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   }
00411 
00412   /* convert owner of stations (including deleted ones, but excluding buoys) */
00413   Station *st;
00414   FOR_ALL_STATIONS(st) {
00415     if (st->owner == old_owner) {
00416       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00417        * also, drawing station window would cause reading invalid company's colour */
00418       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00419     }
00420   }
00421 
00422   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00423   Waypoint *wp;
00424   FOR_ALL_WAYPOINTS(wp) {
00425     if (wp->owner == old_owner) {
00426       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00427     }
00428   }
00429 
00430   /* In all cases clear replace engine rules.
00431    * Even if it was copied, it could interfere with new owner's rules */
00432   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00433 
00434   if (new_owner == INVALID_OWNER) {
00435     RemoveAllGroupsForCompany(old_owner);
00436   } else {
00437     Group *g;
00438     FOR_ALL_GROUPS(g) {
00439       if (g->owner == old_owner) g->owner = new_owner;
00440     }
00441   }
00442 
00443   Sign *si;
00444   FOR_ALL_SIGNS(si) {
00445     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00446   }
00447 
00448   /* Change colour of existing windows */
00449   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00450 
00451   _current_company = old;
00452 
00453   MarkWholeScreenDirty();
00454 }
00455 
00456 static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
00457 {
00458 #ifdef ENABLE_NETWORK
00459   if (!_networking) return;
00460 
00461   if (current_owner == _local_company) {
00462     SetLocalCompany(new_owner);
00463   }
00464 
00465   if (!_network_server) return;
00466 
00467   NetworkServerChangeOwner(current_owner, new_owner);
00468 #endif /* ENABLE_NETWORK */
00469 }
00470 
00471 static void CompanyCheckBankrupt(Company *c)
00472 {
00473   /*  If the company has money again, it does not go bankrupt */
00474   if (c->money >= 0) {
00475     c->quarters_of_bankruptcy = 0;
00476     c->bankrupt_asked = 0;
00477     return;
00478   }
00479 
00480   c->quarters_of_bankruptcy++;
00481 
00482   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00483   cni->FillData(c);
00484 
00485   switch (c->quarters_of_bankruptcy) {
00486     case 0:
00487     case 1:
00488       free(cni);
00489       break;
00490 
00491     case 2:
00492       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00493       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00494       SetDParamStr(2, cni->company_name);
00495       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00496       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00497       break;
00498     case 3: {
00499       /* Check if the company has any value.. if not, declare it bankrupt
00500        *  right now */
00501       Money val = CalculateCompanyValue(c);
00502       if (val > 0) {
00503         c->bankrupt_value = val;
00504         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00505         c->bankrupt_timeout = 0;
00506         free(cni);
00507         break;
00508       }
00509       /* Else, falltrue to case 4... */
00510     }
00511     default:
00512     case 4:
00513       if (!_networking && _local_company == c->index) {
00514         /* If we are in offline mode, leave the company playing. Eg. there
00515          * is no THE-END, otherwise mark the client as spectator to make sure
00516          * he/she is no long in control of this company. However... when you
00517          * join another company (cheat) the "unowned" company can bankrupt. */
00518         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00519         free(cni);
00520         break;
00521       }
00522 
00523       /* Close everything the owner has open */
00524       DeleteCompanyWindows(c->index);
00525 
00526       /* Show bankrupt news */
00527       SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
00528       SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
00529       SetDParamStr(2, cni->company_name);
00530       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);
00531 
00532       /* Remove the company */
00533       ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
00534       ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
00535 
00536       if (c->is_ai) AI::Stop(c->index);
00537 
00538       CompanyID c_index = c->index;
00539       delete c;
00540       AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
00541   }
00542 }
00543 
00544 static void CompaniesGenStatistics()
00545 {
00546   Station *st;
00547   Company *c;
00548 
00549   FOR_ALL_STATIONS(st) {
00550     _current_company = st->owner;
00551     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00552     SubtractMoneyFromCompany(cost);
00553   }
00554 
00555   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
00556     return;
00557 
00558   FOR_ALL_COMPANIES(c) {
00559     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00560     c->old_economy[0] = c->cur_economy;
00561     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00562 
00563     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
00564 
00565     UpdateCompanyRatingAndValue(c, true);
00566     if (c->block_preview != 0) c->block_preview--;
00567     CompanyCheckBankrupt(c);
00568   }
00569 
00570   SetWindowDirty(WC_INCOME_GRAPH, 0);
00571   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00572   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00573   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00574   SetWindowDirty(WC_COMPANY_VALUE, 0);
00575   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00576 }
00577 
00582 void AddInflation(bool check_year)
00583 {
00584   /* The cargo payment inflation differs from the normal inflation, so the
00585    * relative amount of money you make with a transport decreases slowly over
00586    * the 170 years. After a few hundred years we reach a level in which the
00587    * games will become unplayable as the maximum income will be less than
00588    * the minimum running cost.
