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 "cargodest_func.h"
00050 
00051 #include "table/strings.h"
00052 #include "table/pricebase.h"
00053 
00054 
00055 /* Initialize the cargo payment-pool */
00056 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00057 INSTANTIATE_POOL_METHODS(CargoPayment)
00058 
00059 
00070 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00071 {
00072   return (int32)((int64)a * (int64)b >> shift);
00073 }
00074 
00075 typedef SmallVector<Industry *, 16> SmallIndustryList;
00076 
00080 const ScoreInfo _score_info[] = {
00081   {     120, 100}, // SCORE_VEHICLES
00082   {      80, 100}, // SCORE_STATIONS
00083   {   10000, 100}, // SCORE_MIN_PROFIT
00084   {   50000,  50}, // SCORE_MIN_INCOME
00085   {  100000, 100}, // SCORE_MAX_INCOME
00086   {   40000, 400}, // SCORE_DELIVERED
00087   {       8,  50}, // SCORE_CARGO
00088   {10000000,  50}, // SCORE_MONEY
00089   {  250000,  50}, // SCORE_LOAN
00090   {       0,   0}  // SCORE_TOTAL
00091 };
00092 
00093 int _score_part[MAX_COMPANIES][SCORE_END];
00094 Economy _economy;
00095 Prices _price;
00096 Money _additional_cash_required;
00097 static PriceMultipliers _price_base_multiplier;
00098 
00108 Money CalculateCompanyValue(const Company *c, bool including_loan)
00109 {
00110   Owner owner = c->index;
00111 
00112   Station *st;
00113   uint num = 0;
00114 
00115   FOR_ALL_STATIONS(st) {
00116     if (st->owner == owner) num += CountBits((byte)st->facilities);
00117   }
00118 
00119   Money value = num * _price[PR_STATION_VALUE] * 25;
00120 
00121   Vehicle *v;
00122   FOR_ALL_VEHICLES(v) {
00123     if (v->owner != owner) continue;
00124 
00125     if (v->type == VEH_TRAIN ||
00126         v->type == VEH_ROAD ||
00127         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00128         v->type == VEH_SHIP) {
00129       value += v->value * 3 >> 1;
00130     }
00131   }
00132 
00133   /* Add real money value */
00134   if (including_loan) value -= c->current_loan;
00135   value += c->money;
00136 
00137   return max(value, (Money)1);
00138 }
00139 
00148 int UpdateCompanyRatingAndValue(Company *c, bool update)
00149 {
00150   Owner owner = c->index;
00151   int score = 0;
00152 
00153   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00154 
00155   /* Count vehicles */
00156   {
00157     Vehicle *v;
00158     Money min_profit = 0;
00159     bool min_profit_first = true;
00160     uint num = 0;
00161 
00162     FOR_ALL_VEHICLES(v) {
00163       if (v->owner != owner) continue;
00164       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00165         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00166         if (v->age > 730) {
00167           /* Find the vehicle with the lowest amount of profit */
00168           if (min_profit_first || min_profit > v->profit_last_year) {
00169             min_profit = v->profit_last_year;
00170             min_profit_first = false;
00171           }
00172         }
00173       }
00174     }
00175 
00176     min_profit >>= 8; // remove the fract part
00177 
00178     _score_part[owner][SCORE_VEHICLES] = num;
00179     /* Don't allow negative min_profit to show */
00180     if (min_profit > 0) {
00181       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00182     }
00183   }
00184 
00185   /* Count stations */
00186   {
00187     uint num = 0;
00188     const Station *st;
00189 
00190     FOR_ALL_STATIONS(st) {
00191       /* Only count stations that are actually serviced */
00192       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00193     }
00194     _score_part[owner][SCORE_STATIONS] = num;
00195   }
00196 
00197   /* Generate statistics depending on recent income statistics */
00198   {
00199     int numec = min(c->num_valid_stat_ent, 12);
00200     if (numec != 0) {
00201       const CompanyEconomyEntry *cee = c->old_economy;
00202       Money min_income = cee->income + cee->expenses;
00203       Money max_income = cee->income + cee->expenses;
00204 
00205       do {
00206         min_income = min(min_income, cee->income + cee->expenses);
00207         max_income = max(max_income, cee->income + cee->expenses);
00208       } while (++cee, --numec);
00209 
00210       if (min_income > 0) {
00211         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00212       }
00213 
00214       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00215     }
00216   }
00217 
00218   /* Generate score depending on amount of transported cargo */
00219   {
00220     const CompanyEconomyEntry *cee;
00221     int numec;
00222     uint32 total_delivered;
00223 
00224     numec = min(c->num_valid_stat_ent, 4);
00225     if (numec != 0) {
00226       cee = c->old_economy;
00227       total_delivered = 0;
00228       do {
00229         total_delivered += cee->delivered_cargo;
00230       } while (++cee, --numec);
00231 
00232       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00233     }
00234   }
00235 
00236   /* Generate score for variety of cargo */
00237   {
00238     uint num = CountBits(c->cargo_types);
00239     _score_part[owner][SCORE_CARGO] = num;
00240     if (update) c->cargo_types = 0;
00241   }
00242 
00243   /* Generate score for company's money */
00244   {
00245     if (c->money > 0) {
00246       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00247     }
00248   }
00249 
00250   /* Generate score for loan */
00251   {
00252     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00253   }
00254 
00255   /* Now we calculate the score for each item.. */
00256   {
00257     int total_score = 0;
00258     int s;
00259     score = 0;
00260     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00261       /* Skip the total */
00262       if (i == SCORE_TOTAL) continue;
00263       /*  Check the score */
00264       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00265       score += s;
00266       total_score += _score_info[i].score;
00267     }
00268 
00269     _score_part[owner][SCORE_TOTAL] = score;
00270 
00271     /*  We always want the score scaled to SCORE_MAX (1000) */
00272     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00273   }
00274 
00275   if (update) {
00276     c->old_economy[0].performance_history = score;
00277     UpdateCompanyHQ(c->location_of_HQ, score);
00278     c->old_economy[0].company_value = CalculateCompanyValue(c);
