847    *  - linear decreasing with time with a slope of -2 for slow transports
00848    *
00849    */
00850   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00851 
00852   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00853 }
00854 
00856 static SmallIndustryList _cargo_delivery_destinations;
00857 
00867 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00868 {
00869   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00870    * This fails in three cases:
00871    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00872    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00873    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00874    */
00875 
00876   uint accepted = 0;
00877 
00878   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00879     Industry *ind = st->industries_near[i];
00880     if (ind->index == source) continue;
00881 
00882     uint cargo_index;
00883     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00884       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00885     }
00886     /* Check if matching cargo has been found */
00887     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00888 
00889     /* Check if industry temporarily refuses acceptance */
00890     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00891 
00892     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00893     _cargo_delivery_destinations.Include(ind);
00894 
00895     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00896     ind->incoming_cargo_waiting[cargo_index] += amount;
00897     num_pieces -= amount;
00898     accepted += amount;
00899   }
00900 
00901   return accepted;
00902 }
00903 
00917 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)
00918 {
00919   assert(num_pieces > 0);
00920 
00921   const Station *st = Station::Get(dest);
00922 
00923   /* Give the goods to the industry. */
00924   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00925 
00926   /* If this cargo type is always accepted, accept all */
00927   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00928 
00929   /* Update company statistics */
00930   company->cur_economy.delivered_cargo += accepted;
00931   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00932 
00933   /* Increase town's counter for some special goods types */
00934   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00935   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00936   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00937 
00938   /* Determine profit */
00939   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00940 
00941   /* Modify profit if a subsidy is in effect */
00942   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00943     switch (_settings_game.difficulty.subsidy_multiplier) {
00944       case 0:  profit += profit >> 1; break;
00945       case 1:  profit *= 2; break;
00946       case 2:  profit *= 3; break;
00947       default: profit *= 4; break;
00948     }
00949   }
00950 
00951   return profit;
00952 }
00953 
00959 static void TriggerIndustryProduction(Industry *i)
00960 {
00961   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00962   uint16 callback = indspec->callback_mask;
00963 
00964   i->was_cargo_delivered = true;
00965   i->last_cargo_accepted_at = _date;
00966 
00967   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
00968     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
00969       IndustryProductionCallback(i, 0);
00970     } else {
00971       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
00972     }
00973   } else {
00974     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
00975       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
00976       if (cargo_waiting == 0) continue;
00977 
00978       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
00979       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
00980 
00981       i->incoming_cargo_waiting[cargo_index] = 0;
00982     }
00983   }
00984 
00985   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
00986   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
00987 }
00988 
00993 CargoPayment::CargoPayment(Vehicle *front) :
00994   front(front),
00995   current_station(front->last_station_visited)
00996 {
00997 }
00998 
00999 CargoPayment::~CargoPayment()
01000 {
01001   if (this->CleaningPool()) return;
01002 
01003   this->front->cargo_payment = NULL;
01004 
01005   if (this->visual_profit == 0) return;
01006 
01007   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01008 
01009   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01010   this->front->profit_this_year += this->visual_profit << 8;
01011 
01012   if (this->route_profit != 0) {
01013     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01014       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01015     }
01016 
01017     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01018   } else {
01019     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01020   }
