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 #include "water.h"
00052 
00053 #include "table/strings.h"
00054 #include "table/pricebase.h"
00055 
00056 
00057 /* Initialize the cargo payment-pool */
00058 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00059 INSTANTIATE_POOL_METHODS(CargoPayment)
00060 
00061 
00072 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00073 {
00074   return (int32)((int64)a * (int64)b >> shift);
00075 }
00076 
00077 typedef SmallVector<Industry *, 16> SmallIndustryList;
00078 
00082 const ScoreInfo _score_info[] = {
00083   {     120, 100}, // SCORE_VEHICLES
00084   {      80, 100}, // SCORE_STATIONS
00085   {   10000, 100}, // SCORE_MIN_PROFIT
00086   {   50000,  50}, // SCORE_MIN_INCOME
00087   {  100000, 100}, // SCORE_MAX_INCOME
00088   {   40000, 400}, // SCORE_DELIVERED
00089   {       8,  50}, // SCORE_CARGO
00090   {10000000,  50}, // SCORE_MONEY
00091   {  250000,  50}, // SCORE_LOAN
00092   {       0,   0}  // SCORE_TOTAL
00093 };
00094 
00095 int _score_part[MAX_COMPANIES][SCORE_END];
00096 Economy _economy;
00097 Prices _price;
00098 Money _additional_cash_required;
00099 static PriceMultipliers _price_base_multiplier;
00100 
00110 Money CalculateCompanyValue(const Company *c, bool including_loan)
00111 {
00112   Owner owner = c->index;
00113 
00114   Station *st;
00115   uint num = 0;
00116 
00117   FOR_ALL_STATIONS(st) {
00118     if (st->owner == owner) num += CountBits((byte)st->facilities);
00119   }
00120 
00121   Money value = num * _price[PR_STATION_VALUE] * 25;
00122 
00123   Vehicle *v;
00124   FOR_ALL_VEHICLES(v) {
00125     if (v->owner != owner) continue;
00126 
00127     if (v->type == VEH_TRAIN ||
00128         v->type == VEH_ROAD ||
00129         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00130         v->type == VEH_SHIP) {
00131       value += v->value * 3 >> 1;
00132     }
00133   }
00134 
00135   /* Add real money value */
00136   if (including_loan) value -= c->current_loan;
00137   value += c->money;
00138 
00139   return max(value, (Money)1);
00140 }
00141 
00150 int UpdateCompanyRatingAndValue(Company *c, bool update)
00151 {
00152   Owner owner = c->index;
00153   int score = 0;
00154 
00155   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00156 
00157   /* Count vehicles */
00158   {
00159     Vehicle *v;
00160     Money min_profit = 0;
00161     bool min_profit_first = true;
00162     uint num = 0;
00163 
00164     FOR_ALL_VEHICLES(v) {
00165       if (v->owner != owner) continue;
00166       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00167         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00168         if (v->age > 730) {
00169           /* Find the vehicle with the lowest amount of profit */
00170           if (min_profit_first || min_profit > v->profit_last_year) {
00171             min_profit = v->profit_last_year;
00172             min_profit_first = false;
00173           }
00174         }
00175       }
00176     }
00177 
00178     min_profit >>= 8; // remove the fract part
00179 
00180     _score_part[owner][SCORE_VEHICLES] = num;
00181     /* Don't allow negative min_profit to show */
00182     if (min_profit > 0) {
00183       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00184     }
00185   }
00186 
00187   /* Count stations */
00188   {
00189     uint num = 0;
00190     const Station *st;
00191 
00192     FOR_ALL_STATIONS(st) {
00193       /* Only count stations that are actually serviced */
00194       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00195     }
00196     _score_part[owner][SCORE_STATIONS] = num;
00197   }
00198 
00199   /* Generate statistics depending on recent income statistics */
00200   {
00201     int numec = min(c->num_valid_stat_ent, 12);
00202     if (numec != 0) {
00203       const CompanyEconomyEntry *cee = c->old_economy;
00204       Money min_income = cee->income + cee->expenses;
00205       Money max_income = cee->income + cee->expenses;
00206 
00207       do {
00208         min_income = min(min_income, cee->income + cee->expenses);
00209         max_income = max(max_income, cee->income + cee->expenses);
00210       } while (++cee, --numec);
00211 
00212       if (min_income > 0) {
00213         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00214       }
00215 
00216       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00217     }
00218   }
00219 
00220   /* Generate score depending on amount of transported cargo */
00221   {
00222     const CompanyEconomyEntry *cee;
00223     int numec;
00224     uint32 total_delivered;
00225 
00226     numec = min(c->num_valid_stat_ent, 4);
00227     if (numec != 0) {
00228       cee = c->old_economy;
00229       total_delivered = 0;
00230       do {
00231         total_delivered += cee->delivered_cargo;
00232       } while (++cee, --numec);
00233 
00234       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00235     }
00236   }
00237 
00238   /* Generate score for variety of cargo */
00239   {
00240     uint num = CountBits(c->cargo_types);
00241     _score_part[owner][SCORE_CARGO] = num;
00242     if (update) c->cargo_types = 0;
00243   }
00244 
00245   /* Generate score for company's money */
00246   {
00247     if (c->money > 0) {
00248       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00249     }
00250   }
00251 
00252   /* Generate score for loan */
00253   {
00254     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00255   }
00256 
00257   /* Now we calculate the score for each item.. */
00258   {
00259     int total_score = 0;
00260     int s;
00261     score = 0;
00262     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00263       /* Skip the total */
00264       if (i == SCORE_TOTAL) continue;
00265       /*  Check the score */
00266       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00267       score += s;
00268       total_score += _score_info[i].score;
00269     }
00270 
00271     _score_part[owner][SCORE_TOTAL] = score;
00272 
00273     /*  We always want the score scaled to SCORE_MAX (1000) */
00274     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00275   }
00276 
00277   if (update) {
00278     c->old_economy[0].performance_history = score;
00279     UpdateCompanyHQ(c->location_of_HQ, score);
00280     c->old_economy[0].company_value = CalculateCompanyValue(c);
00281   }
00282 
