# 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 #include "infrastructure_func.h"
    00050 #include "cheat_type.h"
    00051
    00052 #include "table/strings.h"
    00053 #include "table/pricebase.h"
    00054
    00055
    00056 /* Initialize the cargo payment-pool */
    00057 CargoPaymentPool _cargo_payment_pool("CargoPayment");
    00058 INSTANTIATE_POOL_METHODS(CargoPayment)
    00059
    00060
    00071 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
    00072 {
    00073   return (int32)((int64)a * (int64)b >> shift);
    00074 }
    00075
    00076 typedef SmallVector<Industry *, 16> SmallIndustryList;
    00077
    00081 const ScoreInfo _score_info[] = {
    00082   {     120, 100}, // SCORE_VEHICLES
    00083   {      80, 100}, // SCORE_STATIONS
    00084   {   10000, 100}, // SCORE_MIN_PROFIT
    00085   {   50000,  50}, // SCORE_MIN_INCOME
    00086   {  100000, 100}, // SCORE_MAX_INCOME
    00087   {   40000, 400}, // SCORE_DELIVERED
    00088   {       8,  50}, // SCORE_CARGO
    00089   {10000000,  50}, // SCORE_MONEY
    00090   {  250000,  50}, // SCORE_LOAN
    00091   {       0,   0}  // SCORE_TOTAL
    00092 };
    00093
    00094 int _score_part[MAX_COMPANIES][SCORE_END];
    00095 Economy _economy;
    00096 Prices _price;
    00097 Money _additional_cash_required;
    00098 static PriceMultipliers _price_base_multiplier;
    00099
    00109 Money CalculateCompanyValue(const Company *c, bool including_loan)
    00110 {
    00111   Owner owner = c->index;
    00112
    00113   Station *st;
    00114   uint num = 0;
    00115
    00116   FOR_ALL_STATIONS(st) {
    00117     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00118   }
    00119
    00120   Money value = num * _price[PR_STATION_VALUE] * 25;
    00121
    00122   Vehicle *v;
    00123   FOR_ALL_VEHICLES(v) {
    00124     if (v->owner != owner) continue;
    00125
    00126     if (v->type == VEH_TRAIN ||
    00127         v->type == VEH_ROAD ||
    00128         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00129         v->type == VEH_SHIP) {
    00130       value += v->value * 3 >> 1;
    00131     }
    00132   }
    00133
    00134   /* Add real money value */
    00135   if (including_loan) value -= c->current_loan;
    00136   value += c->money;
    00137
    00138   return max(value, (Money)1);
    00139 }
    00140
    00149 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00150 {
    00151   Owner owner = c->index;
    00152   int score = 0;
    00153
    00154   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00155
    00156   /* Count vehicles */
    00157   {
    00158     Vehicle *v;
    00159     Money min_profit = 0;
    00160     bool min_profit_first = true;
    00161     uint num = 0;
    00162
    00163     FOR_ALL_VEHICLES(v) {
    00164       if (v->owner != owner) continue;
    00165       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00166         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00167         if (v->age > 730) {
    00168           /* Find the vehicle with the lowest amount of profit */
    00169           if (min_profit_first || min_profit > v->profit_last_year) {
    00170             min_profit = v->profit_last_year;
    00171             min_profit_first = false;
    00172           }
    00173         }
    00174       }
    00175     }
    00176
    00177     min_profit >>= 8; // remove the fract part
    00178
    00179     _score_part[owner][SCORE_VEHICLES] = num;
    00180     /* Don't allow negative min_profit to show */
    00181     if (min_profit > 0) {
    00182       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00183     }
    00184   }
    00185
    00186   /* Count stations */
    00187   {
    00188     uint num = 0;
    00189     const Station *st;
    00190
    00191     FOR_ALL_STATIONS(st) {
    00192       /* Only count stations that are actually serviced */
    00193       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00194     }
    00195     _score_part[owner][SCORE_STATIONS] = num;
    00196   }
    00197
    00198   /* Generate statistics depending on recent income statistics */
    00199   {
    00200     int numec = min(c->num_valid_stat_ent, 12);
    00201     if (numec != 0) {
    00202       const CompanyEconomyEntry *cee = c->old_economy;
    00203       Money min_income = cee->income + cee->expenses;
    00204       Money max_income = cee->income + cee->expenses;
    00205
    00206       do {
    00207         min_income = min(min_income, cee->income + cee->expenses);
    00208         max_income = max(max_income, cee->income + cee->expenses);
    00209       } while (++cee, --numec);
    00210
    00211       if (min_income > 0) {
    00212         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00213       }
    00214
    00215       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00216     }
    00217   }
    00218
    00219   /* Generate score depending on amount of transported cargo */
    00220   {
    00221     const CompanyEconomyEntry *cee;
    00222     int numec;
    00223     uint32 total_delivered;
    00224
    00225     numec = min(c->num_valid_stat_ent, 4);
    00226     if (numec != 0) {
    00227       cee = c->old_economy;
    00228       total_delivered = 0;
    00229       do {
    00230         total_delivered += cee->delivered_cargo;
    00231       } while (++cee, --numec);
    00232
    00233       _score_part[owner][SCORE_DELIVERED] = total_delivered;
    00234     }
    00235   }
    00236
    00237   /* Generate score for variety of cargo */
    00238   {
    00239     uint num = CountBits(c->cargo_types);
    00240     _score_part[owner][SCORE_CARGO] = num;
    00241     if (update) c->cargo_types = 0;
    00242   }
    00243
    00244   /* Generate score for company's money */
    00245   {
    00246     if (c->money > 0) {
    00247       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00248     }
    00249   }
    00250
    00251   /* Generate score for loan */
    00252   {
    00253     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00254   }
    00255
    00256   /* Now we calculate the score for each item.. */
    00257   {
    00258     int total_score = 0;
    00259     int s;
    00260     score = 0;
    00261     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00262       /* Skip the total */
    00263       if (i == SCORE_TOTAL) continue;
    00264       /*  Check the score */
    00265       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00266       score += s;
    00267       total_score += _score_info[i].score;
    00268     }
    00269
    00270     _score_part[owner][SCORE_TOTAL] = score;
    00271
    00272     /*  We always want the score scaled to SCORE_MAX (1000) */
    00273     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00274   }
    00275
    00276   if (update) {