00589    *
00590    * Furthermore there are a lot of inflation related overflows all over the
00591    * place. Solving them is hardly possible because inflation will always
00592    * reach the overflow threshold some day. So we'll just perform the
00593    * inflation mechanism during the first 170 years (the amount of years that
00594    * one had in the original TTD) and stop doing the inflation after that
00595    * because it only causes problems that can't be solved nicely and the
00596    * inflation doesn't add anything after that either; it even makes playing
00597    * it impossible due to the diverging cost and income rates.
00598    */
00599   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00600 
00601   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00602    * scaled by 65536
00603    * 12 -> months per year
00604    * This is only a good approxiamtion for small values
00605    */
00606   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00607   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00608 }
00609 
00613 void RecomputePrices()
00614 {
00615   /* Setup maximum loan */
00616   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00617 
00618   /* Setup price bases */
00619   for (Price i = PR_BEGIN; i < PR_END; i++) {
00620     Money price = _price_base_specs[i].start_price;
00621 
00622     /* Apply difficulty settings */
00623     uint mod = 1;
00624     switch (_price_base_specs[i].category) {
00625       case PCAT_RUNNING:
00626         mod = _settings_game.difficulty.vehicle_costs;
00627         break;
00628 
00629       case PCAT_CONSTRUCTION:
00630         mod = _settings_game.difficulty.construction_cost;
00631         break;
00632 
00633       default: break;
00634     }
00635     if (mod < 1) {
00636       price = price * 3 >> 2;
00637     } else if (mod > 1) {
00638       price = price * 9 >> 3;
00639     }
00640 
00641     /* Apply inflation */
00642     price = (int64)price * _economy.inflation_prices;
00643 
00644     /* Apply newgrf modifiers, and remove fractional part of inflation */
00645     int shift = _price_base_multiplier[i] - 16;
00646     if (shift >= 0) {
00647       price <<= shift;
00648     } else {
00649       price >>= -shift;
00650     }
00651 
00652     /* Store value */
00653     _price[i] = price;
00654   }
00655 
00656   /* Setup cargo payment */
00657   CargoSpec *cs;
00658   FOR_ALL_CARGOSPECS(cs) {
00659     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00660   }
00661 
00662   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00663   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00664   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00665   SetWindowDirty(WC_PAYMENT_RATES, 0);
00666 }
00667 
00668 static void CompaniesPayInterest()
00669 {
00670   const Company *c;
00671 
00672   FOR_ALL_COMPANIES(c) {
00673     _current_company = c->index;
00674 
00675     /* Over a year the paid interest should be "loan * interest percentage",
00676      * but... as that number is likely not dividable by 12 (pay each month),
00677      * one needs to account for that in the monthly fee calculations.
00678      * To easily calculate what one should pay "this" month, you calculate
00679      * what (total) should have been paid up to this month and you substract
00680      * whatever has been paid in the previous months. This will mean one month
00681      * it'll be a bit more and the other it'll be a bit less than the average
00682      * monthly fee, but on average it will be exact. */
00683     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00684     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00685     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00686 
00687     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00688 
00689     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00690   }
00691 }
00692 
00693 static void HandleEconomyFluctuations()
00694 {
00695   if (_settings_game.difficulty.economy != 0) {
00696     /* When economy is Fluctuating, decrease counter */
00697     _economy.fluct--;
00698   } else if (_economy.fluct <= 0) {
00699     /* When it's Steady and we are in recession, end it now */
00700     _economy.fluct = -12;
00701   } else {
00702     /* No need to do anything else in other cases */
00703     return;
00704   }
00705 
00706   if (_economy.fluct == 0) {
00707     _economy.fluct = -(int)GB(Random(), 0, 2);
00708     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00709   } else if (_economy.fluct == -12) {
00710     _economy.fluct = GB(Random(), 0, 8) + 312;
00711     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00712   }
00713 }
00714 
00715 
00719 void ResetPriceBaseMultipliers()
00720 {
00721   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00722 }
00723 
00731 void SetPriceBaseMultiplier(Price price, int factor)
00732 {
00733   assert(price < PR_END);
00734   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00735 }
00736 
00741 void StartupIndustryDailyChanges(bool init_counter)
00742 {
00743   uint map_size = MapLogX() + MapLogY();
00744   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00745    * which stands for the days in a month.
