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   }
00441 
00442   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00443   Waypoint *wp;
00444   FOR_ALL_WAYPOINTS(wp) {
00445     if (wp->owner == old_owner) {
00446       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00447     }
00448   }
00449 
00450   /* In all cases clear replace engine rules.
00451    * Even if it was copied, it could interfere with new owner's rules */
00452   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00453 
00454   if (new_owner == INVALID_OWNER) {
00455     RemoveAllGroupsForCompany(old_owner);
00456   } else {
00457     Group *g;
00458     FOR_ALL_GROUPS(g) {
00459       if (g->owner == old_owner) g->owner = new_owner;
00460     }
00461   }
00462 
00463   Sign *si;
00464   FOR_ALL_SIGNS(si) {
00465     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00466   }
00467 
00468   /* Change colour of existing windows */
00469   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00470 
00471   cur_company.Restore();
00472 
00473   MarkWholeScreenDirty();
00474 }
00475 
00480 static void CompanyCheckBankrupt(Company *c)
00481 {
00482   /*  If the company has money again, it does not go bankrupt */
00483   if (c->money >= 0) {
00484     c->quarters_of_bankruptcy = 0;
00485     c->bankrupt_asked = 0;
00486     return;
00487   }
00488 
00489   c->quarters_of_bankruptcy++;
00490 
00491   switch (c->quarters_of_bankruptcy) {
00492     case 0:
00493     case 1:
00494       break;
00495 
00496     case 2: {
00497       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00498       cni->FillData(c);
00499       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00500       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00501       SetDParamStr(2, cni->company_name);
00502       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00503       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00504       break;
00505     }
00506 
00507     case 3: {
00508       /* Check if the company has any value.. if not, declare it bankrupt
00509        *  right now */
00510       Money val = CalculateCompanyValue(c, false);
00511       if (val > 0) {
00512         c->bankrupt_value = val;
00513         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00514         c->bankrupt_timeout = 0;
00515         break;
00516       }
00517       /* FALL THROUGH to case 4... */
00518     }
00519     default:
00520     case 4:
00521       if (!_networking && _local_company == c->index) {
00522         /* If we are in offline mode, leave the company playing. Eg. there
00523          * is no THE-END, otherwise mark the client as spectator to make sure
00524          * he/she is no long in control of this company. However... when you
00525          * join another company (cheat) the "unowned" company can bankrupt. */
00526         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00527         break;
00528       }
00529 
00530       /* Actually remove the company, but not when we're a network client.
00531        * In case of network clients we will be getting a command from the
00532        * server. It is done in this way as we are called from the
00533        * StateGameLoop which can't change the current company, and thus
00534        * updating the local company triggers an assert later on. In the
00535        * case of a network game the command will be processed at a time
00536        * that changing the current company is okay. In case of single
00537        * player we are sure (the above check) that we are not the local
00538        * company and thus we won't be moved. */
00539       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), 0, CMD_COMPANY_CTRL);
00540       break;
00541   }
00542 }
00543 
00548 static void CompaniesGenStatistics()
00549 {
00550   Station *st;
00551 
00552   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00553   FOR_ALL_STATIONS(st) {
00554     cur_company.Change(st->owner);
00555     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00556     SubtractMoneyFromCompany(cost);
00557   }
00558   cur_company.Restore();
00559 
00560   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00561   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00562 
00563   Company *c;
00564   FOR_ALL_COMPANIES(c) {
00565     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00566     c->old_economy[0] = c->cur_economy;
00567     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00568 
00569     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
00570 
00571     UpdateCompanyRatingAndValue(c, true);
00572     if (c->block_preview != 0) c->block_preview--;
00573     CompanyCheckBankrupt(c);
00574   }
00575 
00576   SetWindowDirty(WC_INCOME_GRAPH, 0);
00577   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00578   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00579   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00580   SetWindowDirty(WC_COMPANY_VALUE, 0);
00581   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00582 }
00583 
00588 void AddInflation(bool check_year)
00589 {
00590   /* The cargo payment inflation differs from the normal inflation, so the
00591    * relative amount of money you make with a transport decreases slowly over
00592    * the 170 years. After a few hundred years we reach a level in which the
00593    * games will become unplayable as the maximum income will be less than
00594    * the minimum running cost.