00283   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00284   return score;
00285 }
00286 
00292 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00293 {
00294   /* We need to set _current_company to old_owner before we try to move
00295    * the client. This is needed as it needs to know whether "you" really
00296    * are the current local company. */
00297   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00298 #ifdef ENABLE_NETWORK
00299   /* In all cases, make spectators of clients connected to that company */
00300   if (_networking) NetworkClientsToSpectators(old_owner);
00301 #endif /* ENABLE_NETWORK */
00302 
00303   Town *t;
00304 
00305   assert(old_owner != new_owner);
00306 
00307   {
00308     Company *c;
00309     uint i;
00310 
00311     /* See if the old_owner had shares in other companies */
00312     FOR_ALL_COMPANIES(c) {
00313       for (i = 0; i < 4; i++) {
00314         if (c->share_owners[i] == old_owner) {
00315           /* Sell his shares */
00316           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00317           /* Because we are in a DoCommand, we can't just execute another one and
00318            *  expect the money to be removed. We need to do it ourself! */
00319           SubtractMoneyFromCompany(res);
00320         }
00321       }
00322     }
00323 
00324     /* Sell all the shares that people have on this company */
00325     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00326     c = Company::Get(old_owner);
00327     for (i = 0; i < 4; i++) {
00328       cur_company2.Change(c->share_owners[i]);
00329       if (_current_company != INVALID_OWNER) {
00330         /* Sell the shares */
00331         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00332         /* Because we are in a DoCommand, we can't just execute another one and
00333          *  expect the money to be removed. We need to do it ourself! */
00334         SubtractMoneyFromCompany(res);
00335       }
00336     }
00337     cur_company2.Restore();
00338   }
00339 
00340   /* Temporarily increase the company's money, to be sure that
00341    * removing his/her property doesn't fail because of lack of money.
00342    * Not too drastically though, because it could overflow */
00343   if (new_owner == INVALID_OWNER) {
00344     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00345   }
00346 
00347   Subsidy *s;
00348   FOR_ALL_SUBSIDIES(s) {
00349     if (s->awarded == old_owner) {
00350       if (new_owner == INVALID_OWNER) {
00351         delete s;
00352       } else {
00353         s->awarded = new_owner;
00354       }
00355     }
00356   }
00357   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00358 
00359   /* Take care of rating in towns */
00360   FOR_ALL_TOWNS(t) {
00361     /* If a company takes over, give the ratings to that company. */
00362     if (new_owner != INVALID_OWNER) {
00363       if (HasBit(t->have_ratings, old_owner)) {
00364         if (HasBit(t->have_ratings, new_owner)) {
00365           /* use max of the two ratings. */
00366           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00367         } else {
00368           SetBit(t->have_ratings, new_owner);
00369           t->ratings[new_owner] = t->ratings[old_owner];
00370         }
00371       }
00372     }
00373 
00374     /* Reset the ratings for the old owner */
00375     t->ratings[old_owner] = RATING_INITIAL;
00376     ClrBit(t->have_ratings, old_owner);
00377   }
00378 
00379   /* Change ownership of vehicles */
00380   if (new_owner != INVALID_OWNER) {
00381     FreeUnitIDGenerator unitidgen[] = {
00382       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00383       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00384     };
00385 
00386     Vehicle *v;
00387     FOR_ALL_VEHICLES(v) {
00388       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00389         v->owner = new_owner;
00390         v->colourmap = PAL_NONE;
00391         if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
00392         if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
00393 
00394         /* Invalidate the vehicle's cargo payment "owner cache". */
00395         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00396       }
00397     }
00398   } else {
00399     /* Depending on sharing settings, other companies could be affected too.
00400      * Let the infrastructure sharing code handle this. */
00401     HandleSharingCompanyDeletion(old_owner);
00402   }
00403 
00404   /*  Change ownership of tiles */
00405   {
00406     TileIndex tile = 0;
00407     do {
00408       ChangeTileOwner(tile, old_owner, new_owner);
00409     } while (++tile != MapSize());
00410 
00411     if (new_owner != INVALID_OWNER) {
00412       /* Update all signals because there can be new segment that was owned by two companies
00413        * and signals were not propagated
00414        * Similiar with crossings - it is needed to bar crossings that weren't before
00415        * because of different owner of crossing and approaching train */
00416       UpdateAllBlockSignals(new_owner);
00417     } else if (_settings_game.economy.infrastructure_sharing[VEH_TRAIN]) {
00418       /* tracks are being removed while sharing is enabled.
00419        * Thus, update all signals and crossings. */
00420       UpdateAllBlockSignals();
00421     }
00422 
00423     /* Update any signals in the buffer */
00424     UpdateSignalsInBuffer();
00425   }
00426 
00427   /* Add airport infrastructure count of the old company to the new one. */
00428   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->airport_infrastructure += Company::Get(old_owner)->airport_infrastructure;
00429 
00430   /* convert owner of stations (including deleted ones, but excluding buoys) */
00431   Station *st;
00432   FOR_ALL_STATIONS(st) {
00433     if (st->owner == old_owner) {
00434       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00435        * also, drawing station window would cause reading invalid company's colour */
00436       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00437     }
00438   }
00439 
00440   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00441   Waypoint *wp;
00442   FOR_ALL_WAYPOINTS(wp) {
00443     if (wp->owner == old_owner) {
00444       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00445     }
00446   }
00447 
00448   /* In all cases clear replace engine rules.
