# economy.cpp

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    00001 /* $Id$ */
    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 }