00595    *
00596    * Furthermore there are a lot of inflation related overflows all over the
00597    * place. Solving them is hardly possible because inflation will always
00598    * reach the overflow threshold some day. So we'll just perform the
00599    * inflation mechanism during the first 170 years (the amount of years that
00600    * one had in the original TTD) and stop doing the inflation after that
00601    * because it only causes problems that can't be solved nicely and the
00602    * inflation doesn't add anything after that either; it even makes playing
00603    * it impossible due to the diverging cost and income rates.
00604    */
00605   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00606 
00607   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00608    * scaled by 65536
00609    * 12 -> months per year
00610    * This is only a good approxiamtion for small values
00611    */
00612   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00613   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00614 }
00615 
00619 void RecomputePrices()
00620 {
00621   /* Setup maximum loan */
00622   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00623 
00624   /* Setup price bases */
00625   for (Price i = PR_BEGIN; i < PR_END; i++) {
00626     Money price = _price_base_specs[i].start_price;
00627 
00628     /* Apply difficulty settings */
00629     uint mod = 1;
00630     switch (_price_base_specs[i].category) {
00631       case PCAT_RUNNING:
00632         mod = _settings_game.difficulty.vehicle_costs;
00633         break;
00634 
00635       case PCAT_CONSTRUCTION:
00636         mod = _settings_game.difficulty.construction_cost;
00637         break;
00638 
00639       default: break;
00640     }
00641     if (mod < 1) {
00642       price = price * 3 >> 2;
00643     } else if (mod > 1) {
00644       price = price * 9 >> 3;
00645     }
00646 
00647     /* Apply inflation */
00648     price = (int64)price * _economy.inflation_prices;
00649 
00650     /* Apply newgrf modifiers, and remove fractional part of inflation */
00651     int shift = _price_base_multiplier[i] - 16;
00652     if (shift >= 0) {
00653       price <<= shift;
00654     } else {
00655       price >>= -shift;
00656     }
00657 
00658     /* Make sure the price does not get reduced to zero.
00659      * Zero breaks quite a few commands that use a zero
00660      * cost to see whether something got changed or not
00661      * and based on that cause an error. When the price
00662      * is zero that fails even when things are done. */
00663     if (price == 0) {
00664       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00665       /* No base price should be zero, but be sure. */
00666       assert(price != 0);
00667     }
00668     /* Store value */
00669     _price[i] = price;
00670   }
00671 
00672   /* Setup cargo payment */
00673   CargoSpec *cs;
00674   FOR_ALL_CARGOSPECS(cs) {
00675     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00676   }
00677 
00678   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00679   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00680   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00681   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00682 }
00683 
00685 static void CompaniesPayInterest()
00686 {
00687   const Company *c;
00688 
00689   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00690   FOR_ALL_COMPANIES(c) {
00691     cur_company.Change(c->index);
00692 
00693     /* Over a year the paid interest should be "loan * interest percentage",
00694      * but... as that number is likely not dividable by 12 (pay each month),
00695      * one needs to account for that in the monthly fee calculations.
00696      * To easily calculate what one should pay "this" month, you calculate
00697      * what (total) should have been paid up to this month and you subtract
00698      * whatever has been paid in the previous months. This will mean one month
00699      * it'll be a bit more and the other it'll be a bit less than the average
00700      * monthly fee, but on average it will be exact. */
00701     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00702     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00703     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00704 
00705     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00706 
00707     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00708   }
00709   cur_company.Restore();
00710 }
00711 
00712 static void HandleEconomyFluctuations()
00713 {
00714   if (_settings_game.difficulty.economy != 0) {
00715     /* When economy is Fluctuating, decrease counter */
00716     _economy.fluct--;
00717   } else if (EconomyIsInRecession()) {
00718     /* When it's Steady and we are in recession, end it now */
00719     _economy.fluct = -12;
00720   } else {
00721     /* No need to do anything else in other cases */
00722     return;
00723   }
00724 
00725   if (_economy.fluct == 0) {
00726     _economy.fluct = -(int)GB(Random(), 0, 2);
00727     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00728   } else if (_economy.fluct == -12) {
00729     _economy.fluct = GB(Random(), 0, 8) + 312;
00730     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00731   }
00732 }
00733 
00734 
00738 void ResetPriceBaseMultipliers()
00739 {
00740   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00741 }
00742 
00750 void SetPriceBaseMultiplier(Price price, int factor)
00751 {
00752   assert(price < PR_END);
00753   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00754 }
00755 
00760 void StartupIndustryDailyChanges(bool init_counter)
00761 {
00762   uint map_size = MapLogX() + MapLogY();
00763   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00764    * which stands for the days in a month.
00765    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00766    * would not be needed.
