economy.cpp

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00001 /* $Id: economy.cpp 23052 2011-10-22 20:54:23Z 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 "newgrf_engine.h"
00024 #include "engine_base.h"
00025 #include "ground_vehicle.hpp"
00026 #include "newgrf_cargo.h"
00027 #include "newgrf_sound.h"
00028 #include "newgrf_industrytiles.h"
00029 #include "newgrf_station.h"
00030 #include "newgrf_airporttiles.h"
00031 #include "object.h"
00032 #include "group.h"
00033 #include "strings_func.h"
00034 #include "window_func.h"
00035 #include "date_func.h"
00036 #include "vehicle_func.h"
00037 #include "sound_func.h"
00038 #include "autoreplace_func.h"
00039 #include "company_gui.h"
00040 #include "signs_base.h"
00041 #include "subsidy_base.h"
00042 #include "subsidy_func.h"
00043 #include "station_base.h"
00044 #include "waypoint_base.h"
00045 #include "economy_base.h"
00046 #include "core/pool_func.hpp"
00047 #include "newgrf.h"
00048 #include "core/backup_type.hpp"
00049 
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   /* We need to set _current_company to old_owner before we try to move
00288    * the client. This is needed as it needs to know whether "you" really
00289    * are the current local company. */
00290   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00291 #ifdef ENABLE_NETWORK
00292   /* In all cases, make spectators of clients connected to that company */
00293   if (_networking) NetworkClientsToSpectators(old_owner);
00294 #endif /* ENABLE_NETWORK */
00295   if (old_owner == _local_company) {
00296     /* Single player cheated to AI company.
00297      * There are no specatators in single player, so we must pick some other company. */
00298     assert(!_networking);
00299     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00300     Company *c;
00301     FOR_ALL_COMPANIES(c) {
00302       if (c->index != old_owner) {
00303         SetLocalCompany(c->index);
00304         break;
00305       }
00306     }
00307     cur_company.Restore();
00308     assert(old_owner != _local_company);
00309   }
00310 
00311   Town *t;
00312 
00313   assert(old_owner != new_owner);
00314 
00315   {
00316     Company *c;
00317     uint i;
00318 
00319     /* See if the old_owner had shares in other companies */
00320     FOR_ALL_COMPANIES(c) {
00321       for (i = 0; i < 4; i++) {
00322         if (c->share_owners[i] == old_owner) {
00323           /* Sell his shares */
00324           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00325           /* Because we are in a DoCommand, we can't just execute another one and
00326            *  expect the money to be removed. We need to do it ourself! */
00327           SubtractMoneyFromCompany(res);
00328         }
00329       }
00330     }
00331 
00332     /* Sell all the shares that people have on this company */
00333     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00334     c = Company::Get(old_owner);
00335     for (i = 0; i < 4; i++) {
00336       cur_company2.Change(c->share_owners[i]);
00337       if (_current_company != INVALID_OWNER) {
00338         /* Sell the shares */
00339         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00340         /* Because we are in a DoCommand, we can't just execute another one and
00341          *  expect the money to be removed. We need to do it ourself! */
00342         SubtractMoneyFromCompany(res);
00343       }
00344     }
00345     cur_company2.Restore();
00346   }
00347 
00348   /* Temporarily increase the company's money, to be sure that
00349    * removing his/her property doesn't fail because of lack of money.
