economy.cpp

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00001 /* $Id: economy.cpp 22080 2011-02-14 19:52:26Z planetmaker $ */
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 
00296   Town *t;
00297 
00298   assert(old_owner != new_owner);
00299 
00300   {
00301     Company *c;
00302     uint i;
00303 
00304     /* See if the old_owner had shares in other companies */
00305     FOR_ALL_COMPANIES(c) {
00306       for (i = 0; i < 4; i++) {
00307         if (c->share_owners[i] == old_owner) {
00308           /* Sell his shares */
00309           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00310           /* Because we are in a DoCommand, we can't just execute another one and
00311            *  expect the money to be removed. We need to do it ourself! */
00312           SubtractMoneyFromCompany(res);
00313         }
00314       }
00315     }
00316 
00317     /* Sell all the shares that people have on this company */
00318     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00319     c = Company::Get(old_owner);
00320     for (i = 0; i < 4; i++) {
00321       cur_company2.Change(c->share_owners[i]);
00322       if (_current_company != INVALID_OWNER) {
00323         /* Sell the shares */
00324         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, 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     cur_company2.Restore();
00331   }
00332 
00333   /* Temporarily increase the company's money, to be sure that
00334    * removing his/her property doesn't fail because of lack of money.
00335    * Not too drastically though, because it could overflow */
00336   if (new_owner == INVALID_OWNER) {
00337     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00338   }
00339 
00340   Subsidy *s;
00341   FOR_ALL_SUBSIDIES(s) {
00342     if (s->awarded == old_owner) {
00343       if (new_owner == INVALID_OWNER) {
00344         delete s;
00345       } else {
00346         s->awarded = new_owner;
00347       }
00348     }
00349   }
00350   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00351 
00352   /* Take care of rating in towns */
00353   FOR_ALL_TOWNS(t) {
00354     /* If a company takes over, give the ratings to that company. */
00355     if (new_owner != INVALID_OWNER) {
00356       if (HasBit(t->have_ratings, old_owner)) {
00357         if (HasBit(t->have_ratings, new_owner)) {
00358           /* use max of the two ratings. */
00359           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00360         } else {
00361           SetBit(t->have_ratings, new_owner);
00362           t->ratings[new_owner] = t->ratings[old_owner];
00363         }
00364       }
00365     }
00366 
00367     /* Reset the ratings for the old owner */
00368     t->ratings[old_owner] = RATING_INITIAL;
00369     ClrBit(t->have_ratings, old_owner);
00370   }
00371 
00372   {
00373     FreeUnitIDGenerator unitidgen[] = {
00374       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00375       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00376     };
00377 
00378     Vehicle *v;
00379     FOR_ALL_VEHICLES(v) {
00380       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00381         if (new_owner == INVALID_OWNER) {
00382           if (v->Previous() == NULL) delete v;
00383         } else {
00384           v->owner = new_owner;
00385           v->colourmap = PAL_NONE;
00386           if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
00387           if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
00388 
00389           /* Invalidate the vehicle's cargo payment "owner cache". */
00390           if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00391         }
00392       }
00393     }
00394   }
00395 
00396   /*  Change ownership of tiles */
00397   {
00398     TileIndex tile = 0;
00399     do {
00400       ChangeTileOwner(tile, old_owner, new_owner);
00401     } while (++tile != MapSize());
00402 
00403     if (new_owner != INVALID_OWNER) {
00404       /* Update all signals because there can be new segment that was owned by two companies
00405        * and signals were not propagated
00406        * Similiar with crossings - it is needed to bar crossings that weren't before
00407        * because of different owner of crossing and approaching train */
00408       tile = 0;
00409 
00410       do {
00411         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00412           TrackBits tracks = GetTrackBits(tile);
00413           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00414             Track track = RemoveFirstTrack(&tracks);
00415             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00416           } while (tracks != TRACK_BIT_NONE);
00417         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00418           UpdateLevelCrossing(tile);
00419         }
00420       } while (++tile != MapSize());
00421     }
00422 
00423     /* update signals in buffer */
00424     UpdateSignalsInBuffer();
00425   }
00426 
00427   /* convert owner of stations (including deleted ones, but excluding buoys) */
00428   Station *st;
00429   FOR_ALL_STATIONS(st) {
00430     if (st->owner == old_owner) {
00431       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00432        * also, drawing station window would cause reading invalid company's colour */
00433       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00434     }
00435   }
00436 
00437   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00438   Waypoint *wp;
00439   FOR_ALL_WAYPOINTS(wp) {
00440     if (wp->owner == old_owner) {
00441       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00442     }
00443   }
00444 
00445   /* In all cases clear replace engine rules.
