economy.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "tile_cmd.h"
00014 #include "company_func.h"
00015 #include "command_func.h"
00016 #include "industry.h"
00017 #include "town.h"
00018 #include "news_func.h"
00019 #include "network/network.h"
00020 #include "network/network_func.h"
00021 #include "vehicle_gui.h"
00022 #include "ai/ai.hpp"
00023 #include "aircraft.h"
00024 #include "train.h"
00025 #include "newgrf_cargo.h"
00026 #include "newgrf_engine.h"
00027 #include "newgrf_sound.h"
00028 #include "newgrf_industries.h"
00029 #include "newgrf_industrytiles.h"
00030 #include "newgrf_station.h"
00031 #include "unmovable.h"
00032 #include "group.h"
00033 #include "strings_func.h"
00034 #include "functions.h"
00035 #include "window_func.h"
00036 #include "date_func.h"
00037 #include "vehicle_func.h"
00038 #include "sound_func.h"
00039 #include "gfx_func.h"
00040 #include "autoreplace_func.h"
00041 #include "company_gui.h"
00042 #include "signs_base.h"
00043 #include "subsidy_base.h"
00044 #include "subsidy_func.h"
00045 #include "station_base.h"
00046 #include "waypoint_base.h"
00047 #include "economy_base.h"
00048 #include "core/pool_func.hpp"
00049 #include "infrastructure_func.h"
00050 
00051 #include "table/strings.h"
00052 #include "table/sprites.h"
00053 #include "table/pricebase.h"
00054 
00055 
00056 /* Initialize the cargo payment-pool */
00057 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00058 INSTANTIATE_POOL_METHODS(CargoPayment)
00059 
00060 
00071 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00072 {
00073   return (int32)((int64)a * (int64)b >> shift);
00074 }
00075 
00087 static inline uint32 BigMulSU(const uint32 a, const uint32 b, const uint8 shift)
00088 {
00089   return (uint32)((uint64)a * (uint64)b >> shift);
00090 }
00091 
00092 typedef SmallVector<Industry *, 16> SmallIndustryList;
00093 
00094 /* Score info */
00095 const ScoreInfo _score_info[] = {
00096   { SCORE_VEHICLES,        120, 100 },
00097   { SCORE_STATIONS,         80, 100 },
00098   { SCORE_MIN_PROFIT,    10000, 100 },
00099   { SCORE_MIN_INCOME,    50000,  50 },
00100   { SCORE_MAX_INCOME,   100000, 100 },
00101   { SCORE_DELIVERED,     40000, 400 },
00102   { SCORE_CARGO,             8,  50 },
00103   { SCORE_MONEY,      10000000,  50 },
00104   { SCORE_LOAN,         250000,  50 },
00105   { SCORE_TOTAL,             0,   0 }
00106 };
00107 
00108 int _score_part[MAX_COMPANIES][SCORE_END];
00109 Economy _economy;
00110 Prices _price;
00111 Money _additional_cash_required;
00112 static PriceMultipliers _price_base_multiplier;
00113 
00114 Money CalculateCompanyValue(const Company *c)
00115 {
00116   Owner owner = c->index;
00117   Money value = 0;
00118 
00119   Station *st;
00120   uint num = 0;
00121 
00122   FOR_ALL_STATIONS(st) {
00123     if (st->owner == owner) num += CountBits((byte)st->facilities);
00124   }
00125 
00126   value += num * _price[PR_STATION_VALUE] * 25;
00127 
00128   Vehicle *v;
00129   FOR_ALL_VEHICLES(v) {
00130     if (v->owner != owner) continue;
00131 
00132     if (v->type == VEH_TRAIN ||
00133         v->type == VEH_ROAD ||
00134         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00135         v->type == VEH_SHIP) {
00136       value += v->value * 3 >> 1;
00137     }
00138   }
00139 
00140   /* Add real money value */
00141   value -= c->current_loan;
00142   value += c->money;
00143 
00144   return max(value, (Money)1);
00145 }
00146 
00153 int UpdateCompanyRatingAndValue(Company *c, bool update)
00154 {
00155   Owner owner = c->index;
00156   int score = 0;
00157 
00158   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00159 
00160   /* Count vehicles */
00161   {
00162     Vehicle *v;
00163     Money min_profit = 0;
00164     bool min_profit_first = true;
00165     uint num = 0;
00166 
00167     FOR_ALL_VEHICLES(v) {
00168       if (v->owner != owner) continue;
00169       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00170         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00171         if (v->age > 730) {
00172           /* Find the vehicle with the lowest amount of profit */
00173           if (min_profit_first || min_profit > v->profit_last_year) {
00174             min_profit = v->profit_last_year;
00175             min_profit_first = false;
00176           }
00177         }
00178       }
00179     }
00180 
00181     min_profit >>= 8; // remove the fract part
00182 
00183     _score_part[owner][SCORE_VEHICLES] = num;
00184     /* Don't allow negative min_profit to show */
00185     if (min_profit > 0)
00186       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00187   }
00188 
00189   /* Count stations */
00190   {
00191     uint num = 0;
00192     const Station *st;
00193 
00194     FOR_ALL_STATIONS(st) {
00195       /* Only count stations that are actually serviced */
00196       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00197     }
00198     _score_part[owner][SCORE_STATIONS] = num;
00199   }
00200 
00201   /* Generate statistics depending on recent income statistics */
00202   {
00203     int numec = min(c->num_valid_stat_ent, 12);
00204     if (numec != 0) {
00205       const CompanyEconomyEntry *cee = c->old_economy;
00206       Money min_income = cee->income + cee->expenses;
00207       Money max_income = cee->income + cee->expenses;
00208 
00209       do {
00210         min_income = min(min_income, cee->income + cee->expenses);
00211         max_income = max(max_income, cee->income + cee->expenses);
00212       } while (++cee, --numec);
00213 
00214       if (min_income > 0) {
00215         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00216       }
00217 
00218       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00219     }
00220   }
00221 