00350    * Not too drastically though, because it could overflow */
00351   if (new_owner == INVALID_OWNER) {
00352     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00353   }
00354 
00355   Subsidy *s;
00356   FOR_ALL_SUBSIDIES(s) {
00357     if (s->awarded == old_owner) {
00358       if (new_owner == INVALID_OWNER) {
00359         delete s;
00360       } else {
00361         s->awarded = new_owner;
00362       }
00363     }
00364   }
00365   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00366 
00367   /* Take care of rating in towns */
00368   FOR_ALL_TOWNS(t) {
00369     /* If a company takes over, give the ratings to that company. */
00370     if (new_owner != INVALID_OWNER) {
00371       if (HasBit(t->have_ratings, old_owner)) {
00372         if (HasBit(t->have_ratings, new_owner)) {
00373           /* use max of the two ratings. */
00374           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00375         } else {
00376           SetBit(t->have_ratings, new_owner);
00377           t->ratings[new_owner] = t->ratings[old_owner];
00378         }
00379       }
00380     }
00381 
00382     /* Reset the ratings for the old owner */
00383     t->ratings[old_owner] = RATING_INITIAL;
00384     ClrBit(t->have_ratings, old_owner);
00385   }
00386 
00387   {
00388     FreeUnitIDGenerator unitidgen[] = {
00389       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00390       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00391     };
00392 
00393     Vehicle *v;
00394     FOR_ALL_VEHICLES(v) {
00395       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00396         if (new_owner == INVALID_OWNER) {
00397           if (v->Previous() == NULL) delete v;
00398         } else {
00399           v->owner = new_owner;
00400           v->colourmap = PAL_NONE;
00401           if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
00402           if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
00403 
00404           /* Invalidate the vehicle's cargo payment "owner cache". */
00405           if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00406         }
00407       }
00408     }
00409   }
00410 
00411   /*  Change ownership of tiles */
00412   {
00413     TileIndex tile = 0;
00414     do {
00415       ChangeTileOwner(tile, old_owner, new_owner);
00416     } while (++tile != MapSize());
00417 
00418     if (new_owner != INVALID_OWNER) {
00419       /* Update all signals because there can be new segment that was owned by two companies
00420        * and signals were not propagated
00421        * Similiar with crossings - it is needed to bar crossings that weren't before
00422        * because of different owner of crossing and approaching train */
00423       tile = 0;
00424 
00425       do {
00426         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00427           TrackBits tracks = GetTrackBits(tile);
00428           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00429             Track track = RemoveFirstTrack(&tracks);
00430             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00431           } while (tracks != TRACK_BIT_NONE);
00432         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00433           UpdateLevelCrossing(tile);
00434         }
00435       } while (++tile != MapSize());
00436     }
00437 
00438     /* update signals in buffer */
00439     UpdateSignalsInBuffer();
00440   }
00441 
00442   /* convert owner of stations (including deleted ones, but excluding buoys) */
00443   Station *st;
00444   FOR_ALL_STATIONS(st) {
00445     if (st->owner == old_owner) {
00446       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00447        * also, drawing station window would cause reading invalid company's colour */
00448       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00449     }
00450   }
00451 
00452   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00453   Waypoint *wp;
00454   FOR_ALL_WAYPOINTS(wp) {
00455     if (wp->owner == old_owner) {
00456       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00457     }
00458   }
00459 
00460   /* In all cases clear replace engine rules.
00461    * Even if it was copied, it could interfere with new owner's rules */
00462   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00463 
00464   if (new_owner == INVALID_OWNER) {
00465     RemoveAllGroupsForCompany(old_owner);
00466   } else {
00467     Group *g;
00468     FOR_ALL_GROUPS(g) {
00469       if (g->owner == old_owner) g->owner = new_owner;
00470     }
00471   }
00472 
00473   Sign *si;
00474   FOR_ALL_SIGNS(si) {
00475     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00476   }
00477 
00478   /* Change colour of existing windows */
00479   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00480 
00481   cur_company.Restore();
00482 
00483   MarkWholeScreenDirty();
00484 }
00485 
00490 static void CompanyCheckBankrupt(Company *c)
00491 {
00492   /*  If the company has money again, it does not go bankrupt */
00493   if (c->money >= 0) {
00494     c->quarters_of_bankruptcy = 0;
00495     c->bankrupt_asked = 0;
00496     return;
00497   }
00498 
00499   c->quarters_of_bankruptcy++;
00500 
00501   switch (c->quarters_of_bankruptcy) {
00502     case 0:
00503     case 1:
00504       break;
00505 
00506     case 2: {
00507       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00508       cni->FillData(c);
00509       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00510       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00511       SetDParamStr(2, cni->company_name);
00512       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00513       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00514       break;
00515     }
00516 
00517     case 3: {
00518       /* Check if the company has any value.. if not, declare it bankrupt
00519        *  right now */
00520       Money val = CalculateCompanyValue(c, false);
00521       if (val > 0) {
00522         c->bankrupt_value = val;
00523         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00524         c->bankrupt_timeout = 0;
00525         break;
00526       }
00527       /* FALL THROUGH to case 4... */
00528     }
00529     default:
00530     case 4:
00531       if (!_networking && _local_company == c->index) {
00532         /* If we are in offline mode, leave the company playing. Eg. there
00533          * is no THE-END, otherwise mark the client as spectator to make sure
00534          * he/she is no long in control of this company. However... when you
00535          * join another company (cheat) the "unowned" company can bankrupt. */
00536         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00537         break;
00538       }
00539 
00540       /* Actually remove the company, but not when we're a network client.