00446    * Even if it was copied, it could interfere with new owner's rules */
00447   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00448 
00449   if (new_owner == INVALID_OWNER) {
00450     RemoveAllGroupsForCompany(old_owner);
00451   } else {
00452     Group *g;
00453     FOR_ALL_GROUPS(g) {
00454       if (g->owner == old_owner) g->owner = new_owner;
00455     }
00456   }
00457 
00458   Sign *si;
00459   FOR_ALL_SIGNS(si) {
00460     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00461   }
00462 
00463   /* Change colour of existing windows */
00464   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00465 
00466   cur_company.Restore();
00467 
00468   MarkWholeScreenDirty();
00469 }
00470 
00475 static void CompanyCheckBankrupt(Company *c)
00476 {
00477   /*  If the company has money again, it does not go bankrupt */
00478   if (c->money >= 0) {
00479     c->quarters_of_bankruptcy = 0;
00480     c->bankrupt_asked = 0;
00481     return;
00482   }
00483 
00484   c->quarters_of_bankruptcy++;
00485 
00486   switch (c->quarters_of_bankruptcy) {
00487     case 0:
00488     case 1:
00489       break;
00490 
00491     case 2: {
00492       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00493       cni->FillData(c);
00494       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00495       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00496       SetDParamStr(2, cni->company_name);
00497       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00498       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00499       break;
00500     }
00501 
00502     case 3: {
00503       /* Check if the company has any value.. if not, declare it bankrupt
00504        *  right now */
00505       Money val = CalculateCompanyValue(c, false);
00506       if (val > 0) {
00507         c->bankrupt_value = val;
00508         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00509         c->bankrupt_timeout = 0;
00510         break;
00511       }
00512       /* FALL THROUGH to case 4... */
00513     }
00514     default:
00515     case 4:
00516       if (!_networking && _local_company == c->index) {
00517         /* If we are in offline mode, leave the company playing. Eg. there
00518          * is no THE-END, otherwise mark the client as spectator to make sure
00519          * he/she is no long in control of this company. However... when you
00520          * join another company (cheat) the "unowned" company can bankrupt. */
00521         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00522         break;
00523       }
00524 
00525       /* Actually remove the company, but not when we're a network client.
00526        * In case of network clients we will be getting a command from the
00527        * server. It is done in this way as we are called from the
00528        * StateGameLoop which can't change the current company, and thus
00529        * updating the local company triggers an assert later on. In the
00530        * case of a network game the command will be processed at a time
00531        * that changing the current company is okay. In case of single
00532        * player we are sure (the above check) that we are not the local
00533        * company and thus we won't be moved. */
00534       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), 0, CMD_COMPANY_CTRL);
00535       break;
00536   }
00537 }
00538 
00543 static void CompaniesGenStatistics()
00544 {
00545   Station *st;
00546 
00547   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00548   FOR_ALL_STATIONS(st) {
00549     cur_company.Change(st->owner);
00550     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00551     SubtractMoneyFromCompany(cost);
00552   }
00553   cur_company.Restore();
00554 
00555   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00556   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00557 
00558   Company *c;
00559   FOR_ALL_COMPANIES(c) {
00560     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00561     c->old_economy[0] = c->cur_economy;
00562     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00563 
00564     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
00565 
00566     UpdateCompanyRatingAndValue(c, true);
00567     if (c->block_preview != 0) c->block_preview--;
00568     CompanyCheckBankrupt(c);
00569   }
00570 
00571   SetWindowDirty(WC_INCOME_GRAPH, 0);
00572   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00573   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00574   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00575   SetWindowDirty(WC_COMPANY_VALUE, 0);
00576   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00577 }
00578 
00583 void AddInflation(bool check_year)
00584 {
00585   /* The cargo payment inflation differs from the normal inflation, so the
00586    * relative amount of money you make with a transport decreases slowly over
00587    * the 170 years. After a few hundred years we reach a level in which the
00588    * games will become unplayable as the maximum income will be less than
00589    * the minimum running cost.
00590    *
00591    * Furthermore there are a lot of inflation related overflows all over the
00592    * place. Solving them is hardly possible because inflation will always
00593    * reach the overflow threshold some day. So we'll just perform the
00594    * inflation mechanism during the first 170 years (the amount of years that
00595    * one had in the original TTD) and stop doing the inflation after that
00596    * because it only causes problems that can't be solved nicely and the
00597    * inflation doesn't add anything after that either; it even makes playing
00598    * it impossible due to the diverging cost and income rates.
