economy.cpp

Go to the documentation of this file.
00001 /* $Id: economy.cpp 18908 2010-01-24 11:05:26Z rubidium $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "company_func.h"
00014 #include "command_func.h"
00015 #include "industry.h"
00016 #include "town.h"
00017 #include "news_func.h"
00018 #include "network/network.h"
00019 #include "network/network_func.h"
00020 #include "vehicle_gui.h"
00021 #include "ai/ai.hpp"
00022 #include "aircraft.h"
00023 #include "train.h"
00024 #include "newgrf_cargo.h"
00025 #include "newgrf_engine.h"
00026 #include "newgrf_sound.h"
00027 #include "newgrf_industries.h"
00028 #include "newgrf_industrytiles.h"
00029 #include "newgrf_station.h"
00030 #include "unmovable.h"
00031 #include "group.h"
00032 #include "strings_func.h"
00033 #include "functions.h"
00034 #include "window_func.h"
00035 #include "date_func.h"
00036 #include "vehicle_func.h"
00037 #include "sound_func.h"
00038 #include "autoreplace_func.h"
00039 #include "company_gui.h"
00040 #include "signs_base.h"
00041 #include "subsidy_base.h"
00042 #include "subsidy_func.h"
00043 #include "station_base.h"
00044 #include "waypoint_base.h"
00045 #include "economy_base.h"
00046 #include "core/pool_func.hpp"
00047 #include "newgrf.h"
00048 #include "engine_base.h"
00049 
00050 #include "table/strings.h"
00051 #include "table/sprites.h"
00052 #include "table/pricebase.h"
00053 
00054 
00055 /* Initialize the cargo payment-pool */
00056 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00057 INSTANTIATE_POOL_METHODS(CargoPayment)
00058 
00059 
00070 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00071 {
00072   return (int32)((int64)a * (int64)b >> shift);
00073 }
00074 
00086 static inline uint32 BigMulSU(const uint32 a, const uint32 b, const uint8 shift)
00087 {
00088   return (uint32)((uint64)a * (uint64)b >> shift);
00089 }
00090 
00091 typedef SmallVector<Industry *, 16> SmallIndustryList;
00092 
00093 /* Score info */
00094 const ScoreInfo _score_info[] = {
00095   { SCORE_VEHICLES,        120, 100 },
00096   { SCORE_STATIONS,         80, 100 },
00097   { SCORE_MIN_PROFIT,    10000, 100 },
00098   { SCORE_MIN_INCOME,    50000,  50 },
00099   { SCORE_MAX_INCOME,   100000, 100 },
00100   { SCORE_DELIVERED,     40000, 400 },
00101   { SCORE_CARGO,             8,  50 },
00102   { SCORE_MONEY,      10000000,  50 },
00103   { SCORE_LOAN,         250000,  50 },
00104   { SCORE_TOTAL,             0,   0 }
00105 };
00106 
00107 int _score_part[MAX_COMPANIES][SCORE_END];
00108 Economy _economy;
00109 Prices _price;
00110 Money _additional_cash_required;
00111 static PriceMultipliers _price_base_multiplier;
00112 
00122 Money CalculateCompanyValue(const Company *c, bool including_loan)
00123 {
00124   Owner owner = c->index;
00125   Money value = 0;
00126 
00127   Station *st;
00128   uint num = 0;
00129 
00130   FOR_ALL_STATIONS(st) {
00131     if (st->owner == owner) num += CountBits((byte)st->facilities);
00132   }
00133 
00134   value += num * _price[PR_STATION_VALUE] * 25;
00135 
00136   Vehicle *v;
00137   FOR_ALL_VEHICLES(v) {
00138     if (v->owner != owner) continue;
00139 
00140     if (v->type == VEH_TRAIN ||
00141         v->type == VEH_ROAD ||
00142         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00143         v->type == VEH_SHIP) {
00144       value += v->value * 3 >> 1;
00145     }
00146   }
00147 
00148   /* Add real money value */
00149   if (including_loan) value -= c->current_loan;
00150   value += c->money;
00151 
00152   return max(value, (Money)1);
00153 }
00154 
00161 int UpdateCompanyRatingAndValue(Company *c, bool update)
00162 {
00163   Owner owner = c->index;
00164   int score = 0;
00165 
00166   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00167 
00168   /* Count vehicles */
00169   {
00170     Vehicle *v;
00171     Money min_profit = 0;
00172     bool min_profit_first = true;
00173     uint num = 0;
00174 
00175     FOR_ALL_VEHICLES(v) {
00176       if (v->owner != owner) continue;
00177       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00178         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00179         if (v->age > 730) {
00180           /* Find the vehicle with the lowest amount of profit */
00181           if (min_profit_first || min_profit > v->profit_last_year) {
00182             min_profit = v->profit_last_year;
00183             min_profit_first = false;
00184           }
00185         }
00186       }
00187     }
00188 
00189     min_profit >>= 8; // remove the fract part
00190 
00191     _score_part[owner][SCORE_VEHICLES] = num;
00192     /* Don't allow negative min_profit to show */
00193     if (min_profit > 0)
00194       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00195   }
00196 
00197   /* Count stations */
00198   {
00199     uint num = 0;
