economy.cpp

Go to the documentation of this file.
00001 /* $Id: economy.cpp 18717 2010-01-04 18:21:07Z rubidium $ */
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 
00050 #include "table/strings.h"
00051 #include "table/sprites.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 
00086 static inline uint32 BigMulSU(const uint32 a, const uint32 b, const uint8 shift)
00087 {
00088   return (uint32)((uint64)a * (uint64)b >> shift);
00089 }
00090 
00091 typedef SmallVector<Industry *, 16> SmallIndustryList;
00092 
00093 /* Score info */
00094 const ScoreInfo _score_info[] = {
00095   { SCORE_VEHICLES,        120, 100 },
00096   { SCORE_STATIONS,         80, 100 },
00097   { SCORE_MIN_PROFIT,    10000, 100 },
00098   { SCORE_MIN_INCOME,    50000,  50 },
00099   { SCORE_MAX_INCOME,   100000, 100 },
00100   { SCORE_DELIVERED,     40000, 400 },
00101   { SCORE_CARGO,             8,  50 },
00102   { SCORE_MONEY,      10000000,  50 },
00103   { SCORE_LOAN,         250000,  50 },
00104   { SCORE_TOTAL,             0,   0 }
00105 };
00106 
00107 int _score_part[MAX_COMPANIES][SCORE_END];
00108 Economy _economy;
00109 Prices _price;
00110 Money _additional_cash_required;
00111 static PriceMultipliers _price_base_multiplier;
00112 
00113 Money CalculateCompanyValue(const Company *c)
00114 {
00115   Owner owner = c->index;
00116   Money value = 0;
00117 
00118   Station *st;
00119   uint num = 0;
00120 
00121   FOR_ALL_STATIONS(st) {
00122     if (st->owner == owner) num += CountBits((byte)st->facilities);
00123   }
00124 
00125   value += num * _price[PR_STATION_VALUE] * 25;
00126 
00127   Vehicle *v;
00128   FOR_ALL_VEHICLES(v) {
00129     if (v->owner != owner) continue;
00130 
00131     if (v->type == VEH_TRAIN ||
00132         v->type == VEH_ROAD ||
00133         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00134         v->type == VEH_SHIP) {
00135       value += v->value * 3 >> 1;
00136     }
00137   }
00138 
00139   /* Add real money value */
00140   value -= c->current_loan;
00141   value += c->money;
00142 
00143   return max(value, (Money)1);
00144 }
00145 
00152 int UpdateCompanyRatingAndValue(Company *c, bool update)
00153 {
00154   Owner owner = c->index;
00155   int score = 0;
00156 
00157   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00158 
00159   /* Count vehicles */
00160   {
00161     Vehicle *v;
00162     Money min_profit = 0;
00163     bool min_profit_first = true;
00164     uint num = 0;
00165 
00166     FOR_ALL_VEHICLES(v) {
00167       if (v->owner != owner) continue;
00168       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00169         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00170         if (v->age > 730) {
00171           /* Find the vehicle with the lowest amount of profit */
00172           if (min_profit_first || min_profit > v->profit_last_year) {
00173             min_profit = v->profit_last_year;
00174             min_profit_first = false;
00175           }
00176         }
00177       }
00178     }
00179 
00180     min_profit >>= 8; // remove the fract part
00181 
00182     _score_part[owner][SCORE_VEHICLES] = num;
00183     /* Don't allow negative min_profit to show */
00184     if (min_profit > 0)
00185       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00186   }
00187 
00188   /* Count stations */
00189   {
00190     uint num = 0;
00191     const Station *st;
00192 
00193     FOR_ALL_STATIONS(st) {
00194       /* Only count stations that are actually serviced */
00195       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00196     }
00197     _score_part[owner][SCORE_STATIONS] = num;
00198   }
00199 
00200   /* Generate statistics depending on recent income statistics */
00201   {
00202     int numec = min(c->num_valid_stat_ent, 12);
00203     if (numec != 0) {
00204       const CompanyEconomyEntry *cee = c->old_economy;
00205       Money min_income = cee->income + cee->expenses;
00206       Money max_income = cee->income + cee->expenses;
00207 
00208       do {
00209         min_income = min(min_income, cee->income + cee->expenses);
00210         max_income = max(max_income, cee->income + cee->expenses);
00211       } while (++cee, --numec);
00212 
00213       if (min_income > 0) {
00214         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00215       }
00216 
00217       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00218     }
00219   }
00220 
00221   /* Generate score depending on amount of transported cargo */
00222   {
00223     const CompanyEconomyEntry *cee;
00224     int numec;
00225     uint32 total_delivered;
00226 
00227     numec = min(c->num_valid_stat_ent, 4);
00228     if (numec != 0) {
00229       cee = c->old_economy;
00230       total_delivered = 0;
00231       do {
00232         total_delivered += cee->delivered_cargo;
00233       } while (++cee, --numec);
00234 
00235       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00236     }
00237   }
00238 
00239   /* Generate score for variety of cargo */
00240   {
00241     uint num = CountBits(c->cargo_types);
00242     _score_part[owner][SCORE_CARGO] = num;
00243     if (update) c->cargo_types = 0;
00244   }
00245 
00246   /* Generate score for company's money */
00247   {
00248     if (c->money > 0) {
00249       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00250     }
00251   }
00252 
00253   /* Generate score for loan */
00254   {
00255     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00256   }
00257 
00258   /* Now we calculate the score for each item.. */
00259   {
00260     int total_score = 0;
00261     int s;
00262     score = 0;
00263     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00264       /* Skip the total */
00265       if (i == SCORE_TOTAL) continue;
00266       /*  Check the score */
00267       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00268       score += s;
00269       total_score += _score_info[i].score;
00270     }
00271 
00272     _score_part[owner][SCORE_TOTAL] = score;
00273 
00274     /*  We always want the score scaled to SCORE_MAX (1000) */
