# 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 "tile_cmd.h"
    00014 #include "company_func.h"
    00015 #include "command_func.h"
    00016 #include "industry.h"
    00017 #include "town.h"
    00018 #include "news_func.h"
    00019 #include "network/network.h"
    00020 #include "network/network_func.h"
    00021 #include "vehicle_gui.h"
    00022 #include "ai/ai.hpp"
    00023 #include "aircraft.h"
    00024 #include "train.h"
    00025 #include "newgrf_cargo.h"
    00026 #include "newgrf_engine.h"
    00027 #include "newgrf_sound.h"
    00028 #include "newgrf_industries.h"
    00029 #include "newgrf_industrytiles.h"
    00030 #include "newgrf_station.h"
    00031 #include "unmovable.h"
    00032 #include "group.h"
    00033 #include "strings_func.h"
    00034 #include "functions.h"
    00035 #include "window_func.h"
    00036 #include "date_func.h"
    00037 #include "vehicle_func.h"
    00038 #include "sound_func.h"
    00039 #include "gfx_func.h"
    00040 #include "autoreplace_func.h"
    00041 #include "company_gui.h"
    00042 #include "signs_base.h"
    00043 #include "subsidy_base.h"
    00044 #include "subsidy_func.h"
    00045 #include "station_base.h"
    00046 #include "waypoint_base.h"
    00047 #include "economy_base.h"
    00048 #include "core/pool_func.hpp"
    00049 #include "infrastructure_func.h"
    00050
    00051 #include "table/strings.h"
    00052 #include "table/sprites.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
    00087 static inline uint32 BigMulSU(const uint32 a, const uint32 b, const uint8 shift)
    00088 {
    00089   return (uint32)((uint64)a * (uint64)b >> shift);
    00090 }
    00091
    00092 typedef SmallVector<Industry *, 16> SmallIndustryList;
    00093
    00094 /* Score info */
    00095 const ScoreInfo _score_info[] = {
    00096   { SCORE_VEHICLES,        120, 100 },
    00097   { SCORE_STATIONS,         80, 100 },
    00098   { SCORE_MIN_PROFIT,    10000, 100 },
    00099   { SCORE_MIN_INCOME,    50000,  50 },
    00100   { SCORE_MAX_INCOME,   100000, 100 },
    00101   { SCORE_DELIVERED,     40000, 400 },
    00102   { SCORE_CARGO,             8,  50 },
    00103   { SCORE_MONEY,      10000000,  50 },
    00104   { SCORE_LOAN,         250000,  50 },
    00105   { SCORE_TOTAL,             0,   0 }
    00106 };
    00107
    00108 int _score_part[MAX_COMPANIES][SCORE_END];
    00109 Economy _economy;
    00110 Prices _price;
    00111 Money _additional_cash_required;
    00112 static PriceMultipliers _price_base_multiplier;
    00113
    00114 Money CalculateCompanyValue(const Company *c)
    00115 {
    00116   Owner owner = c->index;
    00117   Money value = 0;
    00118
    00119   Station *st;
    00120   uint num = 0;
    00121
    00122   FOR_ALL_STATIONS(st) {
    00123     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00124   }
    00125
    00126   value += num * _price[PR_STATION_VALUE] * 25;
    00127
    00128   Vehicle *v;
    00129   FOR_ALL_VEHICLES(v) {
    00130     if (v->owner != owner) continue;
    00131
    00132     if (v->type == VEH_TRAIN ||
    00133         v->type == VEH_ROAD ||
    00134         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00135         v->type == VEH_SHIP) {
    00136       value += v->value * 3 >> 1;
    00137     }
    00138   }
    00139
    00140   /* Add real money value */
    00141   value -= c->current_loan;
    00142   value += c->money;
    00143
    00144   return max(value, (Money)1);
    00145 }
    00146
    00153 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00154 {
    00155   Owner owner = c->index;
    00156   int score = 0;
    00157
    00158   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00159
    00160   /* Count vehicles */
    00161   {
    00162     Vehicle *v;
    00163     Money min_profit = 0;
    00164     bool min_profit_first = true;
    00165     uint num = 0;
    00166
    00167     FOR_ALL_VEHICLES(v) {
    00168       if (v->owner != owner) continue;
    00169       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00170         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00171         if (v->age > 730) {
    00172           /* Find the vehicle with the lowest amount of profit */
    00173           if (min_profit_first || min_profit > v->profit_last_year) {
    00174             min_profit = v->profit_last_year;
    00175             min_profit_first = false;
    00176           }
    00177         }
    00178       }
    00179     }
    00180
    00181     min_profit >>= 8; // remove the fract part
    00182
    00183     _score_part[owner][SCORE_VEHICLES] = num;
    00184     /* Don't allow negative min_profit to show */
    00185     if (min_profit > 0)
    00186       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00187   }
    00188
    00189   /* Count stations */
    00190   {
    00191     uint num = 0;
    00192     const Station *st;
    00193
    00194     FOR_ALL_STATIONS(st) {
    00195       /* Only count stations that are actually serviced */
    00196       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00197     }
    00198     _score_part[owner][SCORE_STATIONS] = num;
    00199   }
    00200
    00201   /* Generate statistics depending on recent income statistics */
    00202   {
    00203     int numec = min(c->num_valid_stat_ent, 12);
    00204     if (numec != 0) {
    00205       const CompanyEconomyEntry *cee = c->old_economy;
    00206       Money min_income = cee->income + cee->expenses;
    00207       Money max_income = cee->income + cee->expenses;
    00208
    00209       do {
    00210         min_income = min(min_income, cee->income + cee->expenses);
    00211         max_income = max(max_income, cee->income + cee->expenses);
    00212       } while (++cee, --numec);
    00213
    00214       if (min_income > 0) {
    00215         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00216       }
    00217
    00218       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00219     }
    00220   }
    00221
    00222   /* Generate score depending on amount of transported cargo */
    00223   {
    00224     const CompanyEconomyEntry *cee;
    00225     int numec;