00200     const Station *st;
00201 
00202     FOR_ALL_STATIONS(st) {
00203       /* Only count stations that are actually serviced */
00204       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00205     }
00206     _score_part[owner][SCORE_STATIONS] = num;
00207   }
00208 
00209   /* Generate statistics depending on recent income statistics */
00210   {
00211     int numec = min(c->num_valid_stat_ent, 12);
00212     if (numec != 0) {
00213       const CompanyEconomyEntry *cee = c->old_economy;
00214       Money min_income = cee->income + cee->expenses;
00215       Money max_income = cee->income + cee->expenses;
00216 
00217       do {
00218         min_income = min(min_income, cee->income + cee->expenses);
00219         max_income = max(max_income, cee->income + cee->expenses);
00220       } while (++cee, --numec);
00221 
00222       if (min_income > 0) {
00223         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00224       }
00225 
00226       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00227     }
00228   }
00229 
00230   /* Generate score depending on amount of transported cargo */
00231   {
00232     const CompanyEconomyEntry *cee;
00233     int numec;
00234     uint32 total_delivered;
00235 
00236     numec = min(c->num_valid_stat_ent, 4);
00237     if (numec != 0) {
00238       cee = c->old_economy;
00239       total_delivered = 0;
00240       do {
00241         total_delivered += cee->delivered_cargo;
00242       } while (++cee, --numec);
00243 
00244       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00245     }
00246   }
00247 
00248   /* Generate score for variety of cargo */
00249   {
00250     uint num = CountBits(c->cargo_types);
00251     _score_part[owner][SCORE_CARGO] = num;
00252     if (update) c->cargo_types = 0;
00253   }
00254 
00255   /* Generate score for company's money */
00256   {
00257     if (c->money > 0) {
00258       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00259     }
00260   }
00261 
00262   /* Generate score for loan */
00263   {
00264     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00265   }
00266 
00267   /* Now we calculate the score for each item.. */
00268   {
00269     int total_score = 0;
00270     int s;
00271     score = 0;
00272     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00273       /* Skip the total */
00274       if (i == SCORE_TOTAL) continue;
00275       /*  Check the score */
00276       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00277       score += s;
00278       total_score += _score_info[i].score;
00279     }
00280 
00281     _score_part[owner][SCORE_TOTAL] = score;
00282 
00283     /*  We always want the score scaled to SCORE_MAX (1000) */
00284     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00285   }
00286 
00287   if (update) {
00288     c->old_economy[0].performance_history = score;
00289     UpdateCompanyHQ(c, score);
00290     c->old_economy[0].company_value = CalculateCompanyValue(c);
00291   }
00292 
00293   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00294   return score;
00295 }
00296 
00297 /*  use INVALID_OWNER as new_owner to delete the company. */
00298 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00299 {
00300   Town *t;
00301   CompanyID old = _current_company;
00302 
00303   assert(old_owner != new_owner);
00304 
00305   {
00306     Company *c;
00307     uint i;
00308 
00309     /* See if the old_owner had shares in other companies */
00310     _current_company = old_owner;
00311     FOR_ALL_COMPANIES(c) {
00312       for (i = 0; i < 4; i++) {
00313         if (c->share_owners[i] == old_owner) {
00314           /* Sell his shares */
00315           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00316           /* Because we are in a DoCommand, we can't just execute another one and
00317            *  expect the money to be removed. We need to do it ourself! */
00318           SubtractMoneyFromCompany(res);
00319         }
00320       }
00321     }
00322 
00323     /* Sell all the shares that people have on this company */
00324     c = Company::Get(old_owner);
00325     for (i = 0; i < 4; i++) {
00326       _current_company = c->share_owners[i];
00327       if (_current_company != INVALID_OWNER) {
00328         /* Sell the shares */
00329         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
00330         /* Because we are in a DoCommand, we can't just execute another one and
00331          *  expect the money to be removed. We need to do it ourself! */
00332         SubtractMoneyFromCompany(res);
00333       }
00334     }
00335   }
00336 
00337   _current_company = old_owner;
00338 
00339   /* Temporarily increase the company's money, to be sure that
00340    * removing his/her property doesn't fail because of lack of money.