00449    * Even if it was copied, it could interfere with new owner's rules */
00450   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00451 
00452   if (new_owner == INVALID_OWNER) {
00453     RemoveAllGroupsForCompany(old_owner);
00454   } else {
00455     Group *g;
00456     FOR_ALL_GROUPS(g) {
00457       if (g->owner == old_owner) g->owner = new_owner;
00458     }
00459   }
00460 
00461   Sign *si;
00462   FOR_ALL_SIGNS(si) {
00463     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00464   }
00465 
00466   /* Change colour of existing windows */
00467   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00468 
00469   cur_company.Restore();
00470 
00471   MarkWholeScreenDirty();
00472 }
00473 
00478 static void CompanyCheckBankrupt(Company *c)
00479 {
00480   /*  If the company has money again, it does not go bankrupt */
00481   if (c->money >= 0) {
00482     c->quarters_of_bankruptcy = 0;
00483     c->bankrupt_asked = 0;
00484     return;
00485   }
00486 
00487   c->quarters_of_bankruptcy++;
00488 
00489   switch (c->quarters_of_bankruptcy) {
00490     case 0:
00491     case 1:
00492       break;
00493 
00494     case 2: {
00495       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00496       cni->FillData(c);
00497       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00498       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00499       SetDParamStr(2, cni->company_name);
00500       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00501       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00502       break;
00503     }
00504 
00505     case 3: {
00506       /* Check if the company has any value.. if not, declare it bankrupt
00507        *  right now */
00508       Money val = CalculateCompanyValue(c, false);
00509       if (val > 0) {
00510         c->bankrupt_value = val;
00511         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00512         c->bankrupt_timeout = 0;
00513         break;
00514       }
00515       /* FALL THROUGH to case 4... */
00516     }
00517     default:
00518     case 4:
00519       if (!_networking && _local_company == c->index) {
00520         /* If we are in offline mode, leave the company playing. Eg. there
00521          * is no THE-END, otherwise mark the client as spectator to make sure
00522          * he/she is no long in control of this company. However... when you
00523          * join another company (cheat) the "unowned" company can bankrupt. */
00524         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00525         break;
00526       }
00527 
00528       /* Actually remove the company, but not when we're a network client.
00529        * In case of network clients we will be getting a command from the
00530        * server. It is done in this way as we are called from the
00531        * StateGameLoop which can't change the current company, and thus
00532        * updating the local company triggers an assert later on. In the
00533        * case of a network game the command will be processed at a time
00534        * that changing the current company is okay. In case of single
00535        * player we are sure (the above check) that we are not the local
00536        * company and thus we won't be moved. */
00537       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), 0, CMD_COMPANY_CTRL);
00538       break;
00539   }
00540 }
00541 
00546 static void CompaniesGenStatistics()
00547 {
00548   Station *st;
00549 
00550   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00551   Company *c;
00552 
00553   if (!_settings_game.economy.infrastructure_maintenance) {
00554     FOR_ALL_STATIONS(st) {
00555       cur_company.Change(st->owner);
00556       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00557       SubtractMoneyFromCompany(cost);
00558     }
00559   } else {
00560     /* Improved monthly infrastructure costs. */
00561     FOR_ALL_COMPANIES(c) {
00562       cur_company.Change(c->index);
00563 
00564       CommandCost cost(EXPENSES_PROPERTY);
00565       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00566         if (c->rail_infrastructure[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->rail_infrastructure[rt]));
00567       }
00568       cost.AddCost(SignalMaintenanceCost(c->signal_infrastructure));
00569       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00570         if (c->road_infrastructure[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->road_infrastructure[rt]));
00571       }
00572       cost.AddCost(CanalMaintenanceCost(c->water_infrastructure));
00573       cost.AddCost(StationMaintenanceCost(c->station_infrastructure));
00574       cost.AddCost(AirportMaintenanceCost(c->index));
00575 
00576       SubtractMoneyFromCompany(cost);
00577     }
00578   }
00579   cur_company.Restore();
00580 
00581   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00582   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00583 
00584   FOR_ALL_COMPANIES(c) {
00585     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00586     c->old_economy[0] = c->cur_economy;
00587     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00588 
00589     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00590 
00591     UpdateCompanyRatingAndValue(c, true);
00592     if (c->block_preview != 0) c->block_preview--;
00593     CompanyCheckBankrupt(c);
00594   }
00595 
00596   SetWindowDirty(WC_INCOME_GRAPH, 0);
00597   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00598   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00599   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00600   SetWindowDirty(WC_COMPANY_VALUE, 0);
00601   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00602 }
00603 
00608 void AddInflation(bool check_year)
00609 {
00610   /* The cargo payment inflation differs from the normal inflation, so the
00611    * relative amount of money you make with a transport decreases slowly over
00612    * the 170 years. After a few hundred years we reach a level in which the
00613    * games will become unplayable as the maximum income will be less than
00614    * the minimum running cost.
00615    *
00616    * Furthermore there are a lot of inflation related overflows all over the
00617    * place. Solving them is hardly possible because inflation will always
00618    * reach the overflow threshold some day. So we'll just perform the
00619    * inflation mechanism during the first 170 years (the amount of years that
00620    * one had in the original TTD) and stop doing the inflation after that
00621    * because it only causes problems that can't be solved nicely and the
00622    * inflation doesn't add anything after that either; it even makes playing
00623    * it impossible due to the diverging cost and income rates.
00624    */
00625   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00626 
00627   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00628    * scaled by 65536
00629    * 12 -> months per year
00630    * This is only a good approxiamtion for small values
00631    */
00632   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00633   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00634 }
00635 
00639 void RecomputePrices()
00640 {
00641   /* Setup maximum loan */
00642   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00643 
00644   /* Setup price bases */
00645   for (Price i = PR_BEGIN; i < PR_END; i++) {
00646     Money price = _price_base_specs[i].start_price;
00647 
00648     /* Apply difficulty settings */
00649     uint mod = 1;
00650     switch (_price_base_specs[i].category) {
00651       case PCAT_RUNNING:
00652         mod = _settings_game.difficulty.vehicle_costs;
00653         break;
00654 
00655       case PCAT_CONSTRUCTION:
00656         mod = _settings_game.difficulty.construction_cost;
00657         break;
00658 
00659       default: break;
00660     }
00661     if (mod < 1) {
00662       price = price * 3 >> 2;
00663     } else if (mod > 1) {
00664       price = price * 9 >> 3;
00665     }
00666 
00667     /* Apply inflation */
00668     price = (int64)price * _economy.inflation_prices;
00669 
00670     /* Apply newgrf modifiers, and remove fractional part of inflation */
00671     int shift = _price_base_multiplier[i] - 16;
00672     if (shift >= 0) {
00673       price <<= shift;
00674     } else {
00675       price >>= -shift;
00676     }
00677 
00678     /* Make sure the price does not get reduced to zero.