00599    */
00600   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00601 
00602   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00603    * scaled by 65536
00604    * 12 -> months per year
00605    * This is only a good approxiamtion for small values
00606    */
00607   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00608   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00609 }
00610 
00614 void RecomputePrices()
00615 {
00616   /* Setup maximum loan */
00617   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00618 
00619   /* Setup price bases */
00620   for (Price i = PR_BEGIN; i < PR_END; i++) {
00621     Money price = _price_base_specs[i].start_price;
00622 
00623     /* Apply difficulty settings */
00624     uint mod = 1;
00625     switch (_price_base_specs[i].category) {
00626       case PCAT_RUNNING:
00627         mod = _settings_game.difficulty.vehicle_costs;
00628         break;
00629 
00630       case PCAT_CONSTRUCTION:
00631         mod = _settings_game.difficulty.construction_cost;
00632         break;
00633 
00634       default: break;
00635     }
00636     if (mod < 1) {
00637       price = price * 3 >> 2;
00638     } else if (mod > 1) {
00639       price = price * 9 >> 3;
00640     }
00641 
00642     /* Apply inflation */
00643     price = (int64)price * _economy.inflation_prices;
00644 
00645     /* Apply newgrf modifiers, and remove fractional part of inflation */
00646     int shift = _price_base_multiplier[i] - 16;
00647     if (shift >= 0) {
00648       price <<= shift;
00649     } else {
00650       price >>= -shift;
00651     }
00652 
00653     /* Make sure the price does not get reduced to zero.
00654      * Zero breaks quite a few commands that use a zero
00655      * cost to see whether something got changed or not
00656      * and based on that cause an error. When the price
00657      * is zero that fails even when things are done. */
00658     if (price == 0) {
00659       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00660       /* No base price should be zero, but be sure. */
00661       assert(price != 0);
00662     }
00663     /* Store value */
00664     _price[i] = price;
00665   }
00666 
00667   /* Setup cargo payment */
00668   CargoSpec *cs;
00669   FOR_ALL_CARGOSPECS(cs) {
00670     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00671   }
00672 
00673   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00674   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00675   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00676   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00677 }
00678 
00680 static void CompaniesPayInterest()
00681 {
00682   const Company *c;
00683 
00684   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00685   FOR_ALL_COMPANIES(c) {
00686     cur_company.Change(c->index);
00687 
00688     /* Over a year the paid interest should be "loan * interest percentage",
00689      * but... as that number is likely not dividable by 12 (pay each month),
00690      * one needs to account for that in the monthly fee calculations.
00691      * To easily calculate what one should pay "this" month, you calculate
00692      * what (total) should have been paid up to this month and you subtract
00693      * whatever has been paid in the previous months. This will mean one month
00694      * it'll be a bit more and the other it'll be a bit less than the average
00695      * monthly fee, but on average it will be exact. */
00696     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00697     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00698     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00699 
00700     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00701 
00702     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00703   }
00704   cur_company.Restore();
00705 }
00706 
00707 static void HandleEconomyFluctuations()
00708 {
00709   if (_settings_game.difficulty.economy != 0) {
00710     /* When economy is Fluctuating, decrease counter */
00711     _economy.fluct--;
00712   } else if (EconomyIsInRecession()) {
00713     /* When it's Steady and we are in recession, end it now */
00714     _economy.fluct = -12;
00715   } else {
00716     /* No need to do anything else in other cases */
00717     return;
00718   }
00719 
00720   if (_economy.fluct == 0) {
00721     _economy.fluct = -(int)GB(Random(), 0, 2);
00722     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00723   } else if (_economy.fluct == -12) {
00724     _economy.fluct = GB(Random(), 0, 8) + 312;
00725     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00726   }
00727 }
00728 
00729 
00733 void ResetPriceBaseMultipliers()
00734 {
00735   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00736 }
00737 
00745 void SetPriceBaseMultiplier(Price price, int factor)
00746 {
00747   assert(price < PR_END);
00748   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00749 }
00750 
00755 void StartupIndustryDailyChanges(bool init_counter)
00756 {
00757   uint map_size = MapLogX() + MapLogY();
00758   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00759    * which stands for the days in a month.
00760    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00761    * would not be needed.
