economy.cpp

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00001 /* $Id: economy.cpp 23844 2012-01-22 22:21:21Z michi_cc $ */
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 "ai/ai.hpp"
00021 #include "aircraft.h"
00022 #include "newgrf_engine.h"
00023 #include "engine_base.h"
00024 #include "ground_vehicle.hpp"
00025 #include "newgrf_cargo.h"
00026 #include "newgrf_sound.h"
00027 #include "newgrf_industrytiles.h"
00028 #include "newgrf_station.h"
00029 #include "newgrf_airporttiles.h"
00030 #include "object.h"
00031 #include "strings_func.h"
00032 #include "date_func.h"
00033 #include "vehicle_func.h"
00034 #include "sound_func.h"
00035 #include "autoreplace_func.h"
00036 #include "company_gui.h"
00037 #include "signs_base.h"
00038 #include "subsidy_base.h"
00039 #include "subsidy_func.h"
00040 #include "station_base.h"
00041 #include "waypoint_base.h"
00042 #include "economy_base.h"
00043 #include "core/pool_func.hpp"
00044 #include "core/backup_type.hpp"
00045 #include "water.h"
00046 #include "game/game.hpp"
00047 
00048 #include "table/strings.h"
00049 #include "table/pricebase.h"
00050 
00051 
00052 /* Initialize the cargo payment-pool */
00053 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00054 INSTANTIATE_POOL_METHODS(CargoPayment)
00055 
00056 
00067 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00068 {
00069   return (int32)((int64)a * (int64)b >> shift);
00070 }
00071 
00072 typedef SmallVector<Industry *, 16> SmallIndustryList;
00073 
00077 const ScoreInfo _score_info[] = {
00078   {     120, 100}, // SCORE_VEHICLES
00079   {      80, 100}, // SCORE_STATIONS
00080   {   10000, 100}, // SCORE_MIN_PROFIT
00081   {   50000,  50}, // SCORE_MIN_INCOME
00082   {  100000, 100}, // SCORE_MAX_INCOME
00083   {   40000, 400}, // SCORE_DELIVERED
00084   {       8,  50}, // SCORE_CARGO
00085   {10000000,  50}, // SCORE_MONEY
00086   {  250000,  50}, // SCORE_LOAN
00087   {       0,   0}  // SCORE_TOTAL
00088 };
00089 
00090 int _score_part[MAX_COMPANIES][SCORE_END];
00091 Economy _economy;
00092 Prices _price;
00093 Money _additional_cash_required;
00094 static PriceMultipliers _price_base_multiplier;
00095 
00105 Money CalculateCompanyValue(const Company *c, bool including_loan)
00106 {
00107   Owner owner = c->index;
00108 
00109   Station *st;
00110   uint num = 0;
00111 
00112   FOR_ALL_STATIONS(st) {
00113     if (st->owner == owner) num += CountBits((byte)st->facilities);
00114   }
00115 
00116   Money value = num * _price[PR_STATION_VALUE] * 25;
00117 
00118   Vehicle *v;
00119   FOR_ALL_VEHICLES(v) {
00120     if (v->owner != owner) continue;
00121 
00122     if (v->type == VEH_TRAIN ||
00123         v->type == VEH_ROAD ||
00124         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00125         v->type == VEH_SHIP) {
00126       value += v->value * 3 >> 1;
00127     }
00128   }
00129 
00130   /* Add real money value */
00131   if (including_loan) value -= c->current_loan;
00132   value += c->money;
00133 
00134   return max(value, (Money)1);
00135 }
00136 
00145 int UpdateCompanyRatingAndValue(Company *c, bool update)
00146 {
00147   Owner owner = c->index;
00148   int score = 0;
00149 
00150   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00151 
00152   /* Count vehicles */
00153   {
00154     Vehicle *v;
00155     Money min_profit = 0;
00156     bool min_profit_first = true;
00157     uint num = 0;
00158 
00159     FOR_ALL_VEHICLES(v) {
00160       if (v->owner != owner) continue;
00161       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00162         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00163         if (v->age > 730) {
00164           /* Find the vehicle with the lowest amount of profit */
00165           if (min_profit_first || min_profit > v->profit_last_year) {
00166             min_profit = v->profit_last_year;
00167             min_profit_first = false;
00168           }
00169         }
00170       }
00171     }
00172 
00173     min_profit >>= 8; // remove the fract part
00174 
00175     _score_part[owner][SCORE_VEHICLES] = num;
00176     /* Don't allow negative min_profit to show */
00177     if (min_profit > 0) {
00178       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00179     }
00180   }
00181 
00182   /* Count stations */
00183   {
00184     uint num = 0;
00185     const Station *st;
00186 
00187     FOR_ALL_STATIONS(st) {
00188       /* Only count stations that are actually serviced */
00189       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00190     }
00191     _score_part[owner][SCORE_STATIONS] = num;
00192   }
00193 
00194   /* Generate statistics depending on recent income statistics */
00195   {
00196     int numec = min(c->num_valid_stat_ent, 12);
00197     if (numec != 0) {
00198       const CompanyEconomyEntry *cee = c->old_economy;
00199       Money min_income = cee->income + cee->expenses;
00200       Money max_income = cee->income + cee->expenses;
00201 
00202       do {