00679      * Zero breaks quite a few commands that use a zero
00680      * cost to see whether something got changed or not
00681      * and based on that cause an error. When the price
00682      * is zero that fails even when things are done. */
00683     if (price == 0) {
00684       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00685       /* No base price should be zero, but be sure. */
00686       assert(price != 0);
00687     }
00688     /* Store value */
00689     _price[i] = price;
00690   }
00691 
00692   /* Setup cargo payment */
00693   CargoSpec *cs;
00694   FOR_ALL_CARGOSPECS(cs) {
00695     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00696   }
00697 
00698   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00699   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00700   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00701   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00702   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00703 }
00704 
00706 static void CompaniesPayInterest()
00707 {
00708   const Company *c;
00709 
00710   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00711   FOR_ALL_COMPANIES(c) {
00712     cur_company.Change(c->index);
00713 
00714     /* Over a year the paid interest should be "loan * interest percentage",
00715      * but... as that number is likely not dividable by 12 (pay each month),
00716      * one needs to account for that in the monthly fee calculations.
00717      * To easily calculate what one should pay "this" month, you calculate
00718      * what (total) should have been paid up to this month and you subtract
00719      * whatever has been paid in the previous months. This will mean one month
00720      * it'll be a bit more and the other it'll be a bit less than the average
00721      * monthly fee, but on average it will be exact. */
00722     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00723     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00724     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00725 
00726     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00727 
00728     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00729   }
00730   cur_company.Restore();
00731 }
00732 
00733 static void HandleEconomyFluctuations()
00734 {
00735   if (_settings_game.difficulty.economy != 0) {
00736     /* When economy is Fluctuating, decrease counter */
00737     _economy.fluct--;
00738   } else if (EconomyIsInRecession()) {
00739     /* When it's Steady and we are in recession, end it now */
00740     _economy.fluct = -12;
00741   } else {
00742     /* No need to do anything else in other cases */
00743     return;
00744   }
00745 
00746   if (_economy.fluct == 0) {
00747     _economy.fluct = -(int)GB(Random(), 0, 2);
00748     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00749   } else if (_economy.fluct == -12) {
00750     _economy.fluct = GB(Random(), 0, 8) + 312;
00751     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00752   }
00753 }
00754 
00755 
00759 void ResetPriceBaseMultipliers()
00760 {
00761   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00762 }
00763 
00771 void SetPriceBaseMultiplier(Price price, int factor)
00772 {
00773   assert(price < PR_END);
00774   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00775 }
00776 
00781 void StartupIndustryDailyChanges(bool init_counter)
00782 {
00783   uint map_size = MapLogX() + MapLogY();
00784   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00785    * which stands for the days in a month.
00786    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00787    * would not be needed.
00788    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00789    * on the overall total number of changes performed */
00790   _economy.industry_daily_increment = (1 << map_size) / 31;
00791 
00792   if (init_counter) {
00793     /* A new game or a savegame from an older version will require the counter to be initialized */
00794     _economy.industry_daily_change_counter = 0;
00795   }
00796 }
00797 
00798 void StartupEconomy()
00799 {
00800   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00801   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00802   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00803   _economy.fluct = GB(Random(), 0, 8) + 168;
00804 
00805   /* Set up prices */
00806   RecomputePrices();
00807 
00808   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00809 
00810 }
00811 
00815 void InitializeEconomy()
00816 {
00817   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00818 }
00819 
00828 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00829 {
00830   if (index >= PR_END) return 0;
00831 
00832   Money cost = _price[index] * cost_factor;
00833   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00834 
00835   if (shift >= 0) {
00836     cost <<= shift;
00837   } else {
00838     cost >>= -shift;
00839   }
00840 
00841   return cost;
00842 }
00843 
00844 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00845 {
00846   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00847   if (!cs->IsValid()) {
00848     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00849     return 0;
00850   }
00851 
00852   /* Use callback to calculate cargo profit, if available */
00853   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00854     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00855     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00856     if (callback != CALLBACK_FAILED) {
00857       int result = GB(callback, 0, 14);
00858 
00859       /* Simulate a 15 bit signed value */
00860       if (HasBit(callback, 14)) result -= 0x4000;
00861 
00862       /* "The result should be a signed multiplier that gets multiplied
00863        * by the amount of cargo moved and the price factor, then gets
00864        * divided by 8192." */
00865       return result * num_pieces * cs->current_payment / 8192;
00866     }
00867   }
00868 
00869   static const int MIN_TIME_FACTOR = 31;
00870   static const int MAX_TIME_FACTOR = 255;
00871 
00872   const int days1 = cs->transit_days[0];
00873   const int days2 = cs->transit_days[1];
00874   const int days_over_days1 = max(   transit_days - days1, 0);
00875   const int days_over_days2 = max(days_over_days1 - days2, 0);
00876 
00877   /*
00878    * The time factor is calculated based on the time it took
00879    * (transit_days) compared two cargo-depending values. The
00880    * range is divided into three parts:
00881    *
00882    *  - constant for fast transits
00883    *  - linear decreasing with time with a slope of -1 for medium transports
00884    *  - linear decreasing with time with a slope of -2 for slow transports
00885    *
00886    */
00887   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00888 
00889   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00890 }
00891 
00893 static SmallIndustryList _cargo_delivery_destinations;
00894 
00904 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00905 {
00906   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00907    * This fails in three cases:
00908    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00909    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00910    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00911    */
00912 
00913   uint accepted = 0;
00914 
00915   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00916     Industry *ind = st->industries_near[i];
00917     if (ind->index == source) continue;
00918 
00919     uint cargo_index;
00920     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00921       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00922     }
00923     /* Check if matching cargo has been found */
00924     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00925 
00926     /* Check if industry temporarily refuses acceptance */
00927     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00928 
00929     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00930     _cargo_delivery_destinations.Include(ind);
00931 
00932     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00933     ind->incoming_cargo_waiting[cargo_index] += amount;
00934     num_pieces -= amount;