00222   /* Generate score depending on amount of transported cargo */
00223   {
00224     const CompanyEconomyEntry *cee;
00225     int numec;
00226     uint32 total_delivered;
00227 
00228     numec = min(c->num_valid_stat_ent, 4);
00229     if (numec != 0) {
00230       cee = c->old_economy;
00231       total_delivered = 0;
00232       do {
00233         total_delivered += cee->delivered_cargo;
00234       } while (++cee, --numec);
00235 
00236       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00237     }
00238   }
00239 
00240   /* Generate score for variety of cargo */
00241   {
00242     uint num = CountBits(c->cargo_types);
00243     _score_part[owner][SCORE_CARGO] = num;
00244     if (update) c->cargo_types = 0;
00245   }
00246 
00247   /* Generate score for company's money */
00248   {
00249     if (c->money > 0) {
00250       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00251     }
00252   }
00253 
00254   /* Generate score for loan */
00255   {
00256     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00257   }
00258 
00259   /* Now we calculate the score for each item.. */
00260   {
00261     int total_score = 0;
00262     int s;
00263     score = 0;
00264     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00265       /* Skip the total */
00266       if (i == SCORE_TOTAL) continue;
00267       /*  Check the score */
00268       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00269       score += s;
00270       total_score += _score_info[i].score;
00271     }
00272 
00273     _score_part[owner][SCORE_TOTAL] = score;
00274 
00275     /*  We always want the score scaled to SCORE_MAX (1000) */
00276     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00277   }
00278 
00279   if (update) {
00280     c->old_economy[0].performance_history = score;
00281     UpdateCompanyHQ(c, score);
00282     c->old_economy[0].company_value = CalculateCompanyValue(c);
00283   }
00284 
00285   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00286   return score;
00287 }
00288 
00289 /*  use INVALID_OWNER as new_owner to delete the company. */
00290 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00291 {
00292   Town *t;
00293   CompanyID old = _current_company;
00294 
00295   assert(old_owner != new_owner);
00296 
00297   {
00298     Company *c;
00299     uint i;
00300 
00301     /* See if the old_owner had shares in other companies */
00302     _current_company = old_owner;
00303     FOR_ALL_COMPANIES(c) {
00304       for (i = 0; i < 4; i++) {
00305         if (c->share_owners[i] == old_owner) {
00306           /* Sell his shares */
00307           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00308           /* Because we are in a DoCommand, we can't just execute an other one and
00309            *  expect the money to be removed. We need to do it ourself! */
00310           SubtractMoneyFromCompany(res);
00311         }
00312       }
00313     }
00314 
00315     /* Sell all the shares that people have on this company */
00316     c = Company::Get(old_owner);
00317     for (i = 0; i < 4; i++) {
00318       _current_company = c->share_owners[i];
00319       if (_current_company != INVALID_OWNER) {
00320         /* Sell the shares */
00321         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00322         /* Because we are in a DoCommand, we can't just execute an other one and
00323          *  expect the money to be removed. We need to do it ourself! */
00324         SubtractMoneyFromCompany(res);
00325       }
00326     }
00327   }
00328 
00329   _current_company = old_owner;
00330 
00331   /* Temporarily increase the company's money, to be sure that
00332    * removing his/her property doesn't fail because of lack of money.
00333    * Not too drastically though, because it could overflow */
00334   if (new_owner == INVALID_OWNER) {
00335     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00336   }
00337 
00338   Subsidy *s;
00339   FOR_ALL_SUBSIDIES(s) {
00340     if (s->awarded == old_owner) {
00341       if (new_owner == INVALID_OWNER) {
00342         delete s;
00343       } else {
00344         s->awarded = new_owner;
00345       }
00346     }
00347   }
00348   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00349 
00350   /* Take care of rating in towns */
00351   FOR_ALL_TOWNS(t) {
00352     /* If a company takes over, give the ratings to that company. */
00353     if (new_owner != INVALID_OWNER) {
00354       if (HasBit(t->have_ratings, old_owner)) {
00355         if (HasBit(t->have_ratings, new_owner)) {
00356           /* use max of the two ratings. */
00357           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00358         } else {
00359           SetBit(t->have_ratings, new_owner);
00360           t->ratings[new_owner] = t->ratings[old_owner];
00361         }
00362       }
00363     }
00364 
00365     /* Reset the ratings for the old owner */
00366     t->ratings[old_owner] = RATING_INITIAL;
00367     ClrBit(t->have_ratings, old_owner);
00368   }
00369 
00370   /* Change ownership of vehicles */
00371   if (new_owner != INVALID_OWNER) {
00372     FreeUnitIDGenerator unitidgen[] = {
00373       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00374       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00375     };
00376 
00377     Vehicle *v;
00378     FOR_ALL_VEHICLES(v) {
00379       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00380         v->owner = new_owner;
00381         v->colourmap = PAL_NONE;
00382         if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
00383         if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
00384       }
00385     }
00386   } else {
00387     /* Depending on sharing settings, other companies could be affected too.