00203         min_income = min(min_income, cee->income + cee->expenses);
00204         max_income = max(max_income, cee->income + cee->expenses);
00205       } while (++cee, --numec);
00206 
00207       if (min_income > 0) {
00208         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00209       }
00210 
00211       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00212     }
00213   }
00214 
00215   /* Generate score depending on amount of transported cargo */
00216   {
00217     int numec = min(c->num_valid_stat_ent, 4);
00218     if (numec != 0) {
00219       const CompanyEconomyEntry *cee = c->old_economy;
00220       OverflowSafeInt64 total_delivered = 0;
00221       do {
00222         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
00223       } while (++cee, --numec);
00224 
00225       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
00226     }
00227   }
00228 
00229   /* Generate score for variety of cargo */
00230   {
00231     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
00232   }
00233 
00234   /* Generate score for company's money */
00235   {
00236     if (c->money > 0) {
00237       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00238     }
00239   }
00240 
00241   /* Generate score for loan */
00242   {
00243     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00244   }
00245 
00246   /* Now we calculate the score for each item.. */
00247   {
00248     int total_score = 0;
00249     int s;
00250     score = 0;
00251     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00252       /* Skip the total */
00253       if (i == SCORE_TOTAL) continue;
00254       /*  Check the score */
00255       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00256       score += s;
00257       total_score += _score_info[i].score;
00258     }
00259 
00260     _score_part[owner][SCORE_TOTAL] = score;
00261 
00262     /*  We always want the score scaled to SCORE_MAX (1000) */
00263     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00264   }
00265 
00266   if (update) {
00267     c->old_economy[0].performance_history = score;
00268     UpdateCompanyHQ(c->location_of_HQ, score);
00269     c->old_economy[0].company_value = CalculateCompanyValue(c);
00270   }
00271 
00272   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00273   return score;
00274 }
00275 
00281 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00282 {
00283   /* We need to set _current_company to old_owner before we try to move
00284    * the client. This is needed as it needs to know whether "you" really
00285    * are the current local company. */
00286   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00287 #ifdef ENABLE_NETWORK
00288   /* In all cases, make spectators of clients connected to that company */
00289   if (_networking) NetworkClientsToSpectators(old_owner);
00290 #endif /* ENABLE_NETWORK */
00291   if (old_owner == _local_company) {
00292     /* Single player cheated to AI company.
00293      * There are no specatators in single player, so we must pick some other company. */
00294     assert(!_networking);
00295     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00296     Company *c;
00297     FOR_ALL_COMPANIES(c) {
00298       if (c->index != old_owner) {
00299         SetLocalCompany(c->index);
00300         break;
00301       }
00302     }
00303     cur_company.Restore();
00304     assert(old_owner != _local_company);
00305   }
00306 
00307   Town *t;
00308 
00309   assert(old_owner != new_owner);
00310 
00311   {
00312     Company *c;
00313     uint i;
00314 
00315     /* See if the old_owner had shares in other companies */
00316     FOR_ALL_COMPANIES(c) {
00317       for (i = 0; i < 4; i++) {
00318         if (c->share_owners[i] == old_owner) {
00319           /* Sell his shares */
00320           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00321           /* Because we are in a DoCommand, we can't just execute another one and
00322            *  expect the money to be removed. We need to do it ourself! */
00323           SubtractMoneyFromCompany(res);
00324         }
00325       }
00326     }
00327 
00328     /* Sell all the shares that people have on this company */
00329     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00330     c = Company::Get(old_owner);
00331     for (i = 0; i < 4; i++) {
00332       cur_company2.Change(c->share_owners[i]);
00333       if (_current_company != INVALID_OWNER) {
00334         /* Sell the shares */
00335         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00336         /* Because we are in a DoCommand, we can't just execute another one and
00337          *  expect the money to be removed. We need to do it ourself! */
00338         SubtractMoneyFromCompany(res);
00339       }
00340     }
00341     cur_company2.Restore();
00342   }
00343 
00344   /* Temporarily increase the company's money, to be sure that
00345    * removing his/her property doesn't fail because of lack of money.