00767    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00768    * on the overall total number of changes performed */
00769   _economy.industry_daily_increment = (1 << map_size) / 31;
00770 
00771   if (init_counter) {
00772     /* A new game or a savegame from an older version will require the counter to be initialized */
00773     _economy.industry_daily_change_counter = 0;
00774   }
00775 }
00776 
00777 void StartupEconomy()
00778 {
00779   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00780   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00781   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00782   _economy.fluct = GB(Random(), 0, 8) + 168;
00783 
00784   /* Set up prices */
00785   RecomputePrices();
00786 
00787   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00788 
00789 }
00790 
00794 void InitializeEconomy()
00795 {
00796   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00797 }
00798 
00807 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00808 {
00809   if (index >= PR_END) return 0;
00810 
00811   Money cost = _price[index] * cost_factor;
00812   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00813 
00814   if (shift >= 0) {
00815     cost <<= shift;
00816   } else {
00817     cost >>= -shift;
00818   }
00819 
00820   return cost;
00821 }
00822 
00823 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00824 {
00825   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00826   if (!cs->IsValid()) {
00827     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00828     return 0;
00829   }
00830 
00831   /* Use callback to calculate cargo profit, if available */
00832   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00833     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00834     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00835     if (callback != CALLBACK_FAILED) {
00836       int result = GB(callback, 0, 14);
00837 
00838       /* Simulate a 15 bit signed value */
00839       if (HasBit(callback, 14)) result -= 0x4000;
00840 
00841       /* "The result should be a signed multiplier that gets multiplied
00842        * by the amount of cargo moved and the price factor, then gets
00843        * divided by 8192." */
00844       return result * num_pieces * cs->current_payment / 8192;
00845     }
00846   }
00847 
00848   static const int MIN_TIME_FACTOR = 31;
00849   static const int MAX_TIME_FACTOR = 255;
00850 
00851   const int days1 = cs->transit_days[0];
00852   const int days2 = cs->transit_days[1];
00853   const int days_over_days1 = max(   transit_days - days1, 0);
00854   const int days_over_days2 = max(days_over_days1 - days2, 0);
00855 
00856   /*
00857    * The time factor is calculated based on the time it took
00858    * (transit_days) compared two cargo-depending values. The
00859    * range is divided into three parts:
00860    *
00861    *  - constant for fast transits
00862    *  - linear decreasing with time with a slope of -1 for medium transports
00863    *  - linear decreasing with time with a slope of -2 for slow transports
00864    *
00865    */
00866   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00867 
00868   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00869 }
00870 
00872 static SmallIndustryList _cargo_delivery_destinations;
00873 
00881 static uint DeliverGoodsToIndustry(Industry *ind, CargoID cargo_type, uint num_pieces)
00882 {
00883   uint cargo_index;
00884   for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00885     if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00886   }
00887   /* Check if matching cargo has been found */
00888   if (cargo_index >= lengthof(ind->accepts_cargo)) return 0;
00889 
00890   /* Check if industry temporarily refuses acceptance */
00891   if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) return 0;
00892 
00893   /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00894   _cargo_delivery_destinations.Include(ind);
00895 
00896   uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00897   ind->incoming_cargo_waiting[cargo_index] += amount;
00898   return amount;
00899 }
00900 
00910 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00911 {
00912   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00913    * This fails in three cases:
00914    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00915    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00916    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00917    */
00918 
00919   uint accepted = 0;
00920 
00921   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00922     Industry *ind = st->industries_near[i];
00923     if (ind->index == source) continue;
00924 
00925     uint amount = DeliverGoodsToIndustry(ind, cargo_type, num_pieces);
00926     num_pieces -= amount;
00927     accepted += amount;
00928   }
00929 
00930   return accepted;
00931 }
00932 
00948 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)
00949 {
00950   assert(num_pieces > 0);
00951 
00952   const Station *st = Station::Get(dest);
00953 
00954   uint accepted = 0;
00955   if (cp_dest != INVALID_SOURCE) {
00956     /* If this cargo has an industry as destination, deliver the cargo to it. */
00957     if (cp_dest_type == ST_INDUSTRY) accepted = DeliverGoodsToIndustry(Industry::Get(cp_dest), cargo_type, num_pieces);
00958   } else {
00959     /* Give the goods to any accepting industry. */
00960     accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00961   }
