economy.cpp

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00001 /* $Id: economy.cpp 21658 2010-12-29 18:20:19Z 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_sound.h"
00026 #include "newgrf_industries.h"
00027 #include "newgrf_industrytiles.h"
00028 #include "newgrf_station.h"
00029 #include "newgrf_airporttiles.h"
00030 #include "object.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 "core/backup_type.hpp"
00049 
00050 #include "table/strings.h"
00051 #include "table/pricebase.h"
00052 
00053 
00054 /* Initialize the cargo payment-pool */
00055 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00056 INSTANTIATE_POOL_METHODS(CargoPayment)
00057 
00058 
00069 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00070 {
00071   return (int32)((int64)a * (int64)b >> shift);
00072 }
00073 
00074 typedef SmallVector<Industry *, 16> SmallIndustryList;
00075 
00079 const ScoreInfo _score_info[] = {
00080   {     120, 100}, // SCORE_VEHICLES
00081   {      80, 100}, // SCORE_STATIONS
00082   {   10000, 100}, // SCORE_MIN_PROFIT
00083   {   50000,  50}, // SCORE_MIN_INCOME
00084   {  100000, 100}, // SCORE_MAX_INCOME
00085   {   40000, 400}, // SCORE_DELIVERED
00086   {       8,  50}, // SCORE_CARGO
00087   {10000000,  50}, // SCORE_MONEY
00088   {  250000,  50}, // SCORE_LOAN
00089   {       0,   0}  // SCORE_TOTAL
00090 };
00091 
00092 int _score_part[MAX_COMPANIES][SCORE_END];
00093 Economy _economy;
00094 Prices _price;
00095 Money _additional_cash_required;
00096 static PriceMultipliers _price_base_multiplier;
00097 
00107 Money CalculateCompanyValue(const Company *c, bool including_loan)
00108 {
00109   Owner owner = c->index;
00110 
00111   Station *st;
00112   uint num = 0;
00113 
00114   FOR_ALL_STATIONS(st) {
00115     if (st->owner == owner) num += CountBits((byte)st->facilities);
00116   }
00117 
00118   Money value = num * _price[PR_STATION_VALUE] * 25;
00119 
00120   Vehicle *v;
00121   FOR_ALL_VEHICLES(v) {
00122     if (v->owner != owner) continue;
00123 
00124     if (v->type == VEH_TRAIN ||
00125         v->type == VEH_ROAD ||
00126         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00127         v->type == VEH_SHIP) {
00128       value += v->value * 3 >> 1;
00129     }
00130   }
00131 
00132   /* Add real money value */
00133   if (including_loan) value -= c->current_loan;
00134   value += c->money;
00135 
00136   return max(value, (Money)1);
00137 }
00138 
00147 int UpdateCompanyRatingAndValue(Company *c, bool update)
00148 {
00149   Owner owner = c->index;
00150   int score = 0;
00151 
00152   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00153 
00154   /* Count vehicles */
00155   {
00156     Vehicle *v;
00157     Money min_profit = 0;
00158     bool min_profit_first = true;
00159     uint num = 0;
00160 
00161     FOR_ALL_VEHICLES(v) {
00162       if (v->owner != owner) continue;
00163       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00164         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00165         if (v->age > 730) {
00166           /* Find the vehicle with the lowest amount of profit */
00167           if (min_profit_first || min_profit > v->profit_last_year) {
00168             min_profit = v->profit_last_year;
00169             min_profit_first = false;
00170           }
00171         }
00172       }
00173     }
00174 
00175     min_profit >>= 8; // remove the fract part
00176 
00177     _score_part[owner][SCORE_VEHICLES] = num;
00178     /* Don't allow negative min_profit to show */
00179     if (min_profit > 0) {
00180       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00181     }
00182   }
00183 
00184   /* Count stations */
00185   {
00186     uint num = 0;
00187     const Station *st;
00188 
00189     FOR_ALL_STATIONS(st) {
00190       /* Only count stations that are actually serviced */
00191       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00192     }
00193     _score_part[owner][SCORE_STATIONS] = num;
00194   }
00195 
00196   /* Generate statistics depending on recent income statistics */
00197   {
00198     int numec = min(c->num_valid_stat_ent, 12);
00199     if (numec != 0) {
00200       const CompanyEconomyEntry *cee = c->old_economy;
00201       Money min_income = cee->income + cee->expenses;
00202       Money max_income = cee->income + cee->expenses;
00203 
00204       do {
00205         min_income = min(min_income, cee->income + cee->expenses);
00206         max_income = max(max_income, cee->income + cee->expenses);
00207       } while (++cee, --numec);
00208 
00209       if (min_income > 0) {
00210         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00211       }
00212 
00213       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00214     }
00215   }
00216 
00217   /* Generate score depending on amount of transported cargo */
00218   {
00219     const CompanyEconomyEntry *cee;
00220     int numec;
00221     uint32 total_delivered;
00222 
00223     numec = min(c->num_valid_stat_ent, 4);
00224     if (numec != 0) {
00225       cee = c->old_economy;
00226       total_delivered = 0;
00227       do {
00228         total_delivered += cee->delivered_cargo;