    00226     uint32 total_delivered;
    00227
    00228     numec = min(c->num_valid_stat_ent, 4);
    00229     if (numec != 0) {
    00230       cee = c->old_economy;
    00231       total_delivered = 0;
    00232       do {
    00233         total_delivered += cee->delivered_cargo;
    00234       } while (++cee, --numec);
    00235
    00236       _score_part[owner][SCORE_DELIVERED] = total_delivered;
    00237     }
    00238   }
    00239
    00240   /* Generate score for variety of cargo */
    00241   {
    00242     uint num = CountBits(c->cargo_types);
    00243     _score_part[owner][SCORE_CARGO] = num;
    00244     if (update) c->cargo_types = 0;
    00245   }
    00246
    00247   /* Generate score for company's money */
    00248   {
    00249     if (c->money > 0) {
    00250       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00251     }
    00252   }
    00253
    00254   /* Generate score for loan */
    00255   {
    00256     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00257   }
    00258
    00259   /* Now we calculate the score for each item.. */
    00260   {
    00261     int total_score = 0;
    00262     int s;
    00263     score = 0;
    00264     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00265       /* Skip the total */
    00266       if (i == SCORE_TOTAL) continue;
    00267       /*  Check the score */
    00268       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00269       score += s;
    00270       total_score += _score_info[i].score;
    00271     }
    00272
    00273     _score_part[owner][SCORE_TOTAL] = score;
    00274
    00275     /*  We always want the score scaled to SCORE_MAX (1000) */
    00276     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00277   }
    00278
    00279   if (update) {
    00280     c->old_economy[0].performance_history = score;
    00281     UpdateCompanyHQ(c, score);
    00282     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00283   }
    00284
    00285   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00286   return score;
    00287 }
    00288
    00289 /*  use INVALID_OWNER as new_owner to delete the company. */
    00290 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00291 {
    00292   Town *t;
    00293   CompanyID old = _current_company;
    00294
    00295   assert(old_owner != new_owner);
    00296
    00297   {
    00298     Company *c;
    00299     uint i;
    00300
    00301     /* See if the old_owner had shares in other companies */
    00302     _current_company = old_owner;
    00303     FOR_ALL_COMPANIES(c) {
    00304       for (i = 0; i < 4; i++) {
    00305         if (c->share_owners[i] == old_owner) {
    00306           /* Sell his shares */
    00307           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
    00308           /* Because we are in a DoCommand, we can't just execute an other one and
    00309            *  expect the money to be removed. We need to do it ourself! */
    00310           SubtractMoneyFromCompany(res);
    00311         }
    00312       }
    00313     }
    00314
    00315     /* Sell all the shares that people have on this company */
    00316     c = Company::Get(old_owner);
    00317     for (i = 0; i < 4; i++) {
    00318       _current_company = c->share_owners[i];
    00319       if (_current_company != INVALID_OWNER) {
    00320         /* Sell the shares */
    00321         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
    00322         /* Because we are in a DoCommand, we can't just execute an other one and
    00323          *  expect the money to be removed. We need to do it ourself! */
    00324         SubtractMoneyFromCompany(res);
    00325       }
    00326     }
    00327   }
    00328
    00329   _current_company = old_owner;
    00330
    00331   /* Temporarily increase the company's money, to be sure that
    00332    * removing his/her property doesn't fail because of lack of money.
    00333    * Not too drastically though, because it could overflow */
    00334   if (new_owner == INVALID_OWNER) {
    00335     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00336   }
    00337
    00338   Subsidy *s;
    00339   FOR_ALL_SUBSIDIES(s) {
    00340     if (s->awarded == old_owner) {
    00341       if (new_owner == INVALID_OWNER) {
    00342         delete s;
    00343       } else {
    00344         s->awarded = new_owner;
    00345       }
    00346     }
    00347   }
    00348   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00349
    00350   /* Take care of rating in towns */
    00351   FOR_ALL_TOWNS(t) {
    00352     /* If a company takes over, give the ratings to that company. */
    00353     if (new_owner != INVALID_OWNER) {
    00354       if (HasBit(t->have_ratings, old_owner)) {
    00355         if (HasBit(t->have_ratings, new_owner)) {
    00356           /* use max of the two ratings. */
    00357           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00358         } else {
    00359           SetBit(t->have_ratings, new_owner);
    00360           t->ratings[new_owner] = t->ratings[old_owner];
    00361         }
    00362       }
    00363     }
    00364
    00365     /* Reset the ratings for the old owner */
    00366     t->ratings[old_owner] = RATING_INITIAL;
    00367     ClrBit(t->have_ratings, old_owner);
    00368   }
    00369
    00370   /* Change ownership of vehicles */
    00371   if (new_owner != INVALID_OWNER) {
    00372     FreeUnitIDGenerator unitidgen[] = {
    00373       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00374       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00375     };
    00376
    00377     Vehicle *v;
    00378     FOR_ALL_VEHICLES(v) {
    00379       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00380         v->owner = new_owner;
    00381         v->colourmap = PAL_NONE;
    00382         if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
    00383         if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
    00384       }
    00385     }
    00386   } else {
    00387     /* Depending on sharing settings, other companies could be affected too.