00962 
00963   /* If this cargo type is always accepted, accept all */
00964   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00965 
00966   /* Update company statistics */
00967   company->cur_economy.delivered_cargo += accepted;
00968   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00969 
00970   /* Increase town's counter for some special goods types */
00971   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00972   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00973   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00974 
00975   /* Determine profit */
00976   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00977 
00978   /* Modify profit if a subsidy is in effect */
00979   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00980     switch (_settings_game.difficulty.subsidy_multiplier) {
00981       case 0:  profit += profit >> 1; break;
00982       case 1:  profit *= 2; break;
00983       case 2:  profit *= 3; break;
00984       default: profit *= 4; break;
00985     }
00986   }
00987 
00988   return profit;
00989 }
00990 
00996 static void TriggerIndustryProduction(Industry *i)
00997 {
00998   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00999   uint16 callback = indspec->callback_mask;
01000 
01001   i->was_cargo_delivered = true;
01002   i->last_cargo_accepted_at = _date;
01003 
01004   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01005     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01006       IndustryProductionCallback(i, 0);
01007     } else {
01008       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01009     }
01010   } else {
01011     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01012       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01013       if (cargo_waiting == 0) continue;
01014 
01015       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01016       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01017 
01018       i->incoming_cargo_waiting[cargo_index] = 0;
01019     }
01020   }
01021 
01022   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01023   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01024 }
01025 
01030 CargoPayment::CargoPayment(Vehicle *front) :
01031   front(front),
01032   current_station(front->last_station_visited)
01033 {
01034 }
01035 
01036 CargoPayment::~CargoPayment()
01037 {
01038   if (this->CleaningPool()) return;
01039 
01040   this->front->cargo_payment = NULL;
01041 
01042   if (this->visual_profit == 0 && this->transfer_profit == 0) return;
01043 
01044   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01045 
01046   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01047   this->front->profit_this_year += (this->visual_profit + this->transfer_profit) << 8;
01048 
01049   int z = this->front->z_pos;
01050 
01051   if (this->route_profit != 0) {
01052     /* Show profit/loss from final delivery. */
01053     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, z, -this->visual_profit);
01054     z += VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM;
01055   }
01056 
01057   if (this->transfer_profit != 0) {
01058     /* Show transfer credits. */
01059     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, z, this->transfer_profit);
01060   }
01061 
01062   /* Play cash sound. */
01063   if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01064     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01065   }
01066 
01067   cur_company.Restore();
01068 }
01069 
01075 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01076 {
01077   if (this->owner == NULL) {
01078     this->owner = Company::Get(this->front->owner);
01079   }
01080 
01081   /* Handle end of route payment */
01082   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID(), cp->DestinationType(), cp->DestinationID());
01083   this->route_profit += profit;
01084 
01085   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01086   this->visual_profit += profit - cp->FeederShare();
01087 }
01088 
01095 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01096 {
01097   Money profit = GetTransportedGoodsIncome(
01098       count,
01099       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01100       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01101       cp->DaysInTransit(),
01102       this->ct);
01103 
01104   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01105 
01106   this->transfer_profit += profit; // accumulate transfer profits for whole vehicle
01107   return profit; // account for the (virtual) profit already made for the cargo packet
01108 }
01109 
01114 void PrepareUnload(Vehicle *front_v)
01115 {
01116   /* At this moment loading cannot be finished */
01117   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01118 
01119   /* Start unloading in at the first possible moment */
01120   front_v->load_unload_ticks = 1;
01121 
01122   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01123     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01124       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01125         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01126       }
01127     }
01128   }
01129 
01130   assert(front_v->cargo_payment == NULL);
01131   /* One CargoPayment per vehicle and the vehicle limit equals the
01132    * limit in number of CargoPayments. Can't go wrong. */
01133   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01134   assert(CargoPayment::CanAllocateItem());