00229       } while (++cee, --numec);
00230 
00231       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00232     }
00233   }
00234 
00235   /* Generate score for variety of cargo */
00236   {
00237     uint num = CountBits(c->cargo_types);
00238     _score_part[owner][SCORE_CARGO] = num;
00239     if (update) c->cargo_types = 0;
00240   }
00241 
00242   /* Generate score for company's money */
00243   {
00244     if (c->money > 0) {
00245       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00246     }
00247   }
00248 
00249   /* Generate score for loan */
00250   {
00251     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00252   }
00253 
00254   /* Now we calculate the score for each item.. */
00255   {
00256     int total_score = 0;
00257     int s;
00258     score = 0;
00259     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00260       /* Skip the total */
00261       if (i == SCORE_TOTAL) continue;
00262       /*  Check the score */
00263       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00264       score += s;
00265       total_score += _score_info[i].score;
00266     }
00267 
00268     _score_part[owner][SCORE_TOTAL] = score;
00269 
00270     /*  We always want the score scaled to SCORE_MAX (1000) */
00271     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00272   }
00273 
00274   if (update) {
00275     c->old_economy[0].performance_history = score;
00276     UpdateCompanyHQ(c->location_of_HQ, score);
00277     c->old_economy[0].company_value = CalculateCompanyValue(c);
00278   }
00279 
00280   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00281   return score;
00282 }
00283 
00284 /*  use INVALID_OWNER as new_owner to delete the company. */
00285 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00286 {
00287 #ifdef ENABLE_NETWORK
00288   /* In all cases, make spectators of clients connected to that company */
00289   if (_networking) NetworkClientsToSpectators(old_owner);
00290 #endif /* ENABLE_NETWORK */
00291 
00292   Town *t;
00293   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00294 
00295   assert(old_owner != new_owner);
00296 
00297   {
00298     Company *c;
00299     uint i;
00300 
00301     /* See if the old_owner had shares in other companies */
00302     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     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00316     c = Company::Get(old_owner);
00317     for (i = 0; i < 4; i++) {
00318       cur_company2.Change(c->share_owners[i]);
00319       if (_current_company != INVALID_OWNER) {
00320         /* Sell the shares */
00321         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00322         /* Because we are in a DoCommand, we can't just execute another one and
00323          *  expect the money to be removed. We need to do it ourself! */
00324         SubtractMoneyFromCompany(res);
00325       }
00326     }
00327     cur_company2.Restore();
00328   }
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           /* Invalidate the vehicle's cargo payment "owner cache". */
00387           if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00388         }
00389       }
00390     }
00391   }
00392 
00393   /*  Change ownership of tiles */
00394   {
00395     TileIndex tile = 0;
00396     do {
00397       ChangeTileOwner(tile, old_owner, new_owner);
00398     } while (++tile != MapSize());
00399 
00400     if (new_owner != INVALID_OWNER) {
00401       /* Update all signals because there can be new segment that was owned by two companies
00402        * and signals were not propagated
00403        * Similiar with crossings - it is needed to bar crossings that weren't before
00404        * because of different owner of crossing and approaching train */
00405       tile = 0;
00406 
00407       do {
00408         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00409           TrackBits tracks = GetTrackBits(tile);
00410           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00411             Track track = RemoveFirstTrack(&tracks);
00412             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00413           } while (tracks != TRACK_BIT_NONE);
00414         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00415           UpdateLevelCrossing(tile);
00416         }
00417       } while (++tile != MapSize());
00418     }
00419 
00420     /* update signals in buffer */
00421     UpdateSignalsInBuffer();
00422   }
00423 
00424   /* convert owner of stations (including deleted ones, but excluding buoys) */
00425   Station *st;
00426   FOR_ALL_STATIONS(st) {
00427     if (st->owner == old_owner) {
00428       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00429        * also, drawing station window would cause reading invalid company's colour */
00430       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00431     }
00432   }
00433 
00434   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00435   Waypoint *wp;
00436   FOR_ALL_WAYPOINTS(wp) {
00437     if (wp->owner == old_owner) {
00438       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00439     }
00440   }
00441 
00442   /* In all cases clear replace engine rules.