00275     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00276   }
00277 
00278   if (update) {
00279     c->old_economy[0].performance_history = score;
00280     UpdateCompanyHQ(c, score);
00281     c->old_economy[0].company_value = CalculateCompanyValue(c);
00282   }
00283 
00284   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00285   return score;
00286 }
00287 
00288 /*  use INVALID_OWNER as new_owner to delete the company. */
00289 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00290 {
00291   Town *t;
00292   CompanyID old = _current_company;
00293 
00294   assert(old_owner != new_owner);
00295 
00296   {
00297     Company *c;
00298     uint i;
00299 
00300     /* See if the old_owner had shares in other companies */
00301     _current_company = old_owner;
00302     FOR_ALL_COMPANIES(c) {
00303       for (i = 0; i < 4; i++) {
00304         if (c->share_owners[i] == old_owner) {
00305           /* Sell his shares */
00306           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00307           /* Because we are in a DoCommand, we can't just execute another one and
00308            *  expect the money to be removed. We need to do it ourself! */
00309           SubtractMoneyFromCompany(res);
00310         }
00311       }
00312     }
00313 
00314     /* Sell all the shares that people have on this company */
00315     c = Company::Get(old_owner);
00316     for (i = 0; i < 4; i++) {
00317       _current_company = c->share_owners[i];
00318       if (_current_company != INVALID_OWNER) {
00319         /* Sell the shares */
00320         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00321         /* Because we are in a DoCommand, we can't just execute another one and
00322          *  expect the money to be removed. We need to do it ourself! */
00323         SubtractMoneyFromCompany(res);
00324       }
00325     }
00326   }
00327 
00328   _current_company = old_owner;
00329 
00330   /* Temporarily increase the company's money, to be sure that
00331    * removing his/her property doesn't fail because of lack of money.
00332    * Not too drastically though, because it could overflow */
00333   if (new_owner == INVALID_OWNER) {
00334     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00335   }
00336 
00337   Subsidy *s;
00338   FOR_ALL_SUBSIDIES(s) {
00339     if (s->awarded == old_owner) {
00340       if (new_owner == INVALID_OWNER) {
00341         delete s;
00342       } else {
00343         s->awarded = new_owner;
00344       }
00345     }
00346   }
00347   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00348 
00349   /* Take care of rating in towns */
00350   FOR_ALL_TOWNS(t) {
00351     /* If a company takes over, give the ratings to that company. */
00352     if (new_owner != INVALID_OWNER) {
00353       if (HasBit(t->have_ratings, old_owner)) {
00354         if (HasBit(t->have_ratings, new_owner)) {
00355           /* use max of the two ratings. */
00356           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00357         } else {
00358           SetBit(t->have_ratings, new_owner);
00359           t->ratings[new_owner] = t->ratings[old_owner];
00360         }
00361       }
00362     }
00363 
00364     /* Reset the ratings for the old owner */
00365     t->ratings[old_owner] = RATING_INITIAL;
00366     ClrBit(t->have_ratings, old_owner);
00367   }
00368 
00369   {
00370     FreeUnitIDGenerator unitidgen[] = {
00371       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00372       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00373     };
00374 
00375     Vehicle *v;
00376     FOR_ALL_VEHICLES(v) {
00377       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00378         if (new_owner == INVALID_OWNER) {
00379           if (v->Previous() == NULL) delete v;
00380         } else {
00381           v->owner = new_owner;
00382           v->colourmap = PAL_NONE;
00383           if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
00384           if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
00385         }
00386       }
00387     }
00388   }
00389 
00390   /*  Change ownership of tiles */
00391   {
00392     TileIndex tile = 0;
00393     do {
00394       ChangeTileOwner(tile, old_owner, new_owner);
00395     } while (++tile != MapSize());
00396 
00397     if (new_owner != INVALID_OWNER) {
00398       /* Update all signals because there can be new segment that was owned by two companies
00399        * and signals were not propagated
00400        * Similiar with crossings - it is needed to bar crossings that weren't before
00401        * because of different owner of crossing and approaching train */
00402       tile = 0;
00403 
00404       do {
00405         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00406           TrackBits tracks = GetTrackBits(tile);
00407           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00408             Track track = RemoveFirstTrack(&tracks);
00409             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00410           } while (tracks != TRACK_BIT_NONE);
00411         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00412           UpdateLevelCrossing(tile);
00413         }
00414       } while (++tile != MapSize());
00415     }
00416 
00417     /* update signals in buffer */
00418     UpdateSignalsInBuffer();
00419   }
00420 
00421   /* convert owner of stations (including deleted ones, but excluding buoys) */
00422   Station *st;
00423   FOR_ALL_STATIONS(st) {
00424     if (st->owner == old_owner) {
00425       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00426        * also, drawing station window would cause reading invalid company's colour */
00427       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00428     }
00429   }
00430 
00431   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00432   Waypoint *wp;
00433   FOR_ALL_WAYPOINTS(wp) {
00434     if (wp->owner == old_owner) {
00435       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00436     }
00437   }
00438 
00439   /* In all cases clear replace engine rules.
