economy.cpp

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00001 /* $Id: economy.cpp 20431 2010-08-09 21:53:44Z 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 "company_func.h"
00014 #include "command_func.h"
00015 #include "industry.h"
00016 #include "town.h"
00017 #include "news_func.h"
00018 #include "network/network.h"
00019 #include "network/network_func.h"
00020 #include "vehicle_gui.h"
00021 #include "ai/ai.hpp"
00022 #include "aircraft.h"
00023 #include "train.h"
00024 #include "newgrf_cargo.h"
00025 #include "newgrf_engine.h"
00026 #include "newgrf_sound.h"
00027 #include "newgrf_industries.h"
00028 #include "newgrf_industrytiles.h"
00029 #include "newgrf_station.h"
00030 #include "unmovable.h"
00031 #include "group.h"
00032 #include "strings_func.h"
00033 #include "functions.h"
00034 #include "window_func.h"
00035 #include "date_func.h"
00036 #include "vehicle_func.h"
00037 #include "sound_func.h"
00038 #include "autoreplace_func.h"
00039 #include "company_gui.h"
00040 #include "signs_base.h"
00041 #include "subsidy_base.h"
00042 #include "subsidy_func.h"
00043 #include "station_base.h"
00044 #include "waypoint_base.h"
00045 #include "economy_base.h"
00046 #include "core/pool_func.hpp"
00047 #include "newgrf.h"
00048 #include "engine_base.h"
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 
00122 Money CalculateCompanyValue(const Company *c, bool including_loan)
00123 {
00124   Owner owner = c->index;
00125   Money value = 0;
00126 
00127   Station *st;
00128   uint num = 0;
00129 
00130   FOR_ALL_STATIONS(st) {
00131     if (st->owner == owner) num += CountBits((byte)st->facilities);
00132   }
00133 
00134   value += num * _price[PR_STATION_VALUE] * 25;
00135 
00136   Vehicle *v;
00137   FOR_ALL_VEHICLES(v) {
00138     if (v->owner != owner) continue;
00139 
00140     if (v->type == VEH_TRAIN ||
00141         v->type == VEH_ROAD ||
00142         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00143         v->type == VEH_SHIP) {
00144       value += v->value * 3 >> 1;
00145     }
00146   }
00147 
00148   /* Add real money value */
00149   if (including_loan) value -= c->current_loan;
00150   value += c->money;
00151 
00152   return max(value, (Money)1);
00153 }
00154 
00161 int UpdateCompanyRatingAndValue(Company *c, bool update)
00162 {
00163   Owner owner = c->index;
00164   int score = 0;
00165 
00166   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00167 
00168   /* Count vehicles */
00169   {
00170     Vehicle *v;
00171     Money min_profit = 0;
00172     bool min_profit_first = true;
00173     uint num = 0;
00174 
00175     FOR_ALL_VEHICLES(v) {
00176       if (v->owner != owner) continue;
00177       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00178         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00179         if (v->age > 730) {
00180           /* Find the vehicle with the lowest amount of profit */
00181           if (min_profit_first || min_profit > v->profit_last_year) {
00182             min_profit = v->profit_last_year;
00183             min_profit_first = false;
00184           }
00185         }
00186       }
00187     }
00188 
00189     min_profit >>= 8; // remove the fract part
00190 
00191     _score_part[owner][SCORE_VEHICLES] = num;
00192     /* Don't allow negative min_profit to show */
00193     if (min_profit > 0)
00194       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00195   }
00196 
00197   /* Count stations */
00198   {
00199     uint num = 0;
00200     const Station *st;
00201 
00202     FOR_ALL_STATIONS(st) {
00203       /* Only count stations that are actually serviced */
00204       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00205     }
00206     _score_part[owner][SCORE_STATIONS] = num;
00207   }
00208 
00209   /* Generate statistics depending on recent income statistics */
00210   {
00211     int numec = min(c->num_valid_stat_ent, 12);
00212     if (numec != 0) {
00213       const CompanyEconomyEntry *cee = c->old_economy;
00214       Money min_income = cee->income + cee->expenses;
00215       Money max_income = cee->income + cee->expenses;
00216 
00217       do {
00218         min_income = min(min_income, cee->income + cee->expenses);
00219         max_income = max(max_income, cee->income + cee->expenses);
00220       } while (++cee, --numec);
00221 
00222       if (min_income > 0) {
00223         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00224       }
00225 
00226       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00227     }
00228   }
00229 
00230   /* Generate score depending on amount of transported cargo */
00231   {
00232     const CompanyEconomyEntry *cee;
00233     int numec;
00234     uint32 total_delivered;
00235 
00236     numec = min(c->num_valid_stat_ent, 4);
00237     if (numec != 0) {
00238       cee = c->old_economy;
00239       total_delivered = 0;
00240       do {
00241         total_delivered += cee->delivered_cargo;
00242       } while (++cee, --numec);
00243 
00244       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00245     }
00246   }
00247 
00248   /* Generate score for variety of cargo */
00249   {
00250     uint num = CountBits(c->cargo_types);
00251     _score_part[owner][SCORE_CARGO] = num;
00252     if (update) c->cargo_types = 0;
00253   }
00254 
00255   /* Generate score for company's money */
00256   {
00257     if (c->money > 0) {
00258       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00259     }
00260   }
00261 
00262   /* Generate score for loan */
00263   {
00264     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00265   }
00266 
00267   /* Now we calculate the score for each item.. */
00268   {
00269     int total_score = 0;
00270     int s;
00271     score = 0;
00272     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00273       /* Skip the total */
00274       if (i == SCORE_TOTAL) continue;
00275       /*  Check the score */
00276       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00277       score += s;
00278       total_score += _score_info[i].score;
00279     }
00280 
00281     _score_part[owner][SCORE_TOTAL] = score;