00762    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00763    * on the overall total number of changes performed */
00764   _economy.industry_daily_increment = (1 << map_size) / 31;
00765 
00766   if (init_counter) {
00767     /* A new game or a savegame from an older version will require the counter to be initialized */
00768     _economy.industry_daily_change_counter = 0;
00769   }
00770 }
00771 
00772 void StartupEconomy()
00773 {
00774   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00775   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00776   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00777   _economy.fluct = GB(Random(), 0, 8) + 168;
00778 
00779   /* Set up prices */
00780   RecomputePrices();
00781 
00782   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00783 
00784 }
00785 
00789 void InitializeEconomy()
00790 {
00791   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00792 }
00793 
00802 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00803 {
00804   if (index >= PR_END) return 0;
00805 
00806   Money cost = _price[index] * cost_factor;
00807   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00808 
00809   if (shift >= 0) {
00810     cost <<= shift;
00811   } else {
00812     cost >>= -shift;
00813   }
00814 
00815   return cost;
00816 }
00817 
00818 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00819 {
00820   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00821   if (!cs->IsValid()) {
00822     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00823     return 0;
00824   }
00825 
00826   /* Use callback to calculate cargo profit, if available */
00827   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00828     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00829     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00830     if (callback != CALLBACK_FAILED) {
00831       int result = GB(callback, 0, 14);
00832 
00833       /* Simulate a 15 bit signed value */
00834       if (HasBit(callback, 14)) result -= 0x4000;
00835 
00836       /* "The result should be a signed multiplier that gets multiplied
00837        * by the amount of cargo moved and the price factor, then gets
00838        * divided by 8192." */
00839       return result * num_pieces * cs->current_payment / 8192;
00840     }
00841   }
00842 
00843   static const int MIN_TIME_FACTOR = 31;
00844   static const int MAX_TIME_FACTOR = 255;
00845 
00846   const int days1 = cs->transit_days[0];
00847   const int days2 = cs->transit_days[1];
00848   const int days_over_days1 = max(   transit_days - days1, 0);
00849   const int days_over_days2 = max(days_over_days1 - days2, 0);
00850 
00851   /*
00852    * The time factor is calculated based on the time it took
00853    * (transit_days) compared two cargo-depending values. The
00854    * range is divided into three parts:
00855    *
00856    *  - constant for fast transits
00857    *  - linear decreasing with time with a slope of -1 for medium transports
00858    *  - linear decreasing with time with a slope of -2 for slow transports
00859    *
00860    */
00861   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00862 
00863   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00864 }
00865 
00867 static SmallIndustryList _cargo_delivery_destinations;
00868 
00878 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00879 {
00880   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00881    * This fails in three cases:
00882    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00883    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00884    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00885    */
00886 
00887   uint accepted = 0;
00888 
00889   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00890     Industry *ind = st->industries_near[i];
00891     if (ind->index == source) continue;
00892 
00893     uint cargo_index;
00894     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00895       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00896     }
00897     /* Check if matching cargo has been found */
00898     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00899 
00900     /* Check if industry temporarily refuses acceptance */
00901     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00902 
00903     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00904     _cargo_delivery_destinations.Include(ind);
00905 
00906     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00907     ind->incoming_cargo_waiting[cargo_index] += amount;
00908     num_pieces -= amount;
00909     accepted += amount;
00910   }
00911 
00912   return accepted;
00913 }
00914 
00928 static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, TileIndex source_tile, byte days_in_transit, Company *company, SourceType src_type, SourceID src)
00929 {
00930   assert(num_pieces > 0);
00931 
00932   const Station *st = Station::Get(dest);
00933 
00934   /* Give the goods to the industry. */
00935   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00936 
00937   /* If this cargo type is always accepted, accept all */
00938   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00939 
00940   /* Update company statistics */
00941   company->cur_economy.delivered_cargo += accepted;
00942   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00943 
00944   /* Increase town's counter for some special goods types */
00945   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00946   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00947   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00948 
00949   /* Determine profit */
00950   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00951 
00952   /* Modify profit if a subsidy is in effect */
00953   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00954     switch (_settings_game.difficulty.subsidy_multiplier) {
00955       case 0:  profit += profit >> 1; break;
00956       case 1:  profit *= 2; break;
00957       case 2:  profit *= 3; break;
00958       default: profit *= 4; break;
00959     }
00960   }
00961 
00962   return profit;
00963 }
00964 
00970 static void TriggerIndustryProduction(Industry *i)
00971 {
00972   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00973   uint16 callback = indspec->callback_mask;