00440    * Even if it was copied, it could interfere with new owner's rules */
00441   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00442 
00443   if (new_owner == INVALID_OWNER) {
00444     RemoveAllGroupsForCompany(old_owner);
00445   } else {
00446     Group *g;
00447     FOR_ALL_GROUPS(g) {
00448       if (g->owner == old_owner) g->owner = new_owner;
00449     }
00450   }
00451 
00452   Sign *si;
00453   FOR_ALL_SIGNS(si) {
00454     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00455   }
00456 
00457   /* Change colour of existing windows */
00458   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00459 
00460   _current_company = old;
00461 
00462   MarkWholeScreenDirty();
00463 }
00464 
00465 static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
00466 {
00467 #ifdef ENABLE_NETWORK
00468   if (!_networking) return;
00469 
00470   if (current_owner == _local_company) {
00471     SetLocalCompany(new_owner);
00472   }
00473 
00474   if (!_network_server) return;
00475 
00476   NetworkServerChangeOwner(current_owner, new_owner);
00477 #endif /* ENABLE_NETWORK */
00478 }
00479 
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   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00492   cni->FillData(c);
00493 
00494   switch (c->quarters_of_bankruptcy) {
00495     case 0:
00496     case 1:
00497       free(cni);
00498       break;
00499 
00500     case 2:
00501       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00502       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00503       SetDParamStr(2, cni->company_name);
00504       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00505       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00506       break;
00507     case 3: {
00508       /* Check if the company has any value.. if not, declare it bankrupt
00509        *  right now */
00510       Money val = CalculateCompanyValue(c);
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         free(cni);
00516         break;
00517       }
00518       /* Else, falltrue to case 4... */
00519     }
00520     default:
00521     case 4:
00522       if (!_networking && _local_company == c->index) {
00523         /* If we are in offline mode, leave the company playing. Eg. there
00524          * is no THE-END, otherwise mark the client as spectator to make sure
00525          * he/she is no long in control of this company. However... when you
00526          * join another company (cheat) the "unowned" company can bankrupt. */
00527         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00528         free(cni);
00529         break;
00530       }
00531 
00532       /* Close everything the owner has open */
00533       DeleteCompanyWindows(c->index);
00534 
00535       /* Show bankrupt news */
00536       SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
00537       SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
00538       SetDParamStr(2, cni->company_name);
00539       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);
00540 
00541       /* Remove the company */
00542       ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
00543       ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
00544 
00545       if (c->is_ai) AI::Stop(c->index);
00546 
00547       CompanyID c_index = c->index;
00548       delete c;
00549       AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
00550   }
00551 }
00552 
00553 static void CompaniesGenStatistics()
00554 {
00555   Station *st;
00556   Company *c;
00557 
00558   FOR_ALL_STATIONS(st) {
00559     _current_company = st->owner;
00560     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00561     SubtractMoneyFromCompany(cost);
00562   }
00563 
00564   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
00565     return;
00566 
00567   FOR_ALL_COMPANIES(c) {
00568     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00569     c->old_economy[0] = c->cur_economy;
00570     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00571 
00572     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
00573 
00574     UpdateCompanyRatingAndValue(c, true);
00575     if (c->block_preview != 0) c->block_preview--;
00576     CompanyCheckBankrupt(c);
00577   }
00578 
00579   SetWindowDirty(WC_INCOME_GRAPH, 0);
00580   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00581   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00582   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00583   SetWindowDirty(WC_COMPANY_VALUE, 0);
00584   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00585 }
00586 
00591 void AddInflation(bool check_year)
00592 {
00593   /* The cargo payment inflation differs from the normal inflation, so the
00594    * relative amount of money you make with a transport decreases slowly over
00595    * the 170 years. After a few hundred years we reach a level in which the
00596    * games will become unplayable as the maximum income will be less than
00597    * the minimum running cost.