00282 
00283     /*  We always want the score scaled to SCORE_MAX (1000) */
00284     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00285   }
00286 
00287   if (update) {
00288     c->old_economy[0].performance_history = score;
00289     UpdateCompanyHQ(c, score);
00290     c->old_economy[0].company_value = CalculateCompanyValue(c);
00291   }
00292 
00293   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00294   return score;
00295 }
00296 
00297 /*  use INVALID_OWNER as new_owner to delete the company. */
00298 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00299 {
00300 #ifdef ENABLE_NETWORK
00301   /* In all cases, make spectators of clients connected to that company */
00302   if (_networking) NetworkClientsToSpectators(old_owner);
00303 #endif /* ENABLE_NETWORK */
00304 
00305   Town *t;
00306   CompanyID old = _current_company;
00307 
00308   assert(old_owner != new_owner);
00309 
00310   {
00311     Company *c;
00312     uint i;
00313 
00314     /* See if the old_owner had shares in other companies */
00315     _current_company = old_owner;
00316     FOR_ALL_COMPANIES(c) {
00317       for (i = 0; i < 4; i++) {
00318         if (c->share_owners[i] == old_owner) {
00319           /* Sell his shares */
00320           CommandCost res = DoCommand(0, c->index, 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     /* Sell all the shares that people have on this company */
00329     c = Company::Get(old_owner);
00330     for (i = 0; i < 4; i++) {
00331       _current_company = c->share_owners[i];
00332       if (_current_company != INVALID_OWNER) {
00333         /* Sell the shares */
00334         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00335         /* Because we are in a DoCommand, we can't just execute another one and
00336          *  expect the money to be removed. We need to do it ourself! */
00337         SubtractMoneyFromCompany(res);
00338       }
00339     }
00340   }
00341 
00342   _current_company = old_owner;
00343 
00344   /* Temporarily increase the company's money, to be sure that
00345    * removing his/her property doesn't fail because of lack of money.
00346    * Not too drastically though, because it could overflow */
00347   if (new_owner == INVALID_OWNER) {
00348     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00349   }
00350 
00351   Subsidy *s;
00352   FOR_ALL_SUBSIDIES(s) {
00353     if (s->awarded == old_owner) {
00354       if (new_owner == INVALID_OWNER) {
00355         delete s;
00356       } else {
00357         s->awarded = new_owner;
00358       }
00359     }
00360   }
00361   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00362 
00363   /* Take care of rating in towns */
00364   FOR_ALL_TOWNS(t) {
00365     /* If a company takes over, give the ratings to that company. */
00366     if (new_owner != INVALID_OWNER) {
00367       if (HasBit(t->have_ratings, old_owner)) {
00368         if (HasBit(t->have_ratings, new_owner)) {
00369           /* use max of the two ratings. */
00370           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00371         } else {
00372           SetBit(t->have_ratings, new_owner);
00373           t->ratings[new_owner] = t->ratings[old_owner];
00374         }
00375       }
00376     }
00377 
00378     /* Reset the ratings for the old owner */
00379     t->ratings[old_owner] = RATING_INITIAL;
00380     ClrBit(t->have_ratings, old_owner);
00381   }
00382 
00383   {
00384     FreeUnitIDGenerator unitidgen[] = {
00385       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00386       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00387     };
00388 
00389     Vehicle *v;
00390     FOR_ALL_VEHICLES(v) {
00391       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00392         if (new_owner == INVALID_OWNER) {
00393           if (v->Previous() == NULL) delete v;
00394         } else {
00395           v->owner = new_owner;
00396           v->colourmap = PAL_NONE;
00397           if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
00398           if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
00399         }
00400       }
00401     }
00402   }
00403 
00404   /*  Change ownership of tiles */
00405   {
00406     TileIndex tile = 0;
00407     do {
00408       ChangeTileOwner(tile, old_owner, new_owner);
00409     } while (++tile != MapSize());
00410 
00411     if (new_owner != INVALID_OWNER) {
00412       /* Update all signals because there can be new segment that was owned by two companies
00413        * and signals were not propagated
00414        * Similiar with crossings - it is needed to bar crossings that weren't before
00415        * because of different owner of crossing and approaching train */
00416       tile = 0;
00417 
00418       do {
00419         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00420           TrackBits tracks = GetTrackBits(tile);
00421           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00422             Track track = RemoveFirstTrack(&tracks);
00423             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00424           } while (tracks != TRACK_BIT_NONE);
00425         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00426           UpdateLevelCrossing(tile);
00427         }
00428       } while (++tile != MapSize());
00429     }
00430 
00431     /* update signals in buffer */
00432     UpdateSignalsInBuffer();
00433   }
00434 
00435   /* convert owner of stations (including deleted ones, but excluding buoys) */
00436   Station *st;
00437   FOR_ALL_STATIONS(st) {
00438     if (st->owner == old_owner) {
00439       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00440        * also, drawing station window would cause reading invalid company's colour */
00441       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00442     }
00443   }
00444 
00445   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00446   Waypoint *wp;
00447   FOR_ALL_WAYPOINTS(wp) {
00448     if (wp->owner == old_owner) {
00449       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00450     }
00451   }
00452 
00453   /* In all cases clear replace engine rules.