00746    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00747    * would not be needed.
00748    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00749    * on the overall total number of changes performed */
00750   _economy.industry_daily_increment = (1 << map_size) / 31;
00751 
00752   if (init_counter) {
00753     /* A new game or a savegame from an older version will require the counter to be initialized */
00754     _economy.industry_daily_change_counter = 0;
00755   }
00756 }
00757 
00758 void StartupEconomy()
00759 {
00760   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00761   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00762   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00763   _economy.fluct = GB(Random(), 0, 8) + 168;
00764 
00765   /* Set up prices */
00766   RecomputePrices();
00767 
00768   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00769 
00770 }
00771 
00775 void InitializeEconomy()
00776 {
00777   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00778 }
00779 
00788 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00789 {
00790   if (index >= PR_END) return 0;
00791 
00792   Money cost = _price[index] * cost_factor;
00793   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00794 
00795   if (shift >= 0) {
00796     cost <<= shift;
00797   } else {
00798     cost >>= -shift;
00799   }
00800 
00801   return cost;
00802 }
00803 
00804 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00805 {
00806   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00807   if (!cs->IsValid()) {
00808     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00809     return 0;
00810   }
00811 
00812   /* Use callback to calculate cargo profit, if available */
00813   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00814     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00815     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00816     if (callback != CALLBACK_FAILED) {
00817       int result = GB(callback, 0, 14);
00818 
00819       /* Simulate a 15 bit signed value */
00820       if (HasBit(callback, 14)) result -= 0x4000;
00821 
00822       /* "The result should be a signed multiplier that gets multiplied
00823        * by the amount of cargo moved and the price factor, then gets
00824        * divided by 8192." */
00825       return result * num_pieces * cs->current_payment / 8192;
00826     }
00827   }
00828 
00829   static const int MIN_TIME_FACTOR = 31;
00830   static const int MAX_TIME_FACTOR = 255;
00831 
00832   const int days1 = cs->transit_days[0];
00833   const int days2 = cs->transit_days[1];
00834   const int days_over_days1 = max(   transit_days - days1, 0);
00835   const int days_over_days2 = max(days_over_days1 - days2, 0);
00836 
00837   /*
00838    * The time factor is calculated based on the time it took
00839    * (transit_days) compared two cargo-depending values. The
00840    * range is divided into three parts:
00841    *
00842    *  - constant for fast transits
00843    *  - linear decreasing with time with a slope of -1 for medium transports
00844    *  - linear decreasing with time with a slope of -2 for slow transports
00845    *
00846    */
00847   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00848 
00849   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00850 }
00851 
00853 static SmallIndustryList _cargo_delivery_destinations;
00854 
00864 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00865 {
00866   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00867    * This fails in three cases:
00868    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00869    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00870    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00871    */
00872 
00873   uint accepted = 0;
00874 
00875   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00876     Industry *ind = st->industries_near[i];
00877     if (ind->index == source) continue;
00878 
00879     const IndustrySpec *indspec = GetIndustrySpec(ind->type);
00880 
00881     uint cargo_index;
00882     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00883       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00884     }
00885     /* Check if matching cargo has been found */
00886     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00887 
00888     /* Check if industry temporarily refuses acceptance */
00889     if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
00890       uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->xy);
00891       if (res == 0) continue;
00892     }
00893 
00894     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00895     _cargo_delivery_destinations.Include(ind);
00896 
00897     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00898     ind->incoming_cargo_waiting[cargo_index] += amount;
00899     num_pieces -= amount;
00900     accepted += amount;
00901   }
00902 
00903   return accepted;
00904 }
00905 
00919 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)
00920 {
00921   assert(num_pieces > 0);
00922 
00923   const Station *st = Station::Get(dest);
00924 
00925   /* Give the goods to the industry. */
00926   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00927 
00928   /* If this cargo type is always accepted, accept all */
00929   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00930 
00931   /* Update company statistics */
00932   company->cur_economy.delivered_cargo += accepted;
00933   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00934 
00935   /* Increase town's counter for some special goods types */
00936   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00937   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00938   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00939 
00940   /* Determine profit */
00941   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00942 
00943   /* Modify profit if a subsidy is in effect */
00944   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00945     switch (_settings_game.difficulty.subsidy_multiplier) {
00946       case 0:  profit += profit >> 1; break;
00947       case 1:  profit *= 2; break;
00948       case 2:  profit *= 3; break;
00949       default: profit *= 4; break;
00950     }
00951   }