00598    *
00599    * Furthermore there are a lot of inflation related overflows all over the
00600    * place. Solving them is hardly possible because inflation will always
00601    * reach the overflow threshold some day. So we'll just perform the
00602    * inflation mechanism during the first 170 years (the amount of years that
00603    * one had in the original TTD) and stop doing the inflation after that
00604    * because it only causes problems that can't be solved nicely and the
00605    * inflation doesn't add anything after that either; it even makes playing
00606    * it impossible due to the diverging cost and income rates.
00607    */
00608   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00609 
00610   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00611    * scaled by 65536
00612    * 12 -> months per year
00613    * This is only a good approxiamtion for small values
00614    */
00615   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00616   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00617 }
00618 
00622 void RecomputePrices()
00623 {
00624   /* Setup maximum loan */
00625   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00626 
00627   /* Setup price bases */
00628   for (Price i = PR_BEGIN; i < PR_END; i++) {
00629     Money price = _price_base_specs[i].start_price;
00630 
00631     /* Apply difficulty settings */
00632     uint mod = 1;
00633     switch (_price_base_specs[i].category) {
00634       case PCAT_RUNNING:
00635         mod = _settings_game.difficulty.vehicle_costs;
00636         break;
00637 
00638       case PCAT_CONSTRUCTION:
00639         mod = _settings_game.difficulty.construction_cost;
00640         break;
00641 
00642       default: break;
00643     }
00644     if (mod < 1) {
00645       price = price * 3 >> 2;
00646     } else if (mod > 1) {
00647       price = price * 9 >> 3;
00648     }
00649 
00650     /* Apply inflation */
00651     price = (int64)price * _economy.inflation_prices;
00652 
00653     /* Apply newgrf modifiers, and remove fractional part of inflation */
00654     int shift = _price_base_multiplier[i] - 16;
00655     if (shift >= 0) {
00656       price <<= shift;
00657     } else {
00658       price >>= -shift;
00659     }
00660 
00661     /* Store value */
00662     _price[i] = price;
00663   }
00664 
00665   /* Setup cargo payment */
00666   CargoSpec *cs;
00667   FOR_ALL_CARGOSPECS(cs) {
00668     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00669   }
00670 
00671   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00672   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00673   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00674   SetWindowDirty(WC_PAYMENT_RATES, 0);
00675 }
00676 
00677 static void CompaniesPayInterest()
00678 {
00679   const Company *c;
00680 
00681   FOR_ALL_COMPANIES(c) {
00682     _current_company = c->index;
00683 
00684     /* Over a year the paid interest should be "loan * interest percentage",
00685      * but... as that number is likely not dividable by 12 (pay each month),
00686      * one needs to account for that in the monthly fee calculations.
00687      * To easily calculate what one should pay "this" month, you calculate
00688      * what (total) should have been paid up to this month and you substract
00689      * whatever has been paid in the previous months. This will mean one month
00690      * it'll be a bit more and the other it'll be a bit less than the average
00691      * monthly fee, but on average it will be exact. */
00692     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00693     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00694     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00695 
00696     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00697 
00698     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00699   }
00700 }
00701 
00702 static void HandleEconomyFluctuations()
00703 {
00704   if (_settings_game.difficulty.economy != 0) {
00705     /* When economy is Fluctuating, decrease counter */
00706     _economy.fluct--;
00707   } else if (_economy.fluct <= 0) {
00708     /* When it's Steady and we are in recession, end it now */
00709     _economy.fluct = -12;
00710   } else {
00711     /* No need to do anything else in other cases */
00712     return;
00713   }
00714 
00715   if (_economy.fluct == 0) {
00716     _economy.fluct = -(int)GB(Random(), 0, 2);
00717     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00718   } else if (_economy.fluct == -12) {
00719     _economy.fluct = GB(Random(), 0, 8) + 312;
00720     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00721   }
00722 }
00723 
00724 
00728 void ResetPriceBaseMultipliers()
00729 {
00730   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00731 }
00732 
00740 void SetPriceBaseMultiplier(Price price, int factor)
00741 {
00742   assert(price < PR_END);
00743   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00744 }
00745 
00750 void StartupIndustryDailyChanges(bool init_counter)
00751 {
00752   uint map_size = MapLogX() + MapLogY();
00753   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00754    * which stands for the days in a month.
00755    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00756    * would not be needed.