00541        * In case of network clients we will be getting a command from the
00542        * server. It is done in this way as we are called from the
00543        * StateGameLoop which can't change the current company, and thus
00544        * updating the local company triggers an assert later on. In the
00545        * case of a network game the command will be processed at a time
00546        * that changing the current company is okay. In case of single
00547        * player we are sure (the above check) that we are not the local
00548        * company and thus we won't be moved. */
00549       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00550       break;
00551   }
00552 }
00553 
00558 static void CompaniesGenStatistics()
00559 {
00560   Station *st;
00561 
00562   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00563   FOR_ALL_STATIONS(st) {
00564     cur_company.Change(st->owner);
00565     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00566     SubtractMoneyFromCompany(cost);
00567   }
00568   cur_company.Restore();
00569 
00570   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00571   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00572 
00573   Company *c;
00574   FOR_ALL_COMPANIES(c) {
00575     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00576     c->old_economy[0] = c->cur_economy;
00577     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00578 
00579     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
00580 
00581     UpdateCompanyRatingAndValue(c, true);
00582     if (c->block_preview != 0) c->block_preview--;
00583     CompanyCheckBankrupt(c);
00584   }
00585 
00586   SetWindowDirty(WC_INCOME_GRAPH, 0);
00587   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00588   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00589   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00590   SetWindowDirty(WC_COMPANY_VALUE, 0);
00591   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00592 }
00593 
00598 void AddInflation(bool check_year)
00599 {
00600   /* The cargo payment inflation differs from the normal inflation, so the
00601    * relative amount of money you make with a transport decreases slowly over
00602    * the 170 years. After a few hundred years we reach a level in which the
00603    * games will become unplayable as the maximum income will be less than
00604    * the minimum running cost.
00605    *
00606    * Furthermore there are a lot of inflation related overflows all over the
00607    * place. Solving them is hardly possible because inflation will always
00608    * reach the overflow threshold some day. So we'll just perform the
00609    * inflation mechanism during the first 170 years (the amount of years that
00610    * one had in the original TTD) and stop doing the inflation after that
00611    * because it only causes problems that can't be solved nicely and the
00612    * inflation doesn't add anything after that either; it even makes playing
00613    * it impossible due to the diverging cost and income rates.
00614    */
00615   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00616 
00617   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00618    * scaled by 65536
00619    * 12 -> months per year
00620    * This is only a good approxiamtion for small values
00621    */
00622   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00623   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00624 }
00625 
00629 void RecomputePrices()
00630 {
00631   /* Setup maximum loan */
00632   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00633 
00634   /* Setup price bases */
00635   for (Price i = PR_BEGIN; i < PR_END; i++) {
00636     Money price = _price_base_specs[i].start_price;
00637 
00638     /* Apply difficulty settings */
00639     uint mod = 1;
00640     switch (_price_base_specs[i].category) {
00641       case PCAT_RUNNING:
00642         mod = _settings_game.difficulty.vehicle_costs;
00643         break;
00644 
00645       case PCAT_CONSTRUCTION:
00646         mod = _settings_game.difficulty.construction_cost;
00647         break;
00648 
00649       default: break;
00650     }
00651     if (mod < 1) {
00652       price = price * 3 >> 2;
00653     } else if (mod > 1) {
00654       price = price * 9 >> 3;
00655     }
00656 
00657     /* Apply inflation */
00658     price = (int64)price * _economy.inflation_prices;
00659 
00660     /* Apply newgrf modifiers, and remove fractional part of inflation */
00661     int shift = _price_base_multiplier[i] - 16;
00662     if (shift >= 0) {
00663       price <<= shift;
00664     } else {
00665       price >>= -shift;
00666     }
00667 
00668     /* Make sure the price does not get reduced to zero.
00669      * Zero breaks quite a few commands that use a zero
00670      * cost to see whether something got changed or not
00671      * and based on that cause an error. When the price
00672      * is zero that fails even when things are done. */
00673     if (price == 0) {
00674       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00675       /* No base price should be zero, but be sure. */
00676       assert(price != 0);
00677     }
00678     /* Store value */
00679     _price[i] = price;
00680   }
00681 
00682   /* Setup cargo payment */
00683   CargoSpec *cs;
00684   FOR_ALL_CARGOSPECS(cs) {
00685     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00686   }
00687 
00688   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00689   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00690   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00691   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00692 }
00693 
00695 static void CompaniesPayInterest()
00696 {
00697   const Company *c;
00698 
00699   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00700   FOR_ALL_COMPANIES(c) {
00701     cur_company.Change(c->index);
00702 
00703     /* Over a year the paid interest should be "loan * interest percentage",
00704      * but... as that number is likely not dividable by 12 (pay each month),
00705      * one needs to account for that in the monthly fee calculations.