00952 
00953   return profit;
00954 }
00955 
00961 static void TriggerIndustryProduction(Industry *i)
00962 {
00963   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00964   uint16 callback = indspec->callback_mask;
00965 
00966   i->was_cargo_delivered = true;
00967   i->last_cargo_accepted_at = _date;
00968 
00969   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
00970     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
00971       IndustryProductionCallback(i, 0);
00972     } else {
00973       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
00974     }
00975   } else {
00976     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
00977       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
00978       if (cargo_waiting == 0) continue;
00979 
00980       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
00981       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
00982 
00983       i->incoming_cargo_waiting[cargo_index] = 0;
00984     }
00985   }
00986 
00987   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
00988   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
00989 }
00990 
00995 CargoPayment::CargoPayment(Vehicle *front) :
00996   front(front),
00997   current_station(front->last_station_visited)
00998 {
00999 }
01000 
01001 CargoPayment::~CargoPayment()
01002 {
01003   if (this->CleaningPool()) return;
01004 
01005   this->front->cargo_payment = NULL;
01006 
01007   if (this->visual_profit == 0) return;
01008 
01009   CompanyID old_company = _current_company;
01010   _current_company = this->front->owner;
01011 
01012   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01013   this->front->profit_this_year += this->visual_profit << 8;
01014 
01015   if (this->route_profit != 0) {
01016     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01017       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01018     }
01019 
01020     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01021   } else {
01022     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01023   }
01024 
01025   _current_company = old_company;
01026 }
01027 
01033 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01034 {
01035   if (this->owner == NULL) {
01036     this->owner = Company::Get(this->front->owner);
01037   }
01038 
01039   /* Handle end of route payment */
01040   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01041   this->route_profit += profit;
01042 
01043   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01044   this->visual_profit += profit - cp->FeederShare();
01045 }
01046 
01053 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01054 {
01055   Money profit = GetTransportedGoodsIncome(
01056     count,
01057     /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01058     DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01059     cp->DaysInTransit(),
01060     this->ct);
01061 
01062   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01063   return profit; // account for the (virtual) profit already made for the cargo packet
01064 }
01065 
01070 void PrepareUnload(Vehicle *front_v)
01071 {
01072   /* At this moment loading cannot be finished */
01073   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01074 
01075   /* Start unloading in at the first possible moment */
01076   front_v->time_counter = 1;
01077 
01078   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01079     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01080       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01081         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01082       }
01083     }
01084   }
01085 
01086   assert(front_v->cargo_payment == NULL);
01087   front_v->cargo_payment = new CargoPayment(front_v);
01088 }
01089 
01098 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
01099 {
01100   assert(v->current_order.IsType(OT_LOADING));
01101 
01102   assert(v->time_counter != 0);
01103 
01104   /* We have not waited enough time till the next round of loading/unloading */
01105   if (--v->time_counter != 0) {
01106     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01107       /* 'Reserve' this cargo for this vehicle, because we were first. */
01108       for (; v != NULL; v = v->Next()) {
01109         int cap_left = v->cargo_cap - v->cargo.Count();
01110         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01111       }
01112     }
01113     return;
01114   }
01115 
01116   StationID last_visited = v->last_station_visited;
01117   Station *st = Station::Get(last_visited);
01118 
01119   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01120     /* The train reversed in the station. Take the "easy" way
01121      * out and let the train just leave as it always did. */
01122     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01123     v->time_counter = 1;
01124     return;
01125   }
01126 
01127   int unloading_time = 0;
01128   Vehicle *u = v;
01129   bool dirty_vehicle = false;
01130   bool dirty_station = false;
01131 
01132   bool completely_emptied = true;
01133   bool anything_unloaded = false;
01134   bool anything_loaded   = false;
01135   uint32 cargo_not_full  = 0;
01136   uint32 cargo_full      = 0;
01137 
01138   v->cur_speed = 0;
01139 
01140   CargoPayment *payment = v->cargo_payment;
01141 
01142   for (; v != NULL; v = v->Next()) {
01143     if (v->cargo_cap == 0) continue;
01144 
01145     const Engine *e = Engine::Get(v->engine_type);
01146     byte load_amount = e->info.load_amount;
01147 
01148     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01149     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = (load_amount + 3) / 4;
01150 
01151     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01152       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01153       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01154     }
01155 
01156     GoodsEntry *ge = &st->goods[v->cargo_type];
01157 
01158     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01159       uint cargo_count = v->cargo.Count();
01160       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01161       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01162       bool accepted  = false; // Is the cargo accepted by the station?