00443    * Even if it was copied, it could interfere with new owner's rules */
00444   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00445 
00446   if (new_owner == INVALID_OWNER) {
00447     RemoveAllGroupsForCompany(old_owner);
00448   } else {
00449     Group *g;
00450     FOR_ALL_GROUPS(g) {
00451       if (g->owner == old_owner) g->owner = new_owner;
00452     }
00453   }
00454 
00455   Sign *si;
00456   FOR_ALL_SIGNS(si) {
00457     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00458   }
00459 
00460   /* Change colour of existing windows */
00461   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00462 
00463   cur_company.Restore();
00464 
00465   MarkWholeScreenDirty();
00466 }
00467 
00472 static void CompanyCheckBankrupt(Company *c)
00473 {
00474   /*  If the company has money again, it does not go bankrupt */
00475   if (c->money >= 0) {
00476     c->quarters_of_bankruptcy = 0;
00477     c->bankrupt_asked = 0;
00478     return;
00479   }
00480 
00481   c->quarters_of_bankruptcy++;
00482 
00483   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00484   cni->FillData(c);
00485 
00486   switch (c->quarters_of_bankruptcy) {
00487     case 0:
00488     case 1:
00489       free(cni);
00490       break;
00491 
00492     case 2:
00493       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00494       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00495       SetDParamStr(2, cni->company_name);
00496       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00497       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00498       break;
00499     case 3: {
00500       /* Check if the company has any value.. if not, declare it bankrupt
00501        *  right now */
00502       Money val = CalculateCompanyValue(c, false);
00503       if (val > 0) {
00504         c->bankrupt_value = val;
00505         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00506         c->bankrupt_timeout = 0;
00507         free(cni);
00508         break;
00509       }
00510       /* FALL THROUGH to case 4... */
00511     }
00512     default:
00513     case 4:
00514       if (!_networking && _local_company == c->index) {
00515         /* If we are in offline mode, leave the company playing. Eg. there
00516          * is no THE-END, otherwise mark the client as spectator to make sure
00517          * he/she is no long in control of this company. However... when you
00518          * join another company (cheat) the "unowned" company can bankrupt. */
00519         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00520         free(cni);
00521         break;
00522       }
00523 
00524       /* Close everything the owner has open */
00525       DeleteCompanyWindows(c->index);
00526 
00527       /* Show bankrupt news */
00528       SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
00529       SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
00530       SetDParamStr(2, cni->company_name);
00531       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);
00532 
00533       ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
00534 
00535       if (c->is_ai) AI::Stop(c->index);
00536 
00537       CompanyID c_index = c->index;
00538       delete c;
00539       AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
00540       CompanyAdminBankrupt(c_index);
00541   }
00542 }
00543 
00548 static void CompaniesGenStatistics()
00549 {
00550   Station *st;
00551 
00552   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00553   FOR_ALL_STATIONS(st) {
00554     cur_company.Change(st->owner);
00555     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00556     SubtractMoneyFromCompany(cost);
00557   }
00558   cur_company.Restore();
00559 
00560   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00561 
00562   Company *c;
00563   FOR_ALL_COMPANIES(c) {
00564     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00565     c->old_economy[0] = c->cur_economy;
00566     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00567 
00568     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
00569 
00570     UpdateCompanyRatingAndValue(c, true);
00571     if (c->block_preview != 0) c->block_preview--;
00572     CompanyCheckBankrupt(c);
00573   }
00574 
00575   SetWindowDirty(WC_INCOME_GRAPH, 0);
00576   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00577   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00578   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00579   SetWindowDirty(WC_COMPANY_VALUE, 0);
00580   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00581 }
00582 
00587 void AddInflation(bool check_year)
00588 {
00589   /* The cargo payment inflation differs from the normal inflation, so the
00590    * relative amount of money you make with a transport decreases slowly over
00591    * the 170 years. After a few hundred years we reach a level in which the
00592    * games will become unplayable as the maximum income will be less than
00593    * the minimum running cost.
00594    *
00595    * Furthermore there are a lot of inflation related overflows all over the
00596    * place. Solving them is hardly possible because inflation will always
00597    * reach the overflow threshold some day. So we'll just perform the
00598    * inflation mechanism during the first 170 years (the amount of years that
00599    * one had in the original TTD) and stop doing the inflation after that
00600    * because it only causes problems that can't be solved nicely and the
00601    * inflation doesn't add anything after that either; it even makes playing
00602    * it impossible due to the diverging cost and income rates.
00603    */
00604   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00605 
00606   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00607    * scaled by 65536
00608    * 12 -> months per year
00609    * This is only a good approxiamtion for small values
00610    */
00611   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00612   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00613 }
00614 
00618 void RecomputePrices()
00619 {
00620   /* Setup maximum loan */
00621   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00622 
00623   /* Setup price bases */
00624   for (Price i = PR_BEGIN; i < PR_END; i++) {
00625     Money price = _price_base_specs[i].start_price;
00626 
00627     /* Apply difficulty settings */
00628     uint mod = 1;
00629     switch (_price_base_specs[i].category) {
00630       case PCAT_RUNNING:
00631         mod = _settings_game.difficulty.vehicle_costs;
00632         break;
00633 
00634       case PCAT_CONSTRUCTION:
00635         mod = _settings_game.difficulty.construction_cost;
00636         break;
00637 
00638       default: break;
00639     }
00640     if (mod < 1) {
00641       price = price * 3 >> 2;
00642     } else if (mod > 1) {
00643       price = price * 9 >> 3;
00644     }
00645 
00646     /* Apply inflation */
00647     price = (int64)price * _economy.inflation_prices;
00648 
00649     /* Apply newgrf modifiers, and remove fractional part of inflation */
00650     int shift = _price_base_multiplier[i] - 16;
00651     if (shift >= 0) {
00652       price <<= shift;
00653     } else {
00654       price >>= -shift;
00655     }
00656 
00657     /* Make sure the price does not get reduced to zero.