00454    * Even if it was copied, it could interfere with new owner's rules */
00455   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00456 
00457   if (new_owner == INVALID_OWNER) {
00458     RemoveAllGroupsForCompany(old_owner);
00459   } else {
00460     Group *g;
00461     FOR_ALL_GROUPS(g) {
00462       if (g->owner == old_owner) g->owner = new_owner;
00463     }
00464   }
00465 
00466   Sign *si;
00467   FOR_ALL_SIGNS(si) {
00468     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00469   }
00470 
00471   /* Change colour of existing windows */
00472   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00473 
00474   _current_company = old;
00475 
00476   MarkWholeScreenDirty();
00477 }
00478 
00479 static void CompanyCheckBankrupt(Company *c)
00480 {
00481   /*  If the company has money again, it does not go bankrupt */
00482   if (c->money >= 0) {
00483     c->quarters_of_bankruptcy = 0;
00484     c->bankrupt_asked = 0;
00485     return;
00486   }
00487 
00488   c->quarters_of_bankruptcy++;
00489 
00490   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00491   cni->FillData(c);
00492 
00493   switch (c->quarters_of_bankruptcy) {
00494     case 0:
00495     case 1:
00496       free(cni);
00497       break;
00498 
00499     case 2:
00500       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00501       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00502       SetDParamStr(2, cni->company_name);
00503       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00504       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00505       break;
00506     case 3: {
00507       /* Check if the company has any value.. if not, declare it bankrupt
00508        *  right now */
00509       Money val = CalculateCompanyValue(c, false);
00510       if (val > 0) {
00511         c->bankrupt_value = val;
00512         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00513         c->bankrupt_timeout = 0;
00514         free(cni);
00515         break;
00516       }
00517       /* Else, falltrue to case 4... */
00518     }
00519     default:
00520     case 4:
00521       if (!_networking && _local_company == c->index) {
00522         /* If we are in offline mode, leave the company playing. Eg. there
00523          * is no THE-END, otherwise mark the client as spectator to make sure
00524          * he/she is no long in control of this company. However... when you
00525          * join another company (cheat) the "unowned" company can bankrupt. */
00526         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00527         free(cni);
00528         break;
00529       }
00530 
00531       /* Close everything the owner has open */
00532       DeleteCompanyWindows(c->index);
00533 
00534       /* Show bankrupt news */
00535       SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
00536       SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
00537       SetDParamStr(2, cni->company_name);
00538       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);
00539 
00540       ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
00541 
00542       if (c->is_ai) AI::Stop(c->index);
00543 
00544       CompanyID c_index = c->index;
00545       delete c;
00546       AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
00547   }
00548 }
00549 
00550 static void CompaniesGenStatistics()
00551 {
00552   Station *st;
00553   Company *c;
00554 
00555   FOR_ALL_STATIONS(st) {
00556     _current_company = st->owner;
00557     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00558     SubtractMoneyFromCompany(cost);
00559   }
00560 
00561   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
00562     return;
00563 
00564   FOR_ALL_COMPANIES(c) {
00565     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00566     c->old_economy[0] = c->cur_economy;
00567     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00568 
00569     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
00570 
00571     UpdateCompanyRatingAndValue(c, true);
00572     if (c->block_preview != 0) c->block_preview--;
00573     CompanyCheckBankrupt(c);
00574   }
00575 
00576   SetWindowDirty(WC_INCOME_GRAPH, 0);
00577   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00578   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00579   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00580   SetWindowDirty(WC_COMPANY_VALUE, 0);
00581   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00582 }
00583 
00588 void AddInflation(bool check_year)
00589 {
00590   /* The cargo payment inflation differs from the normal inflation, so the
00591    * relative amount of money you make with a transport decreases slowly over
00592    * the 170 years. After a few hundred years we reach a level in which the
00593    * games will become unplayable as the maximum income will be less than
00594    * the minimum running cost.
00595    *
00596    * Furthermore there are a lot of inflation related overflows all over the
00597    * place. Solving them is hardly possible because inflation will always
00598    * reach the overflow threshold some day. So we'll just perform the
00599    * inflation mechanism during the first 170 years (the amount of years that
00600    * one had in the original TTD) and stop doing the inflation after that
00601    * because it only causes problems that can't be solved nicely and the
00602    * inflation doesn't add anything after that either; it even makes playing
00603    * it impossible due to the diverging cost and income rates.