    00388      * Let the infrastructure sharing code handle this. */
    00389     HandleSharingCompanyDeletion(old_owner);
    00390   }
    00391
    00392   /*  Change ownership of tiles */
    00393   {
    00394     TileIndex tile = 0;
    00395     do {
    00396       ChangeTileOwner(tile, old_owner, new_owner);
    00397     } while (++tile != MapSize());
    00398
    00399     if (new_owner != INVALID_OWNER) {
    00400       /* Update all signals because there can be new segment that was owned by two companies
    00401        * and signals were not propagated
    00402        * Similiar with crossings - it is needed to bar crossings that weren't before
    00403        * because of different owner of crossing and approaching train */
    00404       UpdateAllBlockSignals(new_owner);
    00405     } else if (_settings_game.sharing.sharing_rail) {
    00406       /* tracks are being removed while sharing is enabled.
    00407        * Thus, update all signals and crossings. */
    00408       UpdateAllBlockSignals();
    00409     }
    00410     /* Update any signals in the buffer */
    00411     UpdateSignalsInBuffer();
    00412   }
    00413
    00414   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00415   Station *st;
    00416   FOR_ALL_STATIONS(st) {
    00417     if (st->owner == old_owner) {
    00418       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00419        * also, drawing station window would cause reading invalid company's colour */
    00420       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00421     }
    00422   }
    00423
    00424   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00425   Waypoint *wp;
    00426   FOR_ALL_WAYPOINTS(wp) {
    00427     if (wp->owner == old_owner) {
    00428       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00429     }
    00430   }
    00431
    00432   /* In all cases clear replace engine rules.
    00433    * Even if it was copied, it could interfere with new owner's rules */
    00434   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00435
    00436   if (new_owner == INVALID_OWNER) {
    00437     RemoveAllGroupsForCompany(old_owner);
    00438   } else {
    00439     Group *g;
    00440     FOR_ALL_GROUPS(g) {
    00441       if (g->owner == old_owner) g->owner = new_owner;
    00442     }
    00443   }
    00444
    00445   Sign *si;
    00446   FOR_ALL_SIGNS(si) {
    00447     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00448   }
    00449
    00450   /* Change colour of existing windows */
    00451   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00452
    00453   _current_company = old;
    00454
    00455   MarkWholeScreenDirty();
    00456 }
    00457
    00458 static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
    00459 {
    00460 #ifdef ENABLE_NETWORK
    00461   if (!_networking) return;
    00462
    00463   if (current_owner == _local_company) {
    00464     SetLocalCompany(new_owner);
    00465   }
    00466
    00467   if (!_network_server) return;
    00468
    00469   NetworkServerChangeOwner(current_owner, new_owner);
    00470 #endif /* ENABLE_NETWORK */
    00471 }
    00472
    00473 static void CompanyCheckBankrupt(Company *c)
    00474 {
    00475   /*  If the company has money again, it does not go bankrupt */
    00476   if (c->money >= 0) {
    00477     c->quarters_of_bankruptcy = 0;
    00478     c->bankrupt_asked = 0;
    00479     return;
    00480   }
    00481
    00482   c->quarters_of_bankruptcy++;
    00483
    00484   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00485   cni->FillData(c);
    00486
    00487   switch (c->quarters_of_bankruptcy) {
    00488     case 0:
    00489     case 1:
    00490       free(cni);
    00491       break;
    00492
    00493     case 2:
    00494       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00495       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00496       SetDParamStr(2, cni->company_name);
    00497       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
    00498       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
    00499       break;
    00500     case 3: {
    00501       /* Check if the company has any value.. if not, declare it bankrupt
    00502        *  right now */
    00503       Money val = CalculateCompanyValue(c);
    00504       if (val > 0) {
    00505         c->bankrupt_value = val;
    00506         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00507         c->bankrupt_timeout = 0;
    00508         free(cni);
    00509         break;
    00510       }
    00511       /* Else, falltrue 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         free(cni);
    00522         break;
    00523       }
    00524
    00525       /* Close everything the owner has open */
    00526       DeleteCompanyWindows(c->index);
    00527
    00528       /* Show bankrupt news */
    00529       SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
    00530       SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
    00531       SetDParamStr(2, cni->company_name);
    00532       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);
    00533
    00534       /* Remove the company */
    00535       ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
    00536       ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
    00537
    00538       if (c->is_ai) AI::Stop(c->index);
    00539
    00540       CompanyID c_index = c->index;
    00541       delete c;
    00542       AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
    00543   }
    00544 }
    00545
    00546 static void CompaniesGenStatistics()
    00547 {
    00548   Station *st;
    00549   Company *c;
    00550
    00551   FOR_ALL_STATIONS(st) {
    00552     _current_company = st->owner;
    00553     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00554     SubtractMoneyFromCompany(cost);
    00555   }
    00556
    00557   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
    00558     return;
    00559
    00560   FOR_ALL_COMPANIES(c) {
    00561     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00562     c->old_economy[0] = c->cur_economy;
    00563     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00564
    00565     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
    00566
    00567     UpdateCompanyRatingAndValue(c, true);
    00568     if (c->block_preview != 0) c->block_preview--;
    00569     CompanyCheckBankrupt(c);
    00570   }
    00571
    00572   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00573   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00574   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00575   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00576   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00577   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00578 }
    00579
    00584 void AddInflation(bool check_year)
    00585 {
    00586   /* The cargo payment inflation differs from the normal inflation, so the
    00587    * relative amount of money you make with a transport decreases slowly over
    00588    * the 170 years. After a few hundred years we reach a level in which the
    00589    * games will become unplayable as the maximum income will be less than
    00590    * the minimum running cost.