    00277     c->old_economy[0].performance_history = score;
    00278     UpdateCompanyHQ(c->location_of_HQ, score);
    00279     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00280   }
    00281
    00282   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00283   return score;
    00284 }
    00285
    00291 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00292 {
    00293   /* We need to set _current_company to old_owner before we try to move
    00294    * the client. This is needed as it needs to know whether "you" really
    00295    * are the current local company. */
    00296   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
    00297 #ifdef ENABLE_NETWORK
    00298   /* In all cases, make spectators of clients connected to that company */
    00299   if (_networking) NetworkClientsToSpectators(old_owner);
    00300 #endif /* ENABLE_NETWORK */
    00301
    00302   Town *t;
    00303
    00304   assert(old_owner != new_owner);
    00305
    00306   {
    00307     Company *c;
    00308     uint i;
    00309
    00310     /* See if the old_owner had shares in other companies */
    00311     FOR_ALL_COMPANIES(c) {
    00312       for (i = 0; i < 4; i++) {
    00313         if (c->share_owners[i] == old_owner) {
    00314           /* Sell his shares */
    00315           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
    00316           /* Because we are in a DoCommand, we can't just execute another one and
    00317            *  expect the money to be removed. We need to do it ourself! */
    00318           SubtractMoneyFromCompany(res);
    00319         }
    00320       }
    00321     }
    00322
    00323     /* Sell all the shares that people have on this company */
    00324     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
    00325     c = Company::Get(old_owner);
    00326     for (i = 0; i < 4; i++) {
    00327       cur_company2.Change(c->share_owners[i]);
    00328       if (_current_company != INVALID_OWNER) {
    00329         /* Sell the shares */
    00330         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
    00331         /* Because we are in a DoCommand, we can't just execute another one and
    00332          *  expect the money to be removed. We need to do it ourself! */
    00333         SubtractMoneyFromCompany(res);
    00334       }
    00335     }
    00336     cur_company2.Restore();
    00337   }
    00338
    00339   /* Temporarily increase the company's money, to be sure that
    00340    * removing his/her property doesn't fail because of lack of money.
    00341    * Not too drastically though, because it could overflow */
    00342   if (new_owner == INVALID_OWNER) {
    00343     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00344   }
    00345
    00346   Subsidy *s;
    00347   FOR_ALL_SUBSIDIES(s) {
    00348     if (s->awarded == old_owner) {
    00349       if (new_owner == INVALID_OWNER) {
    00350         delete s;
    00351       } else {
    00352         s->awarded = new_owner;
    00353       }
    00354     }
    00355   }
    00356   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00357
    00358   /* Take care of rating in towns */
    00359   FOR_ALL_TOWNS(t) {
    00360     /* If a company takes over, give the ratings to that company. */
    00361     if (new_owner != INVALID_OWNER) {
    00362       if (HasBit(t->have_ratings, old_owner)) {
    00363         if (HasBit(t->have_ratings, new_owner)) {
    00364           /* use max of the two ratings. */
    00365           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00366         } else {
    00367           SetBit(t->have_ratings, new_owner);
    00368           t->ratings[new_owner] = t->ratings[old_owner];
    00369         }
    00370       }
    00371     }
    00372
    00373     /* Reset the ratings for the old owner */
    00374     t->ratings[old_owner] = RATING_INITIAL;
    00375     ClrBit(t->have_ratings, old_owner);
    00376   }
    00377
    00378   /* Change ownership of vehicles */
    00379   if (new_owner != INVALID_OWNER) {
    00380     FreeUnitIDGenerator unitidgen[] = {
    00381       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00382       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00383     };
    00384
    00385     Vehicle *v;
    00386     FOR_ALL_VEHICLES(v) {
    00387       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00388         v->owner = new_owner;
    00389         v->colourmap = PAL_NONE;
    00390         if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
    00391         if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
    00392
    00393         /* Invalidate the vehicle's cargo payment "owner cache". */
    00394         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
    00395       }
    00396     }
    00397   } else {
    00398     /* Depending on sharing settings, other companies could be affected too.
    00399      * Let the infrastructure sharing code handle this. */
    00400     HandleSharingCompanyDeletion(old_owner);
    00401   }
    00402
    00403   /*  Change ownership of tiles */
    00404   {
    00405     TileIndex tile = 0;
    00406     do {
    00407       ChangeTileOwner(tile, old_owner, new_owner);
    00408     } while (++tile != MapSize());
    00409
    00410     if (new_owner != INVALID_OWNER) {
    00411       /* Update all signals because there can be new segment that was owned by two companies
    00412        * and signals were not propagated
    00413        * Similiar with crossings - it is needed to bar crossings that weren't before
    00414        * because of different owner of crossing and approaching train */
    00415       UpdateAllBlockSignals(new_owner);
    00416     } else if (_settings_game.economy.infrastructure_sharing[VEH_TRAIN]) {
    00417       /* tracks are being removed while sharing is enabled.
    00418        * Thus, update all signals and crossings. */
    00419       UpdateAllBlockSignals();
    00420     }
    00421
    00422     /* Update any signals in the buffer */
    00423     UpdateSignalsInBuffer();
    00424   }
    00425
    00426   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00427   Station *st;
    00428   FOR_ALL_STATIONS(st) {
    00429     if (st->owner == old_owner) {
    00430       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00431        * also, drawing station window would cause reading invalid company's colour */
    00432       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00433     }
    00434   }
    00435
    00436   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00437   Waypoint *wp;
    00438   FOR_ALL_WAYPOINTS(wp) {
    00439     if (wp->owner == old_owner) {
    00440       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00441     }
    00442   }
    00443
    00444   /* In all cases clear replace engine rules.