00604    */
00605   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00606 
00607   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00608    * scaled by 65536
00609    * 12 -> months per year
00610    * This is only a good approxiamtion for small values
00611    */
00612   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00613   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00614 }
00615 
00619 void RecomputePrices()
00620 {
00621   /* Setup maximum loan */
00622   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00623 
00624   /* Setup price bases */
00625   for (Price i = PR_BEGIN; i < PR_END; i++) {
00626     Money price = _price_base_specs[i].start_price;
00627 
00628     /* Apply difficulty settings */
00629     uint mod = 1;
00630     switch (_price_base_specs[i].category) {
00631       case PCAT_RUNNING:
00632         mod = _settings_game.difficulty.vehicle_costs;
00633         break;
00634 
00635       case PCAT_CONSTRUCTION:
00636         mod = _settings_game.difficulty.construction_cost;
00637         break;
00638 
00639       default: break;
00640     }
00641     if (mod < 1) {
00642       price = price * 3 >> 2;
00643     } else if (mod > 1) {
00644       price = price * 9 >> 3;
00645     }
00646 
00647     /* Apply inflation */
00648     price = (int64)price * _economy.inflation_prices;
00649 
00650     /* Apply newgrf modifiers, and remove fractional part of inflation */
00651     int shift = _price_base_multiplier[i] - 16;
00652     if (shift >= 0) {
00653       price <<= shift;
00654     } else {
00655       price >>= -shift;
00656     }
00657 
00658     /* Make sure the price does not get reduced to zero.
00659      * Zero breaks quite a few commands that use a zero
00660      * cost to see whether something got changed or not
00661      * and based on that cause an error. When the price
00662      * is zero that fails even when things are done. */
00663     if (price == 0) {
00664       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00665       /* No base price should be zero, but be sure. */
00666       assert(price != 0);
00667     }
00668     /* Store value */
00669     _price[i] = price;
00670   }
00671 
00672   /* Setup cargo payment */
00673   CargoSpec *cs;
00674   FOR_ALL_CARGOSPECS(cs) {
00675     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00676   }
00677 
00678   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00679   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00680   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00681   SetWindowDirty(WC_PAYMENT_RATES, 0);
00682 }
00683 
00684 static void CompaniesPayInterest()
00685 {
00686   const Company *c;
00687 
00688   FOR_ALL_COMPANIES(c) {
00689     _current_company = c->index;
00690 
00691     /* Over a year the paid interest should be "loan * interest percentage",
00692      * but... as that number is likely not dividable by 12 (pay each month),
00693      * one needs to account for that in the monthly fee calculations.
00694      * To easily calculate what one should pay "this" month, you calculate
00695      * what (total) should have been paid up to this month and you substract
00696      * whatever has been paid in the previous months. This will mean one month
00697      * it'll be a bit more and the other it'll be a bit less than the average
00698      * monthly fee, but on average it will be exact. */
00699     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00700     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00701     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00702 
00703     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00704 
00705     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00706   }
00707 }
00708 
00709 static void HandleEconomyFluctuations()
00710 {
00711   if (_settings_game.difficulty.economy != 0) {
00712     /* When economy is Fluctuating, decrease counter */
00713     _economy.fluct--;
00714   } else if (_economy.fluct <= 0) {
00715     /* When it's Steady and we are in recession, end it now */
00716     _economy.fluct = -12;
00717   } else {
00718     /* No need to do anything else in other cases */
00719     return;
00720   }
00721 
00722   if (_economy.fluct == 0) {
00723     _economy.fluct = -(int)GB(Random(), 0, 2);
00724     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00725   } else if (_economy.fluct == -12) {
00726     _economy.fluct = GB(Random(), 0, 8) + 312;
00727     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00728   }
00729 }
00730 
00731 
00735 void ResetPriceBaseMultipliers()
00736 {
00737   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00738 }
00739 
00747 void SetPriceBaseMultiplier(Price price, int factor)
00748 {
00749   assert(price < PR_END);
00750   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00751 }
00752 
00757 void StartupIndustryDailyChanges(bool init_counter)
00758 {
00759   uint map_size = MapLogX() + MapLogY();
00760   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00761    * which stands for the days in a month.
00762    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00763    * would not be needed.