00279   }
00280 
00281   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00282   return score;
00283 }
00284 
00290 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00291 {
00292   /* We need to set _current_company to old_owner before we try to move
00293    * the client. This is needed as it needs to know whether "you" really
00294    * are the current local company. */
00295   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00296 #ifdef ENABLE_NETWORK
00297   /* In all cases, make spectators of clients connected to that company */
00298   if (_networking) NetworkClientsToSpectators(old_owner);
00299 #endif /* ENABLE_NETWORK */
00300 
00301   Town *t;
00302 
00303   assert(old_owner != new_owner);
00304 
00305   {
00306     Company *c;
00307     uint i;
00308 
00309     /* See if the old_owner had shares in other companies */
00310     FOR_ALL_COMPANIES(c) {
00311       for (i = 0; i < 4; i++) {
00312         if (c->share_owners[i] == old_owner) {
00313           /* Sell his shares */
00314           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00315           /* Because we are in a DoCommand, we can't just execute another one and
00316            *  expect the money to be removed. We need to do it ourself! */
00317           SubtractMoneyFromCompany(res);
00318         }
00319       }
00320     }
00321 
00322     /* Sell all the shares that people have on this company */
00323     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00324     c = Company::Get(old_owner);
00325     for (i = 0; i < 4; i++) {
00326       cur_company2.Change(c->share_owners[i]);
00327       if (_current_company != INVALID_OWNER) {
00328         /* Sell the shares */
00329         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00330         /* Because we are in a DoCommand, we can't just execute another one and
00331          *  expect the money to be removed. We need to do it ourself! */
00332         SubtractMoneyFromCompany(res);
00333       }
00334     }
00335     cur_company2.Restore();
00336   }
00337 
00338   /* Temporarily increase the company's money, to be sure that
00339    * removing his/her property doesn't fail because of lack of money.
00340    * Not too drastically though, because it could overflow */
00341   if (new_owner == INVALID_OWNER) {
00342     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00343   }
00344 
00345   Subsidy *s;
00346   FOR_ALL_SUBSIDIES(s) {
00347     if (s->awarded == old_owner) {
00348       if (new_owner == INVALID_OWNER) {
00349         delete s;
00350       } else {
00351         s->awarded = new_owner;
00352       }
00353     }
00354   }
00355   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00356 
00357   /* Take care of rating in towns */
00358   FOR_ALL_TOWNS(t) {
00359     /* If a company takes over, give the ratings to that company. */
00360     if (new_owner != INVALID_OWNER) {
00361       if (HasBit(t->have_ratings, old_owner)) {
00362         if (HasBit(t->have_ratings, new_owner)) {
00363           /* use max of the two ratings. */
00364           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00365         } else {
00366           SetBit(t->have_ratings, new_owner);
00367           t->ratings[new_owner] = t->ratings[old_owner];
00368         }
00369       }
00370     }
00371 
00372     /* Reset the ratings for the old owner */
00373     t->ratings[old_owner] = RATING_INITIAL;
00374     ClrBit(t->have_ratings, old_owner);
00375   }
00376 
00377   {
00378     FreeUnitIDGenerator unitidgen[] = {
00379       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00380       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00381     };
00382 
00383     Vehicle *v;
00384     FOR_ALL_VEHICLES(v) {
00385       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00386         if (new_owner == INVALID_OWNER) {
00387           if (v->Previous() == NULL) delete v;
00388         } else {
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     }
00399   }
00400 
00401   /*  Change ownership of tiles */
00402   {
00403     TileIndex tile = 0;
00404     do {
00405       ChangeTileOwner(tile, old_owner, new_owner);
00406     } while (++tile != MapSize());
00407 
00408     if (new_owner != INVALID_OWNER) {
00409       /* Update all signals because there can be new segment that was owned by two companies
00410        * and signals were not propagated
00411        * Similiar with crossings - it is needed to bar crossings that weren't before
00412        * because of different owner of crossing and approaching train */
00413       tile = 0;
00414 
00415       do {
00416         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00417           TrackBits tracks = GetTrackBits(tile);
00418           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00419             Track track = RemoveFirstTrack(&tracks);
00420             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00421           } while (tracks != TRACK_BIT_NONE);
00422         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00423           UpdateLevelCrossing(tile);
00424         }
00425       } while (++tile != MapSize());
00426     }
00427 
00428     /* update signals in buffer */
00429     UpdateSignalsInBuffer();
00430   }
00431 
00432   /* convert owner of stations (including deleted ones, but excluding buoys) */
00433   Station *st;
00434   FOR_ALL_STATIONS(st) {
00435     if (st->owner == old_owner) {
00436       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00437        * also, drawing station window would cause reading invalid company's colour */
00438       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00439 
00440       /* Move route links to the new company. */
00441       for (CargoID cid = 0; cid < NUM_CARGO; cid++) {
00442         for (RouteLinkList::iterator itr = st->goods[cid].routes.begin(); itr != st->goods[cid].routes.end(); ++itr) {
00443           if ((*itr)->owner == old_owner) (*itr)->owner = new_owner;
00444         }
00445       }
00446     }
00447   }
00448 
00449   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00450   Waypoint *wp;
00451   FOR_ALL_WAYPOINTS(wp) {
00452     if (wp->owner == old_owner) {
00453       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00454     }
00455   }
00456 
00457   /* In all cases clear replace engine rules.