00346    * Not too drastically though, because it could overflow */
00347   if (new_owner == INVALID_OWNER) {
00348     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00349   }
00350 
00351   Subsidy *s;
00352   FOR_ALL_SUBSIDIES(s) {
00353     if (s->awarded == old_owner) {
00354       if (new_owner == INVALID_OWNER) {
00355         delete s;
00356       } else {
00357         s->awarded = new_owner;
00358       }
00359     }
00360   }
00361   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00362 
00363   /* Take care of rating in towns */
00364   FOR_ALL_TOWNS(t) {
00365     /* If a company takes over, give the ratings to that company. */
00366     if (new_owner != INVALID_OWNER) {
00367       if (HasBit(t->have_ratings, old_owner)) {
00368         if (HasBit(t->have_ratings, new_owner)) {
00369           /* use max of the two ratings. */
00370           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00371         } else {
00372           SetBit(t->have_ratings, new_owner);
00373           t->ratings[new_owner] = t->ratings[old_owner];
00374         }
00375       }
00376     }
00377 
00378     /* Reset the ratings for the old owner */
00379     t->ratings[old_owner] = RATING_INITIAL;
00380     ClrBit(t->have_ratings, old_owner);
00381   }
00382 
00383   {
00384     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           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00391           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00392         }
00393       }
00394     }
00395   }
00396 
00397   /* In all cases clear replace engine rules.
00398    * Even if it was copied, it could interfere with new owner's rules */
00399   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00400 
00401   if (new_owner == INVALID_OWNER) {
00402     RemoveAllGroupsForCompany(old_owner);
00403   } else {
00404     Group *g;
00405     FOR_ALL_GROUPS(g) {
00406       if (g->owner == old_owner) g->owner = new_owner;
00407     }
00408   }
00409 
00410   {
00411     FreeUnitIDGenerator unitidgen[] = {
00412       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00413       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00414     };
00415 
00416     Vehicle *v;
00417     FOR_ALL_VEHICLES(v) {
00418       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00419         assert(new_owner != INVALID_OWNER);
00420 
00421         v->owner = new_owner;
00422 
00423         /* Owner changes, clear cache */
00424         v->colourmap = PAL_NONE;
00425         v->InvalidateNewGRFCache();
00426 
00427         if (v->IsEngineCountable()) {
00428           GroupStatistics::CountEngine(v, 1);
00429         }
00430         if (v->IsPrimaryVehicle()) {
00431           GroupStatistics::CountVehicle(v, 1);
00432           v->unitnumber = unitidgen[v->type].NextID();
00433         }
00434 
00435         /* Invalidate the vehicle's cargo payment "owner cache". */
00436         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00437       }
00438     }
00439 
00440     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00441   }
00442 
00443   /*  Change ownership of tiles */
00444   {
00445     TileIndex tile = 0;
00446     do {
00447       ChangeTileOwner(tile, old_owner, new_owner);
00448     } while (++tile != MapSize());
00449 
00450     if (new_owner != INVALID_OWNER) {
00451       /* Update all signals because there can be new segment that was owned by two companies
00452        * and signals were not propagated
00453        * Similiar with crossings - it is needed to bar crossings that weren't before
00454        * because of different owner of crossing and approaching train */
00455       tile = 0;
00456 
00457       do {
00458         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00459           TrackBits tracks = GetTrackBits(tile);
00460           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00461             Track track = RemoveFirstTrack(&tracks);
00462             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00463           } while (tracks != TRACK_BIT_NONE);
00464         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00465           UpdateLevelCrossing(tile);
00466         }
00467       } while (++tile != MapSize());
00468     }
00469 
00470     /* update signals in buffer */
00471     UpdateSignalsInBuffer();
00472   }
00473 
00474   /* Add airport infrastructure count of the old company to the new one. */
00475   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00476 
00477   /* convert owner of stations (including deleted ones, but excluding buoys) */
00478   Station *st;
00479   FOR_ALL_STATIONS(st) {
00480     if (st->owner == old_owner) {
00481       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00482        * also, drawing station window would cause reading invalid company's colour */
00483       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00484     }
00485   }
00486 
00487   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00488   Waypoint *wp;
00489   FOR_ALL_WAYPOINTS(wp) {
00490     if (wp->owner == old_owner) {
00491       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00492     }
00493   }
00494 
00495   Sign *si;
00496   FOR_ALL_SIGNS(si) {
00497     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00498   }
00499 
00500   /* Change colour of existing windows */
00501   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00502 
00503   cur_company.Restore();
00504 
00505   MarkWholeScreenDirty();
00506 }
00507 
00512 static void CompanyCheckBankrupt(Company *c)
00513 {
00514   /*  If the company has money again, it does not go bankrupt */
00515   if (c->money >= 0) {
00516     c->quarters_of_bankruptcy = 0;
00517     c->bankrupt_asked = 0;
00518     return;
00519   }
00520 
00521   c->quarters_of_bankruptcy++;
00522 
00523   switch (c->quarters_of_bankruptcy) {
00524     case 0:
00525     case 1:
00526       break;
00527 
00528     case 2: {
00529       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00530       cni->FillData(c);
00531       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00532       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00533       SetDParamStr(2, cni->company_name);
00534       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00535       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00536       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00537       break;
00538     }
00539 
00540     case 3: {
00541       /* Check if the company has any value.. if not, declare it bankrupt
00542        *  right now */
00543       Money val = CalculateCompanyValue(c, false);
00544       if (val > 0) {
00545         c->bankrupt_value = val;
00546         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00547         c->bankrupt_timeout = 0;
00548         break;
00549       }
00550       /* FALL THROUGH to case 4... */
00551     }
00552     default:
00553     case 4:
00554       if (!_networking && _local_company == c->index) {
00555         /* If we are in offline mode, leave the company playing. Eg. there
00556          * is no THE-END, otherwise mark the client as spectator to make sure
00557          * he/she is no long in control of this company. However... when you
00558          * join another company (cheat) the "unowned" company can bankrupt. */
00559         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00560         break;
00561       }
00562 
00563       /* Actually remove the company, but not when we're a network client.