01135   front_v->cargo_payment = new CargoPayment(front_v);
01136 }
01137 
01146 static void LoadUnloadVehicle(Vehicle *v, StationCargoList::OrderMap (&cargo_left)[NUM_CARGO])
01147 {
01148   assert(v->current_order.IsType(OT_LOADING));
01149 
01150   OrderID last_order = v->last_order_id;
01151 
01152   /* We have not waited enough time till the next round of loading/unloading */
01153   if (v->load_unload_ticks != 0) {
01154     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01155       /* 'Reserve' this cargo for this vehicle, because we were first. */
01156       for (; v != NULL; v = v->Next()) {
01157         int cap_left = v->cargo_cap - v->cargo.Count();
01158         if (cap_left > 0) {
01159           /* Try the bucket for our next destination first. */
01160           int loaded = min(cap_left, cargo_left[v->cargo_type][last_order]);
01161           cargo_left[v->cargo_type][last_order] -= loaded;
01162 
01163           /* Reserve from the common bucket if still space left. */
01164           loaded = min(cap_left - loaded, cargo_left[v->cargo_type][INVALID_ORDER]);
01165           cargo_left[v->cargo_type][INVALID_ORDER] -= loaded;
01166         }
01167       }
01168     }
01169     return;
01170   }
01171 
01172   StationID last_visited = v->last_station_visited;
01173   Station *st = Station::Get(last_visited);
01174 
01175   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01176     /* The train reversed in the station. Take the "easy" way
01177      * out and let the train just leave as it always did. */
01178     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01179     v->load_unload_ticks = 1;
01180     return;
01181   }
01182 
01183   int unloading_time = 0;
01184   Vehicle *u = v;
01185   bool dirty_vehicle = false;
01186   bool dirty_station = false;
01187 
01188   bool completely_emptied = true;
01189   bool anything_unloaded = false;
01190   bool anything_loaded   = false;
01191   uint32 full_load_amount = 0;
01192   uint32 cargo_not_full  = 0;
01193   uint32 cargo_full      = 0;
01194 
01195   v->cur_speed = 0;
01196 
01197   CargoPayment *payment = v->cargo_payment;
01198 
01199   for (; v != NULL; v = v->Next()) {
01200     if (v->cargo_cap == 0) continue;
01201 
01202     const Engine *e = Engine::Get(v->engine_type);
01203     byte load_amount = e->info.load_amount;
01204 
01205     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01206     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01207 
01208     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01209       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01210       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01211     }
01212 
01213     GoodsEntry *ge = &st->goods[v->cargo_type];
01214 
01215     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01216       uint cargo_count = v->cargo.Count();
01217       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01218       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01219       bool accepted  = false; // Is the cargo accepted by the station?
01220       bool did_transfer = false;
01221 
01222       payment->SetCargo(v->cargo_type);
01223 
01224       if (CargoHasDestinations(v->cargo_type)) {
01225         /* This cargo type has destinations enabled, this means explicit transfer
01226          * orders are overridden for cargo packets with destination.
01227          * Default action for destination-less cargo packets is final delivery when
01228          * accepted, otherwise no action. If the current order is forced unload,
01229          * always unload all cargo. */
01230         VehicleCargoList::MoveToAction mta = HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) ? VehicleCargoList::MTA_FINAL_DELIVERY : VehicleCargoList::MTA_NO_ACTION;
01231         if (u->current_order.GetUnloadType() & OUFB_UNLOAD) mta = VehicleCargoList::MTA_UNLOAD;
01232         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, mta, payment, last_visited, last_order, v->cargo_type, &did_transfer);
01233 
01234         dirty_vehicle = true;
01235         accepted = true;
01236       } else {
01237         /* Cargo destinations are not enabled, handle transfer orders. */
01238         if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01239           /* The cargo has reached its final destination, the packets may now be destroyed */
01240           remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited, v->cargo_type);
01241 
01242           dirty_vehicle = true;
01243           accepted = true;
01244         }
01245 
01246         /* The !accepted || v->cargo.Count == cargo_count clause is there
01247          * to make it possible to force unload vehicles at the station where
01248          * they were loaded, but to not force unload the vehicle when the
01249          * station is still accepting the cargo in the vehicle. It doesn't
01250          * accept cargo that was loaded at the same station. */
01251         if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01252           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);
01253 
01254           did_transfer = true;
01255           dirty_vehicle = true;
01256           accepted = true;
01257         }
01258       }
01259 
01260       if (did_transfer) {
01261         /* Update station information. */
01262         if (!HasBit(ge->acceptance_pickup, GoodsEntry::PICKUP)) {