00757    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00758    * on the overall total number of changes performed */
00759   _economy.industry_daily_increment = (1 << map_size) / 31;
00760 
00761   if (init_counter) {
00762     /* A new game or a savegame from an older version will require the counter to be initialized */
00763     _economy.industry_daily_change_counter = 0;
00764   }
00765 }
00766 
00767 void StartupEconomy()
00768 {
00769   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00770   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00771   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00772   _economy.fluct = GB(Random(), 0, 8) + 168;
00773 
00774   /* Set up prices */
00775   RecomputePrices();
00776 
00777   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00778 
00779 }
00780 
00784 void InitializeEconomy()
00785 {
00786   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00787 }
00788 
00797 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00798 {
00799   if (index >= PR_END) return 0;
00800 
00801   Money cost = _price[index] * cost_factor;
00802   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00803 
00804   if (shift >= 0) {
00805     cost <<= shift;
00806   } else {
00807     cost >>= -shift;
00808   }
00809 
00810   return cost;
00811 }
00812 
00813 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00814 {
00815   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00816   if (!cs->IsValid()) {
00817     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00818     return 0;
00819   }
00820 
00821   /* Use callback to calculate cargo profit, if available */
00822   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00823     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00824     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00825     if (callback != CALLBACK_FAILED) {
00826       int result = GB(callback, 0, 14);
00827 
00828       /* Simulate a 15 bit signed value */
00829       if (HasBit(callback, 14)) result -= 0x4000;
00830 
00831       /* "The result should be a signed multiplier that gets multiplied
00832        * by the amount of cargo moved and the price factor, then gets
00833        * divided by 8192." */
00834       return result * num_pieces * cs->current_payment / 8192;
00835     }
00836   }
00837 
00838   static const int MIN_TIME_FACTOR = 31;
00839   static const int MAX_TIME_FACTOR = 255;
00840 
00841   const int days1 = cs->transit_days[0];
00842   const int days2 = cs->transit_days[1];
00843   const int days_over_days1 = max(   transit_days - days1, 0);
00844   const int days_over_days2 = max(days_over_days1 - days2, 0);
00845 
00846   /*
00847    * The time factor is calculated based on the time it took
00848    * (transit_days) compared two cargo-depending values. The
00849    * range is divided into three parts:
00850    *
00851    *  - constant for fast transits
00852    *  - linear decreasing with time with a slope of -1 for medium transports
00853    *  - linear decreasing with time with a slope of -2 for slow transports
00854    *
00855    */
00856   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00857 
00858   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00859 }
00860 
00862 static SmallIndustryList _cargo_delivery_destinations;
00863 
00873 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00874 {
00875   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00876    * This fails in three cases:
00877    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00878    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00879    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00880    */
00881 
00882   uint accepted = 0;
00883 
00884   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00885     Industry *ind = st->industries_near[i];
00886     if (ind->index == source) continue;
00887 
00888     const IndustrySpec *indspec = GetIndustrySpec(ind->type);
00889 
00890     uint cargo_index;
00891     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00892       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00893     }
00894     /* Check if matching cargo has been found */
00895     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00896 
00897     /* Check if industry temporarily refuses acceptance */
00898     if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
00899       uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->location.tile);
00900       if (res == 0) continue;
00901     }
00902 
00903     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00904     _cargo_delivery_destinations.Include(ind);
00905 
00906     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00907     ind->incoming_cargo_waiting[cargo_index] += amount;
00908     num_pieces -= amount;
00909     accepted += amount;
00910   }
00911 
00912   return accepted;
00913 }
00914 
00928 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)
00929 {
00930   assert(num_pieces > 0);
00931 
00932   const Station *st = Station::Get(dest);
00933 
00934   /* Give the goods to the industry. */
00935   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00936 
00937   /* If this cargo type is always accepted, accept all */
00938   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00939 
00940   /* Update company statistics */
00941   company->cur_economy.delivered_cargo += accepted;
00942   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00943 
00944   /* Increase town's counter for some special goods types */
00945   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00946   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00947   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00948 
00949   /* Determine profit */
00950   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00951 
00952   /* Modify profit if a subsidy is in effect */
00953   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00954     switch (_settings_game.difficulty.subsidy_multiplier) {
00955       case 0:  profit += profit >> 1; break;
00956       case 1:  profit *= 2; break;
00957       case 2:  profit *= 3; break;
00958       default: profit *= 4; break;
00959     }
00960   }
00961 
00962   return profit;
00963 }
00964 
00970 static void TriggerIndustryProduction(Industry *i)
00971 {
00972   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00973   uint16 callback = indspec->callback_mask;
00974 
00975   i->was_cargo_delivered = true;
00976   i->last_cargo_accepted_at = _date;
00977 
00978   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
00979     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
00980       IndustryProductionCallback(i, 0);
00981     } else {
00982       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
00983     }
00984   } else {
00985     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