01163 
01164       payment->SetCargo(v->cargo_type);
01165 
01166       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01167         /* The cargo has reached it's final destination, the packets may now be destroyed */
01168         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01169 
01170         dirty_vehicle = true;
01171         accepted = true;
01172       }
01173 
01174       /* The !accepted || v->cargo.Count == cargo_count clause is there
01175        * to make it possible to force unload vehicles at the station where
01176        * they were loaded, but to not force unload the vehicle when the
01177        * station is still accepting the cargo in the vehicle. It doesn't
01178        * accept cargo that was loaded at the same station. */
01179       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01180         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01181         SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01182 
01183         dirty_vehicle = dirty_station = true;
01184       } else if (!accepted) {
01185         /* The order changed while unloading (unset unload/transfer) or the
01186          * station does not accept our goods. */
01187         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01188 
01189         /* Say we loaded something, otherwise we'll think we didn't unload
01190          * something and we didn't load something, so we must be finished
01191          * at this station. Setting the unloaded means that we will get a
01192          * retry for loading in the next cycle. */
01193         anything_unloaded = true;
01194         continue;
01195       }
01196 
01197       /* Deliver goods to the station */
01198       st->time_since_unload = 0;
01199 
01200       unloading_time += amount_unloaded;
01201 
01202       anything_unloaded = true;
01203       if (_settings_game.order.gradual_loading && remaining) {
01204         completely_emptied = false;
01205       } else {
01206         /* We have finished unloading (cargo count == 0) */
01207         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01208       }
01209 
01210       continue;
01211     }
01212 
01213     /* Do not pick up goods when we have no-load set. */
01214     if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;
01215 
01216     /* update stats */
01217     int t;
01218     switch (u->type) {
01219       case VEH_TRAIN:    t = Train::From(u)->tcache.cached_max_speed; break;
01220       case VEH_ROAD:     t = u->max_speed / 2;        break;
01221       case VEH_SHIP:     t = u->max_speed;            break;
01222       case VEH_AIRCRAFT: t = u->max_speed * 10 / 129; break; // convert to old units
01223       default: NOT_REACHED();
01224     }
01225 
01226     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01227     ge->last_speed = min(t, 255);
01228     ge->last_age = _cur_year - u->build_year;
01229     ge->days_since_pickup = 0;
01230 
01231     /* If there's goods waiting at the station, and the vehicle
01232      * has capacity for it, load it on the vehicle. */
01233     int cap_left = v->cargo_cap - v->cargo.Count();
01234     if (!ge->cargo.Empty() && cap_left > 0) {
01235       uint cap = cap_left;
01236       uint count = ge->cargo.Count();
01237 
01238       /* Skip loading this vehicle if another train/vehicle is already handling
01239        * the same cargo type at this station */
01240       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01241         SetBit(cargo_not_full, v->cargo_type);
01242         continue;
01243       }
01244 
01245       if (cap > count) cap = count;
01246       if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
01247       if (_settings_game.order.improved_load) {
01248         /* Don't load stuff that is already 'reserved' for other vehicles */
01249         cap = min((uint)cargo_left[v->cargo_type], cap);
01250         cargo_left[v->cargo_type] -= cap;
01251       }
01252 
01253       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01254 
01255       /* TODO: Regarding this, when we do gradual loading, we
01256        * should first unload all vehicles and then start
01257        * loading them. Since this will cause
01258        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01259        * the whole vehicle chain is really totally empty, the
01260        * completely_emptied assignment can then be safely
01261        * removed; that's how TTDPatch behaves too. --pasky */
01262       completely_emptied = false;
01263       anything_loaded = true;
01264 
01265       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01266 
01267       st->time_since_load = 0;
01268       st->last_vehicle_type = v->type;
01269 
01270       StationAnimationTrigger(st, st->xy, STAT_ANIM_CARGO_TAKEN, v->cargo_type);
01271 
01272       unloading_time += cap;
01273 
01274       dirty_vehicle = dirty_station = true;
01275     }
01276 
01277     if (v->cargo.Count() >= v->cargo_cap) {