00935     accepted += amount;
00936   }
00937 
00938   return accepted;
00939 }
00940 
00954 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)
00955 {
00956   assert(num_pieces > 0);
00957 
00958   Station *st = Station::Get(dest);
00959 
00960   /* Give the goods to the industry. */
00961   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00962 
00963   /* If this cargo type is always accepted, accept all */
00964   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00965 
00966   /* Update station statistics */
00967   if (accepted > 0) {
00968     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
00969     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
00970     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
00971   }
00972 
00973   /* Update company statistics */
00974   company->cur_economy.delivered_cargo += accepted;
00975   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00976 
00977   /* Increase town's counter for some special goods types */
00978   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00979   if (cs->town_effect == TE_PASSENGERS) st->town->new_act_pass += accepted;
00980   if (cs->town_effect == TE_MAIL) st->town->new_act_mail += accepted;
00981   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00982   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00983   if (cs->town_effect == TE_GOODS) st->town->new_act_goods += accepted;
00984 
00985   /* Determine profit */
00986   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00987 
00988   /* Modify profit if a subsidy is in effect */
00989   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00990     switch (_settings_game.difficulty.subsidy_multiplier) {
00991       case 0:  profit += profit >> 1; break;
00992       case 1:  profit *= 2; break;
00993       case 2:  profit *= 3; break;
00994       default: profit *= 4; break;
00995     }
00996   }
00997 
00998   return profit;
00999 }
01000 
01006 static void TriggerIndustryProduction(Industry *i)
01007 {
01008   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01009   uint16 callback = indspec->callback_mask;
01010 
01011   i->was_cargo_delivered = true;
01012   i->last_cargo_accepted_at = _date;
01013 
01014   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01015     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01016       IndustryProductionCallback(i, 0);
01017     } else {
01018       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01019     }
01020   } else {
01021     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01022       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01023       if (cargo_waiting == 0) continue;
01024 
01025       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01026       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01027 
01028       i->incoming_cargo_waiting[cargo_index] = 0;
01029     }
01030   }
01031 
01032   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01033   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01034 }
01035 
01040 CargoPayment::CargoPayment(Vehicle *front) :
01041   front(front),
01042   current_station(front->last_station_visited)
01043 {
01044 }
01045 
01046 CargoPayment::~CargoPayment()
01047 {
01048   if (this->CleaningPool()) return;
01049 
01050   this->front->cargo_payment = NULL;
01051 
01052   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
01053 
01054   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01055 
01056   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01057   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
01058 
01059   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01060     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01061   }
01062 
01063   if (this->visual_transfer != 0){
01064     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
01065         this->front->z_pos, this->visual_transfer, -this->visual_profit);
01066   } else if (this->visual_profit) {
01067     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
01068         this->front->z_pos, -this->visual_profit);
01069   }
01070 
01071   cur_company.Restore();
01072 }
01073 
01079 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01080 {
01081   if (this->owner == NULL) {
01082     this->owner = Company::Get(this->front->owner);
01083   }
01084 
01085   /* Handle end of route payment */ //TODO: Adjust profit to daylength factor (fractional)
01086   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01087 
01088 /* Devide profit by daylength and keep the restfraction for the next payment. */
01089 /* test 1 */
01090 //profit = (profit * 100) << 16;
01091 //daylength_money_fraction += profit;
01092 //daylength_money_payout = daylength_money_fraction / _date_daylength_factor;
01093 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
01094 //profit = (daylength_money_payout / 100) >> 16;
01095 
01096 /* test 2*/
01097 //daylength_money_payout = profit / _date_daylength_factor;
01098 //daylength_money_fraction = daylength_money_fraction + profit - daylength_money_payout * _date_daylength_factor; // "(t - m * daylength)" is always < daylength so f is never big
01099 //daylength_money_payout = daylength_money_payout + daylength_money_fraction / _date_daylength_factor;
01100 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
01101 //profit = daylength_money_payout;
01102 
01103 
01104   /* Devide income by daylength factor. */
01105   if (!_cheats.daylength_income.value) {
01106     profit = profit / _date_daylength_factor;
01107     /* Pay something when the income is too low after devision by daylength. */
01108     if (_date_daylength_factor > 1 && profit < 1) profit = 1;
01109   }
01110 
01111   this->route_profit += profit;
01112 
01113   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01114   this->visual_profit += profit - cp->FeederShare();
01115 }
01116 
01123 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01124 {
01125   Money profit = GetTransportedGoodsIncome(
01126       count,
01127       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01128       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01129       cp->DaysInTransit(),
01130       this->ct);  //TODO: Adjust profit to daylength factor (fractional)
01131 
01132 
01133 /* Devide profit by daylength and keep the restfraction for the next payment. */
01134 /* test 1*/
01135 //profit = (profit * 100) << 16;
01136 //daylength_money_fraction += profit;
01137 //daylength_money_payout = daylength_money_fraction / _date_daylength_factor;
01138 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
01139 //profit = (daylength_money_payout / 100) >> 16;
01140 
01141 /*test 2*/
01142 //daylength_money_payout = profit / _date_daylength_factor;
01143 //daylength_money_fraction = daylength_money_fraction + profit - daylength_money_payout * _date_daylength_factor; // "(t - m * daylength)" is always < daylength so f is never big
01144 //daylength_money_payout = daylength_money_payout + daylength_money_fraction / _date_daylength_factor;
01145 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
01146 //profit = daylength_money_payout;
01147 
01148   /* Devide income by daylength factor. */
01149   if (!_cheats.daylength_income.value) {
01150     profit = profit / _date_daylength_factor;
01151     /* Pay something when the income is too low after devision by daylength. */
01152     if (_date_daylength_factor > 1 && profit < 1) profit = 1;
01153   }
01154 
01155   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01156 
01157   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
01158   return profit; // account for the (virtual) profit already made for the cargo packet
01159 }
01160 
01167 void PrepareUnload(Station *curr_station, Vehicle *front_v, StationID next_station_id)
01168 {
01169   /* At this moment loading cannot be finished */
01170   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01171 
01172   /* Start unloading at the first possible moment */
01173   front_v->load_unload_ticks = 1;
01174 
01175   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) != 0) {
01176     /* vehicle will keep all its cargo and LoadUnloadVehicle will never call MoveToStation,
01177      * so we have to update the flow stats here.