00388      * Let the infrastructure sharing code handle this. */
00389     HandleSharingCompanyDeletion(old_owner);
00390   }
00391 
00392   /*  Change ownership of tiles */
00393   {
00394     TileIndex tile = 0;
00395     do {
00396       ChangeTileOwner(tile, old_owner, new_owner);
00397     } while (++tile != MapSize());
00398 
00399     if (new_owner != INVALID_OWNER) {
00400       /* Update all signals because there can be new segment that was owned by two companies
00401        * and signals were not propagated
00402        * Similiar with crossings - it is needed to bar crossings that weren't before
00403        * because of different owner of crossing and approaching train */
00404       UpdateAllBlockSignals(new_owner);
00405     } else if (_settings_game.sharing.sharing_rail) {
00406       /* tracks are being removed while sharing is enabled.
00407        * Thus, update all signals and crossings. */
00408       UpdateAllBlockSignals();
00409     }
00410     /* Update any signals in the buffer */
00411     UpdateSignalsInBuffer();
00412   }
00413 
00414   /* convert owner of stations (including deleted ones, but excluding buoys) */
00415   Station *st;
00416   FOR_ALL_STATIONS(st) {
00417     if (st->owner == old_owner) {
00418       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00419        * also, drawing station window would cause reading invalid company's colour */
00420       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00421     }
00422   }
00423 
00424   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00425   Waypoint *wp;
00426   FOR_ALL_WAYPOINTS(wp) {
00427     if (wp->owner == old_owner) {
00428       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00429     }
00430   }
00431 
00432   /* In all cases clear replace engine rules.
00433    * Even if it was copied, it could interfere with new owner's rules */
00434   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00435 
00436   if (new_owner == INVALID_OWNER) {
00437     RemoveAllGroupsForCompany(old_owner);
00438   } else {
00439     Group *g;
00440     FOR_ALL_GROUPS(g) {
00441       if (g->owner == old_owner) g->owner = new_owner;
00442     }
00443   }
00444 
00445   Sign *si;
00446   FOR_ALL_SIGNS(si) {
00447     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00448   }
00449 
00450   /* Change colour of existing windows */
00451   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00452 
00453   _current_company = old;
00454 
00455   MarkWholeScreenDirty();
00456 }
00457 
00458 static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
00459 {
00460 #ifdef ENABLE_NETWORK
00461   if (!_networking) return;
00462 
00463   if (current_owner == _local_company) {
00464     SetLocalCompany(new_owner);
00465   }
00466 
00467   if (!_network_server) return;
00468 
00469   NetworkServerChangeOwner(current_owner, new_owner);
00470 #endif /* ENABLE_NETWORK */
00471 }
00472 
00473 static void CompanyCheckBankrupt(Company *c)
00474 {
00475   /*  If the company has money again, it does not go bankrupt */
00476   if (c->money >= 0) {
00477     c->quarters_of_bankruptcy = 0;
00478     c->bankrupt_asked = 0;
00479     return;
00480   }
00481 
00482   c->quarters_of_bankruptcy++;
00483 
00484   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00485   cni->FillData(c);
00486 
00487   switch (c->quarters_of_bankruptcy) {
00488     case 0:
00489     case 1:
00490       free(cni);
00491       break;
00492 
00493     case 2:
00494       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00495       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00496       SetDParamStr(2, cni->company_name);
00497       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00498       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00499       break;
00500     case 3: {
00501       /* Check if the company has any value.. if not, declare it bankrupt
00502        *  right now */
00503       Money val = CalculateCompanyValue(c);
00504       if (val > 0) {
00505         c->bankrupt_value = val;
00506         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00507         c->bankrupt_timeout = 0;
00508         free(cni);
00509         break;
00510       }
00511       /* Else, falltrue to case 4... */
00512     }
00513     default:
00514     case 4:
00515       if (!_networking && _local_company == c->index) {
00516         /* If we are in offline mode, leave the company playing. Eg. there
00517          * is no THE-END, otherwise mark the client as spectator to make sure
00518          * he/she is no long in control of this company. However... when you
00519          * join another company (cheat) the "unowned" company can bankrupt. */
00520         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00521         free(cni);
00522         break;
00523       }
00524 
00525       /* Close everything the owner has open */
00526       DeleteCompanyWindows(c->index);
00527 
00528       /* Show bankrupt news */
00529       SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
00530       SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
00531       SetDParamStr(2, cni->company_name);
00532       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);
00533 
00534       /* Remove the company */
00535       ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
00536       ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
00537 
00538       if (c->is_ai) AI::Stop(c->index);
00539 
00540       CompanyID c_index = c->index;
00541       delete c;
00542       AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
00543   }
00544 }
00545 
00546 static void CompaniesGenStatistics()
00547 {
00548   Station *st;
00549   Company *c;
00550 
00551   FOR_ALL_STATIONS(st) {
00552     _current_company = st->owner;
00553     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00554     SubtractMoneyFromCompany(cost);
00555   }
00556 
00557   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
00558     return;
00559 
00560   FOR_ALL_COMPANIES(c) {
00561     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00562     c->old_economy[0] = c->cur_economy;
00563     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00564 
00565     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
00566 
00567     UpdateCompanyRatingAndValue(c, true);
00568     if (c->block_preview != 0) c->block_preview--;
00569     CompanyCheckBankrupt(c);
00570   }
00571 
00572   SetWindowDirty(WC_INCOME_GRAPH, 0);
00573   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00574   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00575   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00576   SetWindowDirty(WC_COMPANY_VALUE, 0);
00577   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00578 }
00579 
00584 void AddInflation(bool check_year)
00585 {
00586   /* The cargo payment inflation differs from the normal inflation, so the
00587    * relative amount of money you make with a transport decreases slowly over
00588    * the 170 years. After a few hundred years we reach a level in which the
00589    * games will become unplayable as the maximum income will be less than
00590    * the minimum running cost.
