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 }