00986       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
00987       if (cargo_waiting == 0) continue;
00988 
00989       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
00990       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
00991 
00992       i->incoming_cargo_waiting[cargo_index] = 0;
00993     }
00994   }
00995 
00996   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
00997   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
00998 }
00999 
01004 CargoPayment::CargoPayment(Vehicle *front) :
01005   front(front),
01006   current_station(front->last_station_visited)
01007 {
01008 }
01009 
01010 CargoPayment::~CargoPayment()
01011 {
01012   if (this->CleaningPool()) return;
01013 
01014   this->front->cargo_payment = NULL;
01015 
01016   if (this->visual_profit == 0) return;
01017 
01018   CompanyID old_company = _current_company;
01019   _current_company = this->front->owner;
01020 
01021   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01022   this->front->profit_this_year += this->visual_profit << 8;
01023 
01024   if (this->route_profit != 0) {
01025     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01026       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01027     }
01028 
01029     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01030   } else {
01031     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01032   }
01033 
01034   _current_company = old_company;
01035 }
01036 
01042 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01043 {
01044   if (this->owner == NULL) {
01045     this->owner = Company::Get(this->front->owner);
01046   }
01047 
01048   /* Handle end of route payment */
01049   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01050   this->route_profit += profit;
01051 
01052   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01053   this->visual_profit += profit - cp->FeederShare();
01054 }
01055 
01062 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01063 {
01064   Money profit = GetTransportedGoodsIncome(
01065     count,
01066     /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01067     DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01068     cp->DaysInTransit(),
01069     this->ct);
01070 
01071   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01072 
01073   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01074   return profit; // account for the (virtual) profit already made for the cargo packet
01075 }
01076 
01081 void PrepareUnload(Vehicle *front_v)
01082 {
01083   /* At this moment loading cannot be finished */
01084   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01085 
01086   /* Start unloading in at the first possible moment */
01087   front_v->time_counter = 1;
01088 
01089   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01090     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01091       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01092         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01093       }
01094     }
01095   }
01096 
01097   assert(front_v->cargo_payment == NULL);
01098   front_v->cargo_payment = new CargoPayment(front_v);
01099 }
01100 
01109 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
01110 {
01111   assert(v->current_order.IsType(OT_LOADING));
01112 
01113   assert(v->time_counter != 0);
01114 
01115   /* We have not waited enough time till the next round of loading/unloading */
01116   if (--v->time_counter != 0) {
01117     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01118       /* 'Reserve' this cargo for this vehicle, because we were first. */
01119       for (; v != NULL; v = v->Next()) {
01120         int cap_left = v->cargo_cap - v->cargo.Count();
01121         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01122       }
01123     }
01124     return;
01125   }
01126 
01127   StationID last_visited = v->last_station_visited;
01128   Station *st = Station::Get(last_visited);
01129 
01130   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01131     /* The train reversed in the station. Take the "easy" way
01132      * out and let the train just leave as it always did. */
01133     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01134     v->time_counter = 1;
01135     return;
01136   }
01137 
01138   int unloading_time = 0;
01139   Vehicle *u = v;
01140   bool dirty_vehicle = false;
01141   bool dirty_station = false;
01142 
01143   bool completely_emptied = true;
01144   bool anything_unloaded = false;
01145   bool anything_loaded   = false;
01146   uint32 cargo_not_full  = 0;
01147   uint32 cargo_full      = 0;
01148 
01149   v->cur_speed = 0;
01150 
01151   CargoPayment *payment = v->cargo_payment;
01152 
01153   for (; v != NULL; v = v->Next()) {
01154     if (v->cargo_cap == 0) continue;
01155 
01156     const Engine *e = Engine::Get(v->engine_type);
01157     byte load_amount = e->info.load_amount;
01158 
01159     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01160     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = (load_amount + 3) / 4;
01161 
01162     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01163       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01164       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01165     }
01166 
01167     GoodsEntry *ge = &st->goods[v->cargo_type];
01168 
01169     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01170       uint cargo_count = v->cargo.Count();
01171       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01172       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01173       bool accepted  = false; // Is the cargo accepted by the station?
01174 
01175       payment->SetCargo(v->cargo_type);
01176 
01177       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01178         /* The cargo has reached it's final destination, the packets may now be destroyed */
01179         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01180 
01181         dirty_vehicle = true;
01182         accepted = true;
01183       }
01184 
01185       /* The !accepted || v->cargo.Count == cargo_count clause is there
01186        * to make it possible to force unload vehicles at the station where
01187        * they were loaded, but to not force unload the vehicle when the
01188        * station is still accepting the cargo in the vehicle. It doesn't
01189        * accept cargo that was loaded at the same station. */
01190       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01191         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01192         SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01193 
01194         dirty_vehicle = dirty_station = true;
01195       } else if (!accepted) {
01196         /* The order changed while unloading (unset unload/transfer) or the