00591    *
00592    * Furthermore there are a lot of inflation related overflows all over the
00593    * place. Solving them is hardly possible because inflation will always
00594    * reach the overflow threshold some day. So we'll just perform the
00595    * inflation mechanism during the first 170 years (the amount of years that
00596    * one had in the original TTD) and stop doing the inflation after that
00597    * because it only causes problems that can't be solved nicely and the
00598    * inflation doesn't add anything after that either; it even makes playing
00599    * it impossible due to the diverging cost and income rates.
00600    */
00601   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00602 
00603   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00604    * scaled by 65536
00605    * 12 -> months per year
00606    * This is only a good approxiamtion for small values
00607    */
00608   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00609   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00610 }
00611 
00615 void RecomputePrices()
00616 {
00617   /* Setup maximum loan */
00618   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00619 
00620   /* Setup price bases */
00621   for (Price i = PR_BEGIN; i < PR_END; i++) {
00622     Money price = _price_base_specs[i].start_price;
00623 
00624     /* Apply difficulty settings */
00625     uint mod = 1;
00626     switch (_price_base_specs[i].category) {
00627       case PCAT_RUNNING:
00628         mod = _settings_game.difficulty.vehicle_costs;
00629         break;
00630 
00631       case PCAT_CONSTRUCTION:
00632         mod = _settings_game.difficulty.construction_cost;
00633         break;
00634 
00635       default: break;
00636     }
00637     if (mod < 1) {
00638       price = price * 3 >> 2;
00639     } else if (mod > 1) {
00640       price = price * 9 >> 3;
00641     }
00642 
00643     /* Apply inflation */
00644     price = (int64)price * _economy.inflation_prices;
00645 
00646     /* Apply newgrf modifiers, and remove fractional part of inflation */
00647     int shift = _price_base_multiplier[i] - 16;
00648     if (shift >= 0) {
00649       price <<= shift;
00650     } else {
00651       price >>= -shift;
00652     }
00653 
00654     /* Store value */
00655     _price[i] = price;
00656   }
00657 
00658   /* Setup cargo payment */
00659   CargoSpec *cs;
00660   FOR_ALL_CARGOSPECS(cs) {
00661     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00662   }
00663 
00664   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00665   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00666   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00667   SetWindowDirty(WC_PAYMENT_RATES, 0);
00668 }
00669 
00670 static void CompaniesPayInterest()
00671 {
00672   const Company *c;
00673 
00674   FOR_ALL_COMPANIES(c) {
00675     _current_company = c->index;
00676 
00677     /* Over a year the paid interest should be "loan * interest percentage",
00678      * but... as that number is likely not dividable by 12 (pay each month),
00679      * one needs to account for that in the monthly fee calculations.
00680      * To easily calculate what one should pay "this" month, you calculate
00681      * what (total) should have been paid up to this month and you substract
00682      * whatever has been paid in the previous months. This will mean one month
00683      * it'll be a bit more and the other it'll be a bit less than the average
00684      * monthly fee, but on average it will be exact. */
00685     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00686     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00687     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00688 
00689     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00690 
00691     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00692   }
00693 }
00694 
00695 static void HandleEconomyFluctuations()
00696 {
00697   if (_settings_game.difficulty.economy != 0) {
00698     /* When economy is Fluctuating, decrease counter */
00699     _economy.fluct--;
00700   } else if (_economy.fluct <= 0) {
00701     /* When it's Steady and we are in recession, end it now */
00702     _economy.fluct = -12;
00703   } else {
00704     /* No need to do anything else in other cases */
00705     return;
00706   }
00707 
00708   if (_economy.fluct == 0) {
00709     _economy.fluct = -(int)GB(Random(), 0, 2);
00710     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00711   } else if (_economy.fluct == -12) {
00712     _economy.fluct = GB(Random(), 0, 8) + 312;
00713     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00714   }
00715 }
00716 
00717 
00721 void ResetPriceBaseMultipliers()
00722 {
00723   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00724 }
00725 
00733 void SetPriceBaseMultiplier(Price price, int factor)
00734 {
00735   assert(price < PR_END);
00736   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00737 }
00738 
00743 void StartupIndustryDailyChanges(bool init_counter)
00744 {
00745   uint map_size = MapLogX() + MapLogY();
00746   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00747    * which stands for the days in a month.