00764    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00765    * on the overall total number of changes performed */
00766   _economy.industry_daily_increment = (1 << map_size) / 31;
00767 
00768   if (init_counter) {
00769     /* A new game or a savegame from an older version will require the counter to be initialized */
00770     _economy.industry_daily_change_counter = 0;
00771   }
00772 }
00773 
00774 void StartupEconomy()
00775 {
00776   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00777   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00778   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00779   _economy.fluct = GB(Random(), 0, 8) + 168;
00780 
00781   /* Set up prices */
00782   RecomputePrices();
00783 
00784   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00785 
00786 }
00787 
00791 void InitializeEconomy()
00792 {
00793   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00794 }
00795 
00804 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00805 {
00806   if (index >= PR_END) return 0;
00807 
00808   Money cost = _price[index] * cost_factor;
00809   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00810 
00811   if (shift >= 0) {
00812     cost <<= shift;
00813   } else {
00814     cost >>= -shift;
00815   }
00816 
00817   return cost;
00818 }
00819 
00820 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00821 {
00822   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00823   if (!cs->IsValid()) {
00824     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00825     return 0;
00826   }
00827 
00828   /* Use callback to calculate cargo profit, if available */
00829   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00830     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00831     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00832     if (callback != CALLBACK_FAILED) {
00833       int result = GB(callback, 0, 14);
00834 
00835       /* Simulate a 15 bit signed value */
00836       if (HasBit(callback, 14)) result -= 0x4000;
00837 
00838       /* "The result should be a signed multiplier that gets multiplied
00839        * by the amount of cargo moved and the price factor, then gets
00840        * divided by 8192." */
00841       return result * num_pieces * cs->current_payment / 8192;
00842     }
00843   }
00844 
00845   static const int MIN_TIME_FACTOR = 31;
00846   static const int MAX_TIME_FACTOR = 255;
00847 
00848   const int days1 = cs->transit_days[0];
00849   const int days2 = cs->transit_days[1];
00850   const int days_over_days1 = max(   transit_days - days1, 0);
00851   const int days_over_days2 = max(days_over_days1 - days2, 0);
00852 
00853   /*
00854    * The time factor is calculated based on the time it took
00855    * (transit_days) compared two cargo-depending values. The
00856    * range is divided into three parts:
00857    *
00858    *  - constant for fast transits
00859    *  - linear decreasing with time with a slope of -1 for medium transports
00860    *  - linear decreasing with time with a slope of -2 for slow transports
00861    *
00862    */
00863   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00864 
00865   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00866 }
00867 
00869 static SmallIndustryList _cargo_delivery_destinations;
00870 
00880 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00881 {
00882   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00883    * This fails in three cases:
00884    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00885    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00886    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00887    */
00888 
00889   uint accepted = 0;
00890 
00891   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00892     Industry *ind = st->industries_near[i];
00893     if (ind->index == source) continue;
00894 
00895     const IndustrySpec *indspec = GetIndustrySpec(ind->type);
00896 
00897     uint cargo_index;
00898     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00899       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00900     }
00901     /* Check if matching cargo has been found */
00902     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00903 
00904     /* Check if industry temporarily refuses acceptance */
00905     if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
00906       uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->location.tile);
00907       if (res == 0) continue;
00908     }
00909 
00910     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00911     _cargo_delivery_destinations.Include(ind);
00912 
00913     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00914     ind->incoming_cargo_waiting[cargo_index] += amount;
00915     num_pieces -= amount;
00916     accepted += amount;
00917   }
00918 
00919   return accepted;
00920 }
00921 
00935 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)
00936 {
00937   assert(num_pieces > 0);
00938 
00939   const Station *st = Station::Get(dest);
00940 
00941   /* Give the goods to the industry. */
00942   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00943 
00944   /* If this cargo type is always accepted, accept all */
00945   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00946 
00947   /* Update company statistics */
00948   company->cur_economy.delivered_cargo += accepted;
00949   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00950 
00951   /* Increase town's counter for some special goods types */
00952   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00953   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00954   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00955 
00956   /* Determine profit */
00957   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00958 
00959   /* Modify profit if a subsidy is in effect */
00960   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00961     switch (_settings_game.difficulty.subsidy_multiplier) {
00962       case 0:  profit += profit >> 1; break;
00963       case 1:  profit *= 2; break;
00964       case 2:  profit *= 3; break;
00965       default: profit *= 4; break;
00966     }
00967   }
00968 
00969   return profit;
00970 }
00971 
00977 static void TriggerIndustryProduction(Industry *i)
00978 {
00979   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00980   uint16 callback = indspec->callback_mask;
00981 
00982   i->was_cargo_delivered = true;
00983   i->last_cargo_accepted_at = _date;
00984 
00985   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
00986     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
00987       IndustryProductionCallback(i, 0);
00988     } else {
00989       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
00990     }
00991   } else {
00992     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
00993       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