01021 
01022   cur_company.Restore();
01023 }
01024 
01030 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01031 {
01032   if (this->owner == NULL) {
01033     this->owner = Company::Get(this->front->owner);
01034   }
01035 
01036   /* Handle end of route payment */
01037   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01038   this->route_profit += profit;
01039 
01040   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01041   this->visual_profit += profit - cp->FeederShare();
01042 }
01043 
01050 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01051 {
01052   Money profit = GetTransportedGoodsIncome(
01053       count,
01054       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01055       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01056       cp->DaysInTransit(),
01057       this->ct);
01058 
01059   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01060 
01061   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01062   return profit; // account for the (virtual) profit already made for the cargo packet
01063 }
01064 
01069 void PrepareUnload(Vehicle *front_v)
01070 {
01071   /* At this moment loading cannot be finished */
01072   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01073 
01074   /* Start unloading in at the first possible moment */
01075   front_v->load_unload_ticks = 1;
01076 
01077   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01078     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01079       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01080         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01081       }
01082     }
01083   }
01084 
01085   assert(front_v->cargo_payment == NULL);
01086   front_v->cargo_payment = new CargoPayment(front_v);
01087 }
01088 
01097 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
01098 {
01099   assert(v->current_order.IsType(OT_LOADING));
01100 
01101   /* We have not waited enough time till the next round of loading/unloading */
01102   if (v->load_unload_ticks != 0) {
01103     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01104       /* 'Reserve' this cargo for this vehicle, because we were first. */
01105       for (; v != NULL; v = v->Next()) {
01106         int cap_left = v->cargo_cap - v->cargo.Count();
01107         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01108       }
01109     }
01110     return;
01111   }
01112 
01113   StationID last_visited = v->last_station_visited;
01114   Station *st = Station::Get(last_visited);
01115 
01116   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01117     /* The train reversed in the station. Take the "easy" way
01118      * out and let the train just leave as it always did. */
01119     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01120     v->load_unload_ticks = 1;
01121     return;
01122   }
01123 
01124   int unloading_time = 0;
01125   Vehicle *u = v;
01126   bool dirty_vehicle = false;
01127   bool dirty_station = false;
01128 
01129   bool completely_emptied = true;
01130   bool anything_unloaded = false;
01131   bool anything_loaded   = false;
01132   uint32 full_load_amount = 0;
01133   uint32 cargo_not_full  = 0;
01134   uint32 cargo_full      = 0;
01135 
01136   v->cur_speed = 0;
01137 
01138   CargoPayment *payment = v->cargo_payment;
01139 
01140   for (; v != NULL; v = v->Next()) {
01141     if (v->cargo_cap == 0) continue;
01142 
01143     const Engine *e = Engine::Get(v->engine_type);
01144     byte load_amount = e->info.load_amount;
01145 
01146     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01147     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01148 
01149     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01150       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01151       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01152     }
01153 
01154     GoodsEntry *ge = &st->goods[v->cargo_type];
01155 
01156     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01157       uint cargo_count = v->cargo.Count();
01158       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01159       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01160       bool accepted  = false; // Is the cargo accepted by the station?
01161 
01162       payment->SetCargo(v->cargo_type);
01163 
01164       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01165         /* The cargo has reached its final destination, the packets may now be destroyed */
01166         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01167 
01168         dirty_vehicle = true;
01169         accepted = true;
01170       }
01171 
01172       /* The !accepted || v->cargo.Count == cargo_count clause is there
01173        * to make it possible to force unload vehicles at the station where
01174        * they were loaded, but to not force unload the vehicle when the
01175        * station is still accepting the cargo in the vehicle. It doesn't
01176        * accept cargo that was loaded at the same station. */