00748    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00749    * would not be needed.
00750    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00751    * on the overall total number of changes performed */
00752   _economy.industry_daily_increment = (1 << map_size) / 31;
00753 
00754   if (init_counter) {
00755     /* A new game or a savegame from an older version will require the counter to be initialized */
00756     _economy.industry_daily_change_counter = 0;
00757   }
00758 }
00759 
00760 void StartupEconomy()
00761 {
00762   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00763   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00764   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00765   _economy.fluct = GB(Random(), 0, 8) + 168;
00766 
00767   /* Set up prices */
00768   RecomputePrices();
00769 
00770   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00771 
00772 }
00773 
00777 void InitializeEconomy()
00778 {
00779   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00780 }
00781 
00790 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00791 {
00792   if (index >= PR_END) return 0;
00793 
00794   Money cost = _price[index] * cost_factor;
00795   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00796 
00797   if (shift >= 0) {
00798     cost <<= shift;
00799   } else {
00800     cost >>= -shift;
00801   }
00802 
00803   return cost;
00804 }
00805 
00806 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00807 {
00808   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00809   if (!cs->IsValid()) {
00810     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00811     return 0;
00812   }
00813 
00814   /* Use callback to calculate cargo profit, if available */
00815   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00816     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00817     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00818     if (callback != CALLBACK_FAILED) {
00819       int result = GB(callback, 0, 14);
00820 
00821       /* Simulate a 15 bit signed value */
00822       if (HasBit(callback, 14)) result -= 0x4000;
00823 
00824       /* "The result should be a signed multiplier that gets multiplied
00825        * by the amount of cargo moved and the price factor, then gets
00826        * divided by 8192." */
00827       return result * num_pieces * cs->current_payment / 8192;
00828     }
00829   }
00830 
00831   static const int MIN_TIME_FACTOR = 31;
00832   static const int MAX_TIME_FACTOR = 255;
00833 
00834   const int days1 = cs->transit_days[0];
00835   const int days2 = cs->transit_days[1];
00836   const int days_over_days1 = max(   transit_days - days1, 0);
00837   const int days_over_days2 = max(days_over_days1 - days2, 0);
00838 
00839   /*
00840    * The time factor is calculated based on the time it took
00841    * (transit_days) compared two cargo-depending values. The
00842    * range is divided into three parts:
00843    *
00844    *  - constant for fast transits
00845    *  - linear decreasing with time with a slope of -1 for medium transports
00846    *  - linear decreasing with time with a slope of -2 for slow transports
00847    *
00848    */
00849   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00850 
00851   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00852 }
00853 
00855 static SmallIndustryList _cargo_delivery_destinations;
00856 
00866 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00867 {
00868   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00869    * This fails in three cases:
00870    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00871    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00872    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00873    */
00874 
00875   uint accepted = 0;
00876 
00877   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00878     Industry *ind = st->industries_near[i];
00879     if (ind->index == source) continue;
00880 
00881     const IndustrySpec *indspec = GetIndustrySpec(ind->type);
00882 
00883     uint cargo_index;
00884     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00885       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00886     }
00887     /* Check if matching cargo has been found */
00888     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00889 
00890     /* Check if industry temporarily refuses acceptance */
00891     if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
00892       uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->xy);
00893       if (res == 0) continue;
00894     }
00895 
00896     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00897     _cargo_delivery_destinations.Include(ind);
00898 
00899     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00900     ind->incoming_cargo_waiting[cargo_index] += amount;
00901     num_pieces -= amount;
00902     accepted += amount;
00903   }
00904 
00905   return accepted;
00906 }
00907 
00921 static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, TileIndex source_tile, byte days_in_transit, Company *company, SourceType src_type, SourceID src)
00922 {
00923   assert(num_pieces > 0);
00924 
00925   const Station *st = Station::Get(dest);
00926 
00927   /* Give the goods to the industry. */
00928   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00929 
00930   /* If this cargo type is always accepted, accept all */
00931   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00932 
00933   /* Update company statistics */
00934   company->cur_economy.delivered_cargo += accepted;
00935   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00936 
00937   /* Increase town's counter for some special goods types */
00938   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00939   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00940   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00941 
00942   /* Determine profit */
00943   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00944 
00945   /* Modify profit if a subsidy is in effect */
00946   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00947     switch (_settings_game.difficulty.subsidy_multiplier) {
00948       case 0:  profit += profit >> 1; break;
00949       case 1:  profit *= 2; break;
00950       case 2:  profit *= 3; break;