00458    * Even if it was copied, it could interfere with new owner's rules */
00459   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00460 
00461   if (new_owner == INVALID_OWNER) {
00462     RemoveAllGroupsForCompany(old_owner);
00463   } else {
00464     Group *g;
00465     FOR_ALL_GROUPS(g) {
00466       if (g->owner == old_owner) g->owner = new_owner;
00467     }
00468   }
00469 
00470   Sign *si;
00471   FOR_ALL_SIGNS(si) {
00472     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00473   }
00474 
00475   /* Change colour of existing windows */
00476   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00477 
00478   cur_company.Restore();
00479 
00480   MarkWholeScreenDirty();
00481 }
00482 
00487 static void CompanyCheckBankrupt(Company *c)
00488 {
00489   /*  If the company has money again, it does not go bankrupt */
00490   if (c->money >= 0) {
00491     c->quarters_of_bankruptcy = 0;
00492     c->bankrupt_asked = 0;
00493     return;
00494   }
00495 
00496   c->quarters_of_bankruptcy++;
00497 
00498   switch (c->quarters_of_bankruptcy) {
00499     case 0:
00500     case 1:
00501       break;
00502 
00503     case 2: {
00504       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00505       cni->FillData(c);
00506       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00507       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00508       SetDParamStr(2, cni->company_name);
00509       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00510       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00511       break;
00512     }
00513 
00514     case 3: {
00515       /* Check if the company has any value.. if not, declare it bankrupt
00516        *  right now */
00517       Money val = CalculateCompanyValue(c, false);
00518       if (val > 0) {
00519         c->bankrupt_value = val;
00520         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00521         c->bankrupt_timeout = 0;
00522         break;
00523       }
00524       /* FALL THROUGH to case 4... */
00525     }
00526     default:
00527     case 4:
00528       if (!_networking && _local_company == c->index) {
00529         /* If we are in offline mode, leave the company playing. Eg. there
00530          * is no THE-END, otherwise mark the client as spectator to make sure
00531          * he/she is no long in control of this company. However... when you
00532          * join another company (cheat) the "unowned" company can bankrupt. */
00533         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00534         break;
00535       }
00536 
00537       /* Actually remove the company, but not when we're a network client.
00538        * In case of network clients we will be getting a command from the
00539        * server. It is done in this way as we are called from the
00540        * StateGameLoop which can't change the current company, and thus
00541        * updating the local company triggers an assert later on. In the
00542        * case of a network game the command will be processed at a time
00543        * that changing the current company is okay. In case of single
00544        * player we are sure (the above check) that we are not the local
00545        * company and thus we won't be moved. */
00546       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), 0, CMD_COMPANY_CTRL);
00547       break;
00548   }
00549 }
00550 
00555 static void CompaniesGenStatistics()
00556 {
00557   Station *st;
00558 
00559   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00560   FOR_ALL_STATIONS(st) {
00561     cur_company.Change(st->owner);
00562     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00563     SubtractMoneyFromCompany(cost);
00564   }
00565   cur_company.Restore();
00566 
00567   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00568   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00569 
00570   Company *c;
00571   FOR_ALL_COMPANIES(c) {
00572     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00573     c->old_economy[0] = c->cur_economy;
00574     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00575 
00576     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00577 
00578     UpdateCompanyRatingAndValue(c, true);
00579     if (c->block_preview != 0) c->block_preview--;
00580     CompanyCheckBankrupt(c);
00581   }
00582 
00583   SetWindowDirty(WC_INCOME_GRAPH, 0);
00584   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00585   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00586   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00587   SetWindowDirty(WC_COMPANY_VALUE, 0);
00588   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00589 }
00590 
00595 void AddInflation(bool check_year)
00596 {
00597   /* The cargo payment inflation differs from the normal inflation, so the
00598    * relative amount of money you make with a transport decreases slowly over
00599    * the 170 years. After a few hundred years we reach a level in which the
00600    * games will become unplayable as the maximum income will be less than
00601    * the minimum running cost.
00602    *
00603    * Furthermore there are a lot of inflation related overflows all over the
00604    * place. Solving them is hardly possible because inflation will always
00605    * reach the overflow threshold some day. So we'll just perform the
00606    * inflation mechanism during the first 170 years (the amount of years that
00607    * one had in the original TTD) and stop doing the inflation after that
00608    * because it only causes problems that can't be solved nicely and the
00609    * inflation doesn't add anything after that either; it even makes playing
00610    * it impossible due to the diverging cost and income rates.
00611    */
00612   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00613 
00614   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00615    * scaled by 65536
00616    * 12 -> months per year
00617    * This is only a good approxiamtion for small values
00618    */
00619   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00620   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00621 }
00622 
00626 void RecomputePrices()
00627 {
00628   /* Setup maximum loan */
00629   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00630 
00631   /* Setup price bases */
00632   for (Price i = PR_BEGIN; i < PR_END; i++) {
00633     Money price = _price_base_specs[i].start_price;
00634 
00635     /* Apply difficulty settings */
00636     uint mod = 1;
00637     switch (_price_base_specs[i].category) {
00638       case PCAT_RUNNING:
00639         mod = _settings_game.difficulty.vehicle_costs;
00640         break;
00641 
00642       case PCAT_CONSTRUCTION:
00643         mod = _settings_game.difficulty.construction_cost;
00644         break;
00645 
00646       default: break;
00647     }
00648     if (mod < 1) {
00649       price = price * 3 >> 2;
00650     } else if (mod > 1) {
00651       price = price * 9 >> 3;
00652     }
00653 
00654     /* Apply inflation */
00655     price = (int64)price * _economy.inflation_prices;
00656 
00657     /* Apply newgrf modifiers, and remove fractional part of inflation */
00658     int shift = _price_base_multiplier[i] - 16;
00659     if (shift >= 0) {
00660       price <<= shift;
00661     } else {
00662       price >>= -shift;
00663     }
00664 
00665     /* Make sure the price does not get reduced to zero.