01178      */
01179     if (next_station_id == INVALID_STATION) {
01180       return;
01181     } else {
01182       for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01183         const CargoPacketList *packets = v->cargo.Packets();
01184         for(VehicleCargoList::ConstIterator i(packets->begin()); i != packets->end(); ++i) {
01185           curr_station->goods[v->cargo_type].UpdateFlowStats(
01186               (*i)->SourceStation(), (*i)->Count(), next_station_id);
01187         }
01188       }
01189     }
01190   } else {
01191     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01192       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01193         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01194       }
01195     }
01196   }
01197 
01198   assert(front_v->cargo_payment == NULL);
01199   /* One CargoPayment per vehicle and the vehicle limit equals the
01200    * limit in number of CargoPayments. Can't go wrong. */
01201   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01202   assert(CargoPayment::CanAllocateItem());
01203   front_v->cargo_payment = new CargoPayment(front_v);
01204 }
01205 
01213 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
01214 {
01215   uint32 ret = 0;
01216   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01217     /* Update reserved cargo */
01218     for (Vehicle *v = u; v != NULL; v = v->Next()) {
01219       /* Only reserve if the vehicle is not unloading anymore.
01220        *
01221        * The packets that are kept in the vehicle because they have the
01222        * same destination as the vehicle are stored in the reservation
01223        * list while unloading for performance reasons. The reservation
01224        * list is swapped with the onboard list after unloading. This
01225        * doesn't increase the load/unload time. So if we start reserving
01226        * cargo before unloading has stopped we'll load that cargo for free
01227        * later. Like this there is a slightly increased probability that
01228        * another vehicle which has arrived later loads cargo that should
01229        * be loaded by this vehicle but as the algorithm isn't perfect in
01230        * that regard anyway we can tolerate it.
01231        *
01232        * The algorithm isn't perfect as it only counts free capacity for
01233        * reservation. If another vehicle arrives later but unloads faster
01234        * than this one, this vehicle won't reserve all the cargo it may
01235        * be able to take after fully unloading. So the other vehicle may
01236        * load it even if it has arrived later.
01237        */
01238       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
01239 
01240       int cap = v->cargo_cap - v->cargo.Count();
01241       if (cap > 0) {
01242         StationCargoList &list = st->goods[v->cargo_type].cargo;
01243         if (list.MoveTo(&v->cargo, cap, next_station, true) > 0) {
01244           SetBit(ret, v->cargo_type);
01245         }
01246       }
01247     }
01248   }
01249   return ret;
01250 }
01251 
01252 
01259 static uint32 LoadUnloadVehicle(Vehicle *v, uint32 cargos_reserved)
01260 {
01261   assert(v->current_order.IsType(OT_LOADING));
01262 
01263   StationID last_visited = v->last_station_visited;
01264   Station *st = Station::Get(last_visited);
01265 
01266   StationID next_station = INVALID_STATION;
01267   OrderList *orders = v->orders.list;
01268   if (orders != NULL) {
01269     next_station = orders->GetNextStoppingStation(v->cur_implicit_order_index, last_visited);
01270   }
01271 
01272   /* We have not waited enough time till the next round of loading/unloading */
01273   if (v->load_unload_ticks != 0) {
01274     return cargos_reserved | ReserveConsist(st, v, next_station);
01275   }
01276 
01277   OrderUnloadFlags unload_flags = v->current_order.GetUnloadType();
01278 
01279   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01280     /* The train reversed in the station. Take the "easy" way
01281      * out and let the train just leave as it always did. */
01282     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01283     v->load_unload_ticks = 1;
01284     return cargos_reserved;
01285   }
01286 
01287   int unloading_time = 0;
01288   Vehicle *u = v;
01289   bool dirty_vehicle = false;
01290   bool dirty_station = false;
01291 
01292   bool completely_emptied = true;
01293   bool anything_unloaded = false;
01294   bool anything_loaded   = false;
01295   uint32 full_load_amount = 0;
01296   uint32 cargo_not_full  = 0;
01297   uint32 cargo_full      = 0;
01298 
01299   v->cur_speed = 0;
01300 
01301   CargoPayment *payment = v->cargo_payment;
01302 
01303   for (; v != NULL; v = v->Next()) {
01304     if (v->cargo_cap == 0) continue;
01305 
01306     const Engine *e = Engine::Get(v->engine_type);
01307     byte load_amount = e->info.load_amount;
01308 
01309     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01310     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01311 
01312     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01313       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01314       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01315     }
01316 
01317     GoodsEntry *ge = &st->goods[v->cargo_type];
01318 
01319     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
01320       /* vehicle wants to unload something */
01321 
01322       uint cargo_count = v->cargo.OnboardCount();
01323       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01324 
01325       uint prev_count = ge->cargo.Count();
01326       payment->SetCargo(v->cargo_type);
01327       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags, 
01328           next_station, u->last_loading_station == last_visited, payment);
01329 
01330       st->time_since_unload = 0;
01331       unloading_time += delivered;
01332 
01333       if (ge->cargo.Count() > prev_count) {
01334         /* something has been transferred. The station windows need updating. */
01335         dirty_station = true;
01336         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01337           InvalidateWindowData(WC_STATION_LIST, last_visited);
01338           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01339         }
01340       }
01341 
01342       anything_unloaded = true;
01343       dirty_vehicle = true;
01344 
01345       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
01346        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
01347        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
01348        * swapped back when done unloading.