00951       default: profit *= 4; break;
00952     }
00953   }
00954 
00955   return profit;
00956 }
00957 
00963 static void TriggerIndustryProduction(Industry *i)
00964 {
00965   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00966   uint16 callback = indspec->callback_mask;
00967 
00968   i->was_cargo_delivered = true;
00969   i->last_cargo_accepted_at = _date;
00970 
00971   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
00972     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
00973       IndustryProductionCallback(i, 0);
00974     } else {
00975       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
00976     }
00977   } else {
00978     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
00979       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
00980       if (cargo_waiting == 0) continue;
00981 
00982       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
00983       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
00984 
00985       i->incoming_cargo_waiting[cargo_index] = 0;
00986     }
00987   }
00988 
00989   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
00990   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
00991 }
00992 
00997 CargoPayment::CargoPayment(Vehicle *front) :
00998   front(front),
00999   current_station(front->last_station_visited)
01000 {
01001 }
01002 
01003 CargoPayment::~CargoPayment()
01004 {
01005   if (this->CleaningPool()) return;
01006 
01007   this->front->cargo_payment = NULL;
01008 
01009   if (this->visual_profit == 0) return;
01010 
01011   CompanyID old_company = _current_company;
01012   _current_company = this->front->owner;
01013 
01014   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01015   this->front->profit_this_year += this->visual_profit << 8;
01016 
01017   if (this->route_profit != 0) {
01018     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01019       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01020     }
01021 
01022     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01023   } else {
01024     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01025   }
01026 
01027   _current_company = old_company;
01028 }
01029 
01035 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01036 {
01037   if (this->owner == NULL) {
01038     this->owner = Company::Get(this->front->owner);
01039   }
01040 
01041   /* Handle end of route payment */
01042   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01043   this->route_profit += profit;
01044 
01045   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01046   this->visual_profit += profit - cp->FeederShare();
01047 }
01048 
01055 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01056 {
01057   Money profit = GetTransportedGoodsIncome(
01058     count,
01059     /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01060     DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01061     cp->DaysInTransit(),
01062     this->ct);
01063 
01064   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01065   return profit; // account for the (virtual) profit already made for the cargo packet
01066 }
01067 
01072 void PrepareUnload(Vehicle *front_v)
01073 {
01074   /* At this moment loading cannot be finished */
01075   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01076 
01077   /* Start unloading in at the first possible moment */
01078   front_v->time_counter = 1;
01079 
01080   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01081     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01082       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01083         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01084       }
01085     }
01086   }
01087 
01088   assert(front_v->cargo_payment == NULL);
01089   front_v->cargo_payment = new CargoPayment(front_v);
01090 }
01091 
01100 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
01101 {
01102   assert(v->current_order.IsType(OT_LOADING));
01103 
01104   assert(v->time_counter != 0);
01105 
01106   /* We have not waited enough time till the next round of loading/unloading */
01107   if (--v->time_counter != 0) {
01108     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01109       /* 'Reserve' this cargo for this vehicle, because we were first. */
01110       for (; v != NULL; v = v->Next()) {
01111         int cap_left = v->cargo_cap - v->cargo.Count();
01112         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01113       }
01114     }
01115     return;
01116   }
01117 
01118   StationID last_visited = v->last_station_visited;
01119   Station *st = Station::Get(last_visited);
01120 
01121   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01122     /* The train reversed in the station. Take the "easy" way
01123      * out and let the train just leave as it always did. */
01124     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01125     v->time_counter = 1;
01126     return;
01127   }
01128 
01129   int unloading_time = 0;
01130   Vehicle *u = v;
01131   bool dirty_vehicle = false;
01132   bool dirty_station = false;
01133 
01134   bool completely_emptied = true;
01135   bool anything_unloaded = false;
01136   bool anything_loaded   = false;
01137   uint32 cargo_not_full  = 0;
01138   uint32 cargo_full      = 0;
01139 
01140   v->cur_speed = 0;
01141 
01142   CargoPayment *payment = v->cargo_payment;
01143 
01144   for (; v != NULL; v = v->Next()) {
01145     if (v->cargo_cap == 0) continue;
01146 
01147     const Engine *e = Engine::Get(v->engine_type);
01148     byte load_amount = e->info.load_amount;
01149 
01150     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01151     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = (load_amount + 3) / 4;
01152 
01153     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01154       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01155       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01156     }
01157 
01158     GoodsEntry *ge = &st->goods[v->cargo_type];
01159 
01160     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01161       uint cargo_count = v->cargo.Count();
01162       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01163       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01164       bool accepted  = false; // Is the cargo accepted by the station?