01197          * station does not accept our goods. */
01198         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01199 
01200         /* Say we loaded something, otherwise we'll think we didn't unload
01201          * something and we didn't load something, so we must be finished
01202          * at this station. Setting the unloaded means that we will get a
01203          * retry for loading in the next cycle. */
01204         anything_unloaded = true;
01205         continue;
01206       }
01207 
01208       /* Deliver goods to the station */
01209       st->time_since_unload = 0;
01210 
01211       unloading_time += amount_unloaded;
01212 
01213       anything_unloaded = true;
01214       if (_settings_game.order.gradual_loading && remaining) {
01215         completely_emptied = false;
01216       } else {
01217         /* We have finished unloading (cargo count == 0) */
01218         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01219       }
01220 
01221       continue;
01222     }
01223 
01224     /* Do not pick up goods when we have no-load set. */
01225     if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;
01226 
01227     /* update stats */
01228     int t;
01229     switch (u->type) {
01230       case VEH_TRAIN:    t = Train::From(u)->tcache.cached_max_speed; break;
01231       case VEH_ROAD:     t = u->max_speed / 2;        break;
01232       case VEH_SHIP:     t = u->max_speed;            break;
01233       case VEH_AIRCRAFT: t = u->max_speed * 10 / 129; break; // convert to old units
01234       default: NOT_REACHED();
01235     }
01236 
01237     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01238     ge->last_speed = min(t, 255);
01239     ge->last_age = _cur_year - u->build_year;
01240     ge->days_since_pickup = 0;
01241 
01242     /* If there's goods waiting at the station, and the vehicle
01243      * has capacity for it, load it on the vehicle. */
01244     int cap_left = v->cargo_cap - v->cargo.Count();
01245     if (!ge->cargo.Empty() && cap_left > 0) {
01246       uint cap = cap_left;
01247       uint count = ge->cargo.Count();
01248 
01249       /* Skip loading this vehicle if another train/vehicle is already handling
01250        * the same cargo type at this station */
01251       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01252         SetBit(cargo_not_full, v->cargo_type);
01253         continue;
01254       }
01255 
01256       if (cap > count) cap = count;
01257       if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
01258       if (_settings_game.order.improved_load) {
01259         /* Don't load stuff that is already 'reserved' for other vehicles */
01260         cap = min((uint)cargo_left[v->cargo_type], cap);
01261         cargo_left[v->cargo_type] -= cap;
01262       }
01263 
01264       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01265 
01266       /* TODO: Regarding this, when we do gradual loading, we
01267        * should first unload all vehicles and then start
01268        * loading them. Since this will cause
01269        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01270        * the whole vehicle chain is really totally empty, the
01271        * completely_emptied assignment can then be safely
01272        * removed; that's how TTDPatch behaves too. --pasky */
01273       completely_emptied = false;
01274       anything_loaded = true;
01275 
01276       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01277 
01278       st->time_since_load = 0;
01279       st->last_vehicle_type = v->type;
01280 
01281       StationAnimationTrigger(st, st->xy, STAT_ANIM_CARGO_TAKEN, v->cargo_type);
01282 
01283       unloading_time += cap;
01284 
01285       dirty_vehicle = dirty_station = true;
01286     }
01287 
01288     if (v->cargo.Count() >= v->cargo_cap) {
01289       SetBit(cargo_full, v->cargo_type);
01290     } else {
01291       SetBit(cargo_not_full, v->cargo_type);
01292     }
01293   }
01294 
01295   /* Only set completly_emptied, if we just unloaded all remaining cargo */
01296   completely_emptied &= anything_unloaded;
01297 
01298   /* We update these variables here, so gradual loading still fills
01299    * all wagons at the same time instead of using the same 'improved'
01300    * loading algorithm for the wagons (only fill wagon when there is
01301    * enough to fill the previous wagons) */
01302   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01303     /* Update left cargo */
01304     for (v = u; v != NULL; v = v->Next()) {
01305       int cap_left = v->cargo_cap - v->cargo.Count();
01306       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01307     }
01308   }
01309 
01310   v = u;
01311 
01312   if (!anything_unloaded) delete payment;
01313 
01314   if (anything_loaded || anything_unloaded) {
01315     if (_settings_game.order.gradual_loading) {
01316       /* The time it takes to load one 'slice' of cargo or passengers depends
01317        * on the vehicle type - the values here are those found in TTDPatch */
01318       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01319 
01320       unloading_time = gradual_loading_wait_time[v->type];
01321     }
01322   } else {
01323     bool finished_loading = true;
01324     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01325       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01326         /* if the aircraft carries passengers and is NOT full, then
01327          * continue loading, no matter how much mail is in */
01328         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01329             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are stull non-full cargos
01330           finished_loading = false;
01331         }
01332       } else if (cargo_not_full != 0) {
01333         finished_loading = false;
01334       }
01335     }
01336     unloading_time = 20;
01337 
01338     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01339   }
01340 
01341   if (v->type == VEH_TRAIN) {
01342     /* Each platform tile is worth 2 rail vehicles. */
01343     int overhang = Train::From(v)->tcache.cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01344     if (overhang > 0) {
01345       unloading_time <<= 1;
01346       unloading_time += (overhang * unloading_time) / 8;
01347     }
01348   }
01349 
01350   /* Calculate the loading indicator fill percent and display
01351    * In the Game Menu do not display indicators
01352    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01353    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01354    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01355    */
01356   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01357     StringID percent_up_down = STR_NULL;
01358     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01359     if (v->fill_percent_te_id == INVALID_TE_ID) {