    00445    * Even if it was copied, it could interfere with new owner's rules */
    00446   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00447
    00448   if (new_owner == INVALID_OWNER) {
    00449     RemoveAllGroupsForCompany(old_owner);
    00450   } else {
    00451     Group *g;
    00452     FOR_ALL_GROUPS(g) {
    00453       if (g->owner == old_owner) g->owner = new_owner;
    00454     }
    00455   }
    00456
    00457   Sign *si;
    00458   FOR_ALL_SIGNS(si) {
    00459     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00460   }
    00461
    00462   /* Change colour of existing windows */
    00463   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00464
    00465   cur_company.Restore();
    00466
    00467   MarkWholeScreenDirty();
    00468 }
    00469
    00474 static void CompanyCheckBankrupt(Company *c)
    00475 {
    00476   /*  If the company has money again, it does not go bankrupt */
    00477   if (c->money >= 0) {
    00478     c->quarters_of_bankruptcy = 0;
    00479     c->bankrupt_asked = 0;
    00480     return;
    00481   }
    00482
    00483   c->quarters_of_bankruptcy++;
    00484
    00485   switch (c->quarters_of_bankruptcy) {
    00486     case 0:
    00487     case 1:
    00488       break;
    00489
    00490     case 2: {
    00491       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00492       cni->FillData(c);
    00493       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00494       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00495       SetDParamStr(2, cni->company_name);
    00496       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
    00497       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
    00498       break;
    00499     }
    00500
    00501     case 3: {
    00502       /* Check if the company has any value.. if not, declare it bankrupt
    00503        *  right now */
    00504       Money val = CalculateCompanyValue(c, false);
    00505       if (val > 0) {
    00506         c->bankrupt_value = val;
    00507         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00508         c->bankrupt_timeout = 0;
    00509         break;
    00510       }
    00511       /* FALL THROUGH to case 4... */
    00512     }
    00513     default:
    00514     case 4:
    00515       if (!_networking && _local_company == c->index) {
    00516         /* If we are in offline mode, leave the company playing. Eg. there
    00517          * is no THE-END, otherwise mark the client as spectator to make sure
    00518          * he/she is no long in control of this company. However... when you
    00519          * join another company (cheat) the "unowned" company can bankrupt. */
    00520         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00521         break;
    00522       }
    00523
    00524       /* Actually remove the company, but not when we're a network client.
    00525        * In case of network clients we will be getting a command from the
    00526        * server. It is done in this way as we are called from the
    00527        * StateGameLoop which can't change the current company, and thus
    00528        * updating the local company triggers an assert later on. In the
    00529        * case of a network game the command will be processed at a time
    00530        * that changing the current company is okay. In case of single
    00531        * player we are sure (the above check) that we are not the local
    00532        * company and thus we won't be moved. */
    00533       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), 0, CMD_COMPANY_CTRL);
    00534       break;
    00535   }
    00536 }
    00537
    00542 static void CompaniesGenStatistics()
    00543 {
    00544   Station *st;
    00545
    00546   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00547   FOR_ALL_STATIONS(st) {
    00548     cur_company.Change(st->owner);
    00549     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00550     SubtractMoneyFromCompany(cost);
    00551   }
    00552   cur_company.Restore();
    00553
    00554   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
    00555   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
    00556
    00557   Company *c;
    00558   FOR_ALL_COMPANIES(c) {
    00559     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00560     c->old_economy[0] = c->cur_economy;
    00561     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00562
    00563     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
    00564
    00565     UpdateCompanyRatingAndValue(c, true);
    00566     if (c->block_preview != 0) c->block_preview--;
    00567     CompanyCheckBankrupt(c);
    00568   }
    00569
    00570   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00571   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00572   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00573   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00574   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00575   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00576 }
    00577
    00582 void AddInflation(bool check_year)
    00583 {
    00584   /* The cargo payment inflation differs from the normal inflation, so the
    00585    * relative amount of money you make with a transport decreases slowly over
    00586    * the 170 years. After a few hundred years we reach a level in which the
    00587    * games will become unplayable as the maximum income will be less than
    00588    * the minimum running cost.
    00589    *
    00590    * Furthermore there are a lot of inflation related overflows all over the
    00591    * place. Solving them is hardly possible because inflation will always
    00592    * reach the overflow threshold some day. So we'll just perform the
    00593    * inflation mechanism during the first 170 years (the amount of years that
    00594    * one had in the original TTD) and stop doing the inflation after that
    00595    * because it only causes problems that can't be solved nicely and the
    00596    * inflation doesn't add anything after that either; it even makes playing
    00597    * it impossible due to the diverging cost and income rates.
    00598    */
    00599   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
    00600
    00601   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00602    * scaled by 65536
    00603    * 12 -> months per year
    00604    * This is only a good approxiamtion for small values
    00605    */
    00606   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
    00607   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
    00608 }
    00609
    00613 void RecomputePrices()
    00614 {
    00615   /* Setup maximum loan */
    00616   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00617
    00618   /* Setup price bases */
    00619   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00620     Money price = _price_base_specs[i].start_price;
    00621
    00622     /* Apply difficulty settings */
    00623     uint mod = 1;
    00624     switch (_price_base_specs[i].category) {
    00625       case PCAT_RUNNING:
    00626         mod = _settings_game.difficulty.vehicle_costs;
    00627         break;
    00628
    00629       case PCAT_CONSTRUCTION:
    00630         mod = _settings_game.difficulty.construction_cost;
    00631         break;
    00632
    00633       default: break;
    00634     }
    00635     if (mod < 1) {
    00636       price = price * 3 >> 2;
    00637     } else if (mod > 1) {
    00638       price = price * 9 >> 3;
    00639     }
    00640
    00641     /* Apply inflation */
    00642     price = (int64)price * _economy.inflation_prices;
    00643
    00644     /* Apply newgrf modifiers, and remove fractional part of inflation */
    00645     int shift = _price_base_multiplier[i] - 16;
    00646     if (shift >= 0) {
    00647       price <<= shift;
    00648     } else {
    00649       price >>= -shift;
    00650     }
    00651
    00652     /* Make sure the price does not get reduced to zero.