01349        */
01350       if (v->cargo.OnboardCount() == 0) {
01351         /* done delivering */
01352         if (!v->cargo.Empty()) completely_emptied = false;
01353         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01354         v->cargo.SwapReserved();
01355       }
01356 
01357       continue;
01358     }
01359 
01360     /* Do not pick up goods when we have no-load set or loading is stopped. */
01361     if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
01362 
01363     /* update stats */
01364     int t;
01365     switch (u->type) {
01366       case VEH_TRAIN: /* FALL THROUGH */
01367       case VEH_SHIP:
01368         t = u->vcache.cached_max_speed;
01369         break;
01370 
01371       case VEH_ROAD:
01372         t = u->vcache.cached_max_speed / 2;
01373         break;
01374 
01375       case VEH_AIRCRAFT:
01376         t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
01377         break;
01378 
01379       default: NOT_REACHED();
01380     }
01381 
01382     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01383     ge->last_speed = min(t, 255);
01384     ge->last_age = _cur_year - u->build_year;
01385     ge->days_since_pickup = 0;
01386 
01387     /* If there's goods waiting at the station, and the vehicle
01388      * has capacity for it, load it on the vehicle. */
01389     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
01390     if (cap_left > 0) {
01391       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01392       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01393 
01394       int loaded = 0;
01395 
01396       if (_settings_game.order.improved_load) {
01397         loaded += v->cargo.LoadReserved(cap_left);
01398       }
01399 
01400       if (loaded < cap_left) {
01401         assert(v->cargo.ReservedCount() == 0);
01402         loaded += ge->cargo.MoveTo(&v->cargo, cap_left - loaded, next_station);
01403       }
01404 
01405       /* Store whether the maximum possible load amount was loaded or not.*/
01406       if (loaded == cap_left) {
01407         SetBit(full_load_amount, v->cargo_type);
01408       } else {
01409         ClrBit(full_load_amount, v->cargo_type);
01410       }
01411 
01412       /* TODO: Regarding this, when we do gradual loading, we
01413        * should first unload all vehicles and then start
01414        * loading them. Since this will cause
01415        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01416        * the whole vehicle chain is really totally empty, the
01417        * completely_emptied assignment can then be safely
01418        * removed; that's how TTDPatch behaves too. --pasky */
01419       if (loaded > 0) {
01420         completely_emptied = false;
01421         anything_loaded = true;
01422 
01423         st->time_since_load = 0;
01424         st->last_vehicle_type = v->type;
01425 
01426         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01427         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01428 
01429         unloading_time += loaded;
01430 
01431         dirty_vehicle = dirty_station = true;
01432       } else if  (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
01433         /* Skip loading this vehicle if another train/vehicle is already handling
01434          * the same cargo type at this station */
01435         SetBit(cargo_not_full, v->cargo_type);
01436         continue;
01437       }
01438     }
01439 
01440     if (v->cargo.OnboardCount() >= v->cargo_cap) {
01441       SetBit(cargo_full, v->cargo_type);
01442     } else {
01443       SetBit(cargo_not_full, v->cargo_type);
01444     }
01445   }
01446 
01447   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01448   completely_emptied &= anything_unloaded;
01449 
01450   v = u;
01451 
01452   if (!anything_unloaded) delete payment;
01453 
01454   ClrBit(u->vehicle_flags, VF_STOP_LOADING);
01455   if (anything_loaded || anything_unloaded) {
01456     if (_settings_game.order.gradual_loading) {
01457       /* The time it takes to load one 'slice' of cargo or passengers depends
01458        * on the vehicle type - the values here are those found in TTDPatch */
01459       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01460 
01461       unloading_time = gradual_loading_wait_time[v->type];
01462     }
01463 
01464     /* We loaded less cargo than possible for all cargo types and it's not full
01465      * load and we're not supposed to wait any longer: stop loading. */
01466     if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01467         (!_settings_game.order.timetabling || v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0))) {
01468       SetBit(v->vehicle_flags, VF_STOP_LOADING);
01469     }
01470   } else {
01471     bool finished_loading = true;
01472     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01473       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01474         /* if the aircraft carries passengers and is NOT full, then
01475          * continue loading, no matter how much mail is in */
01476         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.OnboardCount()) ||
01477             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01478           finished_loading = false;
01479         }
01480       } else if (cargo_not_full != 0) {
01481         finished_loading = false;
01482       }
01483     }
01484     unloading_time = 20;
01485 
01486     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01487   }
01488 
01489   if (v->type == VEH_TRAIN) {
01490     /* Each platform tile is worth 2 rail vehicles. */
01491     int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01492     if (overhang > 0) {
01493       unloading_time <<= 1;
01494       unloading_time += (overhang * unloading_time) / 8;
01495     }
01496   }
01497 
01498   /* Calculate the loading indicator fill percent and display
01499    * In the Game Menu do not display indicators
01500    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01501    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01502    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01503    */
01504   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01505     StringID percent_up_down = STR_NULL;
01506     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01507     if (v->fill_percent_te_id == INVALID_TE_ID) {
01508       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01509     } else {
01510       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01511     }
01512   }
01513 
01514   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01515   v->load_unload_ticks = max(1, unloading_time);
01516 
01517   if (completely_emptied) {
01518     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01519   }
01520 
01521   if (dirty_vehicle) {
01522     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01523     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01524     v->MarkDirty();
01525   }
01526   if (dirty_station) {
01527     st->MarkTilesDirty(true);
01528     SetWindowDirty(WC_STATION_VIEW, last_visited);
01529   }
01530   return cargos_reserved;
01531 }
01532 
01538 void LoadUnloadStation(Station *st)
01539 {
01540   /* No vehicle is here... */
01541   if (st->loading_vehicles.empty()) return;
01542 
01543   Vehicle *last_loading = NULL;
01544   std::list<Vehicle *>::iterator iter;
01545 
01546   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01547   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01548     Vehicle *v = *iter;
01549 
01550     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01551 
01552     assert(v->load_unload_ticks != 0);
01553     if (--v->load_unload_ticks == 0) last_loading = v;
01554   }
01555 
01556   /* We only need to reserve and load/unload up to the last loading vehicle.