00564        * In case of network clients we will be getting a command from the
00565        * server. It is done in this way as we are called from the
00566        * StateGameLoop which can't change the current company, and thus
00567        * updating the local company triggers an assert later on. In the
00568        * case of a network game the command will be processed at a time
00569        * that changing the current company is okay. In case of single
00570        * player we are sure (the above check) that we are not the local
00571        * company and thus we won't be moved. */
00572       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00573       break;
00574   }
00575 }
00576 
00581 static void CompaniesGenStatistics()
00582 {
00583   Station *st;
00584 
00585   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00586   Company *c;
00587 
00588   if (!_settings_game.economy.infrastructure_maintenance) {
00589     FOR_ALL_STATIONS(st) {
00590       cur_company.Change(st->owner);
00591       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00592       SubtractMoneyFromCompany(cost);
00593     }
00594   } else {
00595     /* Improved monthly infrastructure costs. */
00596     FOR_ALL_COMPANIES(c) {
00597       cur_company.Change(c->index);
00598 
00599       CommandCost cost(EXPENSES_PROPERTY);
00600       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00601         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt]));
00602       }
00603       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00604       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00605         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00606       }
00607       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00608       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00609       cost.AddCost(AirportMaintenanceCost(c->index));
00610 
00611       SubtractMoneyFromCompany(cost);
00612     }
00613   }
00614   cur_company.Restore();
00615 
00616   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00617   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00618 
00619   FOR_ALL_COMPANIES(c) {
00620     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00621     c->old_economy[0] = c->cur_economy;
00622     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00623 
00624     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00625 
00626     UpdateCompanyRatingAndValue(c, true);
00627     if (c->block_preview != 0) c->block_preview--;
00628     CompanyCheckBankrupt(c);
00629   }
00630 
00631   SetWindowDirty(WC_INCOME_GRAPH, 0);
00632   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00633   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00634   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00635   SetWindowDirty(WC_COMPANY_VALUE, 0);
00636   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00637 }
00638 
00643 void AddInflation(bool check_year)
00644 {
00645   /* The cargo payment inflation differs from the normal inflation, so the
00646    * relative amount of money you make with a transport decreases slowly over
00647    * the 170 years. After a few hundred years we reach a level in which the
00648    * games will become unplayable as the maximum income will be less than
00649    * the minimum running cost.
00650    *
00651    * Furthermore there are a lot of inflation related overflows all over the
00652    * place. Solving them is hardly possible because inflation will always
00653    * reach the overflow threshold some day. So we'll just perform the
00654    * inflation mechanism during the first 170 years (the amount of years that
00655    * one had in the original TTD) and stop doing the inflation after that
00656    * because it only causes problems that can't be solved nicely and the
00657    * inflation doesn't add anything after that either; it even makes playing
00658    * it impossible due to the diverging cost and income rates.
00659    */
00660   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00661 
00662   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00663    * scaled by 65536
00664    * 12 -> months per year
00665    * This is only a good approxiamtion for small values
00666    */
00667   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00668   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00669 }
00670 
00674 void RecomputePrices()
00675 {
00676   /* Setup maximum loan */
00677   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00678 
00679   /* Setup price bases */
00680   for (Price i = PR_BEGIN; i < PR_END; i++) {
00681     Money price = _price_base_specs[i].start_price;
00682 
00683     /* Apply difficulty settings */
00684     uint mod = 1;
00685     switch (_price_base_specs[i].category) {
00686       case PCAT_RUNNING:
00687         mod = _settings_game.difficulty.vehicle_costs;
00688         break;
00689 
00690       case PCAT_CONSTRUCTION:
00691         mod = _settings_game.difficulty.construction_cost;
00692         break;
00693 
00694       default: break;
00695     }
00696     switch (mod) {
00697       case 0: price *= 6; break;
00698       case 1: price *= 8; break; // normalised to 1 below
00699       case 2: price *= 9; break;
00700       default: NOT_REACHED();
00701     }
00702 
00703     /* Apply inflation */
00704     price = (int64)price * _economy.inflation_prices;
00705 
00706     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00707     int shift = _price_base_multiplier[i] - 16 - 3;
00708     if (shift >= 0) {
00709       price <<= shift;
00710     } else {
00711       price >>= -shift;
00712     }
00713 
00714     /* Make sure the price does not get reduced to zero.