00341    * Not too drastically though, because it could overflow */
00342   if (new_owner == INVALID_OWNER) {
00343     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00344   }
00345 
00346   Subsidy *s;
00347   FOR_ALL_SUBSIDIES(s) {
00348     if (s->awarded == old_owner) {
00349       if (new_owner == INVALID_OWNER) {
00350         delete s;
00351       } else {
00352         s->awarded = new_owner;
00353       }
00354     }
00355   }
00356   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00357 
00358   /* Take care of rating in towns */
00359   FOR_ALL_TOWNS(t) {
00360     /* If a company takes over, give the ratings to that company. */
00361     if (new_owner != INVALID_OWNER) {
00362       if (HasBit(t->have_ratings, old_owner)) {
00363         if (HasBit(t->have_ratings, new_owner)) {
00364           /* use max of the two ratings. */
00365           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00366         } else {
00367           SetBit(t->have_ratings, new_owner);
00368           t->ratings[new_owner] = t->ratings[old_owner];
00369         }
00370       }
00371     }
00372 
00373     /* Reset the ratings for the old owner */
00374     t->ratings[old_owner] = RATING_INITIAL;
00375     ClrBit(t->have_ratings, old_owner);
00376   }
00377 
00378   {
00379     FreeUnitIDGenerator unitidgen[] = {
00380       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00381       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00382     };
00383 
00384     Vehicle *v;
00385     FOR_ALL_VEHICLES(v) {
00386       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00387         if (new_owner == INVALID_OWNER) {
00388           if (v->Previous() == NULL) delete v;
00389         } else {
00390           v->owner = new_owner;
00391           v->colourmap = PAL_NONE;
00392           if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
00393           if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
00394         }
00395       }
00396     }
00397   }
00398 
00399   /*  Change ownership of tiles */
00400   {
00401     TileIndex tile = 0;
00402     do {
00403       ChangeTileOwner(tile, old_owner, new_owner);
00404     } while (++tile != MapSize());
00405 
00406     if (new_owner != INVALID_OWNER) {
00407       /* Update all signals because there can be new segment that was owned by two companies
00408        * and signals were not propagated
00409        * Similiar with crossings - it is needed to bar crossings that weren't before
00410        * because of different owner of crossing and approaching train */
00411       tile = 0;
00412 
00413       do {
00414         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00415           TrackBits tracks = GetTrackBits(tile);
00416           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00417             Track track = RemoveFirstTrack(&tracks);
00418             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00419           } while (tracks != TRACK_BIT_NONE);
00420         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00421           UpdateLevelCrossing(tile);
00422         }
00423       } while (++tile != MapSize());
00424     }
00425 
00426     /* update signals in buffer */
00427     UpdateSignalsInBuffer();
00428   }
00429 
00430   /* convert owner of stations (including deleted ones, but excluding buoys) */
00431   Station *st;
00432   FOR_ALL_STATIONS(st) {
00433     if (st->owner == old_owner) {
00434       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00435        * also, drawing station window would cause reading invalid company's colour */
00436       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00437     }
00438   }
00439 
00440   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00441   Waypoint *wp;
00442   FOR_ALL_WAYPOINTS(wp) {
00443     if (wp->owner == old_owner) {
00444       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00445     }
00446   }
00447 
00448   /* In all cases clear replace engine rules.
00449    * Even if it was copied, it could interfere with new owner's rules */
00450   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00451 
00452   if (new_owner == INVALID_OWNER) {
00453     RemoveAllGroupsForCompany(old_owner);
00454   } else {
00455     Group *g;
00456     FOR_ALL_GROUPS(g) {
00457       if (g->owner == old_owner) g->owner = new_owner;
00458     }
00459   }
00460 
00461   Sign *si;
00462   FOR_ALL_SIGNS(si) {
00463     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00464   }
00465 
00466   /* Change colour of existing windows */
00467   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00468 
00469   _current_company = old;
00470 
00471   MarkWholeScreenDirty();
00472 }
00473 
00474 static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
00475 {
00476 #ifdef ENABLE_NETWORK
00477   if (!_networking) return;
00478 
00479   if (current_owner == _local_company) {
00480     SetLocalCompany(new_owner);
00481   }
00482 
00483   if (!_network_server) return;
00484 
00485   NetworkServerChangeOwner(current_owner, new_owner);
00486 #endif /* ENABLE_NETWORK */
00487 }
00488 
00489 static void CompanyCheckBankrupt(Company *c)
00490 {
00491   /*  If the company has money again, it does not go bankrupt */
00492   if (c->money >= 0) {
00493     c->quarters_of_bankruptcy = 0;
00494     c->bankrupt_asked = 0;
00495     return;
00496   }
00497 
00498   c->quarters_of_bankruptcy++;
00499 
00500   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00501   cni->FillData(c);
00502 
00503   switch (c->quarters_of_bankruptcy) {
00504     case 0:
00505     case 1:
00506       free(cni);
00507       break;
00508 
00509     case 2:
00510       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00511       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00512       SetDParamStr(2, cni->company_name);
00513       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00514       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
00515       break;
00516     case 3: {