01177       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01178         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01179         if (!HasBit(ge->acceptance_pickup, GoodsEntry::PICKUP)) {
01180           InvalidateWindowData(WC_STATION_LIST, last_visited);
01181           SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01182         }
01183 
01184         dirty_vehicle = dirty_station = true;
01185       } else if (!accepted) {
01186         /* The order changed while unloading (unset unload/transfer) or the
01187          * station does not accept our goods. */
01188         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01189 
01190         /* Say we loaded something, otherwise we'll think we didn't unload
01191          * something and we didn't load something, so we must be finished
01192          * at this station. Setting the unloaded means that we will get a
01193          * retry for loading in the next cycle. */
01194         anything_unloaded = true;
01195         continue;
01196       }
01197 
01198       /* Deliver goods to the station */
01199       st->time_since_unload = 0;
01200 
01201       unloading_time += amount_unloaded;
01202 
01203       anything_unloaded = true;
01204       if (_settings_game.order.gradual_loading && remaining) {
01205         completely_emptied = false;
01206       } else {
01207         /* We have finished unloading (cargo count == 0) */
01208         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01209       }
01210 
01211       continue;
01212     }
01213 
01214     /* Do not pick up goods when we have no-load set or loading is stopped. */
01215     if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
01216 
01217     /* update stats */
01218     int t;
01219     switch (u->type) {
01220       case VEH_TRAIN: /* FALL THROUGH */
01221       case VEH_SHIP:
01222         t = u->vcache.cached_max_speed;
01223         break;
01224 
01225       case VEH_ROAD:
01226         t = u->vcache.cached_max_speed / 2;
01227         break;
01228 
01229       case VEH_AIRCRAFT:
01230         t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
01231         break;
01232 
01233       default: NOT_REACHED();
01234     }
01235 
01236     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01237     ge->last_speed = min(t, 255);
01238     ge->last_age = _cur_year - u->build_year;
01239     ge->days_since_pickup = 0;
01240 
01241     /* If there's goods waiting at the station, and the vehicle
01242      * has capacity for it, load it on the vehicle. */
01243     int cap_left = v->cargo_cap - v->cargo.Count();
01244     if (!ge->cargo.Empty() && cap_left > 0) {
01245       uint cap = cap_left;
01246       uint count = ge->cargo.Count();
01247 
01248       /* Skip loading this vehicle if another train/vehicle is already handling
01249        * the same cargo type at this station */
01250       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01251         SetBit(cargo_not_full, v->cargo_type);
01252         continue;
01253       }
01254 
01255       if (cap > count) cap = count;
01256       if (_settings_game.order.gradual_loading) {
01257         cap = min(cap, load_amount);
01258         cap_left = min(cap_left, load_amount);
01259       }
01260       if (_settings_game.order.improved_load) {
01261         /* Don't load stuff that is already 'reserved' for other vehicles */
01262         cap = min((uint)cargo_left[v->cargo_type], cap);
01263         count = cargo_left[v->cargo_type];
01264         cargo_left[v->cargo_type] -= cap;
01265       }
01266 
01267       /* Store whether the maximum possible load amount was loaded or not.*/
01268       if (count >= (uint)cap_left) {
01269         SetBit(full_load_amount, v->cargo_type);
01270       } else {
01271         ClrBit(full_load_amount, v->cargo_type);
01272       }
01273 
01274       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01275 
01276       /* TODO: Regarding this, when we do gradual loading, we
01277        * should first unload all vehicles and then start
01278        * loading them. Since this will cause
01279        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01280        * the whole vehicle chain is really totally empty, the
01281        * completely_emptied assignment can then be safely
01282        * removed; that's how TTDPatch behaves too. --pasky */
01283       completely_emptied = false;
01284       anything_loaded = true;
01285 
01286       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01287 
01288       st->time_since_load = 0;
01289       st->last_vehicle_type = v->type;
01290 
01291       TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01292       AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01293 
01294       unloading_time += cap;
01295 
01296       dirty_vehicle = dirty_station = true;
01297     }
01298 
01299     if (v->cargo.Count() >= v->cargo_cap) {
01300       SetBit(cargo_full, v->cargo_type);
01301     } else {