00715      * Zero breaks quite a few commands that use a zero
00716      * cost to see whether something got changed or not
00717      * and based on that cause an error. When the price
00718      * is zero that fails even when things are done. */
00719     if (price == 0) {
00720       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00721       /* No base price should be zero, but be sure. */
00722       assert(price != 0);
00723     }
00724     /* Store value */
00725     _price[i] = price;
00726   }
00727 
00728   /* Setup cargo payment */
00729   CargoSpec *cs;
00730   FOR_ALL_CARGOSPECS(cs) {
00731     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00732   }
00733 
00734   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00735   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00736   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00737   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00738   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00739 }
00740 
00742 static void CompaniesPayInterest()
00743 {
00744   const Company *c;
00745 
00746   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00747   FOR_ALL_COMPANIES(c) {
00748     cur_company.Change(c->index);
00749 
00750     /* Over a year the paid interest should be "loan * interest percentage",
00751      * but... as that number is likely not dividable by 12 (pay each month),
00752      * one needs to account for that in the monthly fee calculations.
00753      * To easily calculate what one should pay "this" month, you calculate
00754      * what (total) should have been paid up to this month and you subtract
00755      * whatever has been paid in the previous months. This will mean one month
00756      * it'll be a bit more and the other it'll be a bit less than the average
00757      * monthly fee, but on average it will be exact. */
00758     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00759     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00760     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00761 
00762     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00763 
00764     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00765   }
00766   cur_company.Restore();
00767 }
00768 
00769 static void HandleEconomyFluctuations()
00770 {
00771   if (_settings_game.difficulty.economy != 0) {
00772     /* When economy is Fluctuating, decrease counter */
00773     _economy.fluct--;
00774   } else if (EconomyIsInRecession()) {
00775     /* When it's Steady and we are in recession, end it now */
00776     _economy.fluct = -12;
00777   } else {
00778     /* No need to do anything else in other cases */
00779     return;
00780   }
00781 
00782   if (_economy.fluct == 0) {
00783     _economy.fluct = -(int)GB(Random(), 0, 2);
00784     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00785   } else if (_economy.fluct == -12) {
00786     _economy.fluct = GB(Random(), 0, 8) + 312;
00787     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00788   }
00789 }
00790 
00791 
00795 void ResetPriceBaseMultipliers()
00796 {
00797   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00798 }
00799 
00807 void SetPriceBaseMultiplier(Price price, int factor)
00808 {
00809   assert(price < PR_END);
00810   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00811 }
00812 
00817 void StartupIndustryDailyChanges(bool init_counter)
00818 {
00819   uint map_size = MapLogX() + MapLogY();
00820   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00821    * which stands for the days in a month.
00822    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00823    * would not be needed.
00824    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00825    * on the overall total number of changes performed */
00826   _economy.industry_daily_increment = (1 << map_size) / 31;
00827 
00828   if (init_counter) {
00829     /* A new game or a savegame from an older version will require the counter to be initialized */
00830     _economy.industry_daily_change_counter = 0;
00831   }
00832 }
00833 
00834 void StartupEconomy()
00835 {
00836   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00837   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00838   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00839   _economy.fluct = GB(Random(), 0, 8) + 168;
00840 
00841   /* Set up prices */
00842   RecomputePrices();
00843 
00844   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00845 
00846 }
00847 
00851 void InitializeEconomy()
00852 {
00853   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00854 }
00855 
00864 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00865 {
00866   if (index >= PR_END) return 0;
00867 
00868   Money cost = _price[index] * cost_factor;
00869   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00870 
00871   if (shift >= 0) {
00872     cost <<= shift;
00873   } else {
00874     cost >>= -shift;
00875   }
00876 
00877   return cost;
00878 }
00879 
00880 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00881 {
00882   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00883   if (!cs->IsValid()) {
00884     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00885     return 0;
00886   }
00887 
00888   /* Use callback to calculate cargo profit, if available */
00889   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00890     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00891     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00892     if (callback != CALLBACK_FAILED) {
00893       int result = GB(callback, 0, 14);
00894 
00895       /* Simulate a 15 bit signed value */
00896       if (HasBit(callback, 14)) result -= 0x4000;
00897 
00898       /* "The result should be a signed multiplier that gets multiplied
00899        * by the amount of cargo moved and the price factor, then gets
00900        * divided by 8192." */
00901       return result * num_pieces * cs->current_payment / 8192;
00902     }
00903   }
00904 
00905   static const int MIN_TIME_FACTOR = 31;
00906   static const int MAX_TIME_FACTOR = 255;
00907 
00908   const int days1 = cs->transit_days[0];
00909   const int days2 = cs->transit_days[1];
00910   const int days_over_days1 = max(   transit_days - days1, 0);
00911   const int days_over_days2 = max(days_over_days1 - days2, 0);
00912 
00913   /*
00914    * The time factor is calculated based on the time it took
00915    * (transit_days) compared two cargo-depending values. The
00916    * range is divided into three parts:
00917    *
00918    *  - constant for fast transits
00919    *  - linear decreasing with time with a slope of -1 for medium transports