00517       /* Check if the company has any value.. if not, declare it bankrupt
00518        *  right now */
00519       Money val = CalculateCompanyValue(c, false);
00520       if (val > 0) {
00521         c->bankrupt_value = val;
00522         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00523         c->bankrupt_timeout = 0;
00524         free(cni);
00525         break;
00526       }
00527       /* Else, falltrue 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         free(cni);
00538         break;
00539       }
00540 
00541       /* Close everything the owner has open */
00542       DeleteCompanyWindows(c->index);
00543 
00544       /* Show bankrupt news */
00545       SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
00546       SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
00547       SetDParamStr(2, cni->company_name);
00548       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);
00549 
00550       /* Remove the company */
00551       ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
00552       ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
00553 
00554       if (c->is_ai) AI::Stop(c->index);
00555 
00556       CompanyID c_index = c->index;
00557       delete c;
00558       AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
00559   }
00560 }
00561 
00562 static void CompaniesGenStatistics()
00563 {
00564   Station *st;
00565   Company *c;
00566 
00567   FOR_ALL_STATIONS(st) {
00568     _current_company = st->owner;
00569     CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00570     SubtractMoneyFromCompany(cost);
00571   }
00572 
00573   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
00574     return;
00575 
00576   FOR_ALL_COMPANIES(c) {
00577     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00578     c->old_economy[0] = c->cur_economy;
00579     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00580 
00581     if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;
00582 
00583     UpdateCompanyRatingAndValue(c, true);
00584     if (c->block_preview != 0) c->block_preview--;
00585     CompanyCheckBankrupt(c);
00586   }
00587 
00588   SetWindowDirty(WC_INCOME_GRAPH, 0);
00589   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00590   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00591   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00592   SetWindowDirty(WC_COMPANY_VALUE, 0);
00593   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00594 }
00595 
00600 void AddInflation(bool check_year)
00601 {
00602   /* The cargo payment inflation differs from the normal inflation, so the
00603    * relative amount of money you make with a transport decreases slowly over
00604    * the 170 years. After a few hundred years we reach a level in which the
00605    * games will become unplayable as the maximum income will be less than
00606    * the minimum running cost.
00607    *
00608    * Furthermore there are a lot of inflation related overflows all over the
00609    * place. Solving them is hardly possible because inflation will always
00610    * reach the overflow threshold some day. So we'll just perform the
00611    * inflation mechanism during the first 170 years (the amount of years that
00612    * one had in the original TTD) and stop doing the inflation after that
00613    * because it only causes problems that can't be solved nicely and the
00614    * inflation doesn't add anything after that either; it even makes playing
00615    * it impossible due to the diverging cost and income rates.
00616    */
00617   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00618 
00619   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00620    * scaled by 65536
00621    * 12 -> months per year
00622    * This is only a good approxiamtion for small values
00623    */
00624   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00625   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00626 }
00627 
00631 void RecomputePrices()
00632 {
00633   /* Setup maximum loan */
00634   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00635 
00636   /* Setup price bases */
00637   for (Price i = PR_BEGIN; i < PR_END; i++) {
00638     Money price = _price_base_specs[i].start_price;
00639 
00640     /* Apply difficulty settings */
00641     uint mod = 1;
00642     switch (_price_base_specs[i].category) {
00643       case PCAT_RUNNING:
00644         mod = _settings_game.difficulty.vehicle_costs;
00645         break;
00646 
00647       case PCAT_CONSTRUCTION:
00648         mod = _settings_game.difficulty.construction_cost;
00649         break;
00650 
00651       default: break;
00652     }
00653     if (mod < 1) {
00654       price = price * 3 >> 2;
00655     } else if (mod > 1) {
00656       price = price * 9 >> 3;
00657     }
00658 
00659     /* Apply inflation */
00660     price = (int64)price * _economy.inflation_prices;
00661 
00662     /* Apply newgrf modifiers, and remove fractional part of inflation */
00663     int shift = _price_base_multiplier[i] - 16;
00664     if (shift >= 0) {
00665       price <<= shift;
00666     } else {
00667       price >>= -shift;
00668     }
00669 
00670     /* Store value */
00671     _price[i] = price;
00672   }
00673 
00674   /* Setup cargo payment */
00675   CargoSpec *cs;
00676   FOR_ALL_CARGOSPECS(cs) {
00677     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00678   }
00679 
00680   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00681   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00682   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00683   SetWindowDirty(WC_PAYMENT_RATES, 0);
00684 }
00685 
00686 static void CompaniesPayInterest()
00687 {
00688   const Company *c;
00689 
00690   FOR_ALL_COMPANIES(c) {
00691     _current_company = c->index;
00692 
00693     /* Over a year the paid interest should be "loan * interest percentage",
00694      * but... as that number is likely not dividable by 12 (pay each month),
00695      * one needs to account for that in the monthly fee calculations.