    00591    *
    00592    * Furthermore there are a lot of inflation related overflows all over the
    00593    * place. Solving them is hardly possible because inflation will always
    00594    * reach the overflow threshold some day. So we'll just perform the
    00595    * inflation mechanism during the first 170 years (the amount of years that
    00596    * one had in the original TTD) and stop doing the inflation after that
    00597    * because it only causes problems that can't be solved nicely and the
    00598    * inflation doesn't add anything after that either; it even makes playing
    00599    * it impossible due to the diverging cost and income rates.
    00600    */
    00601   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
    00602
    00603   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00604    * scaled by 65536
    00605    * 12 -> months per year
    00606    * This is only a good approxiamtion for small values
    00607    */
    00608   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
    00609   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
    00610 }
    00611
    00615 void RecomputePrices()
    00616 {
    00617   /* Setup maximum loan */
    00618   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00619
    00620   /* Setup price bases */
    00621   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00622     Money price = _price_base_specs[i].start_price;
    00623
    00624     /* Apply difficulty settings */
    00625     uint mod = 1;
    00626     switch (_price_base_specs[i].category) {
    00627       case PCAT_RUNNING:
    00628         mod = _settings_game.difficulty.vehicle_costs;
    00629         break;
    00630
    00631       case PCAT_CONSTRUCTION:
    00632         mod = _settings_game.difficulty.construction_cost;
    00633         break;
    00634
    00635       default: break;
    00636     }
    00637     if (mod < 1) {
    00638       price = price * 3 >> 2;
    00639     } else if (mod > 1) {
    00640       price = price * 9 >> 3;
    00641     }
    00642
    00643     /* Apply inflation */
    00644     price = (int64)price * _economy.inflation_prices;
    00645
    00646     /* Apply newgrf modifiers, and remove fractional part of inflation */
    00647     int shift = _price_base_multiplier[i] - 16;
    00648     if (shift >= 0) {
    00649       price <<= shift;
    00650     } else {
    00651       price >>= -shift;
    00652     }
    00653
    00654     /* Store value */
    00655     _price[i] = price;
    00656   }
    00657
    00658   /* Setup cargo payment */
    00659   CargoSpec *cs;
    00660   FOR_ALL_CARGOSPECS(cs) {
    00661     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00662   }
    00663
    00664   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00665   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00666   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00667   SetWindowDirty(WC_PAYMENT_RATES, 0);
    00668 }
    00669
    00670 static void CompaniesPayInterest()
    00671 {
    00672   const Company *c;
    00673
    00674   FOR_ALL_COMPANIES(c) {
    00675     _current_company = c->index;
    00676
    00677     /* Over a year the paid interest should be "loan * interest percentage",
    00678      * but... as that number is likely not dividable by 12 (pay each month),
    00679      * one needs to account for that in the monthly fee calculations.
    00680      * To easily calculate what one should pay "this" month, you calculate
    00681      * what (total) should have been paid up to this month and you substract
    00682      * whatever has been paid in the previous months. This will mean one month
    00683      * it'll be a bit more and the other it'll be a bit less than the average
    00684      * monthly fee, but on average it will be exact. */
    00685     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00686     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00687     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00688
    00689     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00690
    00691     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00692   }
    00693 }
    00694
    00695 static void HandleEconomyFluctuations()
    00696 {
    00697   if (_settings_game.difficulty.economy != 0) {
    00698     /* When economy is Fluctuating, decrease counter */
    00699     _economy.fluct--;
    00700   } else if (_economy.fluct <= 0) {
    00701     /* When it's Steady and we are in recession, end it now */
    00702     _economy.fluct = -12;
    00703   } else {
    00704     /* No need to do anything else in other cases */
    00705     return;
    00706   }
    00707
    00708   if (_economy.fluct == 0) {
    00709     _economy.fluct = -(int)GB(Random(), 0, 2);
    00710     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
    00711   } else if (_economy.fluct == -12) {
    00712     _economy.fluct = GB(Random(), 0, 8) + 312;
    00713     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
    00714   }
    00715 }
    00716
    00717
    00721 void ResetPriceBaseMultipliers()
    00722 {
    00723   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00724 }
    00725
    00733 void SetPriceBaseMultiplier(Price price, int factor)
    00734 {
    00735   assert(price < PR_END);
    00736   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00737 }
    00738
    00743 void StartupIndustryDailyChanges(bool init_counter)
    00744 {
    00745   uint map_size = MapLogX() + MapLogY();
    00746   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00747    * which stands for the days in a month.
    00748    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00749    * would not be needed.