01278       SetBit(cargo_full, v->cargo_type);
01279     } else {
01280       SetBit(cargo_not_full, v->cargo_type);
01281     }
01282   }
01283 
01284   /* Only set completly_emptied, if we just unloaded all remaining cargo */
01285   completely_emptied &= anything_unloaded;
01286 
01287   /* We update these variables here, so gradual loading still fills
01288    * all wagons at the same time instead of using the same 'improved'
01289    * loading algorithm for the wagons (only fill wagon when there is
01290    * enough to fill the previous wagons) */
01291   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01292     /* Update left cargo */
01293     for (v = u; v != NULL; v = v->Next()) {
01294       int cap_left = v->cargo_cap - v->cargo.Count();
01295       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01296     }
01297   }
01298 
01299   v = u;
01300 
01301   if (!anything_unloaded) delete payment;
01302 
01303   if (anything_loaded || anything_unloaded) {
01304     if (_settings_game.order.gradual_loading) {
01305       /* The time it takes to load one 'slice' of cargo or passengers depends
01306        * on the vehicle type - the values here are those found in TTDPatch */
01307       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01308 
01309       unloading_time = gradual_loading_wait_time[v->type];
01310     }
01311   } else {
01312     bool finished_loading = true;
01313     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01314       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01315         /* if the aircraft carries passengers and is NOT full, then
01316          * continue loading, no matter how much mail is in */
01317         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01318             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are stull non-full cargos
01319           finished_loading = false;
01320         }
01321       } else if (cargo_not_full != 0) {
01322         finished_loading = false;
01323       }
01324     }
01325     unloading_time = 20;
01326 
01327     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01328   }
01329 
01330   if (v->type == VEH_TRAIN) {
01331     /* Each platform tile is worth 2 rail vehicles. */
01332     int overhang = Train::From(v)->tcache.cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01333     if (overhang > 0) {
01334       unloading_time <<= 1;
01335       unloading_time += (overhang * unloading_time) / 8;
01336     }
01337   }
01338 
01339   /* Calculate the loading indicator fill percent and display
01340    * In the Game Menu do not display indicators
01341    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01342    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01343    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01344    */
01345   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01346     StringID percent_up_down = STR_NULL;
01347     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01348     if (v->fill_percent_te_id == INVALID_TE_ID) {
01349       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01350     } else {
01351       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01352     }
01353   }
01354 
01355   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01356   v->time_counter = max(1, unloading_time);
01357 
01358   if (completely_emptied) {
01359     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01360   }
01361 
01362   if (dirty_vehicle) {
01363     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01364     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01365     v->MarkDirty();
01366   }
01367   if (dirty_station) {
01368     st->MarkTilesDirty(true);
01369     SetWindowDirty(WC_STATION_VIEW, last_visited);
01370   }
01371 }
01372 
01378 void LoadUnloadStation(Station *st)
01379 {
01380   /* No vehicle is here... */
01381   if (st->loading_vehicles.empty()) return;
01382 
01383   int cargo_left[NUM_CARGO];
01384 
01385   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01386 
01387   std::list<Vehicle *>::iterator iter;
01388   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01389     Vehicle *v = *iter;
01390     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01391   }
01392 
01393   /* Call the production machinery of industries */
01394   const Industry * const *isend = _cargo_delivery_destinations.End();
01395   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01396     TriggerIndustryProduction(*iid);
01397   }
01398   _cargo_delivery_destinations.Clear();
01399 }
01400 
01401 void CompaniesMonthlyLoop()
01402 {
01403   CompaniesGenStatistics();
01404   if (_settings_game.economy.inflation) {
01405     AddInflation();
01406     RecomputePrices();
01407   }
01408   CompaniesPayInterest();
01409   /* Reset the _current_company flag */
01410   _current_company = OWNER_NONE;
01411   HandleEconomyFluctuations();
01412 }
01413 