00696      * To easily calculate what one should pay "this" month, you calculate
00697      * what (total) should have been paid up to this month and you substract
00698      * whatever has been paid in the previous months. This will mean one month
00699      * it'll be a bit more and the other it'll be a bit less than the average
00700      * monthly fee, but on average it will be exact. */
00701     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00702     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00703     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00704 
00705     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00706 
00707     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00708   }
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 (_economy.fluct <= 0) {
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     const IndustrySpec *indspec = GetIndustrySpec(ind->type);
00898 
00899     uint cargo_index;
00900     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00901       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00902     }
00903     /* Check if matching cargo has been found */
00904     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00905 
00906     /* Check if industry temporarily refuses acceptance */
00907     if (HasBit(indspec->callback_mask, CBM_IND_REFUSE_CARGO)) {
00908       uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->location.tile);
00909       if (res == 0) continue;
00910     }
00911 
00912     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00913     _cargo_delivery_destinations.Include(ind);
00914 
00915     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00916     ind->incoming_cargo_waiting[cargo_index] += amount;
00917     num_pieces -= amount;
00918     accepted += amount;
00919   }
00920 
00921   return accepted;
00922 }
00923 
00937 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)
00938 {
00939   assert(num_pieces > 0);
00940 
00941   const Station *st = Station::Get(dest);
00942 
00943   /* Give the goods to the industry. */
00944   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00945 
00946   /* If this cargo type is always accepted, accept all */
00947   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00948 
00949   /* Update company statistics */
00950   company->cur_economy.delivered_cargo += accepted;
00951   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
00952 
00953   /* Increase town's counter for some special goods types */
00954   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00955   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
00956   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
00957 
00958   /* Determine profit */
00959   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
00960 
00961   /* Modify profit if a subsidy is in effect */
00962   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
00963     switch (_settings_game.difficulty.subsidy_multiplier) {
00964       case 0:  profit += profit >> 1; break;
00965       case 1:  profit *= 2; break;
00966       case 2:  profit *= 3; break;
00967       default: profit *= 4; break;
00968     }
00969   }
00970 
00971   return profit;
00972 }
00973 
00979 static void TriggerIndustryProduction(Industry *i)
00980 {
00981   const IndustrySpec *indspec = GetIndustrySpec(i->type);
00982   uint16 callback = indspec->callback_mask;
00983 
00984   i->was_cargo_delivered = true;
00985   i->last_cargo_accepted_at = _date;
00986 
00987   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
00988     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
00989       IndustryProductionCallback(i, 0);
00990     } else {
00991       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
00992     }
00993   } else {
00994     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
00995       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
00996       if (cargo_waiting == 0) continue;
00997 
00998       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
00999       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01000 
01001       i->incoming_cargo_waiting[cargo_index] = 0;
01002     }
01003   }
01004 
01005   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01006   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01007 }
01008 
01013 CargoPayment::CargoPayment(Vehicle *front) :
01014   front(front),
01015   current_station(front->last_station_visited)
01016 {
01017 }
01018 
01019 CargoPayment::~CargoPayment()
01020 {
01021   if (this->CleaningPool()) return;
01022 
01023   this->front->cargo_payment = NULL;
01024 
01025   if (this->visual_profit == 0) return;
01026 
01027   CompanyID old_company = _current_company;
01028   _current_company = this->front->owner;
01029 
01030   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01031   this->front->profit_this_year += this->visual_profit << 8;
01032 
01033   if (this->route_profit != 0) {
01034     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01035       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01036     }
01037 
01038     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01039   } else {
01040     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01041   }
01042 
01043   _current_company = old_company;
01044 }
01045 
01051 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01052 {
01053   if (this->owner == NULL) {
01054     this->owner = Company::Get(this->front->owner);
01055   }
01056 
01057   /* Handle end of route payment */
01058   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01059   this->route_profit += profit;
01060 
01061   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01062   this->visual_profit += profit - cp->FeederShare();
01063 }
01064 
01071 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01072 {
01073   Money profit = GetTransportedGoodsIncome(
01074     count,
01075     /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01076     DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01077     cp->DaysInTransit(),
01078     this->ct);
01079 