00706      * To easily calculate what one should pay "this" month, you calculate
00707      * what (total) should have been paid up to this month and you subtract
00708      * whatever has been paid in the previous months. This will mean one month
00709      * it'll be a bit more and the other it'll be a bit less than the average
00710      * monthly fee, but on average it will be exact. */
00711     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00712     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00713     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00714 
00715     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00716 
00717     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00718   }
00719   cur_company.Restore();
00720 }
00721 
00722 static void HandleEconomyFluctuations()
00723 {
00724   if (_settings_game.difficulty.economy != 0) {
00725     /* When economy is Fluctuating, decrease counter */
00726     _economy.fluct--;
00727   } else if (EconomyIsInRecession()) {
00728     /* When it's Steady and we are in recession, end it now */
00729     _economy.fluct = -12;
00730   } else {
00731     /* No need to do anything else in other cases */
00732     return;
00733   }
00734 
00735   if (_economy.fluct == 0) {
00736     _economy.fluct = -(int)GB(Random(), 0, 2);
00737     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00738   } else if (_economy.fluct == -12) {
00739     _economy.fluct = GB(Random(), 0, 8) + 312;
00740     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00741   }
00742 }
00743 
00744 
00748 void ResetPriceBaseMultipliers()
00749 {
00750   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00751 }
00752 
00760 void SetPriceBaseMultiplier(Price price, int factor)
00761 {
00762   assert(price < PR_END);
00763   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00764 }
00765 
00770 void StartupIndustryDailyChanges(bool init_counter)
00771 {
00772   uint map_size = MapLogX() + MapLogY();
00773   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00774    * which stands for the days in a month.
00775    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00776    * would not be needed.
00777    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00778    * on the overall total number of changes performed */
00779   _economy.industry_daily_increment = (1 << map_size) / 31;
00780 
00781   if (init_counter) {
00782     /* A new game or a savegame from an older version will require the counter to be initialized */
00783     _economy.industry_daily_change_counter = 0;
00784   }
00785 }
00786 
00787 void StartupEconomy()
00788 {
00789   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00790   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00791   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00792   _economy.fluct = GB(Random(), 0, 8) + 168;
00793 
00794   /* Set up prices */
00795   RecomputePrices();
00796 
00797   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00798 
00799 }
00800 
00804 void InitializeEconomy()
00805 {
00806   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00807 }
00808 
00817 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00818 {
00819   if (index >= PR_END) return 0;
00820 
00821   Money cost = _price[index] * cost_factor;
00822   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00823 
00824   if (shift >= 0) {
00825     cost <<= shift;
00826   } else {
00827     cost >>= -shift;
00828   }
00829 
00830   return cost;
00831 }
00832 
00833 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00834 {
00835   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00836   if (!cs->IsValid()) {
00837     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00838     return 0;
00839   }
00840 
00841   /* Use callback to calculate cargo profit, if available */
00842   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00843     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00844     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00845     if (callback != CALLBACK_FAILED) {
00846       int result = GB(callback, 0, 14);
00847 
00848       /* Simulate a 15 bit signed value */
00849       if (HasBit(callback, 14)) result -= 0x4000;
00850 
00851       /* "The result should be a signed multiplier that gets multiplied
00852        * by the amount of cargo moved and the price factor, then gets
00853        * divided by 8192." */
00854       return result * num_pieces * cs->current_payment / 8192;
00855     }
00856   }
00857 
00858   static const int MIN_TIME_FACTOR = 31;
00859   static const int MAX_TIME_FACTOR = 255;
00860 
00861   const int days1 = cs->transit_days[0];
00862   const int days2 = cs->transit_days[1];
00863   const int days_over_days1 = max(   transit_days - days1, 0);
00864   const int days_over_days2 = max(days_over_days1 - days2, 0);
00865 
00866   /*
00867    * The time factor is calculated based on the time it took
00868    * (transit_days) compared two cargo-depending values. The
00869    * range is divided into three parts:
00870    *
00871    *  - constant for fast transits
00872    *  - linear decreasing with time with a slope of -1 for medium transports
00873    *  - linear decreasing with time with a slope of -2 for slow transports
00874    *
00875    */
00876   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00877 
00878   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00879 }
00880 
00882 static SmallIndustryList _cargo_delivery_destinations;
00883 
00893 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00894 {
00895   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00896    * This fails in three cases:
00897    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00898    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00899    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00900    */
00901 
00902   uint accepted = 0;
00903 
00904   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00905     Industry *ind = st->industries_near[i];
00906     if (ind->index == source) continue;
00907 
00908     uint cargo_index;
00909     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00910       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00911     }
00912     /* Check if matching cargo has been found */
00913     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00914 
00915     /* Check if industry temporarily refuses acceptance */
00916     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00917 
00918     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00919     _cargo_delivery_destinations.Include(ind);
00920 
00921     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00922     ind->incoming_cargo_waiting[cargo_index] += amount;
00923     num_pieces -= amount;
00924     accepted += amount;
00925   }
00926 
00927   return accepted;
00928 }
00929 
00943 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)
00944 {
00945   assert(num_pieces > 0);
00946 
00947   const Station *st = Station::Get(dest);
00948 
00949   /* Give the goods to the industry. */
00950   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00951 
00952   /* If this cargo type is always accepted, accept all */
00953   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00954 
00955   /* Update company statistics */
00956   company->cur_economy.delivered_cargo += accepted;