00658      * Zero breaks quite a few commands that use a zero
00659      * cost to see whether something got changed or not
00660      * and based on that cause an error. When the price
00661      * is zero that fails even when things are done. */
00662     if (price == 0) {
00663       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00664       /* No base price should be zero, but be sure. */
00665       assert(price != 0);
00666     }
00667     /* Store value */
00668     _price[i] = price;
00669   }
00670 
00671   /* Setup cargo payment */
00672   CargoSpec *cs;
00673   FOR_ALL_CARGOSPECS(cs) {
00674     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00675   }
00676 
00677   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00678   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00679   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00680   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00681 }
00682 
00684 static void CompaniesPayInterest()
00685 {
00686   const Company *c;
00687 
00688   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00689   FOR_ALL_COMPANIES(c) {
00690     cur_company.Change(c->index);
00691 
00692     /* Over a year the paid interest should be "loan * interest percentage",
00693      * but... as that number is likely not dividable by 12 (pay each month),
00694      * one needs to account for that in the monthly fee calculations.
00695      * To easily calculate what one should pay "this" month, you calculate
00696      * what (total) should have been paid up to this month and you subtract
00697      * whatever has been paid in the previous months. This will mean one month
00698      * it'll be a bit more and the other it'll be a bit less than the average
00699      * monthly fee, but on average it will be exact. */
00700     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00701     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00702     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00703 
00704     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00705 
00706     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00707   }
00708   cur_company.Restore();
00709 }
00710 
00711 static void HandleEconomyFluctuations()
00712 {
00713   if (_settings_game.difficulty.economy != 0) {
00714     /* When economy is Fluctuating, decrease counter */
00715     _economy.fluct--;
00716   } else if (EconomyIsInRecession()) {
00717     /* When it's Steady and we are in recession, end it now */
00718     _economy.fluct = -12;
00719   } else {
00720     /* No need to do anything else in other cases */
00721     return;
00722   }
00723 
00724   if (_economy.fluct == 0) {
00725     _economy.fluct = -(int)GB(Random(), 0, 2);
00726     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00727   } else if (_economy.fluct == -12) {
00728     _economy.fluct = GB(Random(), 0, 8) + 312;
00729     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00730   }
00731 }
00732 
00733 
00737 void ResetPriceBaseMultipliers()
00738 {
00739   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00740 }
00741 
00749 void SetPriceBaseMultiplier(Price price, int factor)
00750 {
00751   assert(price < PR_END);
00752   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00753 }
00754 
00759 void StartupIndustryDailyChanges(bool init_counter)
00760 {
00761   uint map_size = MapLogX() + MapLogY();
00762   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00763    * which stands for the days in a month.
00764    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00765    * would not be needed.
00766    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00767    * on the overall total number of changes performed */
00768   _economy.industry_daily_increment = (1 << map_size) / 31;
00769 
00770   if (init_counter) {
00771     /* A new game or a savegame from an older version will require the counter to be initialized */
00772     _economy.industry_daily_change_counter = 0;
00773   }
00774 }
00775 
00776 void StartupEconomy()
00777 {
00778   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00779   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00780   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00781   _economy.fluct = GB(Random(), 0, 8) + 168;
00782 
00783   /* Set up prices */
00784   RecomputePrices();
00785 
00786   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00787 
00788 }
00789 
00793 void InitializeEconomy()
00794 {
00795   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00796 }
00797 
00806 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00807 {
00808   if (index >= PR_END) return 0;
00809 
00810   Money cost = _price[index] * cost_factor;
00811   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00812 
00813   if (shift >= 0) {
00814     cost <<= shift;
00815   } else {
00816     cost >>= -shift;
00817   }
00818 
00819   return cost;
00820 }
00821 
00822 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00823 {
00824   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00825   if (!cs->IsValid()) {
00826     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00827     return 0;
00828   }
00829 
00830   /* Use callback to calculate cargo profit, if available */
00831   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00832     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00833     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00834     if (callback != CALLBACK_FAILED) {
00835       int result = GB(callback, 0, 14);
00836 
00837       /* Simulate a 15 bit signed value */
00838       if (HasBit(callback, 14)) result -= 0x4000;
00839 
00840       /* "The result should be a signed multiplier that gets multiplied
00841        * by the amount of cargo moved and the price factor, then gets
00842        * divided by 8192." */
00843       return result * num_pieces * cs->current_payment / 8192;
00844     }
00845   }
00846 
00847   static const int MIN_TIME_FACTOR = 31;
00848   static const int MAX_TIME_FACTOR = 255;
00849 
00850   const int days1 = cs->transit_days[0];
00851   const int days2 = cs->transit_days[1];
00852   const int days_over_days1 = max(   transit_days - days1, 0);
00853   const int days_over_days2 = max(days_over_days1 - days2, 0);
00854 
00855   /*
00856    * The time factor is calculated based on the time it took
00857    * (transit_days) compared two cargo-depending values. The
00858    * range is divided into three parts:
00859    *
00860    *  - constant for fast transits