01263           InvalidateWindowData(WC_STATION_LIST, last_visited);
01264           SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01265         }
01266         dirty_station = true;
01267       }
01268 
01269       if (!accepted) {
01270         /* The order changed while unloading (unset unload/transfer) or the
01271          * station does not accept our goods. */
01272         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01273 
01274         /* Say we loaded something, otherwise we'll think we didn't unload
01275          * something and we didn't load something, so we must be finished
01276          * at this station. Setting the unloaded means that we will get a
01277          * retry for loading in the next cycle. */
01278         anything_unloaded = true;
01279         continue;
01280       }
01281 
01282       /* Deliver goods to the station */
01283       st->time_since_unload = 0;
01284 
01285       unloading_time += amount_unloaded;
01286 
01287       anything_unloaded = true;
01288       if (_settings_game.order.gradual_loading && remaining) {
01289         completely_emptied = false;
01290       } else {
01291         /* We have finished unloading (cargo count == 0) */
01292         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01293       }
01294 
01295       continue;
01296     }
01297 
01298     /* Do not pick up goods when we have no-load set or loading is stopped. */
01299     if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
01300 
01301     /* update stats */
01302     int t;
01303     switch (u->type) {
01304       case VEH_TRAIN: /* FALL THROUGH */
01305       case VEH_SHIP:
01306         t = u->vcache.cached_max_speed;
01307         break;
01308 
01309       case VEH_ROAD:
01310         t = u->vcache.cached_max_speed / 2;
01311         break;
01312 
01313       case VEH_AIRCRAFT:
01314         t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
01315         break;
01316 
01317       default: NOT_REACHED();
01318     }
01319 
01320     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01321     ge->last_speed = min(t, 255);
01322     ge->last_age = _cur_year - u->build_year;
01323     ge->days_since_pickup = 0;
01324 
01325     /* If there's goods waiting at the station, and the vehicle
01326      * has capacity for it, load it on the vehicle. */
01327     int cap_left = v->cargo_cap - v->cargo.Count();
01328     if (!ge->cargo.Empty() && cap_left > 0) {
01329       uint cap = cap_left;
01330       uint count = ge->cargo.CountForNextHop(last_order) + ge->cargo.CountForNextHop(INVALID_ORDER);
01331 
01332       /* Skip loading this vehicle if another train/vehicle is already handling
01333        * the same cargo type at this station. Check the buckets for or next
01334        * destination and the general bucket. */
01335       if (_settings_game.order.improved_load && cargo_left[v->cargo_type][last_order] <= 0 && cargo_left[v->cargo_type][INVALID_ORDER] <= 0) {
01336         SetBit(cargo_not_full, v->cargo_type);
01337         continue;
01338       }
01339 
01340       if (cap > count) cap = count;
01341       if (_settings_game.order.gradual_loading) {
01342         cap = min(cap, load_amount);
01343         cap_left = min(cap_left, load_amount);
01344       }
01345       if (_settings_game.order.improved_load) {
01346         /* Don't load stuff that is already 'reserved' for other vehicles */
01347         count = cargo_left[v->cargo_type][last_order] + cargo_left[v->cargo_type][INVALID_ORDER];
01348 
01349         /* Try the bucket for our next destination first. */
01350         int load_next = min<uint>(cap, cargo_left[v->cargo_type][last_order]);
01351         cargo_left[v->cargo_type][last_order] -= load_next;
01352 
01353         /* Reserve from the common bucket if still space left. */
01354         int load_common = min<uint>(cap - load_next, cargo_left[v->cargo_type][INVALID_ORDER]);
01355         cargo_left[v->cargo_type][INVALID_ORDER] -= load_common;
01356 
01357         cap = load_next + load_common;
01358       }
01359 
01360       /* Store whether the maximum possible load amount was loaded or not.*/
01361       if (count >= (uint)cap_left) {
01362         SetBit(full_load_amount, v->cargo_type);
01363       } else {
01364         ClrBit(full_load_amount, v->cargo_type);
01365       }
01366 
01367       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01368 
01369       /* TODO: Regarding this, when we do gradual loading, we
01370        * should first unload all vehicles and then start
01371        * loading them. Since this will cause
01372        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01373        * the whole vehicle chain is really totally empty, the
01374        * completely_emptied assignment can then be safely
01375        * removed; that's how TTDPatch behaves too. --pasky */
01376       completely_emptied = false;
01377       anything_loaded = true;
01378 
01379       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, last_visited, last_order, v->cargo_type);
01380 
01381       st->time_since_load = 0;
01382       st->last_vehicle_type = v->type;
01383 
01384       TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01385       AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01386 
01387       unloading_time += cap;
01388 
01389       dirty_vehicle = dirty_station = true;
01390     }
01391 
01392     if (v->cargo.Count() >= v->cargo_cap) {
01393       SetBit(cargo_full, v->cargo_type);