    00653      * Zero breaks quite a few commands that use a zero
    00654      * cost to see whether something got changed or not
    00655      * and based on that cause an error. When the price
    00656      * is zero that fails even when things are done. */
    00657     if (price == 0) {
    00658       price = Clamp(_price_base_specs[i].start_price, -1, 1);
    00659       /* No base price should be zero, but be sure. */
    00660       assert(price != 0);
    00661     }
    00662     /* Store value */
    00663     _price[i] = price;
    00664   }
    00665
    00666   /* Setup cargo payment */
    00667   CargoSpec *cs;
    00668   FOR_ALL_CARGOSPECS(cs) {
    00669     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00670   }
    00671
    00672   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00673   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00674   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00675   InvalidateWindowData(WC_PAYMENT_RATES, 0);
    00676 }
    00677
    00679 static void CompaniesPayInterest()
    00680 {
    00681   const Company *c;
    00682
    00683   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00684   FOR_ALL_COMPANIES(c) {
    00685     cur_company.Change(c->index);
    00686
    00687     /* Over a year the paid interest should be "loan * interest percentage",
    00688      * but... as that number is likely not dividable by 12 (pay each month),
    00689      * one needs to account for that in the monthly fee calculations.
    00690      * To easily calculate what one should pay "this" month, you calculate
    00691      * what (total) should have been paid up to this month and you subtract
    00692      * whatever has been paid in the previous months. This will mean one month
    00693      * it'll be a bit more and the other it'll be a bit less than the average
    00694      * monthly fee, but on average it will be exact. */
    00695     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00696     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00697     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00698
    00699     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00700
    00701     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00702   }
    00703   cur_company.Restore();
    00704 }
    00705
    00706 static void HandleEconomyFluctuations()
    00707 {
    00708   if (_settings_game.difficulty.economy != 0) {
    00709     /* When economy is Fluctuating, decrease counter */
    00710     _economy.fluct--;
    00711   } else if (EconomyIsInRecession()) {
    00712     /* When it's Steady and we are in recession, end it now */
    00713     _economy.fluct = -12;
    00714   } else {
    00715     /* No need to do anything else in other cases */
    00716     return;
    00717   }
    00718
    00719   if (_economy.fluct == 0) {
    00720     _economy.fluct = -(int)GB(Random(), 0, 2);
    00721     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
    00722   } else if (_economy.fluct == -12) {
    00723     _economy.fluct = GB(Random(), 0, 8) + 312;
    00724     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
    00725   }
    00726 }
    00727
    00728
    00732 void ResetPriceBaseMultipliers()
    00733 {
    00734   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00735 }
    00736
    00744 void SetPriceBaseMultiplier(Price price, int factor)
    00745 {
    00746   assert(price < PR_END);
    00747   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00748 }
    00749
    00754 void StartupIndustryDailyChanges(bool init_counter)
    00755 {
    00756   uint map_size = MapLogX() + MapLogY();
    00757   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00758    * which stands for the days in a month.
    00759    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00760    * would not be needed.
    00761    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
    00762    * on the overall total number of changes performed */
    00763   _economy.industry_daily_increment = (1 << map_size) / 31;
    00764
    00765   if (init_counter) {
    00766     /* A new game or a savegame from an older version will require the counter to be initialized */
    00767     _economy.industry_daily_change_counter = 0;
    00768   }
    00769 }
    00770
    00771 void StartupEconomy()
    00772 {
    00773   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00774   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00775   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00776   _economy.fluct = GB(Random(), 0, 8) + 168;
    00777
    00778   /* Set up prices */
    00779   RecomputePrices();
    00780
    00781   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00782
    00783 }
    00784
    00788 void InitializeEconomy()
    00789 {
    00790   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00791 }
    00792
    00801 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00802 {
    00803   if (index >= PR_END) return 0;
    00804
    00805   Money cost = _price[index] * cost_factor;
    00806   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00807
    00808   if (shift >= 0) {
    00809     cost <<= shift;
    00810   } else {
    00811     cost >>= -shift;
    00812   }
    00813
    00814   return cost;
    00815 }
    00816
    00817 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00818 {
    00819   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00820   if (!cs->IsValid()) {
    00821     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00822     return 0;
    00823   }
    00824
    00825   /* Use callback to calculate cargo profit, if available */
    00826   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00827     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00828     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00829     if (callback != CALLBACK_FAILED) {
    00830       int result = GB(callback, 0, 14);
    00831
    00832       /* Simulate a 15 bit signed value */
    00833       if (HasBit(callback, 14)) result -= 0x4000;
    00834
    00835       /* "The result should be a signed multiplier that gets multiplied
    00836        * by the amount of cargo moved and the price factor, then gets
    00837        * divided by 8192." */
    00838       return result * num_pieces * cs->current_payment / 8192;
    00839     }
    00840   }
    00841
    00842   static const int MIN_TIME_FACTOR = 31;
    00843   static const int MAX_TIME_FACTOR = 255;
    00844
    00845   const int days1 = cs->transit_days[0];
    00846   const int days2 = cs->transit_days[1];
    00847   const int days_over_days1 = max(   transit_days - days1, 0);
    00848   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00849
    00850   /*
    00851    * The time factor is calculated based on the time it took
    00852    * (transit_days) compared two cargo-depending values. The
    00853    * range is divided into three parts:
    00854    *
    00855    *  - constant for fast transits
    00856    *  - linear decreasing with time with a slope of -1 for medium transports
    00857    *  - linear decreasing with time with a slope of -2 for slow transports
    00858    *
    00859    */
    00860   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00861
    00862   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00863 }
    00864
    00866 static SmallIndustryList _cargo_delivery_destinations;
    00867
    00877 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00878 {
    00879   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    00880    * This fails in three cases:
    00881    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    00882    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    00883    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    00884    */
    00885
    00886   uint accepted = 0;
    00887
    00888   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    00889     Industry *ind = st->industries_near[i];
    00890     if (ind->index == source) continue;
    00891
    00892     uint cargo_index;
    00893     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00894       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    00895     }
    00896     /* Check if matching cargo has been found */
    00897     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    00898
    00899     /* Check if industry temporarily refuses acceptance */
    00900     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
    00901
    00902     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    00903     _cargo_delivery_destinations.Include(ind);
    00904
    00905     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    00906     ind->incoming_cargo_waiting[cargo_index] += amount;
    00907     num_pieces -= amount;
    00908     accepted += amount;