00666      * Zero breaks quite a few commands that use a zero
00667      * cost to see whether something got changed or not
00668      * and based on that cause an error. When the price
00669      * is zero that fails even when things are done. */
00670     if (price == 0) {
00671       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00672       /* No base price should be zero, but be sure. */
00673       assert(price != 0);
00674     }
00675     /* Store value */
00676     _price[i] = price;
00677   }
00678 
00679   /* Setup cargo payment */
00680   CargoSpec *cs;
00681   FOR_ALL_CARGOSPECS(cs) {
00682     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00683   }
00684 
00685   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00686   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00687   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00688   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00689 }
00690 
00692 static void CompaniesPayInterest()
00693 {
00694   const Company *c;
00695 
00696   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00697   FOR_ALL_COMPANIES(c) {
00698     cur_company.Change(c->index);
00699 
00700     /* Over a year the paid interest should be "loan * interest percentage",
00701      * but... as that number is likely not dividable by 12 (pay each month),
00702      * one needs to account for that in the monthly fee calculations.
00703      * To easily calculate what one should pay "this" month, you calculate
00704      * what (total) should have been paid up to this month and you subtract
00705      * whatever has been paid in the previous months. This will mean one month
00706      * it'll be a bit more and the other it'll be a bit less than the average
00707      * monthly fee, but on average it will be exact. */
00708     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00709     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00710     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00711 
00712     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00713 
00714     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00715   }
00716   cur_company.Restore();
00717 }
00718 
00719 static void HandleEconomyFluctuations()
00720 {
00721   if (_settings_game.difficulty.economy != 0) {
00722     /* When economy is Fluctuating, decrease counter */
00723     _economy.fluct--;
00724   } else if (EconomyIsInRecession()) {
00725     /* When it's Steady and we are in recession, end it now */
00726     _economy.fluct = -12;
00727   } else {
00728     /* No need to do anything else in other cases */
00729     return;
00730   }
00731 
00732   if (_economy.fluct == 0) {
00733     _economy.fluct = -(int)GB(Random(), 0, 2);
00734     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00735   } else if (_economy.fluct == -12) {
00736     _economy.fluct = GB(Random(), 0, 8) + 312;
00737     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00738   }
00739 }
00740 
00741 
00745 void ResetPriceBaseMultipliers()
00746 {
00747   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00748 }
00749 
00757 void SetPriceBaseMultiplier(Price price, int factor)
00758 {
00759   assert(price < PR_END);
00760   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00761 }
00762 
00767 void StartupIndustryDailyChanges(bool init_counter)
00768 {
00769   uint map_size = MapLogX() + MapLogY();
00770   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00771    * which stands for the days in a month.
00772    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00773    * would not be needed.
00774    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00775    * on the overall total number of changes performed */
00776   _economy.industry_daily_increment = (1 << map_size) / 31;
00777 
00778   if (init_counter) {
00779     /* A new game or a savegame from an older version will require the counter to be initialized */
00780     _economy.industry_daily_change_counter = 0;
00781   }
00782 }
00783 
00784 void StartupEconomy()
00785 {
00786   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00787   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00788   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00789   _economy.fluct = GB(Random(), 0, 8) + 168;
00790 
00791   /* Set up prices */
00792   RecomputePrices();
00793 
00794   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00795 
00796 }
00797 
00801 void InitializeEconomy()
00802 {
00803   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00804 }
00805 
00814 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00815 {
00816   if (index >= PR_END) return 0;
00817 
00818   Money cost = _price[index] * cost_factor;
00819   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00820 
00821   if (shift >= 0) {
00822     cost <<= shift;
00823   } else {
00824     cost >>= -shift;
00825   }
00826 
00827   return cost;
00828 }
00829 
00830 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00831 {
00832   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00833   if (!cs->IsValid()) {
00834     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00835     return 0;
00836   }
00837 
00838   /* Use callback to calculate cargo profit, if available */
00839   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00840     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00841     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00842     if (callback != CALLBACK_FAILED) {
00843       int result = GB(callback, 0, 14);
00844 
00845       /* Simulate a 15 bit signed value */
00846       if (HasBit(callback, 14)) result -= 0x4000;
00847 
00848       /* "The result should be a signed multiplier that gets multiplied
00849        * by the amount of cargo moved and the price factor, then gets
00850        * divided by 8192." */
00851       return result * num_pieces * cs->current_payment / 8192;
00852     }
00853   }
00854 
00855   static const int MIN_TIME_FACTOR = 31;
00856   static const int MAX_TIME_FACTOR = 255;
00857 
00858   const int days1 = cs->transit_days[0];
00859   const int days2 = cs->transit_days[1];
00860   const int days_over_days1 = max(   transit_days - days1, 0);
00861   const int days_over_days2 = max(days_over_days1 - days2, 0);
00862 
00863   /*
00864    * The time factor is calculated based on the time it took
00865    * (transit_days) compared two cargo-depending values. The
00866    * range is divided into three parts:
00867    *
00868    *  - constant for fast transits
00869    *  - linear decreasing with time with a slope of -1 for medium transports
00870    *  - linear decreasing with time with a slope of -2 for slow transports
00871    *
00872    */
00873   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00874 
00875   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00876 }
00877 
00879 static SmallIndustryList _cargo_delivery_destinations;
00880 
00888 static uint DeliverGoodsToIndustry(Industry *ind, CargoID cargo_type, uint num_pieces)
00889 {
00890   uint cargo_index;
00891   for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00892     if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00893   }
00894   /* Check if matching cargo has been found */
00895   if (cargo_index >= lengthof(ind->accepts_cargo)) return 0;
00896 
00897   /* Check if industry temporarily refuses acceptance */
00898   if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) return 0;
00899 
00900   /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00901   _cargo_delivery_destinations.Include(ind);
00902 
00903   uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00904   ind->incoming_cargo_waiting[cargo_index] += amount;
00905   return amount;
00906 }
00907 
00917 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00918 {
00919   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00920    * This fails in three cases:
00921    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00922    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00923    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00924    */
00925 
00926   uint accepted = 0;
00927 
00928   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00929     Industry *ind = st->industries_near[i];
00930     if (ind->index == source) continue;
00931 
00932     uint amount = DeliverGoodsToIndustry(ind, cargo_type, num_pieces);
00933     num_pieces -= amount;
00934     accepted += amount;
00935   }
00936 
00937   return accepted;
00938 }
00939 
00955 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, SourceType cp_dest_type, SourceID cp_dest)
00956 {
00957   assert(num_pieces > 0);
00958 
00959   const Station *st = Station::Get(dest);
00960 
00961   uint accepted = 0;