01165 
01166       payment->SetCargo(v->cargo_type);
01167 
01168       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01169         /* The cargo has reached it's final destination, the packets may now be destroyed */
01170         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01171 
01172         dirty_vehicle = true;
01173         accepted = true;
01174       }
01175 
01176       /* The !accepted || v->cargo.Count == cargo_count clause is there
01177        * to make it possible to force unload vehicles at the station where
01178        * they were loaded, but to not force unload the vehicle when the
01179        * station is still accepting the cargo in the vehicle. It doesn't
01180        * accept cargo that was loaded at the same station. */
01181       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01182         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01183         SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01184 
01185         dirty_vehicle = dirty_station = true;
01186       } else if (!accepted) {
01187         /* The order changed while unloading (unset unload/transfer) or the
01188          * station does not accept our goods. */
01189         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01190 
01191         /* Say we loaded something, otherwise we'll think we didn't unload
01192          * something and we didn't load something, so we must be finished
01193          * at this station. Setting the unloaded means that we will get a
01194          * retry for loading in the next cycle. */
01195         anything_unloaded = true;
01196         continue;
01197       }
01198 
01199       /* Deliver goods to the station */
01200       st->time_since_unload = 0;
01201 
01202       unloading_time += amount_unloaded;
01203 
01204       anything_unloaded = true;
01205       if (_settings_game.order.gradual_loading && remaining) {
01206         completely_emptied = false;
01207       } else {
01208         /* We have finished unloading (cargo count == 0) */
01209         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01210       }
01211 
01212       continue;
01213     }
01214 
01215     /* Do not pick up goods when we have no-load set. */
01216     if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;
01217 
01218     /* update stats */
01219     int t;
01220     switch (u->type) {
01221       case VEH_TRAIN:    t = Train::From(u)->tcache.cached_max_speed; break;
01222       case VEH_ROAD:     t = u->max_speed / 2;        break;
01223       case VEH_SHIP:     t = u->max_speed;            break;
01224       case VEH_AIRCRAFT: t = u->max_speed * 10 / 129; break; // convert to old units
01225       default: NOT_REACHED();
01226     }
01227 
01228     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01229     ge->last_speed = min(t, 255);
01230     ge->last_age = _cur_year - u->build_year;
01231     ge->days_since_pickup = 0;
01232 
01233     /* If there's goods waiting at the station, and the vehicle
01234      * has capacity for it, load it on the vehicle. */
01235     int cap_left = v->cargo_cap - v->cargo.Count();
01236     if (!ge->cargo.Empty() && cap_left > 0) {
01237       uint cap = cap_left;
01238       uint count = ge->cargo.Count();
01239 
01240       /* Skip loading this vehicle if another train/vehicle is already handling
01241        * the same cargo type at this station */
01242       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01243         SetBit(cargo_not_full, v->cargo_type);
01244         continue;
01245       }
01246 
01247       if (cap > count) cap = count;
01248       if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
01249       if (_settings_game.order.improved_load) {
01250         /* Don't load stuff that is already 'reserved' for other vehicles */
01251         cap = min((uint)cargo_left[v->cargo_type], cap);
01252         cargo_left[v->cargo_type] -= cap;
01253       }
01254 
01255       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01256 
01257       /* TODO: Regarding this, when we do gradual loading, we
01258        * should first unload all vehicles and then start
01259        * loading them. Since this will cause
01260        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01261        * the whole vehicle chain is really totally empty, the
01262        * completely_emptied assignment can then be safely
01263        * removed; that's how TTDPatch behaves too. --pasky */
01264       completely_emptied = false;
01265       anything_loaded = true;
01266 
01267       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01268 
01269       st->time_since_load = 0;
01270       st->last_vehicle_type = v->type;
01271 
01272       StationAnimationTrigger(st, st->xy, STAT_ANIM_CARGO_TAKEN, v->cargo_type);
01273 
01274       unloading_time += cap;
01275 
01276       dirty_vehicle = dirty_station = true;
01277     }
01278 
01279     if (v->cargo.Count() >= v->cargo_cap) {
01280       SetBit(cargo_full, v->cargo_type);
01281     } else {
01282       SetBit(cargo_not_full, v->cargo_type);
01283     }
01284   }
01285 
01286   /* Only set completly_emptied, if we just unloaded all remaining cargo */
01287   completely_emptied &= anything_unloaded;
01288 
01289   /* We update these variables here, so gradual loading still fills
01290    * all wagons at the same time instead of using the same 'improved'
01291    * loading algorithm for the wagons (only fill wagon when there is
01292    * enough to fill the previous wagons) */
01293   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01294     /* Update left cargo */
01295     for (v = u; v != NULL; v = v->Next()) {
01296       int cap_left = v->cargo_cap - v->cargo.Count();
01297       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01298     }
01299   }
01300 
01301   v = u;
01302 
01303   if (!anything_unloaded) delete payment;
01304 
01305   if (anything_loaded || anything_unloaded) {
01306     if (_settings_game.order.gradual_loading) {
01307       /* The time it takes to load one 'slice' of cargo or passengers depends
01308        * on the vehicle type - the values here are those found in TTDPatch */
01309       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01310 
01311       unloading_time = gradual_loading_wait_time[v->type];
01312     }
01313   } else {
01314     bool finished_loading = true;
01315     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01316       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01317         /* if the aircraft carries passengers and is NOT full, then
01318          * continue loading, no matter how much mail is in */
01319         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01320             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are stull non-full cargos
01321           finished_loading = false;
01322         }
01323       } else if (cargo_not_full != 0) {
01324         finished_loading = false;
01325       }
01326     }
01327     unloading_time = 20;
01328 
01329     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01330   }
01331 
01332   if (v->type == VEH_TRAIN) {
01333     /* Each platform tile is worth 2 rail vehicles. */
01334     int overhang = Train::From(v)->tcache.cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01335     if (overhang > 0) {
01336       unloading_time <<= 1;
01337       unloading_time += (overhang * unloading_time) / 8;