01394     } else {
01395       SetBit(cargo_not_full, v->cargo_type);
01396     }
01397   }
01398 
01399   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01400   completely_emptied &= anything_unloaded;
01401 
01402   /* We update these variables here, so gradual loading still fills
01403    * all wagons at the same time instead of using the same 'improved'
01404    * loading algorithm for the wagons (only fill wagon when there is
01405    * enough to fill the previous wagons) */
01406   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01407     /* Update left cargo */
01408     for (v = u; v != NULL; v = v->Next()) {
01409       int cap_left = v->cargo_cap - v->cargo.Count();
01410       if (cap_left > 0) {
01411         /* Try the bucket for our next destination first. */
01412         int loaded = min(cap_left, cargo_left[v->cargo_type][last_order]);
01413         cargo_left[v->cargo_type][last_order] -= loaded;
01414 
01415         /* Reserve from the common bucket if still space left. */
01416         loaded = min(cap_left - loaded, cargo_left[v->cargo_type][INVALID_ORDER]);
01417         cargo_left[v->cargo_type][INVALID_ORDER] -= loaded;
01418       }
01419     }
01420   }
01421 
01422   v = u;
01423 
01424   if (!anything_unloaded) delete payment;
01425 
01426   ClrBit(u->vehicle_flags, VF_STOP_LOADING);
01427   if (anything_loaded || anything_unloaded) {
01428     if (_settings_game.order.gradual_loading) {
01429       /* The time it takes to load one 'slice' of cargo or passengers depends
01430        * on the vehicle type - the values here are those found in TTDPatch */
01431       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01432 
01433       unloading_time = gradual_loading_wait_time[v->type];
01434     }
01435     /* We loaded less cargo than possible for all cargo types and it's not full
01436      * load and we're not supposed to wait any longer: stop loading. */
01437     if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01438         v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0)) {
01439       SetBit(v->vehicle_flags, VF_STOP_LOADING);
01440     }
01441   } else {
01442     bool finished_loading = true;
01443     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01444       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01445         /* if the aircraft carries passengers and is NOT full, then
01446          * continue loading, no matter how much mail is in */
01447         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01448             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01449           finished_loading = false;
01450         }
01451       } else if (cargo_not_full != 0) {
01452         finished_loading = false;
01453       }
01454     }
01455     unloading_time = 20;
01456 
01457     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01458   }
01459 
01460   if (v->type == VEH_TRAIN) {
01461     /* Each platform tile is worth 2 rail vehicles. */
01462     int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01463     if (overhang > 0) {
01464       unloading_time <<= 1;
01465       unloading_time += (overhang * unloading_time) / 8;
01466     }
01467   }
01468 
01469   /* Calculate the loading indicator fill percent and display
01470    * In the Game Menu do not display indicators
01471    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01472    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01473    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01474    */
01475   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01476     StringID percent_up_down = STR_NULL;
01477     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01478     if (v->fill_percent_te_id == INVALID_TE_ID) {
01479       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01480     } else {
01481       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01482     }
01483   }
01484 
01485   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01486   v->load_unload_ticks = max(1, unloading_time);
01487 
01488   if (completely_emptied) {
01489     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01490   }
01491 
01492   if (dirty_vehicle) {
01493     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01494     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01495     v->MarkDirty();
01496   }
01497   if (dirty_station) {
01498     st->MarkTilesDirty(true);
01499     SetWindowDirty(WC_STATION_VIEW, last_visited);
01500   }
01501 }
01502 
01508 void LoadUnloadStation(Station *st)
01509 {
01510   /* No vehicle is here... */
01511   if (st->loading_vehicles.empty()) return;
01512 
01513   Vehicle *last_loading = NULL;
01514   std::list<Vehicle *>::iterator iter;
01515 
01516   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01517   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01518     Vehicle *v = *iter;
01519 
01520     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01521 
01522     assert(v->load_unload_ticks != 0);
01523     if (--v->load_unload_ticks == 0) last_loading = v;
01524   }
01525 
01526   /* We only need to reserve and load/unload up to the last loading vehicle.
01527    * Anything else will be forgotten anyway after returning from this function.
01528    *
01529    * Especially this means we do _not_ need to reserve cargo for a single
01530    * consist in a station which is not allowed to load yet because its
01531    * load_unload_ticks is still not 0.