00957   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00958 
00959   /* Increase town's counter for some special goods types */
00960   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00961   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00962   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00963 
00964   /* Determine profit */
00965   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00966 
00967   /* Modify profit if a subsidy is in effect */
00968   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00969     switch (_settings_game.difficulty.subsidy_multiplier) {
00970       case 0:  profit += profit >> 1; break;
00971       case 1:  profit *= 2; break;
00972       case 2:  profit *= 3; break;
00973       default: profit *= 4; break;
00974     }
00975   }
00976 
00977   return profit;
00978 }
00979 
00985 static void TriggerIndustryProduction(Industry *i)
00986 {
00987   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00988   uint16 callback = indspec->callback_mask;
00989 
00990   i->was_cargo_delivered = true;
00991   i->last_cargo_accepted_at = _date;
00992 
00993   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
00994     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
00995       IndustryProductionCallback(i, 0);
00996     } else {
00997       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
00998     }
00999   } else {
01000     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01001       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01002       if (cargo_waiting == 0) continue;
01003 
01004       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01005       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01006 
01007       i->incoming_cargo_waiting[cargo_index] = 0;
01008     }
01009   }
01010 
01011   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01012   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01013 }
01014 
01019 CargoPayment::CargoPayment(Vehicle *front) :
01020   front(front),
01021   current_station(front->last_station_visited)
01022 {
01023 }
01024 
01025 CargoPayment::~CargoPayment()
01026 {
01027   if (this->CleaningPool()) return;
01028 
01029   this->front->cargo_payment = NULL;
01030 
01031   if (this->visual_profit == 0) return;
01032 
01033   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01034 
01035   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01036   this->front->profit_this_year += this->visual_profit << 8;
01037 
01038   if (this->route_profit != 0) {
01039     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01040       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01041     }
01042 
01043     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01044   } else {
01045     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01046   }
01047 
01048   cur_company.Restore();
01049 }
01050 
01056 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01057 {
01058   if (this->owner == NULL) {
01059     this->owner = Company::Get(this->front->owner);
01060   }
01061 
01062   /* Handle end of route payment */
01063   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01064   this->route_profit += profit;
01065 
01066   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01067   this->visual_profit += profit - cp->FeederShare();
01068 }
01069 
01076 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01077 {
01078   Money profit = GetTransportedGoodsIncome(
01079       count,
01080       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01081       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01082       cp->DaysInTransit(),
01083       this->ct);
01084 
01085   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01086 
01087   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01088   return profit; // account for the (virtual) profit already made for the cargo packet
01089 }
01090 
01095 void PrepareUnload(Vehicle *front_v)
01096 {
01097   /* At this moment loading cannot be finished */
01098   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01099 
01100   /* Start unloading in at the first possible moment */
01101   front_v->load_unload_ticks = 1;
01102 
01103   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01104     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01105       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01106         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01107       }
01108     }
01109   }
01110 
01111   assert(front_v->cargo_payment == NULL);
01112   /* One CargoPayment per vehicle and the vehicle limit equals the
01113    * limit in number of CargoPayments. Can't go wrong. */
01114   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01115   assert(CargoPayment::CanAllocateItem());
01116   front_v->cargo_payment = new CargoPayment(front_v);
01117 }
01118 
01127 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
01128 {
01129   assert(v->current_order.IsType(OT_LOADING));
01130 
01131   /* We have not waited enough time till the next round of loading/unloading */
01132   if (v->load_unload_ticks != 0) {
01133     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01134       /* 'Reserve' this cargo for this vehicle, because we were first. */
01135       for (; v != NULL; v = v->Next()) {
01136         int cap_left = v->cargo_cap - v->cargo.Count();
01137         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01138       }
01139     }
01140     return;
01141   }
01142 
01143   StationID last_visited = v->last_station_visited;
01144   Station *st = Station::Get(last_visited);
01145 
01146   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01147     /* The train reversed in the station. Take the "easy" way
01148      * out and let the train just leave as it always did. */
01149     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01150     v->load_unload_ticks = 1;
01151     return;
01152   }
01153 
01154   int unloading_time = 0;
01155   Vehicle *u = v;
01156   bool dirty_vehicle = false;
01157   bool dirty_station = false;
01158 
01159   bool completely_emptied = true;
01160   bool anything_unloaded = false;
01161   bool anything_loaded   = false;
01162   uint32 full_load_amount = 0;
01163   uint32 cargo_not_full  = 0;
01164   uint32 cargo_full      = 0;
01165 
01166   v->cur_speed = 0;
01167 
01168   CargoPayment *payment = v->cargo_payment;
01169 
01170   for (; v != NULL; v = v->Next()) {
01171     if (v->cargo_cap == 0) continue;
01172 
01173     const Engine *e = Engine::Get(v->engine_type);
01174     byte load_amount = e->info.load_amount;
01175 
01176     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01177     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01178 
01179     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01180       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01181       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01182     }
01183 
01184     GoodsEntry *ge = &st->goods[v->cargo_type];
01185 
01186     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01187       uint cargo_count = v->cargo.Count();
01188       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01189       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01190       bool accepted  = false; // Is the cargo accepted by the station?