00974 
00975   i->was_cargo_delivered = true;
00976   i->last_cargo_accepted_at = _date;
00977 
00978   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
00979     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
00980       IndustryProductionCallback(i, 0);
00981     } else {
00982       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
00983     }
00984   } else {
00985     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
00986       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
00987       if (cargo_waiting == 0) continue;
00988 
00989       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
00990       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
00991 
00992       i->incoming_cargo_waiting[cargo_index] = 0;
00993     }
00994   }
00995 
00996   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
00997   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
00998 }
00999 
01004 CargoPayment::CargoPayment(Vehicle *front) :
01005   front(front),
01006   current_station(front->last_station_visited)
01007 {
01008 }
01009 
01010 CargoPayment::~CargoPayment()
01011 {
01012   if (this->CleaningPool()) return;
01013 
01014   this->front->cargo_payment = NULL;
01015 
01016   if (this->visual_profit == 0) return;
01017 
01018   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01019 
01020   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01021   this->front->profit_this_year += this->visual_profit << 8;
01022 
01023   if (this->route_profit != 0) {
01024     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01025       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01026     }
01027 
01028     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01029   } else {
01030     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01031   }
01032 
01033   cur_company.Restore();
01034 }
01035 
01041 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01042 {
01043   if (this->owner == NULL) {
01044     this->owner = Company::Get(this->front->owner);
01045   }
01046 
01047   /* Handle end of route payment */
01048   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01049   this->route_profit += profit;
01050 
01051   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01052   this->visual_profit += profit - cp->FeederShare();
01053 }
01054 
01061 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01062 {
01063   Money profit = GetTransportedGoodsIncome(
01064       count,
01065       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01066       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01067       cp->DaysInTransit(),
01068       this->ct);
01069 
01070   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01071 
01072   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01073   return profit; // account for the (virtual) profit already made for the cargo packet
01074 }
01075 
01080 void PrepareUnload(Vehicle *front_v)
01081 {
01082   /* At this moment loading cannot be finished */
01083   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01084 
01085   /* Start unloading in at the first possible moment */
01086   front_v->load_unload_ticks = 1;
01087 
01088   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01089     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01090       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01091         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01092       }
01093     }
01094   }
01095 
01096   assert(front_v->cargo_payment == NULL);
01097   /* One CargoPayment per vehicle and the vehicle limit equals the
01098    * limit in number of CargoPayments. Can't go wrong. */
01099   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01100   assert(CargoPayment::CanAllocateItem());
01101   front_v->cargo_payment = new CargoPayment(front_v);
01102 }
01103 
01112 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
01113 {
01114   assert(v->current_order.IsType(OT_LOADING));
01115 
01116   /* We have not waited enough time till the next round of loading/unloading */
01117   if (v->load_unload_ticks != 0) {
01118     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01119       /* 'Reserve' this cargo for this vehicle, because we were first. */
01120       for (; v != NULL; v = v->Next()) {
01121         int cap_left = v->cargo_cap - v->cargo.Count();
01122         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01123       }
01124     }
01125     return;
01126   }
01127 
01128   StationID last_visited = v->last_station_visited;
01129   Station *st = Station::Get(last_visited);
01130 
01131   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01132     /* The train reversed in the station. Take the "easy" way
01133      * out and let the train just leave as it always did. */
01134     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01135     v->load_unload_ticks = 1;
01136     return;
01137   }
01138 
01139   int unloading_time = 0;
01140   Vehicle *u = v;
01141   bool dirty_vehicle = false;
01142   bool dirty_station = false;
01143 
01144   bool completely_emptied = true;
01145   bool anything_unloaded = false;
01146   bool anything_loaded   = false;
01147   uint32 full_load_amount = 0;
01148   uint32 cargo_not_full  = 0;
01149   uint32 cargo_full      = 0;
01150 
01151   v->cur_speed = 0;
01152 
01153   CargoPayment *payment = v->cargo_payment;
01154 
01155   for (; v != NULL; v = v->Next()) {
01156     if (v->cargo_cap == 0) continue;
01157 
01158     const Engine *e = Engine::Get(v->engine_type);
01159     byte load_amount = e->info.load_amount;
01160 
01161     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01162     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01163 
01164     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01165       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01166       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01167     }
01168 
01169     GoodsEntry *ge = &st->goods[v->cargo_type];
01170 
01171     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01172       uint cargo_count = v->cargo.Count();
01173       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01174       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01175       bool accepted  = false; // Is the cargo accepted by the station?