00962   if (cp_dest != INVALID_SOURCE) {
00963     /* If this cargo has an industry as destination, deliver the cargo to it. */
00964     if (cp_dest_type == ST_INDUSTRY) accepted = DeliverGoodsToIndustry(Industry::Get(cp_dest), cargo_type, num_pieces);
00965   } else {
00966     /* Give the goods to any accepting industry. */
00967     accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00968   }
00969 
00970   /* If this cargo type is always accepted, accept all */
00971   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
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_FOOD) st->town->new_act_food += accepted;
00980   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00981 
00982   /* Determine profit */
00983   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00984 
00985   /* Modify profit if a subsidy is in effect */
00986   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00987     switch (_settings_game.difficulty.subsidy_multiplier) {
00988       case 0:  profit += profit >> 1; break;
00989       case 1:  profit *= 2; break;
00990       case 2:  profit *= 3; break;
00991       default: profit *= 4; break;
00992     }
00993   }
00994 
00995   return profit;
00996 }
00997 
01003 static void TriggerIndustryProduction(Industry *i)
01004 {
01005   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01006   uint16 callback = indspec->callback_mask;
01007 
01008   i->was_cargo_delivered = true;
01009   i->last_cargo_accepted_at = _date;
01010 
01011   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01012     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01013       IndustryProductionCallback(i, 0);
01014     } else {
01015       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01016     }
01017   } else {
01018     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01019       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01020       if (cargo_waiting == 0) continue;
01021 
01022       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01023       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01024 
01025       i->incoming_cargo_waiting[cargo_index] = 0;
01026     }
01027   }
01028 
01029   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01030   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01031 }
01032 
01037 CargoPayment::CargoPayment(Vehicle *front) :
01038   front(front),
01039   current_station(front->last_station_visited)
01040 {
01041 }
01042 
01043 CargoPayment::~CargoPayment()
01044 {
01045   if (this->CleaningPool()) return;
01046 
01047   this->front->cargo_payment = NULL;
01048 
01049   if (this->visual_profit == 0 && this->transfer_profit == 0) return;
01050 
01051   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01052 
01053   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01054   this->front->profit_this_year += (this->visual_profit + this->transfer_profit) << 8;
01055 
01056   int z = this->front->z_pos;
01057 
01058   if (this->route_profit != 0) {
01059     /* Show profit/loss from final delivery. */
01060     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, z, -this->visual_profit);
01061     z += VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM;
01062   }
01063 
01064   if (this->transfer_profit != 0) {
01065     /* Show transfer credits. */
01066     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, z, this->transfer_profit);
01067   }
01068 
01069   /* Play cash sound. */
01070   if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01071     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01072   }
01073 
01074   cur_company.Restore();
01075 }
01076 
01082 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01083 {
01084   if (this->owner == NULL) {
01085     this->owner = Company::Get(this->front->owner);
01086   }
01087 
01088   /* Handle end of route payment */
01089   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID(), cp->DestinationType(), cp->DestinationID());
01090   this->route_profit += profit;
01091 
01092   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01093   this->visual_profit += profit - cp->FeederShare();
01094 }
01095 
01102 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01103 {
01104   Money profit = GetTransportedGoodsIncome(
01105       count,
01106       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01107       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01108       cp->DaysInTransit(),
01109       this->ct);
01110 
01111   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01112 
01113   this->transfer_profit += profit; // accumulate transfer profits for whole vehicle
01114   return profit; // account for the (virtual) profit already made for the cargo packet
01115 }
01116 
01121 void PrepareUnload(Vehicle *front_v)
01122 {
01123   /* At this moment loading cannot be finished */
01124   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01125 
01126   /* Start unloading in at the first possible moment */
01127   front_v->load_unload_ticks = 1;
01128 
01129   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01130     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01131       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01132         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01133       }
01134     }
01135   }
01136 
01137   assert(front_v->cargo_payment == NULL);
01138   /* One CargoPayment per vehicle and the vehicle limit equals the
01139    * limit in number of CargoPayments. Can't go wrong. */
01140   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01141   assert(CargoPayment::CanAllocateItem());
01142   front_v->cargo_payment = new CargoPayment(front_v);
01143 }
01144 
01153 static void LoadUnloadVehicle(Vehicle *v, StationCargoList::OrderMap (&cargo_left)[NUM_CARGO])
01154 {
01155   assert(v->current_order.IsType(OT_LOADING));
01156 
01157   OrderID last_order = v->last_order_id;
01158 
01159   /* We have not waited enough time till the next round of loading/unloading */
01160   if (v->load_unload_ticks != 0) {
01161     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01162       /* 'Reserve' this cargo for this vehicle, because we were first. */
01163       for (; v != NULL; v = v->Next()) {
01164         int cap_left = v->cargo_cap - v->cargo.Count();
01165         if (cap_left > 0) {
01166           /* Try the bucket for our next destination first. */
01167           int loaded = min(cap_left, cargo_left[v->cargo_type][last_order]);
01168           cargo_left[v->cargo_type][last_order] -= loaded;
01169 
01170           /* Reserve from the common bucket if still space left. */
01171           loaded = min(cap_left - loaded, cargo_left[v->cargo_type][INVALID_ORDER]);
01172           cargo_left[v->cargo_type][INVALID_ORDER] -= loaded;
01173         }
01174       }
01175     }
01176     return;
01177   }
01178 
01179   StationID last_visited = v->last_station_visited;
01180   Station *st = Station::Get(last_visited);
01181 
01182   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01183     /* The train reversed in the station. Take the "easy" way
01184      * out and let the train just leave as it always did. */
01185     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01186     v->load_unload_ticks = 1;
01187     return;
01188   }
01189 
01190   int unloading_time = 0;
01191   Vehicle *u = v;
01192   bool dirty_vehicle = false;
01193   bool dirty_station = false;
01194 
01195   bool completely_emptied = true;
01196   bool anything_unloaded = false;
01197   bool anything_loaded   = false;
01198   uint32 full_load_amount = 0;
01199   uint32 cargo_not_full  = 0;
01200   uint32 cargo_full      = 0;
01201 
01202   v->cur_speed = 0;
01203 
01204   CargoPayment *payment = v->cargo_payment;
01205 
01206   for (; v != NULL; v = v->Next()) {
01207     if (v->cargo_cap == 0) continue;
01208 
01209     const Engine *e = Engine::Get(v->engine_type);
01210     byte load_amount = e->info.load_amount;
01211 
01212     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01213     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01214 
01215     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01216       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01217       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01218     }
01219 
01220     GoodsEntry *ge = &st->goods[v->cargo_type];
01221 
01222     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01223       uint cargo_count = v->cargo.Count();
01224       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01225       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01226       bool accepted  = false; // Is the cargo accepted by the station?