00994       if (cargo_waiting == 0) continue;
00995 
00996       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
00997       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
00998 
00999       i->incoming_cargo_waiting[cargo_index] = 0;
01000     }
01001   }
01002 
01003   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01004   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01005 }
01006 
01011 CargoPayment::CargoPayment(Vehicle *front) :
01012   front(front),
01013   current_station(front->last_station_visited)
01014 {
01015 }
01016 
01017 CargoPayment::~CargoPayment()
01018 {
01019   if (this->CleaningPool()) return;
01020 
01021   this->front->cargo_payment = NULL;
01022 
01023   if (this->visual_profit == 0) return;
01024 
01025   CompanyID old_company = _current_company;
01026   _current_company = this->front->owner;
01027 
01028   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01029   this->front->profit_this_year += this->visual_profit << 8;
01030 
01031   if (this->route_profit != 0) {
01032     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01033       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01034     }
01035 
01036     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01037   } else {
01038     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01039   }
01040 
01041   _current_company = old_company;
01042 }
01043 
01049 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01050 {
01051   if (this->owner == NULL) {
01052     this->owner = Company::Get(this->front->owner);
01053   }
01054 
01055   /* Handle end of route payment */
01056   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01057   this->route_profit += profit;
01058 
01059   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01060   this->visual_profit += profit - cp->FeederShare();
01061 }
01062 
01069 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01070 {
01071   Money profit = GetTransportedGoodsIncome(
01072     count,
01073     /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01074     DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01075     cp->DaysInTransit(),
01076     this->ct);
01077 
01078   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01079 
01080   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01081   return profit; // account for the (virtual) profit already made for the cargo packet
01082 }
01083 
01088 void PrepareUnload(Vehicle *front_v)
01089 {
01090   /* At this moment loading cannot be finished */
01091   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01092 
01093   /* Start unloading in at the first possible moment */
01094   front_v->load_unload_ticks = 1;
01095 
01096   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01097     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01098       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01099         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01100       }
01101     }
01102   }
01103 
01104   assert(front_v->cargo_payment == NULL);
01105   front_v->cargo_payment = new CargoPayment(front_v);
01106 }
01107 
01116 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
01117 {
01118   assert(v->current_order.IsType(OT_LOADING));
01119 
01120   assert(v->load_unload_ticks != 0);
01121 
01122   /* We have not waited enough time till the next round of loading/unloading */
01123   if (--v->load_unload_ticks != 0) {
01124     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01125       /* 'Reserve' this cargo for this vehicle, because we were first. */
01126       for (; v != NULL; v = v->Next()) {
01127         int cap_left = v->cargo_cap - v->cargo.Count();
01128         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01129       }
01130     }
01131     return;
01132   }
01133 
01134   StationID last_visited = v->last_station_visited;
01135   Station *st = Station::Get(last_visited);
01136 
01137   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01138     /* The train reversed in the station. Take the "easy" way
01139      * out and let the train just leave as it always did. */
01140     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01141     v->load_unload_ticks = 1;
01142     return;
01143   }
01144 
01145   int unloading_time = 0;
01146   Vehicle *u = v;
01147   bool dirty_vehicle = false;
01148   bool dirty_station = false;
01149 
01150   bool completely_emptied = true;
01151   bool anything_unloaded = false;
01152   bool anything_loaded   = false;
01153   uint32 cargo_not_full  = 0;
01154   uint32 cargo_full      = 0;
01155 
01156   v->cur_speed = 0;
01157 
01158   CargoPayment *payment = v->cargo_payment;
01159 
01160   for (; v != NULL; v = v->Next()) {
01161     if (v->cargo_cap == 0) continue;
01162 
01163     const Engine *e = Engine::Get(v->engine_type);
01164     byte load_amount = e->info.load_amount;
01165 
01166     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01167     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = (load_amount + 3) / 4;
01168 
01169     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01170       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01171       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01172     }
01173 
01174     GoodsEntry *ge = &st->goods[v->cargo_type];
01175 
01176     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01177       uint cargo_count = v->cargo.Count();
01178       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01179       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01180       bool accepted  = false; // Is the cargo accepted by the station?
01181 
01182       payment->SetCargo(v->cargo_type);
01183 
01184       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01185         /* The cargo has reached it's final destination, the packets may now be destroyed */
01186         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01187 
01188         dirty_vehicle = true;
01189         accepted = true;
01190       }
01191 
01192       /* The !accepted || v->cargo.Count == cargo_count clause is there
01193        * to make it possible to force unload vehicles at the station where
01194        * they were loaded, but to not force unload the vehicle when the
01195        * station is still accepting the cargo in the vehicle. It doesn't
01196        * accept cargo that was loaded at the same station. */
01197       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01198         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01199         SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01200 
01201         dirty_vehicle = dirty_station = true;
01202       } else if (!accepted) {
01203         /* The order changed while unloading (unset unload/transfer) or the
01204          * station does not accept our goods. */
01205         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01206 