01176 
01177       payment->SetCargo(v->cargo_type);
01178 
01179       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01180         /* The cargo has reached its final destination, the packets may now be destroyed */
01181         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01182 
01183         dirty_vehicle = true;
01184         accepted = true;
01185       }
01186 
01187       /* The !accepted || v->cargo.Count == cargo_count clause is there
01188        * to make it possible to force unload vehicles at the station where
01189        * they were loaded, but to not force unload the vehicle when the
01190        * station is still accepting the cargo in the vehicle. It doesn't
01191        * accept cargo that was loaded at the same station. */
01192       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01193         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01194         if (!HasBit(ge->acceptance_pickup, GoodsEntry::PICKUP)) {
01195           InvalidateWindowData(WC_STATION_LIST, last_visited);
01196           SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01197         }
01198 
01199         dirty_vehicle = dirty_station = true;
01200       } else if (!accepted) {
01201         /* The order changed while unloading (unset unload/transfer) or the
01202          * station does not accept our goods. */
01203         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01204 
01205         /* Say we loaded something, otherwise we'll think we didn't unload
01206          * something and we didn't load something, so we must be finished
01207          * at this station. Setting the unloaded means that we will get a
01208          * retry for loading in the next cycle. */
01209         anything_unloaded = true;
01210         continue;
01211       }
01212 
01213       /* Deliver goods to the station */
01214       st->time_since_unload = 0;
01215 
01216       unloading_time += amount_unloaded;
01217 
01218       anything_unloaded = true;
01219       if (_settings_game.order.gradual_loading && remaining) {
01220         completely_emptied = false;
01221       } else {
01222         /* We have finished unloading (cargo count == 0) */
01223         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01224       }
01225 
01226       continue;
01227     }
01228 
01229     /* Do not pick up goods when we have no-load set or loading is stopped. */
01230     if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
01231 
01232     /* update stats */
01233     int t;
01234     switch (u->type) {
01235       case VEH_TRAIN: /* FALL THROUGH */
01236       case VEH_SHIP:
01237         t = u->vcache.cached_max_speed;
01238         break;
01239 
01240       case VEH_ROAD:
01241         t = u->vcache.cached_max_speed / 2;
01242         break;
01243 
01244       case VEH_AIRCRAFT:
01245         t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
01246         break;
01247 
01248       default: NOT_REACHED();
01249     }
01250 
01251     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01252     ge->last_speed = min(t, 255);
01253     ge->last_age = _cur_year - u->build_year;
01254     ge->days_since_pickup = 0;
01255 
01256     /* If there's goods waiting at the station, and the vehicle
01257      * has capacity for it, load it on the vehicle. */
01258     int cap_left = v->cargo_cap - v->cargo.Count();
01259     if (!ge->cargo.Empty() && cap_left > 0) {
01260       uint cap = cap_left;
01261       uint count = ge->cargo.Count();
01262 
01263       /* Skip loading this vehicle if another train/vehicle is already handling
01264        * the same cargo type at this station */
01265       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01266         SetBit(cargo_not_full, v->cargo_type);
01267         continue;
01268       }
01269 
01270       if (cap > count) cap = count;
01271       if (_settings_game.order.gradual_loading) {
01272         cap = min(cap, load_amount);
01273         cap_left = min(cap_left, load_amount);
01274       }
01275       if (_settings_game.order.improved_load) {
01276         /* Don't load stuff that is already 'reserved' for other vehicles */
01277         cap = min((uint)cargo_left[v->cargo_type], cap);
01278         count = cargo_left[v->cargo_type];
01279         cargo_left[v->cargo_type] -= cap;
01280       }
01281 
01282       /* Store whether the maximum possible load amount was loaded or not.*/
01283       if (count >= (uint)cap_left) {
01284         SetBit(full_load_amount, v->cargo_type);
01285       } else {
01286         ClrBit(full_load_amount, v->cargo_type);
01287       }
01288 
01289       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01290 
01291       /* TODO: Regarding this, when we do gradual loading, we
01292        * should first unload all vehicles and then start
01293        * loading them. Since this will cause
01294        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01295        * the whole vehicle chain is really totally empty, the
01296        * completely_emptied assignment can then be safely
01297        * removed; that's how TTDPatch behaves too. --pasky */
01298       completely_emptied = false;
01299       anything_loaded = true;
01300 
01301       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01302 
01303       st->time_since_load = 0;
01304       st->last_vehicle_type = v->type;
01305 