00861    *  - linear decreasing with time with a slope of -1 for medium transports
00862    *  - linear decreasing with time with a slope of -2 for slow transports
00863    *
00864    */
00865   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00866 
00867   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00868 }
00869 
00871 static SmallIndustryList _cargo_delivery_destinations;
00872 
00882 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00883 {
00884   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00885    * This fails in three cases:
00886    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00887    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00888    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00889    */
00890 
00891   uint accepted = 0;
00892 
00893   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00894     Industry *ind = st->industries_near[i];
00895     if (ind->index == source) continue;
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 (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00906 
00907     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00908     _cargo_delivery_destinations.Include(ind);
00909 
00910     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00911     ind->incoming_cargo_waiting[cargo_index] += amount;
00912     num_pieces -= amount;
00913     accepted += amount;
00914   }
00915 
00916   return accepted;
00917 }
00918 
00932 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)
00933 {
00934   assert(num_pieces > 0);
00935 
00936   const Station *st = Station::Get(dest);
00937 
00938   /* Give the goods to the industry. */
00939   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00940 
00941   /* If this cargo type is always accepted, accept all */
00942   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00943 
00944   /* Update company statistics */
00945   company->cur_economy.delivered_cargo += accepted;
00946   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00947 
00948   /* Increase town's counter for some special goods types */
00949   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00950   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00951   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00952 
00953   /* Determine profit */
00954   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00955 
00956   /* Modify profit if a subsidy is in effect */
00957   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00958     switch (_settings_game.difficulty.subsidy_multiplier) {
00959       case 0:  profit += profit >> 1; break;
00960       case 1:  profit *= 2; break;
00961       case 2:  profit *= 3; break;
00962       default: profit *= 4; break;
00963     }
00964   }
00965 
00966   return profit;
00967 }
00968 
00974 static void TriggerIndustryProduction(Industry *i)
00975 {
00976   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00977   uint16 callback = indspec->callback_mask;
00978 
00979   i->was_cargo_delivered = true;
00980   i->last_cargo_accepted_at = _date;
00981 
00982   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
00983     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
00984       IndustryProductionCallback(i, 0);
00985     } else {
00986       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
00987     }
00988   } else {
00989     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
00990       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
00991       if (cargo_waiting == 0) continue;
00992 
00993       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
00994       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
00995 
00996       i->incoming_cargo_waiting[cargo_index] = 0;
00997     }
00998   }
00999 
01000   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01001   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01002 }
01003 
01008 CargoPayment::CargoPayment(Vehicle *front) :
01009   front(front),
01010   current_station(front->last_station_visited)
01011 {
01012 }
01013 
01014 CargoPayment::~CargoPayment()
01015 {
01016   if (this->CleaningPool()) return;
01017 
01018   this->front->cargo_payment = NULL;
01019 
01020   if (this->visual_profit == 0) return;
01021 
01022   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01023 
01024   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01025   this->front->profit_this_year += this->visual_profit << 8;
01026 
01027   if (this->route_profit != 0) {
01028     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01029       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01030     }
01031 
01032     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01033   } else {
01034     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01035   }
01036 
01037   cur_company.Restore();
01038 }
01039 
01045 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01046 {
01047   if (this->owner == NULL) {
01048     this->owner = Company::Get(this->front->owner);
01049   }
01050 
01051   /* Handle end of route payment */
01052   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01053   this->route_profit += profit;
01054 
01055   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01056   this->visual_profit += profit - cp->FeederShare();
01057 }
01058 
01065 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01066 {
01067   Money profit = GetTransportedGoodsIncome(
01068       count,
01069       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01070       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01071       cp->DaysInTransit(),
01072       this->ct);
01073 
01074   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01075 
01076   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01077   return profit; // account for the (virtual) profit already made for the cargo packet
01078 }
01079 
01084 void PrepareUnload(Vehicle *front_v)
01085 {
01086   /* At this moment loading cannot be finished */
01087   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01088 
01089   /* Start unloading in at the first possible moment */
01090   front_v->load_unload_ticks = 1;
01091 
01092   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01093     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01094       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01095         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01096       }
01097     }
01098   }
01099 
01100   assert(front_v->cargo_payment == NULL);
01101   front_v->cargo_payment = new CargoPayment(front_v);
01102 }