01414 static void DoAcquireCompany(Company *c)
01415 {
01416   Company *owner;
01417   int i;
01418   Money value;
01419   CompanyID ci = c->index;
01420 
01421   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01422   cni->FillData(c, Company::Get(_current_company));
01423 
01424   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01425   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01426   SetDParamStr(2, cni->company_name);
01427   SetDParamStr(3, cni->other_company_name);
01428   SetDParam(4, c->bankrupt_value);
01429   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01430   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01431 
01432   /* original code does this a little bit differently */
01433   ChangeNetworkOwner(ci, _current_company);
01434   ChangeOwnershipOfCompanyItems(ci, _current_company);
01435 
01436   if (c->bankrupt_value == 0) {
01437     owner = Company::Get(_current_company);
01438     owner->current_loan += c->current_loan;
01439   }
01440 
01441   value = CalculateCompanyValue(c) >> 2;
01442   CompanyID old_company = _current_company;
01443   for (i = 0; i != 4; i++) {
01444     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01445       _current_company = c->share_owners[i];
01446       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01447     }
01448   }
01449   _current_company = old_company;
01450 
01451   if (c->is_ai) AI::Stop(c->index);
01452 
01453   DeleteCompanyWindows(ci);
01454   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01455   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01456   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01457   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01458 
01459   delete c;
01460 }
01461 
01462 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01463 
01472 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01473 {
01474   CommandCost cost(EXPENSES_OTHER);
01475 
01476   Company *c = Company::GetIfValid(p1);
01477 
01478   /* Check if buying shares is allowed (protection against modified clients)
01479    * Cannot buy own shares */
01480   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
01481 
01482   /* Protect new companies from hostile takeovers */
01483   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01484 
01485   /* Those lines are here for network-protection (clients can be slow) */
01486   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01487 
01488   /* We can not buy out a real company (temporarily). TODO: well, enable it obviously */
01489   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1 && !c->is_ai) return cost;
01490 
01491   cost.AddCost(CalculateCompanyValue(c) >> 2);
01492   if (flags & DC_EXEC) {
01493     OwnerByte *b = c->share_owners;
01494     int i;
01495 
01496     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01497     *b = _current_company;
01498 
01499     for (i = 0; c->share_owners[i] == _current_company;) {
01500       if (++i == 4) {
01501         c->bankrupt_value = 0;
01502         DoAcquireCompany(c);
01503         break;
01504       }
01505     }
01506     SetWindowDirty(WC_COMPANY, p1);
01507   }
01508   return cost;
01509 }
01510 
01519 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01520 {
01521   Company *c = Company::GetIfValid(p1);
01522 
01523   /* Check if selling shares is allowed (protection against modified clients)
01524    * Cannot sell own shares */
01525   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
01526 
01527   /* Those lines are here for network-protection (clients can be slow) */
01528   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01529 
01530   /* adjust it a little to make it less profitable to sell and buy */
01531   Money cost = CalculateCompanyValue(c) >> 2;
01532   cost = -(cost - (cost >> 7));
01533 
01534   if (flags & DC_EXEC) {
01535     OwnerByte *b = c->share_owners;
01536     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01537     *b = COMPANY_SPECTATOR;
01538     SetWindowDirty(WC_COMPANY, p1);
01539   }
01540   return CommandCost(EXPENSES_OTHER, cost);
01541 }
01542 
01554 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01555 {
01556   Company *c = Company::GetIfValid(p1);
01557   if (c == NULL) return CMD_ERROR;
01558 
01559   /* Disable takeovers when not asked */
01560   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01561 
01562   /* Disable taking over the local company in single player */
01563   if (!_networking && _local_company == c->index) return CMD_ERROR;
01564 
01565   /* Do not allow companies to take over themselves */
01566   if ((CompanyID)p1 == _current_company) return CMD_ERROR;
01567 
01568   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01569   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01570 
01571   if (flags & DC_EXEC) {
01572     DoAcquireCompany(c);
01573   }
01574   return cost;
01575 }

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