01306       TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01307       AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01308 
01309       unloading_time += cap;
01310 
01311       dirty_vehicle = dirty_station = true;
01312     }
01313 
01314     if (v->cargo.Count() >= v->cargo_cap) {
01315       SetBit(cargo_full, v->cargo_type);
01316     } else {
01317       SetBit(cargo_not_full, v->cargo_type);
01318     }
01319   }
01320 
01321   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01322   completely_emptied &= anything_unloaded;
01323 
01324   /* We update these variables here, so gradual loading still fills
01325    * all wagons at the same time instead of using the same 'improved'
01326    * loading algorithm for the wagons (only fill wagon when there is
01327    * enough to fill the previous wagons) */
01328   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01329     /* Update left cargo */
01330     for (v = u; v != NULL; v = v->Next()) {
01331       int cap_left = v->cargo_cap - v->cargo.Count();
01332       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01333     }
01334   }
01335 
01336   v = u;
01337 
01338   if (!anything_unloaded) delete payment;
01339 
01340   ClrBit(u->vehicle_flags, VF_STOP_LOADING);
01341   if (anything_loaded || anything_unloaded) {
01342     if (_settings_game.order.gradual_loading) {
01343       /* The time it takes to load one 'slice' of cargo or passengers depends
01344        * on the vehicle type - the values here are those found in TTDPatch */
01345       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01346 
01347       unloading_time = gradual_loading_wait_time[v->type];
01348     }
01349     /* We loaded less cargo than possible for all cargo types and it's not full
01350      * load and we're not supposed to wait any longer: stop loading. */
01351     if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01352         v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0)) {
01353       SetBit(v->vehicle_flags, VF_STOP_LOADING);
01354     }
01355   } else {
01356     bool finished_loading = true;
01357     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01358       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01359         /* if the aircraft carries passengers and is NOT full, then
01360          * continue loading, no matter how much mail is in */
01361         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01362             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01363           finished_loading = false;
01364         }
01365       } else if (cargo_not_full != 0) {
01366         finished_loading = false;
01367       }
01368     }
01369     unloading_time = 20;
01370 
01371     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01372   }
01373 
01374   if (v->type == VEH_TRAIN) {
01375     /* Each platform tile is worth 2 rail vehicles. */
01376     int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01377     if (overhang > 0) {
01378       unloading_time <<= 1;
01379       unloading_time += (overhang * unloading_time) / 8;
01380     }
01381   }
01382 
01383   /* Calculate the loading indicator fill percent and display
01384    * In the Game Menu do not display indicators
01385    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01386    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01387    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01388    */
01389   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01390     StringID percent_up_down = STR_NULL;
01391     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01392     if (v->fill_percent_te_id == INVALID_TE_ID) {
01393       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01394     } else {
01395       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01396     }
01397   }
01398 
01399   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01400   v->load_unload_ticks = max(1, unloading_time);
01401 
01402   if (completely_emptied) {
01403     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01404   }
01405 
01406   if (dirty_vehicle) {
01407     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01408     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01409     v->MarkDirty();
01410   }
01411   if (dirty_station) {
01412     st->MarkTilesDirty(true);
01413     SetWindowDirty(WC_STATION_VIEW, last_visited);
01414   }
01415 }
01416 
01422 void LoadUnloadStation(Station *st)
01423 {
01424   /* No vehicle is here... */
01425   if (st->loading_vehicles.empty()) return;
01426 
01427   Vehicle *last_loading = NULL;
01428   std::list<Vehicle *>::iterator iter;
01429 
01430   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01431   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01432     Vehicle *v = *iter;
01433 
01434     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01435 
01436     assert(v->load_unload_ticks != 0);
01437     if (--v->load_unload_ticks == 0) last_loading = v;
01438   }
01439 
01440   /* We only need to reserve and load/unload up to the last loading vehicle.
01441    * Anything else will be forgotten anyway after returning from this function.
01442    *
01443    * Especially this means we do _not_ need to reserve cargo for a single
01444    * consist in a station which is not allowed to load yet because its
01445    * load_unload_ticks is still not 0.