    00909   }
    00910
    00911   return accepted;
    00912 }
    00913
    00927 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)
    00928 {
    00929   assert(num_pieces > 0);
    00930
    00931   Station *st = Station::Get(dest);
    00932
    00933   /* Give the goods to the industry. */
    00934   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    00935
    00936   /* If this cargo type is always accepted, accept all */
    00937   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    00938
    00939   /* Update station statistics */
    00940   if (accepted > 0) {
    00941     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
    00942     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
    00943     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
    00944   }
    00945
    00946   /* Update company statistics */
    00947   company->cur_economy.delivered_cargo += accepted;
    00948   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
    00949
    00950   /* Increase town's counter for some special goods types */
    00951   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00952   if (cs->town_effect == TE_PASSENGERS) st->town->new_act_pass += accepted;
    00953   if (cs->town_effect == TE_MAIL) st->town->new_act_mail += accepted;
    00954   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
    00955   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
    00956   if (cs->town_effect == TE_GOODS) st->town->new_act_goods += accepted;
    00957
    00958   /* Determine profit */
    00959   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    00960
    00961   /* Modify profit if a subsidy is in effect */
    00962   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    00963     switch (_settings_game.difficulty.subsidy_multiplier) {
    00964       case 0:  profit += profit >> 1; break;
    00965       case 1:  profit *= 2; break;
    00966       case 2:  profit *= 3; break;
    00967       default: profit *= 4; break;
    00968     }
    00969   }
    00970
    00971   return profit;
    00972 }
    00973
    00979 static void TriggerIndustryProduction(Industry *i)
    00980 {
    00981   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00982   uint16 callback = indspec->callback_mask;
    00983
    00984   i->was_cargo_delivered = true;
    00985   i->last_cargo_accepted_at = _date;
    00986
    00987   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    00988     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    00989       IndustryProductionCallback(i, 0);
    00990     } else {
    00991       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    00992     }
    00993   } else {
    00994     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    00995       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    00996       if (cargo_waiting == 0) continue;
    00997
    00998       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    00999       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01000
    01001       i->incoming_cargo_waiting[cargo_index] = 0;
    01002     }
    01003   }
    01004
    01005   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01006   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01007 }
    01008
    01013 CargoPayment::CargoPayment(Vehicle *front) :
    01014   front(front),
    01015   current_station(front->last_station_visited)
    01016 {
    01017 }
    01018
    01019 CargoPayment::~CargoPayment()
    01020 {
    01021   if (this->CleaningPool()) return;
    01022
    01023   this->front->cargo_payment = NULL;
    01024
    01025   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
    01026
    01027   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
    01028
    01029   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01030   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
    01031
    01032   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01033     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01034   }
    01035
    01036   if (this->visual_transfer != 0){
    01037     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01038         this->front->z_pos, this->visual_transfer, -this->visual_profit);
    01039   } else if (this->visual_profit) {
    01040     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01041         this->front->z_pos, -this->visual_profit);
    01042   }
    01043
    01044   cur_company.Restore();
    01045 }
    01046
    01052 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01053 {
    01054   if (this->owner == NULL) {
    01055     this->owner = Company::Get(this->front->owner);
    01056   }
    01057
    01058   /* Handle end of route payment */ //TODO: Adjust profit to daylength factor (fractional)
    01059   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01060
    01061 /* Devide profit by daylength and keep the restfraction for the next payment. */
    01062 /* test 1 */
    01063 //profit = (profit * 100) << 16;
    01064 //daylength_money_fraction += profit;
    01065 //daylength_money_payout = daylength_money_fraction / _date_daylength_factor;
    01066 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
    01067 //profit = (daylength_money_payout / 100) >> 16;
    01068
    01069 /* test 2*/
    01070 //daylength_money_payout = profit / _date_daylength_factor;
    01071 //daylength_money_fraction = daylength_money_fraction + profit - daylength_money_payout * _date_daylength_factor; // "(t - m * daylength)" is always < daylength so f is never big
    01072 //daylength_money_payout = daylength_money_payout + daylength_money_fraction / _date_daylength_factor;
    01073 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
    01074 //profit = daylength_money_payout;
    01075
    01076
    01077   /* Devide income by daylength factor. */
    01078   if (!_cheats.daylength_income.value) {
    01079     profit = profit / _date_daylength_factor;
    01080     /* Pay something when the income is too low after devision by daylength. */
    01081     if (_date_daylength_factor > 1 && profit < 1) profit = 1;
    01082   }
    01083
    01084   this->route_profit += profit;
    01085
    01086   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01087   this->visual_profit += profit - cp->FeederShare();
    01088 }
    01089
    01096 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01097 {
    01098   Money profit = GetTransportedGoodsIncome(
    01099       count,
    01100       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01101       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01102       cp->DaysInTransit(),
    01103       this->ct);  //TODO: Adjust profit to daylength factor (fractional)
    01104
    01105
    01106 /* Devide profit by daylength and keep the restfraction for the next payment. */
    01107 /* test 1*/
    01108 //profit = (profit * 100) << 16;
    01109 //daylength_money_fraction += profit;
    01110 //daylength_money_payout = daylength_money_fraction / _date_daylength_factor;
    01111 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
    01112 //profit = (daylength_money_payout / 100) >> 16;
    01113
    01114 /*test 2*/
    01115 //daylength_money_payout = profit / _date_daylength_factor;
    01116 //daylength_money_fraction = daylength_money_fraction + profit - daylength_money_payout * _date_daylength_factor; // "(t - m * daylength)" is always < daylength so f is never big
    01117 //daylength_money_payout = daylength_money_payout + daylength_money_fraction / _date_daylength_factor;
    01118 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
    01119 //profit = daylength_money_payout;
    01120
    01121   /* Devide income by daylength factor. */
    01122   if (!_cheats.daylength_income.value) {
    01123     profit = profit / _date_daylength_factor;
    01124     /* Pay something when the income is too low after devision by daylength. */
    01125     if (_date_daylength_factor > 1 && profit < 1) profit = 1;
    01126   }
    01127
    01128   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01129
    01130   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
    01131   return profit; // account for the (virtual) profit already made for the cargo packet
    01132 }
    01133
    01140 void PrepareUnload(Station *curr_station, Vehicle *front_v, StationID next_station_id)
    01141 {
    01142   /* At this moment loading cannot be finished */
    01143   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01144
    01145   /* Start unloading at the first possible moment */
    01146   front_v->load_unload_ticks = 1;
    01147
    01148   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) != 0) {
    01149     /* vehicle will keep all its cargo and LoadUnloadVehicle will never call MoveToStation,
    01150      * so we have to update the flow stats here.