01227       bool did_transfer = false;
01228 
01229       payment->SetCargo(v->cargo_type);
01230 
01231       if (CargoHasDestinations(v->cargo_type)) {
01232         /* This cargo type has destinations enabled, this means explicit transfer
01233          * orders are overridden for cargo packets with destination.
01234          * Default action for destination-less cargo packets is final delivery when
01235          * accepted, otherwise no action. If the current order is forced unload,
01236          * always unload all cargo. */
01237         VehicleCargoList::MoveToAction mta = HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) ? VehicleCargoList::MTA_FINAL_DELIVERY : VehicleCargoList::MTA_NO_ACTION;
01238         if (u->current_order.GetUnloadType() & OUFB_UNLOAD) mta = VehicleCargoList::MTA_UNLOAD;
01239         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, mta, payment, last_visited, last_order, v->cargo_type, &did_transfer);
01240 
01241         dirty_vehicle = true;
01242         accepted = true;
01243       } else {
01244         /* Cargo destinations are not enabled, handle transfer orders. */
01245         if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01246           /* The cargo has reached its final destination, the packets may now be destroyed */
01247           remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited, v->cargo_type);
01248 
01249           dirty_vehicle = true;
01250           accepted = true;
01251         }
01252 
01253         /* The !accepted || v->cargo.Count == cargo_count clause is there
01254          * to make it possible to force unload vehicles at the station where
01255          * they were loaded, but to not force unload the vehicle when the
01256          * station is still accepting the cargo in the vehicle. It doesn't
01257          * accept cargo that was loaded at the same station. */
01258         if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01259           remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment, last_visited, v->cargo_type);
01260 
01261           did_transfer = true;
01262           dirty_vehicle = true;
01263           accepted = true;
01264         }
01265       }
01266 
01267       if (did_transfer) {
01268         /* Update station information. */
01269         if (!HasBit(ge->acceptance_pickup, GoodsEntry::PICKUP)) {
01270           InvalidateWindowData(WC_STATION_LIST, last_visited);
01271           SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01272         }
01273         dirty_station = true;
01274       }
01275 
01276       if (!accepted) {
01277         /* The order changed while unloading (unset unload/transfer) or the
01278          * station does not accept our goods. */
01279         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01280 
01281         /* Say we loaded something, otherwise we'll think we didn't unload
01282          * something and we didn't load something, so we must be finished
01283          * at this station. Setting the unloaded means that we will get a
01284          * retry for loading in the next cycle. */
01285         anything_unloaded = true;
01286         continue;
01287       }
01288 
01289       /* Deliver goods to the station */
01290       st->time_since_unload = 0;
01291 
01292       unloading_time += amount_unloaded;
01293 
01294       anything_unloaded = true;
01295       if (_settings_game.order.gradual_loading && remaining) {
01296         completely_emptied = false;
01297       } else {
01298         /* We have finished unloading (cargo count == 0) */
01299         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01300       }
01301 
01302       continue;
01303     }
01304 
01305     /* Do not pick up goods when we have no-load set or loading is stopped. */
01306     if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
01307 
01308     /* update stats */
01309     int t;
01310     switch (u->type) {
01311       case VEH_TRAIN: /* FALL THROUGH */
01312       case VEH_SHIP:
01313         t = u->vcache.cached_max_speed;
01314         break;
01315 
01316       case VEH_ROAD:
01317         t = u->vcache.cached_max_speed / 2;
01318         break;
01319 
01320       case VEH_AIRCRAFT:
01321         t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
01322         break;
01323 
01324       default: NOT_REACHED();
01325     }
01326 
01327     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01328     ge->last_speed = min(t, 255);
01329     ge->last_age = _cur_year - u->build_year;
01330     ge->days_since_pickup = 0;
01331 
01332     /* If there's goods waiting at the station, and the vehicle
01333      * has capacity for it, load it on the vehicle. */
01334     int cap_left = v->cargo_cap - v->cargo.Count();
01335     if (!ge->cargo.Empty() && cap_left > 0) {
01336       uint cap = cap_left;
01337       uint count = ge->cargo.CountForNextHop(last_order) + ge->cargo.CountForNextHop(INVALID_ORDER);
01338 
01339       /* Skip loading this vehicle if another train/vehicle is already handling
01340        * the same cargo type at this station. Check the buckets for or next
01341        * destination and the general bucket. */
01342       if (_settings_game.order.improved_load && cargo_left[v->cargo_type][last_order] <= 0 && cargo_left[v->cargo_type][INVALID_ORDER] <= 0) {
01343         SetBit(cargo_not_full, v->cargo_type);
01344         continue;
01345       }
01346 
01347       if (cap > count) cap = count;
01348       if (_settings_game.order.gradual_loading) {
01349         cap = min(cap, load_amount);
01350         cap_left = min(cap_left, load_amount);
01351       }
01352       if (_settings_game.order.improved_load) {
01353         /* Don't load stuff that is already 'reserved' for other vehicles */
01354         count = cargo_left[v->cargo_type][last_order] + cargo_left[v->cargo_type][INVALID_ORDER];
01355 
01356         /* Try the bucket for our next destination first. */
01357         int load_next = min<uint>(cap, cargo_left[v->cargo_type][last_order]);
01358         cargo_left[v->cargo_type][last_order] -= load_next;
01359 
01360         /* Reserve from the common bucket if still space left. */
01361         int load_common = min<uint>(cap - load_next, cargo_left[v->cargo_type][INVALID_ORDER]);
01362         cargo_left[v->cargo_type][INVALID_ORDER] -= load_common;
01363 
01364         cap = load_next + load_common;
01365       }
01366 
01367       /* Store whether the maximum possible load amount was loaded or not.*/