00920    *  - linear decreasing with time with a slope of -2 for slow transports
00921    *
00922    */
00923   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00924 
00925   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00926 }
00927 
00929 static SmallIndustryList _cargo_delivery_destinations;
00930 
00940 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00941 {
00942   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00943    * This fails in three cases:
00944    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00945    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00946    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00947    */
00948 
00949   uint accepted = 0;
00950 
00951   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00952     Industry *ind = st->industries_near[i];
00953     if (ind->index == source) continue;
00954 
00955     uint cargo_index;
00956     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00957       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00958     }
00959     /* Check if matching cargo has been found */
00960     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00961 
00962     /* Check if industry temporarily refuses acceptance */
00963     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00964 
00965     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00966     _cargo_delivery_destinations.Include(ind);
00967 
00968     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00969     ind->incoming_cargo_waiting[cargo_index] += amount;
00970     num_pieces -= amount;
00971     accepted += amount;
00972   }
00973 
00974   return accepted;
00975 }
00976 
00990 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)
00991 {
00992   assert(num_pieces > 0);
00993 
00994   Station *st = Station::Get(dest);
00995 
00996   /* Give the goods to the industry. */
00997   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00998 
00999   /* If this cargo type is always accepted, accept all */
01000   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01001 
01002   /* Update station statistics */
01003   if (accepted > 0) {
01004     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01005     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01006     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01007   }
01008 
01009   /* Update company statistics */
01010   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01011 
01012   /* Increase town's counter for town effects */
01013   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01014   st->town->received[cs->town_effect].new_act += accepted;
01015 
01016   /* Determine profit */
01017   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01018 
01019   /* Modify profit if a subsidy is in effect */
01020   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01021     switch (_settings_game.difficulty.subsidy_multiplier) {
01022       case 0:  profit += profit >> 1; break;
01023       case 1:  profit *= 2; break;
01024       case 2:  profit *= 3; break;
01025       default: profit *= 4; break;
01026     }
01027   }
01028 
01029   return profit;
01030 }
01031 
01037 static void TriggerIndustryProduction(Industry *i)
01038 {
01039   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01040   uint16 callback = indspec->callback_mask;
01041 
01042   i->was_cargo_delivered = true;
01043   i->last_cargo_accepted_at = _date;
01044 
01045   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01046     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01047       IndustryProductionCallback(i, 0);
01048     } else {
01049       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01050     }
01051   } else {
01052     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01053       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01054       if (cargo_waiting == 0) continue;
01055 
01056       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01057       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01058 
01059       i->incoming_cargo_waiting[cargo_index] = 0;
01060     }
01061   }
01062 
01063   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01064   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01065 }
01066 
01071 CargoPayment::CargoPayment(Vehicle *front) :
01072   front(front),
01073   current_station(front->last_station_visited)
01074 {
01075 }
01076 
01077 CargoPayment::~CargoPayment()
01078 {
01079   if (this->CleaningPool()) return;
01080 
01081   this->front->cargo_payment = NULL;
01082 
01083   if (this->visual_profit == 0) return;
01084 
01085   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01086 
01087   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01088   this->front->profit_this_year += this->visual_profit << 8;
01089 
01090   if (this->route_profit != 0) {
01091     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01092       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01093     }
01094 
01095     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01096   } else {
01097     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01098   }
01099 
01100   cur_company.Restore();
01101 }
01102 
01108 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01109 {
01110   if (this->owner == NULL) {
01111     this->owner = Company::Get(this->front->owner);
01112   }
01113 
01114   /* Handle end of route payment */
01115   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01116   this->route_profit += profit;
01117 
01118   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01119   this->visual_profit += profit - cp->FeederShare();
01120 }
01121 
01128 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01129 {
01130   Money profit = GetTransportedGoodsIncome(
01131       count,
01132       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01133       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01134       cp->DaysInTransit(),
01135       this->ct);
01136 
01137   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01138 
01139   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01140   return profit; // account for the (virtual) profit already made for the cargo packet
01141 }
01142 
01147 void PrepareUnload(Vehicle *front_v)
01148 {
01149   /* At this moment loading cannot be finished */
01150   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01151 
01152   /* Start unloading in at the first possible moment */
01153   front_v->load_unload_ticks = 1;
01154 
01155   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01156     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01157       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01158         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01159       }