    01151      */
    01152     if (next_station_id == INVALID_STATION) {
    01153       return;
    01154     } else {
    01155       for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01156         const CargoPacketList *packets = v->cargo.Packets();
    01157         for(VehicleCargoList::ConstIterator i(packets->begin()); i != packets->end(); ++i) {
    01158           curr_station->goods[v->cargo_type].UpdateFlowStats(
    01159               (*i)->SourceStation(), (*i)->Count(), next_station_id);
    01160         }
    01161       }
    01162     }
    01163   } else {
    01164     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01165       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01166         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01167       }
    01168     }
    01169   }
    01170
    01171   assert(front_v->cargo_payment == NULL);
    01172   /* One CargoPayment per vehicle and the vehicle limit equals the
    01173    * limit in number of CargoPayments. Can't go wrong. */
    01174   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
    01175   assert(CargoPayment::CanAllocateItem());
    01176   front_v->cargo_payment = new CargoPayment(front_v);
    01177 }
    01178
    01186 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
    01187 {
    01188   uint32 ret = 0;
    01189   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01190     /* Update reserved cargo */
    01191     for (Vehicle *v = u; v != NULL; v = v->Next()) {
    01192       /* Only reserve if the vehicle is not unloading anymore.
    01193        *
    01194        * The packets that are kept in the vehicle because they have the
    01195        * same destination as the vehicle are stored in the reservation
    01196        * list while unloading for performance reasons. The reservation
    01197        * list is swapped with the onboard list after unloading. This
    01198        * doesn't increase the load/unload time. So if we start reserving
    01199        * cargo before unloading has stopped we'll load that cargo for free
    01200        * later. Like this there is a slightly increased probability that
    01201        * another vehicle which has arrived later loads cargo that should
    01202        * be loaded by this vehicle but as the algorithm isn't perfect in
    01203        * that regard anyway we can tolerate it.
    01204        *
    01205        * The algorithm isn't perfect as it only counts free capacity for
    01206        * reservation. If another vehicle arrives later but unloads faster
    01207        * than this one, this vehicle won't reserve all the cargo it may
    01208        * be able to take after fully unloading. So the other vehicle may
    01209        * load it even if it has arrived later.
    01210        */
    01211       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
    01212
    01213       int cap = v->cargo_cap - v->cargo.Count();
    01214       if (cap > 0) {
    01215         StationCargoList &list = st->goods[v->cargo_type].cargo;
    01216         if (list.MoveTo(&v->cargo, cap, next_station, true) > 0) {
    01217           SetBit(ret, v->cargo_type);
    01218         }
    01219       }
    01220     }
    01221   }
    01222   return ret;
    01223 }
    01224
    01225
    01232 static uint32 LoadUnloadVehicle(Vehicle *v, uint32 cargos_reserved)
    01233 {
    01234   assert(v->current_order.IsType(OT_LOADING));
    01235
    01236   StationID last_visited = v->last_station_visited;
    01237   Station *st = Station::Get(last_visited);
    01238
    01239   StationID next_station = INVALID_STATION;
    01240   OrderList *orders = v->orders.list;
    01241   if (orders != NULL) {
    01242     next_station = orders->GetNextStoppingStation(v->cur_implicit_order_index, last_visited);
    01243   }
    01244
    01245   /* We have not waited enough time till the next round of loading/unloading */
    01246   if (v->load_unload_ticks != 0) {
    01247     return cargos_reserved | ReserveConsist(st, v, next_station);
    01248   }
    01249
    01250   OrderUnloadFlags unload_flags = v->current_order.GetUnloadType();
    01251
    01252   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
    01253     /* The train reversed in the station. Take the "easy" way
    01254      * out and let the train just leave as it always did. */
    01255     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
    01256     v->load_unload_ticks = 1;
    01257     return cargos_reserved;
    01258   }
    01259
    01260   int unloading_time = 0;
    01261   Vehicle *u = v;
    01262   bool dirty_vehicle = false;
    01263   bool dirty_station = false;
    01264
    01265   bool completely_emptied = true;
    01266   bool anything_unloaded = false;
    01267   bool anything_loaded   = false;
    01268   uint32 full_load_amount = 0;
    01269   uint32 cargo_not_full  = 0;
    01270   uint32 cargo_full      = 0;
    01271
    01272   v->cur_speed = 0;
    01273
    01274   CargoPayment *payment = v->cargo_payment;
    01275
    01276   for (; v != NULL; v = v->Next()) {
    01277     if (v->cargo_cap == 0) continue;
    01278
    01279     const Engine *e = Engine::Get(v->engine_type);
    01280     byte load_amount = e->info.load_amount;
    01281
    01282     /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01283     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
    01284
    01285     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01286       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01287       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
    01288     }
    01289
    01290     GoodsEntry *ge = &st->goods[v->cargo_type];
    01291
    01292     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
    01293       /* vehicle wants to unload something */
    01294
    01295       uint cargo_count = v->cargo.OnboardCount();
    01296       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01297
    01298       uint prev_count = ge->cargo.Count();
    01299       payment->SetCargo(v->cargo_type);
    01300       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
    01301           next_station, u->last_loading_station == last_visited, payment);
    01302
    01303       st->time_since_unload = 0;
    01304       unloading_time += delivered;
    01305
    01306       if (ge->cargo.Count() > prev_count) {
    01307         /* something has been transferred. The station windows need updating. */
    01308         dirty_station = true;
    01309         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
    01310           InvalidateWindowData(WC_STATION_LIST, last_visited);
    01311           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
    01312         }
    01313       }
    01314
    01315       anything_unloaded = true;
    01316       dirty_vehicle = true;
    01317
    01318       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
    01319        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
    01320        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
    01321        * swapped back when done unloading.