01368       if (count >= (uint)cap_left) {
01369         SetBit(full_load_amount, v->cargo_type);
01370       } else {
01371         ClrBit(full_load_amount, v->cargo_type);
01372       }
01373 
01374       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01375 
01376       /* TODO: Regarding this, when we do gradual loading, we
01377        * should first unload all vehicles and then start
01378        * loading them. Since this will cause
01379        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01380        * the whole vehicle chain is really totally empty, the
01381        * completely_emptied assignment can then be safely
01382        * removed; that's how TTDPatch behaves too. --pasky */
01383       completely_emptied = false;
01384       anything_loaded = true;
01385 
01386       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, last_visited, last_order, v->cargo_type);
01387 
01388       st->time_since_load = 0;
01389       st->last_vehicle_type = v->type;
01390 
01391       TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01392       AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01393 
01394       unloading_time += cap;
01395 
01396       dirty_vehicle = dirty_station = true;
01397     }
01398 
01399     if (v->cargo.Count() >= v->cargo_cap) {
01400       SetBit(cargo_full, v->cargo_type);
01401     } else {
01402       SetBit(cargo_not_full, v->cargo_type);
01403     }
01404   }
01405 
01406   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01407   completely_emptied &= anything_unloaded;
01408 
01409   /* We update these variables here, so gradual loading still fills
01410    * all wagons at the same time instead of using the same 'improved'
01411    * loading algorithm for the wagons (only fill wagon when there is
01412    * enough to fill the previous wagons) */
01413   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01414     /* Update left cargo */
01415     for (v = u; v != NULL; v = v->Next()) {
01416       int cap_left = v->cargo_cap - v->cargo.Count();
01417       if (cap_left > 0) {
01418         /* Try the bucket for our next destination first. */
01419         int loaded = min(cap_left, cargo_left[v->cargo_type][last_order]);
01420         cargo_left[v->cargo_type][last_order] -= loaded;
01421 
01422         /* Reserve from the common bucket if still space left. */
01423         loaded = min(cap_left - loaded, cargo_left[v->cargo_type][INVALID_ORDER]);
01424         cargo_left[v->cargo_type][INVALID_ORDER] -= loaded;
01425       }
01426     }
01427   }
01428 
01429   v = u;
01430 
01431   if (!anything_unloaded) delete payment;
01432 
01433   ClrBit(u->vehicle_flags, VF_STOP_LOADING);
01434   if (anything_loaded || anything_unloaded) {
01435     if (_settings_game.order.gradual_loading) {
01436       /* The time it takes to load one 'slice' of cargo or passengers depends
01437        * on the vehicle type - the values here are those found in TTDPatch */
01438       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01439 
01440       unloading_time = gradual_loading_wait_time[v->type];
01441     }
01442     /* We loaded less cargo than possible for all cargo types and it's not full
01443      * load and we're not supposed to wait any longer: stop loading. */
01444     if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01445         v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0)) {
01446       SetBit(v->vehicle_flags, VF_STOP_LOADING);
01447     }
01448   } else {
01449     bool finished_loading = true;
01450     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01451       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01452         /* if the aircraft carries passengers and is NOT full, then
01453          * continue loading, no matter how much mail is in */
01454         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01455             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01456           finished_loading = false;
01457         }
01458       } else if (cargo_not_full != 0) {
01459         finished_loading = false;
01460       }
01461     }
01462     unloading_time = 20;
01463 
01464     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01465   }
01466 
01467   if (v->type == VEH_TRAIN) {
01468     /* Each platform tile is worth 2 rail vehicles. */
01469     int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01470     if (overhang > 0) {
01471       unloading_time <<= 1;
01472       unloading_time += (overhang * unloading_time) / 8;
01473     }
01474   }
01475 
01476   /* Calculate the loading indicator fill percent and display
01477    * In the Game Menu do not display indicators
01478    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01479    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01480    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01481    */
01482   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01483     StringID percent_up_down = STR_NULL;
01484     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01485     if (v->fill_percent_te_id == INVALID_TE_ID) {
01486       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01487     } else {
01488       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01489     }
01490   }
01491 
01492   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01493   v->load_unload_ticks = max(1, unloading_time);
01494 
01495   if (completely_emptied) {
01496     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01497   }
01498 
01499   if (dirty_vehicle) {
01500     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01501     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01502     v->MarkDirty();
01503   }
01504   if (dirty_station) {
01505     st->MarkTilesDirty(true);
01506     SetWindowDirty(WC_STATION_VIEW, last_visited);
01507   }
01508 }
01509 
01515 void LoadUnloadStation(Station *st)
01516 {
01517   /* No vehicle is here... */
01518   if (st->loading_vehicles.empty()) return;
01519 
01520   Vehicle *last_loading = NULL;
01521   std::list<Vehicle *>::iterator iter;
01522 
01523   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01524   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01525     Vehicle *v = *iter;
01526 
01527     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01528 
01529     assert(v->load_unload_ticks != 0);
01530     if (--v->load_unload_ticks == 0) last_loading = v;
01531   }
01532 
01533   /* We only need to reserve and load/unload up to the last loading vehicle.