01103 
01112 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
01113 {
01114   assert(v->current_order.IsType(OT_LOADING));
01115 
01116   /* We have not waited enough time till the next round of loading/unloading */
01117   if (v->load_unload_ticks != 0) {
01118     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01119       /* 'Reserve' this cargo for this vehicle, because we were first. */
01120       for (; v != NULL; v = v->Next()) {
01121         int cap_left = v->cargo_cap - v->cargo.Count();
01122         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01123       }
01124     }
01125     return;
01126   }
01127 
01128   StationID last_visited = v->last_station_visited;
01129   Station *st = Station::Get(last_visited);
01130 
01131   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01132     /* The train reversed in the station. Take the "easy" way
01133      * out and let the train just leave as it always did. */
01134     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01135     v->load_unload_ticks = 1;
01136     return;
01137   }
01138 
01139   int unloading_time = 0;
01140   Vehicle *u = v;
01141   bool dirty_vehicle = false;
01142   bool dirty_station = false;
01143 
01144   bool completely_emptied = true;
01145   bool anything_unloaded = false;
01146   bool anything_loaded   = false;
01147   uint32 full_load_amount = 0;
01148   uint32 cargo_not_full  = 0;
01149   uint32 cargo_full      = 0;
01150 
01151   v->cur_speed = 0;
01152 
01153   CargoPayment *payment = v->cargo_payment;
01154 
01155   for (; v != NULL; v = v->Next()) {
01156     if (v->cargo_cap == 0) continue;
01157 
01158     const Engine *e = Engine::Get(v->engine_type);
01159     byte load_amount = e->info.load_amount;
01160 
01161     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01162     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01163 
01164     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01165       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01166       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01167     }
01168 
01169     GoodsEntry *ge = &st->goods[v->cargo_type];
01170 
01171     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01172       uint cargo_count = v->cargo.Count();
01173       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01174       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01175       bool accepted  = false; // Is the cargo accepted by the station?
01176 
01177       payment->SetCargo(v->cargo_type);
01178 
01179       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01180         /* The cargo has reached its final destination, the packets may now be destroyed */
01181         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01182 
01183         dirty_vehicle = true;
01184         accepted = true;
01185       }
01186 
01187       /* The !accepted || v->cargo.Count == cargo_count clause is there
01188        * to make it possible to force unload vehicles at the station where
01189        * they were loaded, but to not force unload the vehicle when the
01190        * station is still accepting the cargo in the vehicle. It doesn't
01191        * accept cargo that was loaded at the same station. */
01192       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01193         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01194         if (!HasBit(ge->acceptance_pickup, GoodsEntry::PICKUP)) {
01195           InvalidateWindowData(WC_STATION_LIST, last_visited);
01196           SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01197         }
01198 
01199         dirty_vehicle = dirty_station = true;
01200       } else if (!accepted) {
01201         /* The order changed while unloading (unset unload/transfer) or the
01202          * station does not accept our goods. */
01203         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01204 
01205         /* Say we loaded something, otherwise we'll think we didn't unload
01206          * something and we didn't load something, so we must be finished
01207          * at this station. Setting the unloaded means that we will get a
01208          * retry for loading in the next cycle. */
01209         anything_unloaded = true;
01210         continue;
01211       }
01212 
01213       /* Deliver goods to the station */
01214       st->time_since_unload = 0;
01215 
01216       unloading_time += amount_unloaded;
01217 
01218       anything_unloaded = true;
01219       if (_settings_game.order.gradual_loading && remaining) {
01220         completely_emptied = false;
01221       } else {
01222         /* We have finished unloading (cargo count == 0) */
01223         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01224       }
01225 
01226       continue;
01227     }
01228 
01229     /* Do not pick up goods when we have no-load set or loading is stopped. */
01230     if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
01231 
01232     /* update stats */
01233     int t;
01234     switch (u->type) {
01235       case VEH_TRAIN: /* FALL THROUGH */
01236       case VEH_SHIP:
01237         t = u->vcache.cached_max_speed;
01238         break;
01239 
01240       case VEH_ROAD:
01241         t = u->vcache.cached_max_speed / 2;
01242         break;
01243 
01244       case VEH_AIRCRAFT:
01245         t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
01246         break;
01247 
01248       default: NOT_REACHED();
01249     }
01250 
01251     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01252     ge->last_speed = min(t, 255);
01253     ge->last_age = _cur_year - u->build_year;
01254     ge->days_since_pickup = 0;
01255 
01256     /* If there's goods waiting at the station, and the vehicle
01257      * has capacity for it, load it on the vehicle. */
01258     int cap_left = v->cargo_cap - v->cargo.Count();
01259     if (!ge->cargo.Empty() && cap_left > 0) {
01260       uint cap = cap_left;
01261       uint count = ge->cargo.Count();
01262 
01263       /* Skip loading this vehicle if another train/vehicle is already handling
01264        * the same cargo type at this station */
01265       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01266         SetBit(cargo_not_full, v->cargo_type);
01267         continue;
01268       }
01269 
01270       if (cap > count) cap = count;
01271       if (_settings_game.order.gradual_loading) {
01272         cap = min(cap, load_amount);
01273         cap_left = min(cap_left, load_amount);
01274       }
01275       if (_settings_game.order.improved_load) {