01207         /* Say we loaded something, otherwise we'll think we didn't unload
01208          * something and we didn't load something, so we must be finished
01209          * at this station. Setting the unloaded means that we will get a
01210          * retry for loading in the next cycle. */
01211         anything_unloaded = true;
01212         continue;
01213       }
01214 
01215       /* Deliver goods to the station */
01216       st->time_since_unload = 0;
01217 
01218       unloading_time += amount_unloaded;
01219 
01220       anything_unloaded = true;
01221       if (_settings_game.order.gradual_loading && remaining) {
01222         completely_emptied = false;
01223       } else {
01224         /* We have finished unloading (cargo count == 0) */
01225         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01226       }
01227 
01228       continue;
01229     }
01230 
01231     /* Do not pick up goods when we have no-load set. */
01232     if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;
01233 
01234     /* update stats */
01235     int t;
01236     switch (u->type) {
01237       case VEH_TRAIN:    t = Train::From(u)->tcache.cached_max_speed; break;
01238       case VEH_ROAD:     t = u->max_speed / 2;        break;
01239       case VEH_SHIP:     t = u->max_speed;            break;
01240       case VEH_AIRCRAFT: t = u->max_speed * 10 / 128; break; // convert to old units
01241       default: NOT_REACHED();
01242     }
01243 
01244     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01245     ge->last_speed = min(t, 255);
01246     ge->last_age = _cur_year - u->build_year;
01247     ge->days_since_pickup = 0;
01248 
01249     /* If there's goods waiting at the station, and the vehicle
01250      * has capacity for it, load it on the vehicle. */
01251     int cap_left = v->cargo_cap - v->cargo.Count();
01252     if (!ge->cargo.Empty() && cap_left > 0) {
01253       uint cap = cap_left;
01254       uint count = ge->cargo.Count();
01255 
01256       /* Skip loading this vehicle if another train/vehicle is already handling
01257        * the same cargo type at this station */
01258       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01259         SetBit(cargo_not_full, v->cargo_type);
01260         continue;
01261       }
01262 
01263       if (cap > count) cap = count;
01264       if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
01265       if (_settings_game.order.improved_load) {
01266         /* Don't load stuff that is already 'reserved' for other vehicles */
01267         cap = min((uint)cargo_left[v->cargo_type], cap);
01268         cargo_left[v->cargo_type] -= cap;
01269       }
01270 
01271       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01272 
01273       /* TODO: Regarding this, when we do gradual loading, we
01274        * should first unload all vehicles and then start
01275        * loading them. Since this will cause
01276        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01277        * the whole vehicle chain is really totally empty, the
01278        * completely_emptied assignment can then be safely
01279        * removed; that's how TTDPatch behaves too. --pasky */
01280       completely_emptied = false;
01281       anything_loaded = true;
01282 
01283       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01284 
01285       st->time_since_load = 0;
01286       st->last_vehicle_type = v->type;
01287 
01288       StationAnimationTrigger(st, st->xy, STAT_ANIM_CARGO_TAKEN, v->cargo_type);
01289 
01290       unloading_time += cap;
01291 
01292       dirty_vehicle = dirty_station = true;
01293     }
01294 
01295     if (v->cargo.Count() >= v->cargo_cap) {
01296       SetBit(cargo_full, v->cargo_type);
01297     } else {
01298       SetBit(cargo_not_full, v->cargo_type);
01299     }
01300   }
01301 
01302   /* Only set completly_emptied, if we just unloaded all remaining cargo */
01303   completely_emptied &= anything_unloaded;
01304 
01305   /* We update these variables here, so gradual loading still fills
01306    * all wagons at the same time instead of using the same 'improved'
01307    * loading algorithm for the wagons (only fill wagon when there is
01308    * enough to fill the previous wagons) */
01309   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01310     /* Update left cargo */
01311     for (v = u; v != NULL; v = v->Next()) {
01312       int cap_left = v->cargo_cap - v->cargo.Count();
01313       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01314     }
01315   }
01316 
01317   v = u;
01318 
01319   if (!anything_unloaded) delete payment;
01320 
01321   if (anything_loaded || anything_unloaded) {
01322     if (_settings_game.order.gradual_loading) {
01323       /* The time it takes to load one 'slice' of cargo or passengers depends
01324        * on the vehicle type - the values here are those found in TTDPatch */
01325       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01326 
01327       unloading_time = gradual_loading_wait_time[v->type];
01328     }
01329   } else {
01330     bool finished_loading = true;
01331     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01332       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01333         /* if the aircraft carries passengers and is NOT full, then
01334          * continue loading, no matter how much mail is in */
01335         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01336             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are stull non-full cargos
01337           finished_loading = false;
01338         }
01339       } else if (cargo_not_full != 0) {
01340         finished_loading = false;
01341       }
01342     }
01343     unloading_time = 20;
01344 
01345     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01346   }
01347 
01348   if (v->type == VEH_TRAIN) {
01349     /* Each platform tile is worth 2 rail vehicles. */
01350     int overhang = Train::From(v)->tcache.cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01351     if (overhang > 0) {
01352       unloading_time <<= 1;
01353       unloading_time += (overhang * unloading_time) / 8;
01354     }
01355   }
01356 
01357   /* Calculate the loading indicator fill percent and display
01358    * In the Game Menu do not display indicators
01359    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01360    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01361    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01362    */
01363   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01364     StringID percent_up_down = STR_NULL;
01365     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01366     if (v->fill_percent_te_id == INVALID_TE_ID) {
01367       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01368     } else {
01369       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01370     }