01557    * Anything else will be forgotten anyway after returning from this function.
01558    *
01559    * Especially this means we do _not_ need to reserve cargo for a single
01560    * consist in a station which is not allowed to load yet because its
01561    * load_unload_ticks is still not 0.
01562    */
01563   if (last_loading == NULL) return;
01564 
01565   uint cargos_reserved = 0;
01566 
01567   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01568     Vehicle *v = *iter;
01569     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
01570     if (v == last_loading) break;
01571   }
01572 
01573   /* Call the production machinery of industries */
01574   const Industry * const *isend = _cargo_delivery_destinations.End();
01575   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01576     TriggerIndustryProduction(*iid);
01577   }
01578   _cargo_delivery_destinations.Clear();
01579 }
01580 
01584 void CompaniesMonthlyLoop()
01585 {
01586   CompaniesGenStatistics();
01587   if (_settings_game.economy.inflation) {
01588     AddInflation();
01589     RecomputePrices();
01590   }
01591 
01592   CompaniesPayInterest();
01593   HandleEconomyFluctuations();
01594 }
01595 
01596 static void DoAcquireCompany(Company *c)
01597 {
01598   CompanyID ci = c->index;
01599 
01600   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01601   cni->FillData(c, Company::Get(_current_company));
01602 
01603   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01604   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01605   SetDParamStr(2, cni->company_name);
01606   SetDParamStr(3, cni->other_company_name);
01607   SetDParam(4, c->bankrupt_value);
01608   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01609   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01610 
01611   ChangeOwnershipOfCompanyItems(ci, _current_company);
01612 
01613   if (c->bankrupt_value == 0) {
01614     Company *owner = Company::Get(_current_company);
01615     owner->current_loan += c->current_loan;
01616   }
01617 
01618   Money value = CalculateCompanyValue(c) >> 2;
01619   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
01620   for (int i = 0; i != 4; i++) {
01621     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01622       cur_company.Change(c->share_owners[i]);
01623       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01624     }
01625   }
01626   cur_company.Restore();
01627 
01628   if (c->is_ai) AI::Stop(c->index);
01629 
01630   DeleteCompanyWindows(ci);
01631   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01632   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01633   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01634   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01635 
01636   delete c;
01637 }
01638 
01639 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01640 
01650 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01651 {
01652   CommandCost cost(EXPENSES_OTHER);
01653   CompanyID target_company = (CompanyID)p1;
01654   Company *c = Company::GetIfValid(target_company);
01655 
01656   /* Check if buying shares is allowed (protection against modified clients)
01657    * Cannot buy own shares */
01658   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01659 
01660   /* Protect new companies from hostile takeovers */
01661   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01662 
01663   /* Those lines are here for network-protection (clients can be slow) */
01664   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01665 
01666   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01667     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01668 
01669     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01670   }
01671 
01672 
01673   cost.AddCost(CalculateCompanyValue(c) >> 2);
01674   if (flags & DC_EXEC) {
01675     OwnerByte *b = c->share_owners;
01676 
01677     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01678     *b = _current_company;
01679 
01680     for (int i = 0; c->share_owners[i] == _current_company;) {
01681       if (++i == 4) {
01682         c->bankrupt_value = 0;
01683         DoAcquireCompany(c);
01684         break;
01685       }
01686     }
01687     SetWindowDirty(WC_COMPANY, target_company);
01688     CompanyAdminUpdate(c);
01689   }
01690   return cost;
01691 }
01692 
01702 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01703 {
01704   CompanyID target_company = (CompanyID)p1;
01705   Company *c = Company::GetIfValid(target_company);
01706 
01707   /* Check if selling shares is allowed (protection against modified clients)
01708    * Cannot sell own shares */
01709   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01710 
01711   /* Those lines are here for network-protection (clients can be slow) */
01712   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01713 
01714   /* adjust it a little to make it less profitable to sell and buy */
01715   Money cost = CalculateCompanyValue(c) >> 2;
01716   cost = -(cost - (cost >> 7));
01717 
01718   if (flags & DC_EXEC) {
01719     OwnerByte *b = c->share_owners;
01720     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01721     *b = COMPANY_SPECTATOR;
01722     SetWindowDirty(WC_COMPANY, target_company);
01723     CompanyAdminUpdate(c);
01724   }
01725   return CommandCost(EXPENSES_OTHER, cost);
01726 }
01727 
01740 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01741 {
01742   CompanyID target_company = (CompanyID)p1;
01743   Company *c = Company::GetIfValid(target_company);
01744   if (c == NULL) return CMD_ERROR;
01745 
01746   /* Disable takeovers when not asked */
01747   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01748 
01749   /* Disable taking over the local company in single player */
01750   if (!_networking && _local_company == c->index) return CMD_ERROR;
01751 
01752   /* Do not allow companies to take over themselves */
01753   if (target_company == _current_company) return CMD_ERROR;
01754 
01755   /* Disable taking over when not allowed. */
01756   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01757 
01758   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01759   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01760 
01761   if (flags & DC_EXEC) {
01762     DoAcquireCompany(c);
01763   }
01764   return cost;
01765 }