    01322        */
    01323       if (v->cargo.OnboardCount() == 0) {
    01324         /* done delivering */
    01325         if (!v->cargo.Empty()) completely_emptied = false;
    01326         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01327         v->cargo.SwapReserved();
    01328       }
    01329
    01330       continue;
    01331     }
    01332
    01333     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01334     if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
    01335
    01336     /* update stats */
    01337     int t;
    01338     switch (u->type) {
    01339       case VEH_TRAIN: /* FALL THROUGH */
    01340       case VEH_SHIP:
    01341         t = u->vcache.cached_max_speed;
    01342         break;
    01343
    01344       case VEH_ROAD:
    01345         t = u->vcache.cached_max_speed / 2;
    01346         break;
    01347
    01348       case VEH_AIRCRAFT:
    01349         t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
    01350         break;
    01351
    01352       default: NOT_REACHED();
    01353     }
    01354
    01355     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01356     ge->last_speed = min(t, 255);
    01357     ge->last_age = _cur_year - u->build_year;
    01358     ge->days_since_pickup = 0;
    01359
    01360     /* If there's goods waiting at the station, and the vehicle
    01361      * has capacity for it, load it on the vehicle. */
    01362     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
    01363     if (cap_left > 0) {
    01364       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
    01365       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01366
    01367       int loaded = 0;
    01368
    01369       if (_settings_game.order.improved_load) {
    01370         loaded += v->cargo.LoadReserved(cap_left);
    01371       }
    01372
    01373       if (loaded < cap_left) {
    01374         assert(v->cargo.ReservedCount() == 0);
    01375         loaded += ge->cargo.MoveTo(&v->cargo, cap_left - loaded, next_station);
    01376       }
    01377
    01378       /* Store whether the maximum possible load amount was loaded or not.*/
    01379       if (loaded == cap_left) {
    01380         SetBit(full_load_amount, v->cargo_type);
    01381       } else {
    01382         ClrBit(full_load_amount, v->cargo_type);
    01383       }
    01384
    01385       /* TODO: Regarding this, when we do gradual loading, we
    01386        * should first unload all vehicles and then start
    01387        * loading them. Since this will cause
    01388        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01389        * the whole vehicle chain is really totally empty, the
    01390        * completely_emptied assignment can then be safely
    01391        * removed; that's how TTDPatch behaves too. --pasky */
    01392       if (loaded > 0) {
    01393         completely_emptied = false;
    01394         anything_loaded = true;
    01395
    01396         st->time_since_load = 0;
    01397         st->last_vehicle_type = v->type;
    01398
    01399         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01400         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01401
    01402         unloading_time += loaded;
    01403
    01404         dirty_vehicle = dirty_station = true;
    01405       } else if  (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
    01406         /* Skip loading this vehicle if another train/vehicle is already handling
    01407          * the same cargo type at this station */
    01408         SetBit(cargo_not_full, v->cargo_type);
    01409         continue;
    01410       }
    01411     }
    01412
    01413     if (v->cargo.OnboardCount() >= v->cargo_cap) {
    01414       SetBit(cargo_full, v->cargo_type);
    01415     } else {
    01416       SetBit(cargo_not_full, v->cargo_type);
    01417     }
    01418   }
    01419
    01420   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01421   completely_emptied &= anything_unloaded;
    01422
    01423   v = u;
    01424
    01425   if (!anything_unloaded) delete payment;
    01426
    01427   ClrBit(u->vehicle_flags, VF_STOP_LOADING);
    01428   if (anything_loaded || anything_unloaded) {
    01429     if (_settings_game.order.gradual_loading) {
    01430       /* The time it takes to load one 'slice' of cargo or passengers depends
    01431        * on the vehicle type - the values here are those found in TTDPatch */
    01432       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01433
    01434       unloading_time = gradual_loading_wait_time[v->type];
    01435     }
    01436
    01437     /* We loaded less cargo than possible for all cargo types and it's not full
    01438      * load and we're not supposed to wait any longer: stop loading. */
    01439     if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01440         (!_settings_game.order.timetabling || v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0))) {
    01441       SetBit(v->vehicle_flags, VF_STOP_LOADING);
    01442     }
    01443   } else {
    01444     bool finished_loading = true;
    01445     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01446       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01447         /* if the aircraft carries passengers and is NOT full, then
    01448          * continue loading, no matter how much mail is in */
    01449         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.OnboardCount()) ||
    01450             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01451           finished_loading = false;
    01452         }
    01453       } else if (cargo_not_full != 0) {
    01454         finished_loading = false;
    01455       }
    01456     }
    01457     unloading_time = 20;
    01458
    01459     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01460   }
    01461
    01462   if (v->type == VEH_TRAIN) {
    01463     /* Each platform tile is worth 2 rail vehicles. */
    01464     int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
    01465     if (overhang > 0) {
    01466       unloading_time <<= 1;
    01467       unloading_time += (overhang * unloading_time) / 8;
    01468     }
    01469   }
    01470
    01471   /* Calculate the loading indicator fill percent and display
    01472    * In the Game Menu do not display indicators
    01473    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01474    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01475    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01476    */
    01477   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01478     StringID percent_up_down = STR_NULL;
    01479     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
    01480     if (v->fill_percent_te_id == INVALID_TE_ID) {
    01481       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
    01482     } else {
    01483       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
    01484     }
    01485   }
    01486
    01487   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01488   v->load_unload_ticks = max(1, unloading_time);
    01489
    01490   if (completely_emptied) {
    01491     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
    01492   }
    01493
    01494   if (dirty_vehicle) {
    01495     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
    01496     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    01497     v->MarkDirty();
    01498   }
    01499   if (dirty_station) {
    01500     st->MarkTilesDirty(true);
    01501     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01502   }
    01503   return cargos_reserved;
    01504 }
    01505
    01511 void LoadUnloadStation(Station *st)
    01512 {
    01513   /* No vehicle is here... */
    01514   if (st->loading_vehicles.empty()) return;
    01515
    01516   Vehicle *last_loading = NULL;
    01517   std::list<Vehicle *>::iterator iter;
    01518
    01519   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01520   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01521     Vehicle *v = *iter;
    01522
    01523     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01524
    01525     assert(v->load_unload_ticks != 0);
    01526     if (--v->load_unload_ticks == 0) last_loading = v;
    01527   }
    01528
    01529   /* We only need to reserve and load/unload up to the last loading vehicle.