01338     }
01339   }
01340 
01341   /* Calculate the loading indicator fill percent and display
01342    * In the Game Menu do not display indicators
01343    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01344    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01345    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01346    */
01347   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01348     StringID percent_up_down = STR_NULL;
01349     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01350     if (v->fill_percent_te_id == INVALID_TE_ID) {
01351       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01352     } else {
01353       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01354     }
01355   }
01356 
01357   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01358   v->time_counter = max(1, unloading_time);
01359 
01360   if (completely_emptied) {
01361     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01362   }
01363 
01364   if (dirty_vehicle) {
01365     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01366     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01367     v->MarkDirty();
01368   }
01369   if (dirty_station) {
01370     st->MarkTilesDirty(true);
01371     SetWindowDirty(WC_STATION_VIEW, last_visited);
01372   }
01373 }
01374 
01380 void LoadUnloadStation(Station *st)
01381 {
01382   /* No vehicle is here... */
01383   if (st->loading_vehicles.empty()) return;
01384 
01385   int cargo_left[NUM_CARGO];
01386 
01387   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01388 
01389   std::list<Vehicle *>::iterator iter;
01390   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01391     Vehicle *v = *iter;
01392     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01393   }
01394 
01395   /* Call the production machinery of industries */
01396   const Industry * const *isend = _cargo_delivery_destinations.End();
01397   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01398     TriggerIndustryProduction(*iid);
01399   }
01400   _cargo_delivery_destinations.Clear();
01401 }
01402 
01403 void CompaniesMonthlyLoop()
01404 {
01405   CompaniesGenStatistics();
01406   if (_settings_game.economy.inflation) {
01407     AddInflation();
01408     RecomputePrices();
01409   }
01410   CompaniesPayInterest();
01411   /* Reset the _current_company flag */
01412   _current_company = OWNER_NONE;
01413   HandleEconomyFluctuations();
01414 }
01415 
01416 static void DoAcquireCompany(Company *c)
01417 {
01418   Company *owner;
01419   int i;
01420   Money value;
01421   CompanyID ci = c->index;
01422 
01423   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01424   cni->FillData(c, Company::Get(_current_company));
01425 
01426   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01427   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01428   SetDParamStr(2, cni->company_name);
01429   SetDParamStr(3, cni->other_company_name);
01430   SetDParam(4, c->bankrupt_value);
01431   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01432   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01433 
01434   /* original code does this a little bit differently */
01435   ChangeNetworkOwner(ci, _current_company);
01436   ChangeOwnershipOfCompanyItems(ci, _current_company);
01437 
01438   if (c->bankrupt_value == 0) {
01439     owner = Company::Get(_current_company);
01440     owner->current_loan += c->current_loan;
01441   }
01442 
01443   value = CalculateCompanyValue(c) >> 2;
01444   CompanyID old_company = _current_company;
01445   for (i = 0; i != 4; i++) {
01446     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01447       _current_company = c->share_owners[i];
01448       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01449     }
01450   }
01451   _current_company = old_company;
01452 
01453   if (c->is_ai) AI::Stop(c->index);
01454 
01455   DeleteCompanyWindows(ci);
01456   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01457   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01458   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01459   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01460 
01461   delete c;
01462 }
01463 
01464 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01465 
01474 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01475 {
01476   CommandCost cost(EXPENSES_OTHER);
01477 
01478   Company *c = Company::GetIfValid(p1);
01479 
01480   /* Check if buying shares is allowed (protection against modified clients)
01481    * Cannot buy own shares */
01482   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
01483 
01484   /* Protect new companies from hostile takeovers */
01485   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01486 
01487   /* Those lines are here for network-protection (clients can be slow) */
01488   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01489 
01490   /* We can not buy out a real company (temporarily). TODO: well, enable it obviously */
01491   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1 && !c->is_ai) return cost;
01492 
01493   cost.AddCost(CalculateCompanyValue(c) >> 2);
01494   if (flags & DC_EXEC) {
01495     OwnerByte *b = c->share_owners;
01496     int i;
01497 
01498     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01499     *b = _current_company;
01500 
01501     for (i = 0; c->share_owners[i] == _current_company;) {
01502       if (++i == 4) {
01503         c->bankrupt_value = 0;
01504         DoAcquireCompany(c);
01505         break;
01506       }
01507     }
01508     SetWindowDirty(WC_COMPANY, p1);
01509   }
01510   return cost;
01511 }
01512 
01521 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01522 {
01523   Company *c = Company::GetIfValid(p1);
01524 
01525   /* Check if selling shares is allowed (protection against modified clients)
01526    * Cannot sell own shares */
01527   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
01528 
01529   /* Those lines are here for network-protection (clients can be slow) */
01530   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01531 
01532   /* adjust it a little to make it less profitable to sell and buy */
01533   Money cost = CalculateCompanyValue(c) >> 2;
01534   cost = -(cost - (cost >> 7));
01535 
01536   if (flags & DC_EXEC) {
01537     OwnerByte *b = c->share_owners;
01538     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01539     *b = COMPANY_SPECTATOR;
01540     SetWindowDirty(WC_COMPANY, p1);
01541   }
01542   return CommandCost(EXPENSES_OTHER, cost);
01543 }
01544 
01556 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01557 {
01558   Company *c = Company::GetIfValid(p1);
01559   if (c == NULL) return CMD_ERROR;
01560 
01561   /* Disable takeovers when not asked */
01562   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01563 
01564   /* Disable taking over the local company in single player */
01565   if (!_networking && _local_company == c->index) return CMD_ERROR;
01566 
01567   /* Do not allow companies to take over themselves */
01568   if ((CompanyID)p1 == _current_company) return CMD_ERROR;
01569 
01570   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01571   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01572 
01573   if (flags & DC_EXEC) {
01574     DoAcquireCompany(c);
01575   }
01576   return cost;
01577 }

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