    00750    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
    00751    * on the overall total number of changes performed */
    00752   _economy.industry_daily_increment = (1 << map_size) / 31;
    00753
    00754   if (init_counter) {
    00755     /* A new game or a savegame from an older version will require the counter to be initialized */
    00756     _economy.industry_daily_change_counter = 0;
    00757   }
    00758 }
    00759
    00760 void StartupEconomy()
    00761 {
    00762   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00763   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00764   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00765   _economy.fluct = GB(Random(), 0, 8) + 168;
    00766
    00767   /* Set up prices */
    00768   RecomputePrices();
    00769
    00770   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00771
    00772 }
    00773
    00777 void InitializeEconomy()
    00778 {
    00779   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00780 }
    00781
    00790 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00791 {
    00792   if (index >= PR_END) return 0;
    00793
    00794   Money cost = _price[index] * cost_factor;
    00795   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00796
    00797   if (shift >= 0) {
    00798     cost <<= shift;
    00799   } else {
    00800     cost >>= -shift;
    00801   }
    00802
    00803   return cost;
    00804 }
    00805
    00806 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00807 {
    00808   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00809   if (!cs->IsValid()) {
    00810     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00811     return 0;
    00812   }
    00813
    00814   /* Use callback to calculate cargo profit, if available */
    00815   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00816     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00817     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00818     if (callback != CALLBACK_FAILED) {
    00819       int result = GB(callback, 0, 14);
    00820
    00821       /* Simulate a 15 bit signed value */
    00822       if (HasBit(callback, 14)) result -= 0x4000;
    00823
    00824       /* "The result should be a signed multiplier that gets multiplied
    00825        * by the amount of cargo moved and the price factor, then gets
    00826        * divided by 8192." */
    00827       return result * num_pieces * cs->current_payment / 8192;
    00828     }
    00829   }
    00830
    00831   static const int MIN_TIME_FACTOR = 31;
    00832   static const int MAX_TIME_FACTOR = 255;
    00833
    00834   const int days1 = cs->transit_days[0];
    00835   const int days2 = cs->transit_days[1];
    00836   const int days_over_days1 = max(   transit_days - days1, 0);
    00837   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00838
    00839   /*
    00840    * The time factor is calculated based on the time it took
    00841    * (transit_days) compared two cargo-depending values. The
    00842    * range is divided into three parts:
    00843    *
    00844    *  - constant for fast transits
    00845    *  - linear decreasing with time with a slope of -1 for medium transports
    00846    *  - linear decreasing with time with a slope of -2 for slow transports
    00847    *
    00848    */
    00849   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00850
    00851   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00852 }
    00853
    00855 static SmallIndustryList _cargo_delivery_destinations;
    00856
    00866 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00867 {
    00868   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    00869    * This fails in three cases:
    00870    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    00871    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    00872    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    00873    */
    00874
    00875   uint accepted = 0;
    00876
    00877   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    00878     Industry *ind = st->industries_near[i];
    00879     if (ind->index == source) continue;
    00880
    00881     const IndustrySpec *indspec = GetIndustrySpec(ind->type);
    00882
    00883     uint cargo_index;
    00884     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00885       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    00886     }
    00887     /* Check if matching cargo has been found */
    00888     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    00889
    00890     /* Check if industry temporarily refuses acceptance */
    00891     if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
    00892       uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->xy);
    00893       if (res == 0) continue;
    00894     }
    00895
    00896     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    00897     _cargo_delivery_destinations.Include(ind);
    00898
    00899     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    00900     ind->incoming_cargo_waiting[cargo_index] += amount;
    00901     num_pieces -= amount;
    00902     accepted += amount;
    00903   }
    00904
    00905   return accepted;
    00906 }
    00907
    00921 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)
    00922 {
    00923   assert(num_pieces > 0);
    00924
    00925   const Station *st = Station::Get(dest);
    00926
    00927   /* Give the goods to the industry. */
    00928   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    00929
    00930   /* If this cargo type is always accepted, accept all */
    00931   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    00932
    00933   /* Update company statistics */
    00934   company->cur_economy.delivered_cargo += accepted;
    00935   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
    00936
    00937   /* Increase town's counter for some special goods types */
    00938   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00939   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
    00940   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
    00941
    00942   /* Determine profit */
    00943   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    00944
    00945   /* Modify profit if a subsidy is in effect */
    00946   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    00947     switch (_settings_game.difficulty.subsidy_multiplier) {
    00948       case 0:  profit += profit >> 1; break;
    00949       case 1:  profit *= 2; break;
    00950       case 2:  profit *= 3; break;
    00951       default: profit *= 4; break;
    00952     }
    00953   }
    00954
    00955   return profit;
    00956 }
    00957