    01530    * Anything else will be forgotten anyway after returning from this function.
    01531    *
    01532    * Especially this means we do _not_ need to reserve cargo for a single
    01533    * consist in a station which is not allowed to load yet because its
    01534    * load_unload_ticks is still not 0.
    01535    */
    01536   if (last_loading == NULL) return;
    01537
    01538   uint cargos_reserved = 0;
    01539
    01540   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01541     Vehicle *v = *iter;
    01542     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
    01543     if (v == last_loading) break;
    01544   }
    01545
    01546   /* Call the production machinery of industries */
    01547   const Industry * const *isend = _cargo_delivery_destinations.End();
    01548   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01549     TriggerIndustryProduction(*iid);
    01550   }
    01551   _cargo_delivery_destinations.Clear();
    01552 }
    01553
    01557 void CompaniesMonthlyLoop()
    01558 {
    01559   CompaniesGenStatistics();
    01560   if (_settings_game.economy.inflation) {
    01561     AddInflation();
    01562     RecomputePrices();
    01563   }
    01564
    01565   CompaniesPayInterest();
    01566   HandleEconomyFluctuations();
    01567 }
    01568
    01569 static void DoAcquireCompany(Company *c)
    01570 {
    01571   CompanyID ci = c->index;
    01572
    01573   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01574   cni->FillData(c, Company::Get(_current_company));
    01575
    01576   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01577   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01578   SetDParamStr(2, cni->company_name);
    01579   SetDParamStr(3, cni->other_company_name);
    01580   SetDParam(4, c->bankrupt_value);
    01581   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
    01582   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
    01583
    01584   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01585
    01586   if (c->bankrupt_value == 0) {
    01587     Company *owner = Company::Get(_current_company);
    01588     owner->current_loan += c->current_loan;
    01589   }
    01590
    01591   Money value = CalculateCompanyValue(c) >> 2;
    01592   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    01593   for (int i = 0; i != 4; i++) {
    01594     if (c->share_owners[i] != COMPANY_SPECTATOR) {
    01595       cur_company.Change(c->share_owners[i]);
    01596       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
    01597     }
    01598   }
    01599   cur_company.Restore();
    01600
    01601   if (c->is_ai) AI::Stop(c->index);
    01602
    01603   DeleteCompanyWindows(ci);
    01604   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01605   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01606   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01607   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01608
    01609   delete c;
    01610 }
    01611
    01612 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01613
    01623 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01624 {
    01625   CommandCost cost(EXPENSES_OTHER);
    01626   CompanyID target_company = (CompanyID)p1;
    01627   Company *c = Company::GetIfValid(target_company);
    01628
    01629   /* Check if buying shares is allowed (protection against modified clients)
    01630    * Cannot buy own shares */
    01631   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01632
    01633   /* Protect new companies from hostile takeovers */
    01634   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01635
    01636   /* Those lines are here for network-protection (clients can be slow) */
    01637   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01638
    01639   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01640     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01641
    01642     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01643   }
    01644
    01645
    01646   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01647   if (flags & DC_EXEC) {
    01648     OwnerByte *b = c->share_owners;
    01649
    01650     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01651     *b = _current_company;
    01652
    01653     for (int i = 0; c->share_owners[i] == _current_company;) {
    01654       if (++i == 4) {
    01655         c->bankrupt_value = 0;
    01656         DoAcquireCompany(c);
    01657         break;
    01658       }
    01659     }
    01660     SetWindowDirty(WC_COMPANY, target_company);
    01661     CompanyAdminUpdate(c);
    01662   }
    01663   return cost;
    01664 }
    01665
    01675 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01676 {
    01677   CompanyID target_company = (CompanyID)p1;
    01678   Company *c = Company::GetIfValid(target_company);
    01679
    01680   /* Check if selling shares is allowed (protection against modified clients)
    01681    * Cannot sell own shares */
    01682   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01683
    01684   /* Those lines are here for network-protection (clients can be slow) */
    01685   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01686
    01687   /* adjust it a little to make it less profitable to sell and buy */
    01688   Money cost = CalculateCompanyValue(c) >> 2;
    01689   cost = -(cost - (cost >> 7));
    01690
    01691   if (flags & DC_EXEC) {
    01692     OwnerByte *b = c->share_owners;
    01693     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01694     *b = COMPANY_SPECTATOR;
    01695     SetWindowDirty(WC_COMPANY, target_company);
    01696     CompanyAdminUpdate(c);
    01697   }
    01698   return CommandCost(EXPENSES_OTHER, cost);
    01699 }
    01700
    01713 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01714 {
    01715   CompanyID target_company = (CompanyID)p1;
    01716   Company *c = Company::GetIfValid(target_company);
    01717   if (c == NULL) return CMD_ERROR;
    01718
    01719   /* Disable takeovers when not asked */
    01720   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01721
    01722   /* Disable taking over the local company in single player */
    01723   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01724
    01725   /* Do not allow companies to take over themselves */
    01726   if (target_company == _current_company) return CMD_ERROR;
    01727
    01728   /* Disable taking over when not allowed. */
    01729   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    01730
    01731   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01732   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01733
    01734   if (flags & DC_EXEC) {
    01735     DoAcquireCompany(c);
    01736   }
    01737   return cost;
    01738 }