01191 
01192       payment->SetCargo(v->cargo_type);
01193 
01194       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01195         /* The cargo has reached its final destination, the packets may now be destroyed */
01196         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01197 
01198         dirty_vehicle = true;
01199         accepted = true;
01200       }
01201 
01202       /* The !accepted || v->cargo.Count == cargo_count clause is there
01203        * to make it possible to force unload vehicles at the station where
01204        * they were loaded, but to not force unload the vehicle when the
01205        * station is still accepting the cargo in the vehicle. It doesn't
01206        * accept cargo that was loaded at the same station. */
01207       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01208         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01209         if (!HasBit(ge->acceptance_pickup, GoodsEntry::PICKUP)) {
01210           InvalidateWindowData(WC_STATION_LIST, last_visited);
01211           SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01212         }
01213 
01214         dirty_vehicle = dirty_station = true;
01215       } else if (!accepted) {
01216         /* The order changed while unloading (unset unload/transfer) or the
01217          * station does not accept our goods. */
01218         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01219 
01220         /* Say we loaded something, otherwise we'll think we didn't unload
01221          * something and we didn't load something, so we must be finished
01222          * at this station. Setting the unloaded means that we will get a
01223          * retry for loading in the next cycle. */
01224         anything_unloaded = true;
01225         continue;
01226       }
01227 
01228       /* Deliver goods to the station */
01229       st->time_since_unload = 0;
01230 
01231       unloading_time += amount_unloaded;
01232 
01233       anything_unloaded = true;
01234       if (_settings_game.order.gradual_loading && remaining) {
01235         completely_emptied = false;
01236       } else {
01237         /* We have finished unloading (cargo count == 0) */
01238         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01239       }
01240 
01241       continue;
01242     }
01243 
01244     /* Do not pick up goods when we have no-load set or loading is stopped. */
01245     if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
01246 
01247     /* update stats */
01248     int t;
01249     switch (u->type) {
01250       case VEH_TRAIN: /* FALL THROUGH */
01251       case VEH_SHIP:
01252         t = u->vcache.cached_max_speed;
01253         break;
01254 
01255       case VEH_ROAD:
01256         t = u->vcache.cached_max_speed / 2;
01257         break;
01258 
01259       case VEH_AIRCRAFT:
01260         t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
01261         break;
01262 
01263       default: NOT_REACHED();
01264     }
01265 
01266     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01267     ge->last_speed = min(t, 255);
01268     ge->last_age = _cur_year - u->build_year;
01269     ge->days_since_pickup = 0;
01270 
01271     /* If there's goods waiting at the station, and the vehicle
01272      * has capacity for it, load it on the vehicle. */
01273     int cap_left = v->cargo_cap - v->cargo.Count();
01274     if (!ge->cargo.Empty() && cap_left > 0) {
01275       uint cap = cap_left;
01276       uint count = ge->cargo.Count();
01277 
01278       /* Skip loading this vehicle if another train/vehicle is already handling
01279        * the same cargo type at this station */
01280       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01281         SetBit(cargo_not_full, v->cargo_type);
01282         continue;
01283       }
01284 
01285       if (cap > count) cap = count;
01286       if (_settings_game.order.gradual_loading) {
01287         cap = min(cap, load_amount);
01288         cap_left = min(cap_left, load_amount);
01289       }
01290       if (_settings_game.order.improved_load) {
01291         /* Don't load stuff that is already 'reserved' for other vehicles */
01292         cap = min((uint)cargo_left[v->cargo_type], cap);
01293         count = cargo_left[v->cargo_type];
01294         cargo_left[v->cargo_type] -= cap;
01295       }
01296 
01297       /* Store whether the maximum possible load amount was loaded or not.*/
01298       if (count >= (uint)cap_left) {
01299         SetBit(full_load_amount, v->cargo_type);
01300       } else {
01301         ClrBit(full_load_amount, v->cargo_type);
01302       }
01303 
01304       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01305 
01306       /* TODO: Regarding this, when we do gradual loading, we
01307        * should first unload all vehicles and then start
01308        * loading them. Since this will cause
01309        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01310        * the whole vehicle chain is really totally empty, the
01311        * completely_emptied assignment can then be safely
01312        * removed; that's how TTDPatch behaves too. --pasky */
01313       completely_emptied = false;
01314       anything_loaded = true;
01315 
01316       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01317 
01318       st->time_since_load = 0;
01319       st->last_vehicle_type = v->type;
01320 