01532    */
01533   if (last_loading == NULL) return;
01534 
01535   StationCargoList::OrderMap cargo_left[NUM_CARGO];
01536   for (CargoID i = 0; i < NUM_CARGO; i++) {
01537     cargo_left[i] = st->goods[i].cargo.CountForNextHop();
01538   }
01539 
01540   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01541     Vehicle *v = *iter;
01542     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01543     if (v == last_loading) break;
01544   }
01545 
01546   /* Call the production machinery of industries */
01547   const Industry * const *isend = _cargo_delivery_destinations.End();
01548   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01549     TriggerIndustryProduction(*iid);
01550   }
01551   _cargo_delivery_destinations.Clear();
01552 }
01553 
01557 void CompaniesMonthlyLoop()
01558 {
01559   CompaniesGenStatistics();
01560   if (_settings_game.economy.inflation) {
01561     AddInflation();
01562     RecomputePrices();
01563   }
01564   CompaniesPayInterest();
01565   HandleEconomyFluctuations();
01566 }
01567 
01568 static void DoAcquireCompany(Company *c)
01569 {
01570   CompanyID ci = c->index;
01571 
01572   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01573   cni->FillData(c, Company::Get(_current_company));
01574 
01575   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01576   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01577   SetDParamStr(2, cni->company_name);
01578   SetDParamStr(3, cni->other_company_name);
01579   SetDParam(4, c->bankrupt_value);
01580   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01581   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01582 
01583   ChangeOwnershipOfCompanyItems(ci, _current_company);
01584 
01585   if (c->bankrupt_value == 0) {
01586     Company *owner = Company::Get(_current_company);
01587     owner->current_loan += c->current_loan;
01588   }
01589 
01590   Money value = CalculateCompanyValue(c) >> 2;
01591   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
01592   for (int i = 0; i != 4; i++) {
01593     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01594       cur_company.Change(c->share_owners[i]);
01595       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01596     }
01597   }
01598   cur_company.Restore();
01599 
01600   if (c->is_ai) AI::Stop(c->index);
01601 
01602   DeleteCompanyWindows(ci);
01603   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01604   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01605   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01606   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01607 
01608   delete c;
01609 }
01610 
01611 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01612 
01622 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01623 {
01624   CommandCost cost(EXPENSES_OTHER);
01625   CompanyID target_company = (CompanyID)p1;
01626   Company *c = Company::GetIfValid(target_company);
01627 
01628   /* Check if buying shares is allowed (protection against modified clients)
01629    * Cannot buy own shares */
01630   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01631 
01632   /* Protect new companies from hostile takeovers */
01633   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01634 
01635   /* Those lines are here for network-protection (clients can be slow) */
01636   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01637 
01638   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01639     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01640 
01641     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01642   }
01643 
01644 
01645   cost.AddCost(CalculateCompanyValue(c) >> 2);
01646   if (flags & DC_EXEC) {
01647     OwnerByte *b = c->share_owners;
01648 
01649     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01650     *b = _current_company;
01651 
01652     for (int i = 0; c->share_owners[i] == _current_company;) {
01653       if (++i == 4) {
01654         c->bankrupt_value = 0;
01655         DoAcquireCompany(c);
01656         break;
01657       }
01658     }
01659     SetWindowDirty(WC_COMPANY, target_company);
01660     CompanyAdminUpdate(c);
01661   }
01662   return cost;
01663 }
01664 
01674 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01675 {
01676   CompanyID target_company = (CompanyID)p1;
01677   Company *c = Company::GetIfValid(target_company);
01678 
01679   /* Check if selling shares is allowed (protection against modified clients)
01680    * Cannot sell own shares */
01681   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01682 
01683   /* Those lines are here for network-protection (clients can be slow) */
01684   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01685 
01686   /* adjust it a little to make it less profitable to sell and buy */
01687   Money cost = CalculateCompanyValue(c) >> 2;
01688   cost = -(cost - (cost >> 7));
01689 
01690   if (flags & DC_EXEC) {
01691     OwnerByte *b = c->share_owners;
01692     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01693     *b = COMPANY_SPECTATOR;
01694     SetWindowDirty(WC_COMPANY, target_company);
01695     CompanyAdminUpdate(c);
01696   }
01697   return CommandCost(EXPENSES_OTHER, cost);
01698 }
01699 
01712 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01713 {
01714   CompanyID target_company = (CompanyID)p1;
01715   Company *c = Company::GetIfValid(target_company);
01716   if (c == NULL) return CMD_ERROR;
01717 
01718   /* Disable takeovers when not asked */
01719   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01720 
01721   /* Disable taking over the local company in single player */
01722   if (!_networking && _local_company == c->index) return CMD_ERROR;
01723 
01724   /* Do not allow companies to take over themselves */
01725   if (target_company == _current_company) return CMD_ERROR;
01726 
01727   /* Disable taking over when not allowed. */
01728   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01729 
01730   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01731   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01732 
01733   if (flags & DC_EXEC) {
01734     DoAcquireCompany(c);
01735   }
01736   return cost;
01737 }

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