01276         /* Don't load stuff that is already 'reserved' for other vehicles */
01277         cap = min((uint)cargo_left[v->cargo_type], cap);
01278         count = cargo_left[v->cargo_type];
01279         cargo_left[v->cargo_type] -= cap;
01280       }
01281 
01282       /* Store whether the maximum possible load amount was loaded or not.*/
01283       if (count >= (uint)cap_left) {
01284         SetBit(full_load_amount, v->cargo_type);
01285       } else {
01286         ClrBit(full_load_amount, v->cargo_type);
01287       }
01288 
01289       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01290 
01291       /* TODO: Regarding this, when we do gradual loading, we
01292        * should first unload all vehicles and then start
01293        * loading them. Since this will cause
01294        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01295        * the whole vehicle chain is really totally empty, the
01296        * completely_emptied assignment can then be safely
01297        * removed; that's how TTDPatch behaves too. --pasky */
01298       completely_emptied = false;
01299       anything_loaded = true;
01300 
01301       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01302 
01303       st->time_since_load = 0;
01304       st->last_vehicle_type = v->type;
01305 
01306       TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01307       AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01308 
01309       unloading_time += cap;
01310 
01311       dirty_vehicle = dirty_station = true;
01312     }
01313 
01314     if (v->cargo.Count() >= v->cargo_cap) {
01315       SetBit(cargo_full, v->cargo_type);
01316     } else {
01317       SetBit(cargo_not_full, v->cargo_type);
01318     }
01319   }
01320 
01321   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01322   completely_emptied &= anything_unloaded;
01323 
01324   /* We update these variables here, so gradual loading still fills
01325    * all wagons at the same time instead of using the same 'improved'
01326    * loading algorithm for the wagons (only fill wagon when there is
01327    * enough to fill the previous wagons) */
01328   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01329     /* Update left cargo */
01330     for (v = u; v != NULL; v = v->Next()) {
01331       int cap_left = v->cargo_cap - v->cargo.Count();
01332       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01333     }
01334   }
01335 
01336   v = u;
01337 
01338   if (!anything_unloaded) delete payment;
01339 
01340   ClrBit(u->vehicle_flags, VF_STOP_LOADING);
01341   if (anything_loaded || anything_unloaded) {
01342     if (_settings_game.order.gradual_loading) {
01343       /* The time it takes to load one 'slice' of cargo or passengers depends
01344        * on the vehicle type - the values here are those found in TTDPatch */
01345       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01346 
01347       unloading_time = gradual_loading_wait_time[v->type];
01348     }
01349     /* We loaded less cargo than possible for all cargo types and it's not full
01350      * load and we're not supposed to wait any longer: stop loading. */
01351     if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01352         (!_settings_game.order.timetabling || v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0))) {
01353       SetBit(v->vehicle_flags, VF_STOP_LOADING);
01354     }
01355   } else {
01356     bool finished_loading = true;
01357     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01358       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01359         /* if the aircraft carries passengers and is NOT full, then
01360          * continue loading, no matter how much mail is in */
01361         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01362             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01363           finished_loading = false;
01364         }
01365       } else if (cargo_not_full != 0) {
01366         finished_loading = false;
01367       }
01368     }
01369     unloading_time = 20;
01370 
01371     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01372   }
01373 
01374   if (v->type == VEH_TRAIN) {
01375     /* Each platform tile is worth 2 rail vehicles. */
01376     int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01377     if (overhang > 0) {
01378       unloading_time <<= 1;
01379       unloading_time += (overhang * unloading_time) / 8;
01380     }
01381   }
01382 
01383   /* Calculate the loading indicator fill percent and display
01384    * In the Game Menu do not display indicators
01385    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01386    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01387    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01388    */
01389   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01390     StringID percent_up_down = STR_NULL;
01391     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01392     if (v->fill_percent_te_id == INVALID_TE_ID) {
01393       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01394     } else {
01395       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01396     }
01397   }
01398 
01399   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01400   v->load_unload_ticks = max(1, unloading_time);
01401 
01402   if (completely_emptied) {
01403     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01404   }
01405 
01406   if (dirty_vehicle) {
01407     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01408     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01409     v->MarkDirty();
01410   }
01411   if (dirty_station) {
01412     st->MarkTilesDirty(true);
01413     SetWindowDirty(WC_STATION_VIEW, last_visited);
01414   }
01415 }
01416 
01422 void LoadUnloadStation(Station *st)
01423 {
01424   /* No vehicle is here... */
01425   if (st->loading_vehicles.empty()) return;
01426 
01427   Vehicle *last_loading = NULL;
01428   std::list<Vehicle *>::iterator iter;
01429 
01430   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01431   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01432     Vehicle *v = *iter;
01433 
01434     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01435 
01436     assert(v->load_unload_ticks != 0);
01437     if (--v->load_unload_ticks == 0) last_loading = v;
01438   }
01439 
01440   /* We only need to reserve and load/unload up to the last loading vehicle.
01441    * Anything else will be forgotten anyway after returning from this function.