01321       TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01322       AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01323 
01324       unloading_time += cap;
01325 
01326       dirty_vehicle = dirty_station = true;
01327     }
01328 
01329     if (v->cargo.Count() >= v->cargo_cap) {
01330       SetBit(cargo_full, v->cargo_type);
01331     } else {
01332       SetBit(cargo_not_full, v->cargo_type);
01333     }
01334   }
01335 
01336   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01337   completely_emptied &= anything_unloaded;
01338 
01339   /* We update these variables here, so gradual loading still fills
01340    * all wagons at the same time instead of using the same 'improved'
01341    * loading algorithm for the wagons (only fill wagon when there is
01342    * enough to fill the previous wagons) */
01343   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01344     /* Update left cargo */
01345     for (v = u; v != NULL; v = v->Next()) {
01346       int cap_left = v->cargo_cap - v->cargo.Count();
01347       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01348     }
01349   }
01350 
01351   v = u;
01352 
01353   if (!anything_unloaded) delete payment;
01354 
01355   ClrBit(u->vehicle_flags, VF_STOP_LOADING);
01356   if (anything_loaded || anything_unloaded) {
01357     if (_settings_game.order.gradual_loading) {
01358       /* The time it takes to load one 'slice' of cargo or passengers depends
01359        * on the vehicle type - the values here are those found in TTDPatch */
01360       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01361 
01362       unloading_time = gradual_loading_wait_time[v->type];
01363     }
01364     /* We loaded less cargo than possible for all cargo types and it's not full
01365      * load and we're not supposed to wait any longer: stop loading. */
01366     if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01367         v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0)) {
01368       SetBit(v->vehicle_flags, VF_STOP_LOADING);
01369     }
01370   } else {
01371     bool finished_loading = true;
01372     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01373       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01374         /* if the aircraft carries passengers and is NOT full, then
01375          * continue loading, no matter how much mail is in */
01376         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01377             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01378           finished_loading = false;
01379         }
01380       } else if (cargo_not_full != 0) {
01381         finished_loading = false;
01382       }
01383     }
01384     unloading_time = 20;
01385 
01386     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01387   }
01388 
01389   if (v->type == VEH_TRAIN) {
01390     /* Each platform tile is worth 2 rail vehicles. */
01391     int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01392     if (overhang > 0) {
01393       unloading_time <<= 1;
01394       unloading_time += (overhang * unloading_time) / 8;
01395     }
01396   }
01397 
01398   /* Calculate the loading indicator fill percent and display
01399    * In the Game Menu do not display indicators
01400    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01401    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01402    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01403    */
01404   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01405     StringID percent_up_down = STR_NULL;
01406     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01407     if (v->fill_percent_te_id == INVALID_TE_ID) {
01408       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01409     } else {
01410       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01411     }
01412   }
01413 
01414   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01415   v->load_unload_ticks = max(1, unloading_time);
01416 
01417   if (completely_emptied) {
01418     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01419   }
01420 
01421   if (dirty_vehicle) {
01422     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01423     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01424     v->MarkDirty();
01425   }
01426   if (dirty_station) {
01427     st->MarkTilesDirty(true);
01428     SetWindowDirty(WC_STATION_VIEW, last_visited);
01429   }
01430 }
01431 
01437 void LoadUnloadStation(Station *st)
01438 {
01439   /* No vehicle is here... */
01440   if (st->loading_vehicles.empty()) return;
01441 
01442   Vehicle *last_loading = NULL;
01443   std::list<Vehicle *>::iterator iter;
01444 
01445   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01446   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01447     Vehicle *v = *iter;
01448 
01449     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01450 
01451     assert(v->load_unload_ticks != 0);
01452     if (--v->load_unload_ticks == 0) last_loading = v;
01453   }
01454 
01455   /* We only need to reserve and load/unload up to the last loading vehicle.
01456    * Anything else will be forgotten anyway after returning from this function.
01457    *
01458    * Especially this means we do _not_ need to reserve cargo for a single
01459    * consist in a station which is not allowed to load yet because its
01460    * load_unload_ticks is still not 0.