01302       SetBit(cargo_not_full, v->cargo_type);
01303     }
01304   }
01305 
01306   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01307   completely_emptied &= anything_unloaded;
01308 
01309   /* We update these variables here, so gradual loading still fills
01310    * all wagons at the same time instead of using the same 'improved'
01311    * loading algorithm for the wagons (only fill wagon when there is
01312    * enough to fill the previous wagons) */
01313   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01314     /* Update left cargo */
01315     for (v = u; v != NULL; v = v->Next()) {
01316       int cap_left = v->cargo_cap - v->cargo.Count();
01317       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01318     }
01319   }
01320 
01321   v = u;
01322 
01323   if (!anything_unloaded) delete payment;
01324 
01325   ClrBit(u->vehicle_flags, VF_STOP_LOADING);
01326   if (anything_loaded || anything_unloaded) {
01327     if (_settings_game.order.gradual_loading) {
01328       /* The time it takes to load one 'slice' of cargo or passengers depends
01329        * on the vehicle type - the values here are those found in TTDPatch */
01330       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01331 
01332       unloading_time = gradual_loading_wait_time[v->type];
01333     }
01334     /* We loaded less cargo than possible for all cargo types and it's not full
01335      * load and we're not supposed to wait any longer: stop loading. */
01336     if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01337         v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0)) {
01338       SetBit(v->vehicle_flags, VF_STOP_LOADING);
01339     }
01340   } else {
01341     bool finished_loading = true;
01342     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01343       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01344         /* if the aircraft carries passengers and is NOT full, then
01345          * continue loading, no matter how much mail is in */
01346         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01347             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01348           finished_loading = false;
01349         }
01350       } else if (cargo_not_full != 0) {
01351         finished_loading = false;
01352       }
01353     }
01354     unloading_time = 20;
01355 
01356     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01357   }
01358 
01359   if (v->type == VEH_TRAIN) {
01360     /* Each platform tile is worth 2 rail vehicles. */
01361     int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01362     if (overhang > 0) {
01363       unloading_time <<= 1;
01364       unloading_time += (overhang * unloading_time) / 8;
01365     }
01366   }
01367 
01368   /* Calculate the loading indicator fill percent and display
01369    * In the Game Menu do not display indicators
01370    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01371    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01372    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01373    */
01374   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01375     StringID percent_up_down = STR_NULL;
01376     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01377     if (v->fill_percent_te_id == INVALID_TE_ID) {
01378       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01379     } else {
01380       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01381     }
01382   }
01383 
01384   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01385   v->load_unload_ticks = max(1, unloading_time);
01386 
01387   if (completely_emptied) {
01388     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01389   }
01390 
01391   if (dirty_vehicle) {
01392     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01393     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01394     v->MarkDirty();
01395   }
01396   if (dirty_station) {
01397     st->MarkTilesDirty(true);
01398     SetWindowDirty(WC_STATION_VIEW, last_visited);
01399   }
01400 }
01401 
01407 void LoadUnloadStation(Station *st)
01408 {
01409   /* No vehicle is here... */
01410   if (st->loading_vehicles.empty()) return;
01411 
01412   Vehicle *last_loading = NULL;
01413   std::list<Vehicle *>::iterator iter;
01414 
01415   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01416   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01417     Vehicle *v = *iter;
01418 
01419     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01420 
01421     assert(v->load_unload_ticks != 0);
01422     if (--v->load_unload_ticks == 0) last_loading = v;
01423   }
01424 
01425   /* We only need to reserve and load/unload up to the last loading vehicle.
01426    * Anything else will be forgotten anyway after returning from this function.
01427    *
01428    * Especially this means we do _not_ need to reserve cargo for a single
01429    * consist in a station which is not allowed to load yet because its
01430    * load_unload_ticks is still not 0.