01080   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01081 
01082   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01083   return profit; // account for the (virtual) profit already made for the cargo packet
01084 }
01085 
01090 void PrepareUnload(Vehicle *front_v)
01091 {
01092   /* At this moment loading cannot be finished */
01093   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01094 
01095   /* Start unloading in at the first possible moment */
01096   front_v->load_unload_ticks = 1;
01097 
01098   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01099     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01100       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01101         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01102       }
01103     }
01104   }
01105 
01106   assert(front_v->cargo_payment == NULL);
01107   front_v->cargo_payment = new CargoPayment(front_v);
01108 }
01109 
01118 static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
01119 {
01120   assert(v->current_order.IsType(OT_LOADING));
01121 
01122   assert(v->load_unload_ticks != 0);
01123 
01124   /* We have not waited enough time till the next round of loading/unloading */
01125   if (--v->load_unload_ticks != 0) {
01126     if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01127       /* 'Reserve' this cargo for this vehicle, because we were first. */
01128       for (; v != NULL; v = v->Next()) {
01129         int cap_left = v->cargo_cap - v->cargo.Count();
01130         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01131       }
01132     }
01133     return;
01134   }
01135 
01136   StationID last_visited = v->last_station_visited;
01137   Station *st = Station::Get(last_visited);
01138 
01139   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
01140     /* The train reversed in the station. Take the "easy" way
01141      * out and let the train just leave as it always did. */
01142     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
01143     v->load_unload_ticks = 1;
01144     return;
01145   }
01146 
01147   int unloading_time = 0;
01148   Vehicle *u = v;
01149   bool dirty_vehicle = false;
01150   bool dirty_station = false;
01151 
01152   bool completely_emptied = true;
01153   bool anything_unloaded = false;
01154   bool anything_loaded   = false;
01155   uint32 cargo_not_full  = 0;
01156   uint32 cargo_full      = 0;
01157 
01158   v->cur_speed = 0;
01159 
01160   CargoPayment *payment = v->cargo_payment;
01161 
01162   for (; v != NULL; v = v->Next()) {
01163     if (v->cargo_cap == 0) continue;
01164 
01165     const Engine *e = Engine::Get(v->engine_type);
01166     byte load_amount = e->info.load_amount;
01167 
01168     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01169     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = (load_amount + 3) / 4;
01170 
01171     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01172       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01173       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
01174     }
01175 
01176     GoodsEntry *ge = &st->goods[v->cargo_type];
01177 
01178     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01179       uint cargo_count = v->cargo.Count();
01180       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01181       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01182       bool accepted  = false; // Is the cargo accepted by the station?
01183 
01184       payment->SetCargo(v->cargo_type);
01185 
01186       if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01187         /* The cargo has reached it's final destination, the packets may now be destroyed */
01188         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01189 
01190         dirty_vehicle = true;
01191         accepted = true;
01192       }
01193 
01194       /* The !accepted || v->cargo.Count == cargo_count clause is there
01195        * to make it possible to force unload vehicles at the station where
01196        * they were loaded, but to not force unload the vehicle when the
01197        * station is still accepting the cargo in the vehicle. It doesn't
01198        * accept cargo that was loaded at the same station. */
01199       if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01200         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01201         SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
01202 
01203         dirty_vehicle = dirty_station = true;
01204       } else if (!accepted) {
01205         /* The order changed while unloading (unset unload/transfer) or the
01206          * station does not accept our goods. */
01207         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01208 
01209         /* Say we loaded something, otherwise we'll think we didn't unload
01210          * something and we didn't load something, so we must be finished
01211          * at this station. Setting the unloaded means that we will get a
01212          * retry for loading in the next cycle. */
01213         anything_unloaded = true;
01214         continue;
01215       }
01216 
01217       /* Deliver goods to the station */
01218       st->time_since_unload = 0;
01219 
01220       unloading_time += amount_unloaded;
01221 
01222       anything_unloaded = true;
01223       if (_settings_game.order.gradual_loading && remaining) {
01224         completely_emptied = false;
01225       } else {
01226         /* We have finished unloading (cargo count == 0) */
01227         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01228       }
01229 
01230       continue;
01231     }
01232 
01233     /* Do not pick up goods when we have no-load set. */
01234     if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;
01235 
01236     /* update stats */
01237     int t;
01238     switch (u->type) {
01239       case VEH_TRAIN:    t = Train::From(u)->tcache.cached_max_speed; break;
01240       case VEH_ROAD:     t = u->max_speed / 2;        break;
01241       case VEH_SHIP:     t = u->max_speed;            break;
01242       case VEH_AIRCRAFT: t = u->max_speed * 10 / 129; break; // convert to old units