01461    */
01462   if (last_loading == NULL) return;
01463 
01464   int cargo_left[NUM_CARGO];
01465 
01466   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01467 
01468   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01469     Vehicle *v = *iter;
01470     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01471     if (v == last_loading) break;
01472   }
01473 
01474   /* Call the production machinery of industries */
01475   const Industry * const *isend = _cargo_delivery_destinations.End();
01476   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01477     TriggerIndustryProduction(*iid);
01478   }
01479   _cargo_delivery_destinations.Clear();
01480 }
01481 
01485 void CompaniesMonthlyLoop()
01486 {
01487   CompaniesGenStatistics();
01488   if (_settings_game.economy.inflation) {
01489     AddInflation();
01490     RecomputePrices();
01491   }
01492   CompaniesPayInterest();
01493   HandleEconomyFluctuations();
01494 }
01495 
01496 static void DoAcquireCompany(Company *c)
01497 {
01498   CompanyID ci = c->index;
01499 
01500   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01501   cni->FillData(c, Company::Get(_current_company));
01502 
01503   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01504   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01505   SetDParamStr(2, cni->company_name);
01506   SetDParamStr(3, cni->other_company_name);
01507   SetDParam(4, c->bankrupt_value);
01508   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01509   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01510 
01511   ChangeOwnershipOfCompanyItems(ci, _current_company);
01512 
01513   if (c->bankrupt_value == 0) {
01514     Company *owner = Company::Get(_current_company);
01515     owner->current_loan += c->current_loan;
01516   }
01517 
01518   if (c->is_ai) AI::Stop(c->index);
01519 
01520   DeleteCompanyWindows(ci);
01521   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01522   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01523   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01524   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01525 
01526   delete c;
01527 }
01528 
01529 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01530 
01540 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01541 {
01542   CommandCost cost(EXPENSES_OTHER);
01543   CompanyID target_company = (CompanyID)p1;
01544   Company *c = Company::GetIfValid(target_company);
01545 
01546   /* Check if buying shares is allowed (protection against modified clients)
01547    * Cannot buy own shares */
01548   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01549 
01550   /* Protect new companies from hostile takeovers */
01551   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01552 
01553   /* Those lines are here for network-protection (clients can be slow) */
01554   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01555 
01556   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01557     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01558 
01559     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01560   }
01561 
01562 
01563   cost.AddCost(CalculateCompanyValue(c) >> 2);
01564   if (flags & DC_EXEC) {
01565     OwnerByte *b = c->share_owners;
01566 
01567     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01568     *b = _current_company;
01569 
01570     for (int i = 0; c->share_owners[i] == _current_company;) {
01571       if (++i == 4) {
01572         c->bankrupt_value = 0;
01573         DoAcquireCompany(c);
01574         break;
01575       }
01576     }
01577     SetWindowDirty(WC_COMPANY, target_company);
01578     CompanyAdminUpdate(c);
01579   }
01580   return cost;
01581 }
01582 
01592 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01593 {
01594   CompanyID target_company = (CompanyID)p1;
01595   Company *c = Company::GetIfValid(target_company);
01596 
01597   /* Cannot sell own shares */
01598   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01599 
01600   /* Check if selling shares is allowed (protection against modified clients).
01601    * However, we must sell shares of companies being closed down. */
01602   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01603 
01604   /* Those lines are here for network-protection (clients can be slow) */
01605   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01606 
01607   /* adjust it a little to make it less profitable to sell and buy */
01608   Money cost = CalculateCompanyValue(c) >> 2;
01609   cost = -(cost - (cost >> 7));
01610 
01611   if (flags & DC_EXEC) {
01612     OwnerByte *b = c->share_owners;
01613     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01614     *b = COMPANY_SPECTATOR;
01615     SetWindowDirty(WC_COMPANY, target_company);
01616     CompanyAdminUpdate(c);
01617   }
01618   return CommandCost(EXPENSES_OTHER, cost);
01619 }
01620 
01633 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01634 {
01635   CompanyID target_company = (CompanyID)p1;
01636   Company *c = Company::GetIfValid(target_company);
01637   if (c == NULL) return CMD_ERROR;
01638 
01639   /* Disable takeovers when not asked */
01640   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01641 
01642   /* Disable taking over the local company in single player */
01643   if (!_networking && _local_company == c->index) return CMD_ERROR;
01644 
01645   /* Do not allow companies to take over themselves */
01646   if (target_company == _current_company) return CMD_ERROR;
01647 
01648   /* Disable taking over when not allowed. */
01649   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01650 
01651   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01652   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01653 
01654   if (flags & DC_EXEC) {
01655     DoAcquireCompany(c);
01656   }
01657   return cost;
01658 }