01160     }
01161   }
01162 
01163   assert(front_v->cargo_payment == NULL);
01164   /* One CargoPayment per vehicle and the vehicle limit equals the
01165    * limit in number of CargoPayments. Can't go wrong. */
01166   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01167   assert(CargoPayment::CanAllocateItem());
01168   front_v->cargo_payment = new CargoPayment(front_v);
01169 }
01170 
01176 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01177 {
01178   v = v->GetFirstEnginePart();
01179 
01180   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01181     if (v->cargo.Count() != 0) return false;
01182   }
01183 
01184   return true;
01185 }
01186 
01195 static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
01196 {
01197   assert(front->current_order.IsType(OT_LOADING));
01198 
01199   /* We have not waited enough time till the next round of loading/unloading */
01200   if (front->load_unload_ticks != 0) {
01201     if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01202       /* 'Reserve' this cargo for this vehicle, because we were first. */
01203       for (Vehicle *v = front; v != NULL; v = v->Next()) {
01204         int cap_left = v->cargo_cap - v->cargo.Count();
01205         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01206       }
01207     }
01208     return;
01209   }
01210 
01211   StationID last_visited = front->last_station_visited;
01212   Station *st = Station::Get(last_visited);
01213 
01214   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01215     /* The train reversed in the station. Take the "easy" way
01216      * out and let the train just leave as it always did. */
01217     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01218     front->load_unload_ticks = 1;
01219     return;
01220   }
01221 
01222   int unloading_time = 0;
01223   bool dirty_vehicle = false;
01224   bool dirty_station = false;
01225 
01226   bool completely_emptied = true;
01227   bool anything_unloaded = false;
01228   bool anything_loaded   = false;
01229   uint32 full_load_amount = 0;
01230   uint32 cargo_not_full  = 0;
01231   uint32 cargo_full      = 0;
01232 
01233   front->cur_speed = 0;
01234 
01235   CargoPayment *payment = front->cargo_payment;
01236 
01237   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01238   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01239     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01240     if (v->cargo_cap == 0) continue;
01241     artic_part++;
01242 
01243     const Engine *e = v->GetEngine();
01244     byte load_amount = e->info.load_amount;
01245 
01246     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01247     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01248 
01249     if (_settings_game.order.gradual_loading) {
01250       uint16 cb_load_amount = CALLBACK_FAILED;
01251       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01252         /* Use callback 36 */
01253         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01254       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01255         /* Use callback 12 */
01256         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01257       }
01258       if (cb_load_amount != CALLBACK_FAILED) {
01259         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01260         if (cb_load_amount >= 0x100) {
01261           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01262         } else if (cb_load_amount != 0) {
01263           load_amount = cb_load_amount;
01264         }
01265       }
01266     }
01267 
01268     GoodsEntry *ge = &st->goods[v->cargo_type];
01269 
01270     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01271       uint cargo_count = v->cargo.Count();
01272       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01273       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01274       bool accepted  = false; // Is the cargo accepted by the station?
01275 
01276       payment->SetCargo(v->cargo_type);
01277 
01278       if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01279         /* The cargo has reached its final destination, the packets may now be destroyed */
01280         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01281 
01282         dirty_vehicle = true;
01283         accepted = true;
01284       }
01285 
01286       /* The !accepted || v->cargo.Count == cargo_count clause is there
01287        * to make it possible to force unload vehicles at the station where
01288        * they were loaded, but to not force unload the vehicle when the
01289        * station is still accepting the cargo in the vehicle. It doesn't
01290        * accept cargo that was loaded at the same station. */
01291       if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01292         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01293         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01294           InvalidateWindowData(WC_STATION_LIST, last_visited);
01295           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01296         }
01297 
01298         dirty_vehicle = dirty_station = true;
01299       } else if (!accepted) {
01300         /* The order changed while unloading (unset unload/transfer) or the
01301          * station does not accept our goods. */
01302         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01303 
01304         /* Say we loaded something, otherwise we'll think we didn't unload
01305          * something and we didn't load something, so we must be finished
01306          * at this station. Setting the unloaded means that we will get a
01307          * retry for loading in the next cycle. */
01308         anything_unloaded = true;
01309         continue;
01310       }
01311 
01312       /* Deliver goods to the station */
01313       st->time_since_unload = 0;
01314 
01315       unloading_time += amount_unloaded;
01316 
01317       anything_unloaded = true;
01318       if (_settings_game.order.gradual_loading && remaining) {
01319         completely_emptied = false;
01320       } else {
01321         /* We have finished unloading (cargo count == 0) */
01322         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01323       }
01324 
01325       continue;
01326     }
01327 
01328     /* Do not pick up goods when we have no-load set or loading is stopped. */
01329     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01330 
01331     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01332     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01333         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01334       Vehicle *v_start = v->GetFirstEnginePart();