01243       default: NOT_REACHED();
01244     }
01245 
01246     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01247     ge->last_speed = min(t, 255);
01248     ge->last_age = _cur_year - u->build_year;
01249     ge->days_since_pickup = 0;
01250 
01251     /* If there's goods waiting at the station, and the vehicle
01252      * has capacity for it, load it on the vehicle. */
01253     int cap_left = v->cargo_cap - v->cargo.Count();
01254     if (!ge->cargo.Empty() && cap_left > 0) {
01255       uint cap = cap_left;
01256       uint count = ge->cargo.Count();
01257 
01258       /* Skip loading this vehicle if another train/vehicle is already handling
01259        * the same cargo type at this station */
01260       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01261         SetBit(cargo_not_full, v->cargo_type);
01262         continue;
01263       }
01264 
01265       if (cap > count) cap = count;
01266       if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
01267       if (_settings_game.order.improved_load) {
01268         /* Don't load stuff that is already 'reserved' for other vehicles */
01269         cap = min((uint)cargo_left[v->cargo_type], cap);
01270         cargo_left[v->cargo_type] -= cap;
01271       }
01272 
01273       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01274 
01275       /* TODO: Regarding this, when we do gradual loading, we
01276        * should first unload all vehicles and then start
01277        * loading them. Since this will cause
01278        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01279        * the whole vehicle chain is really totally empty, the
01280        * completely_emptied assignment can then be safely
01281        * removed; that's how TTDPatch behaves too. --pasky */
01282       completely_emptied = false;
01283       anything_loaded = true;
01284 
01285       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01286 
01287       st->time_since_load = 0;
01288       st->last_vehicle_type = v->type;
01289 
01290       StationAnimationTrigger(st, st->xy, STAT_ANIM_CARGO_TAKEN, v->cargo_type);
01291 
01292       unloading_time += cap;
01293 
01294       dirty_vehicle = dirty_station = true;
01295     }
01296 
01297     if (v->cargo.Count() >= v->cargo_cap) {
01298       SetBit(cargo_full, v->cargo_type);
01299     } else {
01300       SetBit(cargo_not_full, v->cargo_type);
01301     }
01302   }
01303 
01304   /* Only set completly_emptied, if we just unloaded all remaining cargo */
01305   completely_emptied &= anything_unloaded;
01306 
01307   /* We update these variables here, so gradual loading still fills
01308    * all wagons at the same time instead of using the same 'improved'
01309    * loading algorithm for the wagons (only fill wagon when there is
01310    * enough to fill the previous wagons) */
01311   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01312     /* Update left cargo */
01313     for (v = u; v != NULL; v = v->Next()) {
01314       int cap_left = v->cargo_cap - v->cargo.Count();
01315       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01316     }
01317   }
01318 
01319   v = u;
01320 
01321   if (!anything_unloaded) delete payment;
01322 
01323   if (anything_loaded || anything_unloaded) {
01324     if (_settings_game.order.gradual_loading) {
01325       /* The time it takes to load one 'slice' of cargo or passengers depends
01326        * on the vehicle type - the values here are those found in TTDPatch */
01327       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01328 
01329       unloading_time = gradual_loading_wait_time[v->type];
01330     }
01331   } else {
01332     bool finished_loading = true;
01333     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01334       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01335         /* if the aircraft carries passengers and is NOT full, then
01336          * continue loading, no matter how much mail is in */
01337         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
01338             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are stull non-full cargos
01339           finished_loading = false;
01340         }
01341       } else if (cargo_not_full != 0) {
01342         finished_loading = false;
01343       }
01344     }
01345     unloading_time = 20;
01346 
01347     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01348   }
01349 
01350   if (v->type == VEH_TRAIN) {
01351     /* Each platform tile is worth 2 rail vehicles. */
01352     int overhang = Train::From(v)->tcache.cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
01353     if (overhang > 0) {
01354       unloading_time <<= 1;
01355       unloading_time += (overhang * unloading_time) / 8;
01356     }
01357   }
01358 
01359   /* Calculate the loading indicator fill percent and display
01360    * In the Game Menu do not display indicators
01361    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01362    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01363    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01364    */
01365   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01366     StringID percent_up_down = STR_NULL;
01367     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
01368     if (v->fill_percent_te_id == INVALID_TE_ID) {
01369       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
01370     } else {
01371       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
01372     }
01373   }
01374 
01375   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01376   v->load_unload_ticks = max(1, unloading_time);
01377 
01378   if (completely_emptied) {
01379     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
01380   }
01381 
01382   if (dirty_vehicle) {
01383     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
01384     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
01385     v->MarkDirty();
01386   }
01387   if (dirty_station) {
01388     st->MarkTilesDirty(true);
01389     SetWindowDirty(WC_STATION_VIEW, last_visited);
01390   }
01391 }