01360       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01361     } else {
01362       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01363     }
01364   }
01365 
01366   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01367   v->time_counter = max(1, unloading_time);
01368 
01369   if (completely_emptied) {
01370     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01371   }
01372 
01373   if (dirty_vehicle) {
01374     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01375     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01376     v->MarkDirty();
01377   }
01378   if (dirty_station) {
01379     st->MarkTilesDirty(true);
01380     SetWindowDirty(WC_STATION_VIEW, last_visited);
01381   }
01382 }
01383 
01389 void LoadUnloadStation(Station *st)
01390 {
01391   /* No vehicle is here... */
01392   if (st->loading_vehicles.empty()) return;
01393 
01394   int cargo_left[NUM_CARGO];
01395 
01396   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01397 
01398   std::list<Vehicle *>::iterator iter;
01399   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01400     Vehicle *v = *iter;
01401     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01402   }
01403 
01404   /* Call the production machinery of industries */
01405   const Industry * const *isend = _cargo_delivery_destinations.End();
01406   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01407     TriggerIndustryProduction(*iid);
01408   }
01409   _cargo_delivery_destinations.Clear();
01410 }
01411 
01412 void CompaniesMonthlyLoop()
01413 {
01414   CompaniesGenStatistics();
01415   if (_settings_game.economy.inflation) {
01416     AddInflation();
01417     RecomputePrices();
01418   }
01419   CompaniesPayInterest();
01420   /* Reset the _current_company flag */
01421   _current_company = OWNER_NONE;
01422   HandleEconomyFluctuations();
01423 }
01424 
01425 static void DoAcquireCompany(Company *c)
01426 {
01427   Company *owner;
01428   int i;
01429   Money value;
01430   CompanyID ci = c->index;
01431 
01432   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01433   cni->FillData(c, Company::Get(_current_company));
01434 
01435   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01436   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01437   SetDParamStr(2, cni->company_name);
01438   SetDParamStr(3, cni->other_company_name);
01439   SetDParam(4, c->bankrupt_value);
01440   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01441   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01442 
01443   /* original code does this a little bit differently */
01444   ChangeNetworkOwner(ci, _current_company);
01445   ChangeOwnershipOfCompanyItems(ci, _current_company);
01446 
01447   if (c->bankrupt_value == 0) {
01448     owner = Company::Get(_current_company);
01449     owner->current_loan += c->current_loan;
01450   }
01451 
01452   value = CalculateCompanyValue(c) >> 2;
01453   CompanyID old_company = _current_company;
01454   for (i = 0; i != 4; i++) {
01455     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01456       _current_company = c->share_owners[i];
01457       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01458     }
01459   }
01460   _current_company = old_company;
01461 
01462   if (c->is_ai) AI::Stop(c->index);
01463 
01464   DeleteCompanyWindows(ci);
01465   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01466   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01467   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01468   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01469 
01470   delete c;
01471 }
01472 
01473 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01474 
01483 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01484 {
01485   CommandCost cost(EXPENSES_OTHER);
01486 
01487   Company *c = Company::GetIfValid(p1);
01488 
01489   /* Check if buying shares is allowed (protection against modified clients)
01490    * Cannot buy own shares */
01491   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
01492 
01493   /* Protect new companies from hostile takeovers */
01494   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01495 
01496   /* Those lines are here for network-protection (clients can be slow) */
01497   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01498 
01499   /* We can not buy out a real company (temporarily). TODO: well, enable it obviously */
01500   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1 && !c->is_ai) return cost;
01501 
01502   cost.AddCost(CalculateCompanyValue(c) >> 2);
01503   if (flags & DC_EXEC) {
01504     OwnerByte *b = c->share_owners;
01505     int i;
01506 
01507     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01508     *b = _current_company;
01509 
01510     for (i = 0; c->share_owners[i] == _current_company;) {
01511       if (++i == 4) {
01512         c->bankrupt_value = 0;
01513         DoAcquireCompany(c);
01514         break;
01515       }
01516     }
01517     SetWindowDirty(WC_COMPANY, p1);
01518   }
01519   return cost;
01520 }
01521 
01530 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01531 {
01532   Company *c = Company::GetIfValid(p1);
01533 
01534   /* Check if selling shares is allowed (protection against modified clients)
01535    * Cannot sell own shares */
01536   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
01537 
01538   /* Those lines are here for network-protection (clients can be slow) */
01539   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01540 
01541   /* adjust it a little to make it less profitable to sell and buy */
01542   Money cost = CalculateCompanyValue(c) >> 2;
01543   cost = -(cost - (cost >> 7));
01544 
01545   if (flags & DC_EXEC) {
01546     OwnerByte *b = c->share_owners;
01547     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01548     *b = COMPANY_SPECTATOR;
01549     SetWindowDirty(WC_COMPANY, p1);
01550   }
01551   return CommandCost(EXPENSES_OTHER, cost);
01552 }
01553 
01565 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01566 {
01567   Company *c = Company::GetIfValid(p1);
01568   if (c == NULL) return CMD_ERROR;
01569 
01570   /* Disable takeovers when not asked */
01571   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01572 
01573   /* Disable taking over the local company in single player */
01574   if (!_networking && _local_company == c->index) return CMD_ERROR;
01575 
01576   /* Do not allow companies to take over themselves */
01577   if ((CompanyID)p1 == _current_company) return CMD_ERROR;
01578 
01579   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01580   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01581 
01582   if (flags & DC_EXEC) {
01583     DoAcquireCompany(c);
01584   }
01585   return cost;
01586 }

Generated on Tue Jan 5 21:02:53 2010 for OpenTTD by  doxygen 1.5.6