01371   }
01372 
01373   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01374   v->load_unload_ticks = max(1, unloading_time);
01375 
01376   if (completely_emptied) {
01377     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01378   }
01379 
01380   if (dirty_vehicle) {
01381     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01382     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01383     v->MarkDirty();
01384   }
01385   if (dirty_station) {
01386     st->MarkTilesDirty(true);
01387     SetWindowDirty(WC_STATION_VIEW, last_visited);
01388   }
01389 }
01390 
01396 void LoadUnloadStation(Station *st)
01397 {
01398   /* No vehicle is here... */
01399   if (st->loading_vehicles.empty()) return;
01400 
01401   int cargo_left[NUM_CARGO];
01402 
01403   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01404 
01405   std::list<Vehicle *>::iterator iter;
01406   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01407     Vehicle *v = *iter;
01408     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01409   }
01410 
01411   /* Call the production machinery of industries */
01412   const Industry * const *isend = _cargo_delivery_destinations.End();
01413   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01414     TriggerIndustryProduction(*iid);
01415   }
01416   _cargo_delivery_destinations.Clear();
01417 }
01418 
01419 void CompaniesMonthlyLoop()
01420 {
01421   CompaniesGenStatistics();
01422   if (_settings_game.economy.inflation) {
01423     AddInflation();
01424     RecomputePrices();
01425   }
01426   CompaniesPayInterest();
01427   /* Reset the _current_company flag */
01428   _current_company = OWNER_NONE;
01429   HandleEconomyFluctuations();
01430 }
01431 
01432 static void DoAcquireCompany(Company *c)
01433 {
01434   Company *owner;
01435   int i;
01436   Money value;
01437   CompanyID ci = c->index;
01438 
01439   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01440   cni->FillData(c, Company::Get(_current_company));
01441 
01442   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01443   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01444   SetDParamStr(2, cni->company_name);
01445   SetDParamStr(3, cni->other_company_name);
01446   SetDParam(4, c->bankrupt_value);
01447   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01448   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01449 
01450   ChangeOwnershipOfCompanyItems(ci, _current_company);
01451 
01452   if (c->bankrupt_value == 0) {
01453     owner = Company::Get(_current_company);
01454     owner->current_loan += c->current_loan;
01455   }
01456 
01457   value = CalculateCompanyValue(c) >> 2;
01458   CompanyID old_company = _current_company;
01459   for (i = 0; i != 4; i++) {
01460     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01461       _current_company = c->share_owners[i];
01462       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01463     }
01464   }
01465   _current_company = old_company;
01466 
01467   if (c->is_ai) AI::Stop(c->index);
01468 
01469   DeleteCompanyWindows(ci);
01470   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01471   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01472   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01473   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01474 
01475   delete c;
01476 }
01477 
01478 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01479 
01488 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01489 {
01490   CommandCost cost(EXPENSES_OTHER);
01491   CompanyID target_company = (CompanyID)p1;
01492   Company *c = Company::GetIfValid(target_company);
01493 
01494   /* Check if buying shares is allowed (protection against modified clients)
01495    * Cannot buy own shares */
01496   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01497 
01498   /* Protect new companies from hostile takeovers */
01499   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01500 
01501   /* Those lines are here for network-protection (clients can be slow) */
01502   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01503 
01504   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01505     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01506 
01507     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01508   }
01509 
01510 
01511   cost.AddCost(CalculateCompanyValue(c) >> 2);
01512   if (flags & DC_EXEC) {
01513     OwnerByte *b = c->share_owners;
01514     int i;
01515 
01516     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01517     *b = _current_company;
01518 
01519     for (i = 0; c->share_owners[i] == _current_company;) {
01520       if (++i == 4) {
01521         c->bankrupt_value = 0;
01522         DoAcquireCompany(c);
01523         break;
01524       }
01525     }
01526     SetWindowDirty(WC_COMPANY, target_company);
01527   }
01528   return cost;
01529 }
01530 
01539 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01540 {
01541   CompanyID target_company = (CompanyID)p1;
01542   Company *c = Company::GetIfValid(target_company);
01543 
01544   /* Check if selling shares is allowed (protection against modified clients)
01545    * Cannot sell own shares */
01546   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01547 
01548   /* Those lines are here for network-protection (clients can be slow) */
01549   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01550 
01551   /* adjust it a little to make it less profitable to sell and buy */
01552   Money cost = CalculateCompanyValue(c) >> 2;
01553   cost = -(cost - (cost >> 7));
01554 
01555   if (flags & DC_EXEC) {
01556     OwnerByte *b = c->share_owners;
01557     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01558     *b = COMPANY_SPECTATOR;
01559     SetWindowDirty(WC_COMPANY, target_company);
01560   }
01561   return CommandCost(EXPENSES_OTHER, cost);
01562 }
01563 
01575 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01576 {
01577   CompanyID target_company = (CompanyID)p1;
01578   Company *c = Company::GetIfValid(target_company);
01579   if (c == NULL) return CMD_ERROR;
01580 
01581   /* Disable takeovers when not asked */
01582   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01583 
01584   /* Disable taking over the local company in single player */
01585   if (!_networking && _local_company == c->index) return CMD_ERROR;
01586 
01587   /* Do not allow companies to take over themselves */
01588   if (target_company == _current_company) return CMD_ERROR;
01589 
01590   /* Disable taking over when not allowed. */
01591   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01592 
01593   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01594   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01595 
01596   if (flags & DC_EXEC) {
01597     DoAcquireCompany(c);
01598   }
01599   return cost;
01600 }

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