    00963 static void TriggerIndustryProduction(Industry *i)
    00964 {
    00965   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    00966   uint16 callback = indspec->callback_mask;
    00967
    00968   i->was_cargo_delivered = true;
    00969   i->last_cargo_accepted_at = _date;
    00970
    00971   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    00972     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    00973       IndustryProductionCallback(i, 0);
    00974     } else {
    00975       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    00976     }
    00977   } else {
    00978     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    00979       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    00980       if (cargo_waiting == 0) continue;
    00981
    00982       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    00983       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    00984
    00985       i->incoming_cargo_waiting[cargo_index] = 0;
    00986     }
    00987   }
    00988
    00989   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    00990   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    00991 }
    00992
    00997 CargoPayment::CargoPayment(Vehicle *front) :
    00998   front(front),
    00999   current_station(front->last_station_visited)
    01000 {
    01001 }
    01002
    01003 CargoPayment::~CargoPayment()
    01004 {
    01005   if (this->CleaningPool()) return;
    01006
    01007   this->front->cargo_payment = NULL;
    01008
    01009   if (this->visual_profit == 0) return;
    01010
    01011   CompanyID old_company = _current_company;
    01012   _current_company = this->front->owner;
    01013
    01014   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01015   this->front->profit_this_year += this->visual_profit << 8;
    01016
    01017   if (this->route_profit != 0) {
    01018     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01019       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01020     }
    01021
    01022     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
    01023   } else {
    01024     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
    01025   }
    01026
    01027   _current_company = old_company;
    01028 }
    01029
    01035 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01036 {
    01037   if (this->owner == NULL) {
    01038     this->owner = Company::Get(this->front->owner);
    01039   }
    01040
    01041   /* Handle end of route payment */
    01042   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01043   this->route_profit += profit;
    01044
    01045   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01046   this->visual_profit += profit - cp->FeederShare();
    01047 }
    01048
    01055 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01056 {
    01057   Money profit = GetTransportedGoodsIncome(
    01058     count,
    01059     /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01060     DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01061     cp->DaysInTransit(),
    01062     this->ct);
    01063
    01064   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
    01065   return profit; // account for the (virtual) profit already made for the cargo packet
    01066 }
    01067
    01072 void PrepareUnload(Vehicle *front_v)
    01073 {
    01074   /* At this moment loading cannot be finished */
    01075   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01076
    01077   /* Start unloading in at the first possible moment */
    01078   front_v->time_counter = 1;
    01079
    01080   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01081     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01082       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01083         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01084       }
    01085     }
    01086   }
    01087
    01088   assert(front_v->cargo_payment == NULL);
    01089   front_v->cargo_payment = new CargoPayment(front_v);
    01090 }
    01091
    01100 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
    01101 {
    01102   assert(v->current_order.IsType(OT_LOADING));
    01103
    01104   assert(v->time_counter != 0);
    01105
    01106   /* We have not waited enough time till the next round of loading/unloading */
    01107   if (--v->time_counter != 0) {
    01108     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01109       /* 'Reserve' this cargo for this vehicle, because we were first. */
    01110       for (; v != NULL; v = v->Next()) {
    01111         int cap_left = v->cargo_cap - v->cargo.Count();
    01112         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01113       }
    01114     }
    01115     return;
    01116   }
    01117
    01118   StationID last_visited = v->last_station_visited;
    01119   Station *st = Station::Get(last_visited);
    01120
    01121   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
    01122     /* The train reversed in the station. Take the "easy" way
    01123      * out and let the train just leave as it always did. */
    01124     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
    01125     v->time_counter = 1;
    01126     return;
    01127   }
    01128
    01129   int unloading_time = 0;
    01130   Vehicle *u = v;
    01131   bool dirty_vehicle = false;
    01132   bool dirty_station = false;
    01133
    01134   bool completely_emptied = true;
    01135   bool anything_unloaded = false;
    01136   bool anything_loaded   = false;
    01137   uint32 cargo_not_full  = 0;
    01138   uint32 cargo_full      = 0;
    01139
    01140   v->cur_speed = 0;
    01141
    01142   CargoPayment *payment = v->cargo_payment;
    01143
    01144   for (; v != NULL; v = v->Next()) {
    01145     if (v->cargo_cap == 0) continue;
    01146
    01147     const Engine *e = Engine::Get(v->engine_type);
    01148     byte load_amount = e->info.load_amount;
    01149
    01150     /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01151     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = (load_amount + 3) / 4;
    01152
    01153     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01154       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01155       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
    01156     }
    01157
    01158     GoodsEntry *ge = &st->goods[v->cargo_type];
    01159
    01160     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01161       uint cargo_count = v->cargo.Count();
    01162       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01163       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
    01164       bool accepted  = false; // Is the cargo accepted by the station?