01392 
01398 void LoadUnloadStation(Station *st)
01399 {
01400   /* No vehicle is here... */
01401   if (st->loading_vehicles.empty()) return;
01402 
01403   int cargo_left[NUM_CARGO];
01404 
01405   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01406 
01407   std::list<Vehicle *>::iterator iter;
01408   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01409     Vehicle *v = *iter;
01410     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01411   }
01412 
01413   /* Call the production machinery of industries */
01414   const Industry * const *isend = _cargo_delivery_destinations.End();
01415   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01416     TriggerIndustryProduction(*iid);
01417   }
01418   _cargo_delivery_destinations.Clear();
01419 }
01420 
01421 void CompaniesMonthlyLoop()
01422 {
01423   CompaniesGenStatistics();
01424   if (_settings_game.economy.inflation) {
01425     AddInflation();
01426     RecomputePrices();
01427   }
01428   CompaniesPayInterest();
01429   /* Reset the _current_company flag */
01430   _current_company = OWNER_NONE;
01431   HandleEconomyFluctuations();
01432 }
01433 
01434 static void DoAcquireCompany(Company *c)
01435 {
01436   Company *owner;
01437   int i;
01438   Money value;
01439   CompanyID ci = c->index;
01440 
01441   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01442   cni->FillData(c, Company::Get(_current_company));
01443 
01444   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01445   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01446   SetDParamStr(2, cni->company_name);
01447   SetDParamStr(3, cni->other_company_name);
01448   SetDParam(4, c->bankrupt_value);
01449   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01450   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
01451 
01452   /* original code does this a little bit differently */
01453   ChangeNetworkOwner(ci, _current_company);
01454   ChangeOwnershipOfCompanyItems(ci, _current_company);
01455 
01456   if (c->bankrupt_value == 0) {
01457     owner = Company::Get(_current_company);
01458     owner->current_loan += c->current_loan;
01459   }
01460 
01461   value = CalculateCompanyValue(c) >> 2;
01462   CompanyID old_company = _current_company;
01463   for (i = 0; i != 4; i++) {
01464     if (c->share_owners[i] != COMPANY_SPECTATOR) {
01465       _current_company = c->share_owners[i];
01466       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
01467     }
01468   }
01469   _current_company = old_company;
01470 
01471   if (c->is_ai) AI::Stop(c->index);
01472 
01473   DeleteCompanyWindows(ci);
01474   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01475   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01476   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01477   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01478 
01479   delete c;
01480 }
01481 
01482 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01483 
01492 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01493 {
01494   CommandCost cost(EXPENSES_OTHER);
01495 
01496   Company *c = Company::GetIfValid(p1);
01497 
01498   /* Check if buying shares is allowed (protection against modified clients)
01499    * Cannot buy own shares */
01500   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
01501 
01502   /* Protect new companies from hostile takeovers */
01503   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01504 
01505   /* Those lines are here for network-protection (clients can be slow) */
01506   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01507 
01508   /* We can not buy out a real company (temporarily). TODO: well, enable it obviously */
01509   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1 && !c->is_ai) return cost;
01510 
01511   cost.AddCost(CalculateCompanyValue(c) >> 2);
01512   if (flags & DC_EXEC) {
01513     OwnerByte *b = c->share_owners;
01514     int i;
01515 
01516     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01517     *b = _current_company;
01518 
01519     for (i = 0; c->share_owners[i] == _current_company;) {
01520       if (++i == 4) {
01521         c->bankrupt_value = 0;
01522         DoAcquireCompany(c);
01523         break;
01524       }
01525     }
01526     SetWindowDirty(WC_COMPANY, p1);
01527   }
01528   return cost;
01529 }
01530 
01539 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01540 {
01541   Company *c = Company::GetIfValid(p1);
01542 
01543   /* Check if selling shares is allowed (protection against modified clients)
01544    * Cannot sell own shares */
01545   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
01546 
01547   /* Those lines are here for network-protection (clients can be slow) */
01548   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01549 
01550   /* adjust it a little to make it less profitable to sell and buy */
01551   Money cost = CalculateCompanyValue(c) >> 2;
01552   cost = -(cost - (cost >> 7));
01553 
01554   if (flags & DC_EXEC) {
01555     OwnerByte *b = c->share_owners;
01556     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01557     *b = COMPANY_SPECTATOR;
01558     SetWindowDirty(WC_COMPANY, p1);
01559   }
01560   return CommandCost(EXPENSES_OTHER, cost);
01561 }
01562 
01574 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01575 {
01576   Company *c = Company::GetIfValid(p1);
01577   if (c == NULL) return CMD_ERROR;
01578 
01579   /* Disable takeovers when not asked */
01580   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01581 
01582   /* Disable taking over the local company in single player */
01583   if (!_networking && _local_company == c->index) return CMD_ERROR;
01584 
01585   /* Do not allow companies to take over themselves */
01586   if ((CompanyID)p1 == _current_company) return CMD_ERROR;
01587 
01588   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01589   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01590 
01591   if (flags & DC_EXEC) {
01592     DoAcquireCompany(c);
01593   }
01594   return cost;
01595 }

Generated on Thu Feb 4 17:20:23 2010 for OpenTTD by  doxygen 1.5.6