01442    *
01443    * Especially this means we do _not_ need to reserve cargo for a single
01444    * consist in a station which is not allowed to load yet because its
01445    * load_unload_ticks is still not 0.
01446    */
01447   if (last_loading == NULL) return;
01448 
01449   int cargo_left[NUM_CARGO];
01450 
01451   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01452 
01453   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01454     Vehicle *v = *iter;
01455     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01456     if (v == last_loading) break;
01457   }
01458 
01459   /* Call the production machinery of industries */
01460   const Industry * const *isend = _cargo_delivery_destinations.End();
01461   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01462     TriggerIndustryProduction(*iid);
01463   }
01464   _cargo_delivery_destinations.Clear();
01465 }
01466 
01470 void CompaniesMonthlyLoop()
01471 {
01472   CompaniesGenStatistics();
01473   if (_settings_game.economy.inflation) {
01474     AddInflation();
01475     RecomputePrices();
01476   }
01477   CompaniesPayInterest();
01478   HandleEconomyFluctuations();
01479 }
01480 
01481 static void DoAcquireCompany(Company *c)
01482 {
01483   CompanyID ci = c->index;
01484 
01485   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01486   cni->FillData(c, Company::Get(_current_company));
01487 
01488   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01489   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01490   SetDParamStr(2, cni->company_name);
01491   SetDParamStr(3, cni->other_company_name);
01492   SetDParam(4, c->bankrupt_value);
01493   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01494   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01495 
01496   ChangeOwnershipOfCompanyItems(ci, _current_company);
01497 
01498   if (c->bankrupt_value == 0) {
01499     Company *owner = Company::Get(_current_company);
01500     owner->current_loan += c->current_loan;
01501   }
01502 
01503   Money value = CalculateCompanyValue(c) >> 2;
01504   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
01505   for (int i = 0; i != 4; i++) {
01506     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01507       cur_company.Change(c->share_owners[i]);
01508       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01509     }
01510   }
01511   cur_company.Restore();
01512 
01513   if (c->is_ai) AI::Stop(c->index);
01514 
01515   DeleteCompanyWindows(ci);
01516   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01517   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01518   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01519   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01520 
01521   delete c;
01522 }
01523 
01524 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01525 
01535 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01536 {
01537   CommandCost cost(EXPENSES_OTHER);
01538   CompanyID target_company = (CompanyID)p1;
01539   Company *c = Company::GetIfValid(target_company);
01540 
01541   /* Check if buying shares is allowed (protection against modified clients)
01542    * Cannot buy own shares */
01543   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01544 
01545   /* Protect new companies from hostile takeovers */
01546   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01547 
01548   /* Those lines are here for network-protection (clients can be slow) */
01549   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01550 
01551   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01552     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01553 
01554     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01555   }
01556 
01557 
01558   cost.AddCost(CalculateCompanyValue(c) >> 2);
01559   if (flags & DC_EXEC) {
01560     OwnerByte *b = c->share_owners;
01561 
01562     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01563     *b = _current_company;
01564 
01565     for (int i = 0; c->share_owners[i] == _current_company;) {
01566       if (++i == 4) {
01567         c->bankrupt_value = 0;
01568         DoAcquireCompany(c);
01569         break;
01570       }
01571     }
01572     SetWindowDirty(WC_COMPANY, target_company);
01573     CompanyAdminUpdate(c);
01574   }
01575   return cost;
01576 }
01577 
01587 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01588 {
01589   CompanyID target_company = (CompanyID)p1;
01590   Company *c = Company::GetIfValid(target_company);
01591 
01592   /* Check if selling shares is allowed (protection against modified clients)
01593    * Cannot sell own shares */
01594   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01595 
01596   /* Those lines are here for network-protection (clients can be slow) */
01597   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01598 
01599   /* adjust it a little to make it less profitable to sell and buy */
01600   Money cost = CalculateCompanyValue(c) >> 2;
01601   cost = -(cost - (cost >> 7));
01602 
01603   if (flags & DC_EXEC) {
01604     OwnerByte *b = c->share_owners;
01605     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01606     *b = COMPANY_SPECTATOR;
01607     SetWindowDirty(WC_COMPANY, target_company);
01608     CompanyAdminUpdate(c);
01609   }
01610   return CommandCost(EXPENSES_OTHER, cost);
01611 }
01612 
01625 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01626 {
01627   CompanyID target_company = (CompanyID)p1;
01628   Company *c = Company::GetIfValid(target_company);
01629   if (c == NULL) return CMD_ERROR;
01630 
01631   /* Disable takeovers when not asked */
01632   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01633 
01634   /* Disable taking over the local company in single player */
01635   if (!_networking && _local_company == c->index) return CMD_ERROR;
01636 
01637   /* Do not allow companies to take over themselves */
01638   if (target_company == _current_company) return CMD_ERROR;
01639 
01640   /* Disable taking over when not allowed. */
01641   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01642 
01643   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01644   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01645 
01646   if (flags & DC_EXEC) {
01647     DoAcquireCompany(c);
01648   }
01649   return cost;
01650 }

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