    01165
    01166       payment->SetCargo(v->cargo_type);
    01167
    01168       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
    01169         /* The cargo has reached it's final destination, the packets may now be destroyed */
    01170         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
    01171
    01172         dirty_vehicle = true;
    01173         accepted = true;
    01174       }
    01175
    01176       /* The !accepted || v->cargo.Count == cargo_count clause is there
    01177        * to make it possible to force unload vehicles at the station where
    01178        * they were loaded, but to not force unload the vehicle when the
    01179        * station is still accepting the cargo in the vehicle. It doesn't
    01180        * accept cargo that was loaded at the same station. */
    01181       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
    01182         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
    01183         SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
    01184
    01185         dirty_vehicle = dirty_station = true;
    01186       } else if (!accepted) {
    01187         /* The order changed while unloading (unset unload/transfer) or the
    01188          * station does not accept our goods. */
    01189         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01190
    01191         /* Say we loaded something, otherwise we'll think we didn't unload
    01192          * something and we didn't load something, so we must be finished
    01193          * at this station. Setting the unloaded means that we will get a
    01194          * retry for loading in the next cycle. */
    01195         anything_unloaded = true;
    01196         continue;
    01197       }
    01198
    01199       /* Deliver goods to the station */
    01200       st->time_since_unload = 0;
    01201
    01202       unloading_time += amount_unloaded;
    01203
    01204       anything_unloaded = true;
    01205       if (_settings_game.order.gradual_loading && remaining) {
    01206         completely_emptied = false;
    01207       } else {
    01208         /* We have finished unloading (cargo count == 0) */
    01209         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01210       }
    01211
    01212       continue;
    01213     }
    01214
    01215     /* Do not pick up goods when we have no-load set. */
    01216     if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;
    01217
    01218     /* update stats */
    01219     int t;
    01220     switch (u->type) {
    01221       case VEH_TRAIN:    t = Train::From(u)->tcache.cached_max_speed; break;
    01222       case VEH_ROAD:     t = u->max_speed / 2;        break;
    01223       case VEH_SHIP:     t = u->max_speed;            break;
    01224       case VEH_AIRCRAFT: t = u->max_speed * 10 / 129; break; // convert to old units
    01225       default: NOT_REACHED();
    01226     }
    01227
    01228     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01229     ge->last_speed = min(t, 255);
    01230     ge->last_age = _cur_year - u->build_year;
    01231     ge->days_since_pickup = 0;
    01232
    01233     /* If there's goods waiting at the station, and the vehicle
    01234      * has capacity for it, load it on the vehicle. */
    01235     int cap_left = v->cargo_cap - v->cargo.Count();
    01236     if (!ge->cargo.Empty() && cap_left > 0) {
    01237       uint cap = cap_left;
    01238       uint count = ge->cargo.Count();
    01239
    01240       /* Skip loading this vehicle if another train/vehicle is already handling
    01241        * the same cargo type at this station */
    01242       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
    01243         SetBit(cargo_not_full, v->cargo_type);
    01244         continue;
    01245       }
    01246
    01247       if (cap > count) cap = count;
    01248       if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
    01249       if (_settings_game.order.improved_load) {
    01250         /* Don't load stuff that is already 'reserved' for other vehicles */
    01251         cap = min((uint)cargo_left[v->cargo_type], cap);
    01252         cargo_left[v->cargo_type] -= cap;
    01253       }
    01254
    01255       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01256
    01257       /* TODO: Regarding this, when we do gradual loading, we
    01258        * should first unload all vehicles and then start
    01259        * loading them. Since this will cause
    01260        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01261        * the whole vehicle chain is really totally empty, the
    01262        * completely_emptied assignment can then be safely
    01263        * removed; that's how TTDPatch behaves too. --pasky */
    01264       completely_emptied = false;
    01265       anything_loaded = true;
    01266
    01267       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
    01268
    01269       st->time_since_load = 0;
    01270       st->last_vehicle_type = v->type;
    01271
    01272       StationAnimationTrigger(st, st->xy, STAT_ANIM_CARGO_TAKEN, v->cargo_type);
    01273
    01274       unloading_time += cap;
    01275
    01276       dirty_vehicle = dirty_station = true;
    01277     }
    01278
    01279     if (v->cargo.Count() >= v->cargo_cap) {
    01280       SetBit(cargo_full, v->cargo_type);
    01281     } else {
    01282       SetBit(cargo_not_full, v->cargo_type);
    01283     }
    01284   }
    01285
    01286   /* Only set completly_emptied, if we just unloaded all remaining cargo */
    01287   completely_emptied &= anything_unloaded;
    01288
    01289   /* We update these variables here, so gradual loading still fills
    01290    * all wagons at the same time instead of using the same 'improved'
    01291    * loading algorithm for the wagons (only fill wagon when there is
    01292    * enough to fill the previous wagons) */
    01293   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01294     /* Update left cargo */
    01295     for (v = u; v != NULL; v = v->Next()) {
    01296       int cap_left = v->cargo_cap - v->cargo.Count();
    01297       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01298     }
    01299   }
    01300
    01301   v = u;
    01302
    01303   if (!anything_unloaded) delete payment;
    01304
    01305   if (anything_loaded || anything_unloaded) {
    01306     if (_settings_game.order.gradual_loading) {
    01307       /* The time it takes to load one 'slice' of cargo or passengers depends
    01308        * on the vehicle type - the values here are those found in TTDPatch */
    01309       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01310
    01311       unloading_time = gradual_loading_wait_time[v->type];
    01312     }
    01313   } else {
    01314     bool finished_loading = true;
    01315     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01316       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01317         /* if the aircraft carries passengers and is NOT full, then
    01318          * continue loading, no matter how much mail is in */
    01319         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
    01320             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are stull non-full cargos
    01321           finished_loading = false;
    01322         }
    01323       } else if (cargo_not_full != 0) {
    01324         finished_loading = false;
    01325       }
    01326     }
    01327     unloading_time = 20;
    01328
    01329     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01330   }
    01331
    01332   if (v->type == VEH_TRAIN) {
    01333     /* Each platform tile is worth 2 rail vehicles. */
    01334     int overhang = Train::From(v)->tcache.cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
    01335     if (overhang > 0) {
    01336       unloading_time <<= 1;
    01337       unloading_time += (overhang * unloading_time) / 8;