01446    */
01447   if (last_loading == NULL) return;
01448 
01449   int cargo_left[NUM_CARGO];
01450 
01451   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01452 
01453   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01454     Vehicle *v = *iter;
01455     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01456     if (v == last_loading) break;
01457   }
01458 
01459   /* Call the production machinery of industries */
01460   const Industry * const *isend = _cargo_delivery_destinations.End();
01461   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01462     TriggerIndustryProduction(*iid);
01463   }
01464   _cargo_delivery_destinations.Clear();
01465 }
01466 
01470 void CompaniesMonthlyLoop()
01471 {
01472   CompaniesGenStatistics();
01473   if (_settings_game.economy.inflation) {
01474     AddInflation();
01475     RecomputePrices();
01476   }
01477   CompaniesPayInterest();
01478   HandleEconomyFluctuations();
01479 }
01480 
01481 static void DoAcquireCompany(Company *c)
01482 {
01483   CompanyID ci = c->index;
01484 
01485   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01486   cni->FillData(c, Company::Get(_current_company));
01487 
01488   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01489   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01490   SetDParamStr(2, cni->company_name);
01491   SetDParamStr(3, cni->other_company_name);
01492   SetDParam(4, c->bankrupt_value);
01493   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01494   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01495 
01496   ChangeOwnershipOfCompanyItems(ci, _current_company);
01497 
01498   if (c->bankrupt_value == 0) {
01499     Company *owner = Company::Get(_current_company);
01500     owner->current_loan += c->current_loan;
01501   }
01502 
01503   Money value = CalculateCompanyValue(c) >> 2;
01504   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
01505   for (int i = 0; i != 4; i++) {
01506     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01507       cur_company.Change(c->share_owners[i]);
01508       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01509     }
01510   }
01511   cur_company.Restore();
01512 
01513   if (c->is_ai) AI::Stop(c->index);
01514 
01515   DeleteCompanyWindows(ci);
01516   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01517   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01518   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01519   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01520 
01521   delete c;
01522 }
01523 
01524 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01525 
01535 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01536 {
01537   CommandCost cost(EXPENSES_OTHER);
01538   CompanyID target_company = (CompanyID)p1;
01539   Company *c = Company::GetIfValid(target_company);
01540 
01541   /* Check if buying shares is allowed (protection against modified clients)
01542    * Cannot buy own shares */
01543   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01544 
01545   /* Protect new companies from hostile takeovers */
01546   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01547 
01548   /* Those lines are here for network-protection (clients can be slow) */
01549   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01550 
01551   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01552     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01553 
01554     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01555   }
01556 
01557 
01558   cost.AddCost(CalculateCompanyValue(c) >> 2);
01559   if (flags & DC_EXEC) {
01560     OwnerByte *b = c->share_owners;
01561 
01562     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01563     *b = _current_company;
01564 
01565     for (int i = 0; c->share_owners[i] == _current_company;) {
01566       if (++i == 4) {
01567         c->bankrupt_value = 0;
01568         DoAcquireCompany(c);
01569         break;
01570       }
01571     }
01572     SetWindowDirty(WC_COMPANY, target_company);
01573     CompanyAdminUpdate(c);
01574   }
01575   return cost;
01576 }
01577 
01587 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01588 {
01589   CompanyID target_company = (CompanyID)p1;
01590   Company *c = Company::GetIfValid(target_company);
01591 
01592   /* Check if selling shares is allowed (protection against modified clients)
01593    * Cannot sell own shares */
01594   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01595 
01596   /* Those lines are here for network-protection (clients can be slow) */
01597   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01598 
01599   /* adjust it a little to make it less profitable to sell and buy */
01600   Money cost = CalculateCompanyValue(c) >> 2;
01601   cost = -(cost - (cost >> 7));
01602 
01603   if (flags & DC_EXEC) {
01604     OwnerByte *b = c->share_owners;
01605     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01606     *b = COMPANY_SPECTATOR;
01607     SetWindowDirty(WC_COMPANY, target_company);
01608     CompanyAdminUpdate(c);
01609   }
01610   return CommandCost(EXPENSES_OTHER, cost);
01611 }
01612 
01625 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01626 {
01627   CompanyID target_company = (CompanyID)p1;
01628   Company *c = Company::GetIfValid(target_company);
01629   if (c == NULL) return CMD_ERROR;
01630 
01631   /* Disable takeovers when not asked */
01632   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01633 
01634   /* Disable taking over the local company in single player */
01635   if (!_networking && _local_company == c->index) return CMD_ERROR;
01636 
01637   /* Do not allow companies to take over themselves */
01638   if (target_company == _current_company) return CMD_ERROR;
01639 
01640   /* Disable taking over when not allowed. */
01641   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01642 
01643   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01644   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01645 
01646   if (flags & DC_EXEC) {
01647     DoAcquireCompany(c);
01648   }
01649   return cost;
01650 }

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