01534    * Anything else will be forgotten anyway after returning from this function.
01535    *
01536    * Especially this means we do _not_ need to reserve cargo for a single
01537    * consist in a station which is not allowed to load yet because its
01538    * load_unload_ticks is still not 0.
01539    */
01540   if (last_loading == NULL) return;
01541 
01542   StationCargoList::OrderMap cargo_left[NUM_CARGO];
01543   for (CargoID i = 0; i < NUM_CARGO; i++) {
01544     cargo_left[i] = st->goods[i].cargo.CountForNextHop();
01545   }
01546 
01547   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01548     Vehicle *v = *iter;
01549     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01550     if (v == last_loading) break;
01551   }
01552 
01553   /* Call the production machinery of industries */
01554   const Industry * const *isend = _cargo_delivery_destinations.End();
01555   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01556     TriggerIndustryProduction(*iid);
01557   }
01558   _cargo_delivery_destinations.Clear();
01559 }
01560 
01564 void CompaniesMonthlyLoop()
01565 {
01566   CompaniesGenStatistics();
01567   if (_settings_game.economy.inflation) {
01568     AddInflation();
01569     RecomputePrices();
01570   }
01571   CompaniesPayInterest();
01572   HandleEconomyFluctuations();
01573 }
01574 
01575 static void DoAcquireCompany(Company *c)
01576 {
01577   CompanyID ci = c->index;
01578 
01579   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01580   cni->FillData(c, Company::Get(_current_company));
01581 
01582   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01583   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01584   SetDParamStr(2, cni->company_name);
01585   SetDParamStr(3, cni->other_company_name);
01586   SetDParam(4, c->bankrupt_value);
01587   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01588   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01589 
01590   ChangeOwnershipOfCompanyItems(ci, _current_company);
01591 
01592   if (c->bankrupt_value == 0) {
01593     Company *owner = Company::Get(_current_company);
01594     owner->current_loan += c->current_loan;
01595   }
01596 
01597   Money value = CalculateCompanyValue(c) >> 2;
01598   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
01599   for (int i = 0; i != 4; i++) {
01600     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01601       cur_company.Change(c->share_owners[i]);
01602       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01603     }
01604   }
01605   cur_company.Restore();
01606 
01607   if (c->is_ai) AI::Stop(c->index);
01608 
01609   DeleteCompanyWindows(ci);
01610   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01611   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01612   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01613   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01614 
01615   delete c;
01616 }
01617 
01618 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01619 
01629 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01630 {
01631   CommandCost cost(EXPENSES_OTHER);
01632   CompanyID target_company = (CompanyID)p1;
01633   Company *c = Company::GetIfValid(target_company);
01634 
01635   /* Check if buying shares is allowed (protection against modified clients)
01636    * Cannot buy own shares */
01637   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01638 
01639   /* Protect new companies from hostile takeovers */
01640   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01641 
01642   /* Those lines are here for network-protection (clients can be slow) */
01643   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01644 
01645   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01646     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01647 
01648     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01649   }
01650 
01651 
01652   cost.AddCost(CalculateCompanyValue(c) >> 2);
01653   if (flags & DC_EXEC) {
01654     OwnerByte *b = c->share_owners;
01655 
01656     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01657     *b = _current_company;
01658 
01659     for (int i = 0; c->share_owners[i] == _current_company;) {
01660       if (++i == 4) {
01661         c->bankrupt_value = 0;
01662         DoAcquireCompany(c);
01663         break;
01664       }
01665     }
01666     SetWindowDirty(WC_COMPANY, target_company);
01667     CompanyAdminUpdate(c);
01668   }
01669   return cost;
01670 }
01671 
01681 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01682 {
01683   CompanyID target_company = (CompanyID)p1;
01684   Company *c = Company::GetIfValid(target_company);
01685 
01686   /* Check if selling shares is allowed (protection against modified clients)
01687    * Cannot sell own shares */
01688   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01689 
01690   /* Those lines are here for network-protection (clients can be slow) */
01691   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01692 
01693   /* adjust it a little to make it less profitable to sell and buy */
01694   Money cost = CalculateCompanyValue(c) >> 2;
01695   cost = -(cost - (cost >> 7));
01696 
01697   if (flags & DC_EXEC) {
01698     OwnerByte *b = c->share_owners;
01699     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01700     *b = COMPANY_SPECTATOR;
01701     SetWindowDirty(WC_COMPANY, target_company);
01702     CompanyAdminUpdate(c);
01703   }
01704   return CommandCost(EXPENSES_OTHER, cost);
01705 }
01706 
01719 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01720 {
01721   CompanyID target_company = (CompanyID)p1;
01722   Company *c = Company::GetIfValid(target_company);
01723   if (c == NULL) return CMD_ERROR;
01724 
01725   /* Disable takeovers when not asked */
01726   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01727 
01728   /* Disable taking over the local company in single player */
01729   if (!_networking && _local_company == c->index) return CMD_ERROR;
01730 
01731   /* Do not allow companies to take over themselves */
01732   if (target_company == _current_company) return CMD_ERROR;
01733 
01734   /* Disable taking over when not allowed. */
01735   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01736 
01737   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01738   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01739 
01740   if (flags & DC_EXEC) {
01741     DoAcquireCompany(c);
01742   }
01743   return cost;
01744 }

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