    01338     }
    01339   }
    01340
    01341   /* Calculate the loading indicator fill percent and display
    01342    * In the Game Menu do not display indicators
    01343    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01344    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01345    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01346    */
    01347   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01348     StringID percent_up_down = STR_NULL;
    01349     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
    01350     if (v->fill_percent_te_id == INVALID_TE_ID) {
    01351       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
    01352     } else {
    01353       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
    01354     }
    01355   }
    01356
    01357   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01358   v->time_counter = max(1, unloading_time);
    01359
    01360   if (completely_emptied) {
    01361     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
    01362   }
    01363
    01364   if (dirty_vehicle) {
    01365     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
    01366     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    01367     v->MarkDirty();
    01368   }
    01369   if (dirty_station) {
    01370     st->MarkTilesDirty(true);
    01371     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01372   }
    01373 }
    01374
    01380 void LoadUnloadStation(Station *st)
    01381 {
    01382   /* No vehicle is here... */
    01383   if (st->loading_vehicles.empty()) return;
    01384
    01385   int cargo_left[NUM_CARGO];
    01386
    01387   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
    01388
    01389   std::list<Vehicle *>::iterator iter;
    01390   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01391     Vehicle *v = *iter;
    01392     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
    01393   }
    01394
    01395   /* Call the production machinery of industries */
    01396   const Industry * const *isend = _cargo_delivery_destinations.End();
    01397   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01398     TriggerIndustryProduction(*iid);
    01399   }
    01400   _cargo_delivery_destinations.Clear();
    01401 }
    01402
    01403 void CompaniesMonthlyLoop()
    01404 {
    01405   CompaniesGenStatistics();
    01406   if (_settings_game.economy.inflation) {
    01407     AddInflation();
    01408     RecomputePrices();
    01409   }
    01410   CompaniesPayInterest();
    01411   /* Reset the _current_company flag */
    01412   _current_company = OWNER_NONE;
    01413   HandleEconomyFluctuations();
    01414 }
    01415
    01416 static void DoAcquireCompany(Company *c)
    01417 {
    01418   Company *owner;
    01419   int i;
    01420   Money value;
    01421   CompanyID ci = c->index;
    01422
    01423   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01424   cni->FillData(c, Company::Get(_current_company));
    01425
    01426   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01427   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01428   SetDParamStr(2, cni->company_name);
    01429   SetDParamStr(3, cni->other_company_name);
    01430   SetDParam(4, c->bankrupt_value);
    01431   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
    01432   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
    01433
    01434   /* original code does this a little bit differently */
    01435   ChangeNetworkOwner(ci, _current_company);
    01436   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01437
    01438   if (c->bankrupt_value == 0) {
    01439     owner = Company::Get(_current_company);
    01440     owner->current_loan += c->current_loan;
    01441   }
    01442
    01443   value = CalculateCompanyValue(c) >> 2;
    01444   CompanyID old_company = _current_company;
    01445   for (i = 0; i != 4; i++) {
    01446     if (c->share_owners[i] != COMPANY_SPECTATOR) {
    01447       _current_company = c->share_owners[i];
    01448       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
    01449     }
    01450   }
    01451   _current_company = old_company;
    01452
    01453   if (c->is_ai) AI::Stop(c->index);
    01454
    01455   DeleteCompanyWindows(ci);
    01456   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01457   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01458   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01459   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01460
    01461   delete c;
    01462 }
    01463
    01464 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01465
    01474 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01475 {
    01476   CommandCost cost(EXPENSES_OTHER);
    01477
    01478   Company *c = Company::GetIfValid(p1);
    01479
    01480   /* Check if buying shares is allowed (protection against modified clients)
    01481    * Cannot buy own shares */
    01482   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
    01483
    01484   /* Protect new companies from hostile takeovers */
    01485   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01486
    01487   /* Those lines are here for network-protection (clients can be slow) */
    01488   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01489
    01490   /* We can not buy out a real company (temporarily). TODO: well, enable it obviously */
    01491   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1 && !c->is_ai) return cost;
    01492
    01493   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01494   if (flags & DC_EXEC) {
    01495     OwnerByte *b = c->share_owners;
    01496     int i;
    01497
    01498     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01499     *b = _current_company;
    01500
    01501     for (i = 0; c->share_owners[i] == _current_company;) {
    01502       if (++i == 4) {
    01503         c->bankrupt_value = 0;
    01504         DoAcquireCompany(c);
    01505         break;
    01506       }
    01507     }
    01508     SetWindowDirty(WC_COMPANY, p1);
    01509   }
    01510   return cost;
    01511 }
    01512
    01521 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01522 {
    01523   Company *c = Company::GetIfValid(p1);
    01524
    01525   /* Check if selling shares is allowed (protection against modified clients)
    01526    * Cannot sell own shares */
    01527   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
    01528
    01529   /* Those lines are here for network-protection (clients can be slow) */
    01530   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01531
    01532   /* adjust it a little to make it less profitable to sell and buy */
    01533   Money cost = CalculateCompanyValue(c) >> 2;
    01534   cost = -(cost - (cost >> 7));
    01535
    01536   if (flags & DC_EXEC) {
    01537     OwnerByte *b = c->share_owners;
    01538     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01539     *b = COMPANY_SPECTATOR;
    01540     SetWindowDirty(WC_COMPANY, p1);
    01541   }
    01542   return CommandCost(EXPENSES_OTHER, cost);
    01543 }
    01544
    01556 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01557 {
    01558   Company *c = Company::GetIfValid(p1);
    01559   if (c == NULL) return CMD_ERROR;
    01560
    01561   /* Disable takeovers when not asked */
    01562   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01563
    01564   /* Disable taking over the local company in single player */
    01565   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01566
    01567   /* Do not allow companies to take over themselves */
    01568   if ((CompanyID)p1 == _current_company) return CMD_ERROR;
    01569
    01570   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01571   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01572
    01573   if (flags & DC_EXEC) {
    01574     DoAcquireCompany(c);
    01575   }
    01576   return cost;
    01577 }