01431    */
01432   if (last_loading == NULL) return;
01433 
01434   int cargo_left[NUM_CARGO];
01435 
01436   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01437 
01438   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01439     Vehicle *v = *iter;
01440     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01441     if (v == last_loading) break;
01442   }
01443 
01444   /* Call the production machinery of industries */
01445   const Industry * const *isend = _cargo_delivery_destinations.End();
01446   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01447     TriggerIndustryProduction(*iid);
01448   }
01449   _cargo_delivery_destinations.Clear();
01450 }
01451 
01455 void CompaniesMonthlyLoop()
01456 {
01457   CompaniesGenStatistics();
01458   if (_settings_game.economy.inflation) {
01459     AddInflation();
01460     RecomputePrices();
01461   }
01462   CompaniesPayInterest();
01463   HandleEconomyFluctuations();
01464 }
01465 
01466 static void DoAcquireCompany(Company *c)
01467 {
01468   CompanyID ci = c->index;
01469 
01470   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01471   cni->FillData(c, Company::Get(_current_company));
01472 
01473   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01474   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01475   SetDParamStr(2, cni->company_name);
01476   SetDParamStr(3, cni->other_company_name);
01477   SetDParam(4, c->bankrupt_value);
01478   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01479   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01480 
01481   ChangeOwnershipOfCompanyItems(ci, _current_company);
01482 
01483   if (c->bankrupt_value == 0) {
01484     Company *owner = Company::Get(_current_company);
01485     owner->current_loan += c->current_loan;
01486   }
01487 
01488   Money value = CalculateCompanyValue(c) >> 2;
01489   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
01490   for (int i = 0; i != 4; i++) {
01491     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01492       cur_company.Change(c->share_owners[i]);
01493       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01494     }
01495   }
01496   cur_company.Restore();
01497 
01498   if (c->is_ai) AI::Stop(c->index);
01499 
01500   DeleteCompanyWindows(ci);
01501   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01502   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01503   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01504   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01505 
01506   delete c;
01507 }
01508 
01509 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01510 
01520 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01521 {
01522   CommandCost cost(EXPENSES_OTHER);
01523   CompanyID target_company = (CompanyID)p1;
01524   Company *c = Company::GetIfValid(target_company);
01525 
01526   /* Check if buying shares is allowed (protection against modified clients)
01527    * Cannot buy own shares */
01528   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01529 
01530   /* Protect new companies from hostile takeovers */
01531   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01532 
01533   /* Those lines are here for network-protection (clients can be slow) */
01534   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01535 
01536   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01537     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01538 
01539     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01540   }
01541 
01542 
01543   cost.AddCost(CalculateCompanyValue(c) >> 2);
01544   if (flags & DC_EXEC) {
01545     OwnerByte *b = c->share_owners;
01546 
01547     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01548     *b = _current_company;
01549 
01550     for (int i = 0; c->share_owners[i] == _current_company;) {
01551       if (++i == 4) {
01552         c->bankrupt_value = 0;
01553         DoAcquireCompany(c);
01554         break;
01555       }
01556     }
01557     SetWindowDirty(WC_COMPANY, target_company);
01558     CompanyAdminUpdate(c);
01559   }
01560   return cost;
01561 }
01562 
01572 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01573 {
01574   CompanyID target_company = (CompanyID)p1;
01575   Company *c = Company::GetIfValid(target_company);
01576 
01577   /* Check if selling shares is allowed (protection against modified clients)
01578    * Cannot sell own shares */
01579   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01580 
01581   /* Those lines are here for network-protection (clients can be slow) */
01582   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01583 
01584   /* adjust it a little to make it less profitable to sell and buy */
01585   Money cost = CalculateCompanyValue(c) >> 2;
01586   cost = -(cost - (cost >> 7));
01587 
01588   if (flags & DC_EXEC) {
01589     OwnerByte *b = c->share_owners;
01590     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01591     *b = COMPANY_SPECTATOR;
01592     SetWindowDirty(WC_COMPANY, target_company);
01593     CompanyAdminUpdate(c);
01594   }
01595   return CommandCost(EXPENSES_OTHER, cost);
01596 }
01597 
01610 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01611 {
01612   CompanyID target_company = (CompanyID)p1;
01613   Company *c = Company::GetIfValid(target_company);
01614   if (c == NULL) return CMD_ERROR;
01615 
01616   /* Disable takeovers when not asked */
01617   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01618 
01619   /* Disable taking over the local company in single player */
01620   if (!_networking && _local_company == c->index) return CMD_ERROR;
01621 
01622   /* Do not allow companies to take over themselves */
01623   if (target_company == _current_company) return CMD_ERROR;
01624 
01625   /* Disable taking over when not allowed. */
01626   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01627 
01628   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01629   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01630 
01631   if (flags & DC_EXEC) {
01632     DoAcquireCompany(c);
01633   }
01634   return cost;
01635 }

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