01335       CargoID new_cid = front->current_order.GetRefitCargo();
01336       byte new_subtype = front->current_order.GetRefitSubtype();
01337 
01338       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01339 
01340       /* Check if all articulated parts are empty and collect refit mask. */
01341       uint32 refit_mask = e->info.refit_mask;
01342       Vehicle *w = v_start;
01343       while (w->HasArticulatedPart()) {
01344         w = w->GetNextArticulatedPart();
01345         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01346         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01347       }
01348 
01349       if (new_cid == CT_AUTO_REFIT) {
01350         /* Get refittable cargo type with the most waiting cargo. */
01351         int amount = 0;
01352         CargoID cid;
01353         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01354           if (cargo_left[cid] > amount) {
01355             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01356              * the returned refit capacity will be greater than zero. */
01357             new_subtype = GetBestFittingSubType(v, v, cid);
01358             DoCommand(v_start->tile, v_start->index, cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
01359             if (_returned_refit_capacity > 0) {
01360               amount = cargo_left[cid];
01361               new_cid = cid;
01362             }
01363           }
01364         }
01365       }
01366 
01367       /* Refit if given a valid cargo. */
01368       if (new_cid < NUM_CARGO) {
01369         CommandCost cost = DoCommand(v_start->tile, v_start->index, new_cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
01370         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01371         ge = &st->goods[v->cargo_type];
01372       }
01373 
01374       cur_company.Restore();
01375     }
01376 
01377     /* update stats */
01378     int t;
01379     switch (front->type) {
01380       case VEH_TRAIN: /* FALL THROUGH */
01381       case VEH_SHIP:
01382         t = front->vcache.cached_max_speed;
01383         break;
01384 
01385       case VEH_ROAD:
01386         t = front->vcache.cached_max_speed / 2;
01387         break;
01388 
01389       case VEH_AIRCRAFT:
01390         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01391         break;
01392 
01393       default: NOT_REACHED();
01394     }
01395 
01396     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01397     ge->last_speed = min(t, 255);
01398     ge->last_age = _cur_year - front->build_year;
01399     ge->days_since_pickup = 0;
01400 
01401     /* If there's goods waiting at the station, and the vehicle
01402      * has capacity for it, load it on the vehicle. */
01403     int cap_left = v->cargo_cap - v->cargo.Count();
01404     if (!ge->cargo.Empty() && cap_left > 0) {
01405       uint cap = cap_left;
01406       uint count = ge->cargo.Count();
01407 
01408       /* Skip loading this vehicle if another train/vehicle is already handling
01409        * the same cargo type at this station */
01410       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01411         SetBit(cargo_not_full, v->cargo_type);
01412         continue;
01413       }
01414 
01415       if (cap > count) cap = count;
01416       if (_settings_game.order.gradual_loading) {
01417         cap = min(cap, load_amount);
01418         cap_left = min(cap_left, load_amount);
01419       }
01420       if (_settings_game.order.improved_load) {
01421         /* Don't load stuff that is already 'reserved' for other vehicles */
01422         cap = min((uint)cargo_left[v->cargo_type], cap);
01423         count = cargo_left[v->cargo_type];
01424         cargo_left[v->cargo_type] -= cap;
01425       }
01426 
01427       /* Store whether the maximum possible load amount was loaded or not.*/
01428       if (count >= (uint)cap_left) {
01429         SetBit(full_load_amount, v->cargo_type);
01430       } else {
01431         ClrBit(full_load_amount, v->cargo_type);
01432       }
01433 
01434       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01435 
01436       /* TODO: Regarding this, when we do gradual loading, we
01437        * should first unload all vehicles and then start
01438        * loading them. Since this will cause
01439        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01440        * the whole vehicle chain is really totally empty, the
01441        * completely_emptied assignment can then be safely
01442        * removed; that's how TTDPatch behaves too. --pasky */
01443       completely_emptied = false;
01444       anything_loaded = true;
01445 
01446       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01447 
01448       st->time_since_load = 0;
01449       st->last_vehicle_type = v->type;
01450 
01451       if (ge->cargo.Empty()) {
01452         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01453         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01454       }
01455 
01456       unloading_time += cap;
01457 
01458       dirty_vehicle = dirty_station = true;
01459     }
01460 
01461     if (v->cargo.Count() >= v->cargo_cap) {
01462       SetBit(cargo_full, v->cargo_type);
01463     } else {
01464       SetBit(cargo_not_full, v->cargo_type);
01465     }
01466   }
01467 
01468   if (anything_loaded || anything_unloaded) {
01469     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01470   }
01471 
01472   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01473   completely_emptied &= anything_unloaded;
01474 
01475   /* We update these variables here, so gradual loading still fills
01476    * all wagons at the same time instead of using the same 'improved'
01477    * loading algorithm for the wagons (only fill wagon when there is
01478    * enough to fill the previous wagons) */
01479   if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01480     /* Update left cargo */
01481     for (Vehicle *v = front; v != NULL; v = v->Next()) {
01482       int cap_left = v->cargo_cap - v->cargo.Count();
01483       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01484     }
01485   }
01486 
01487   if (!anything_unloaded) delete payment;
01488 
01489   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01490   if (anything_loaded || anything_unloaded) {
01491     if (_settings_game.order.gradual_loading) {
01492       /* The time it takes to load one 'slice' of cargo or passengers depends
01493        * on the vehicle type - the values here are those found in TTDPatch */
01494       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01495 
01496       unloading_time = gradual_loading_wait_time[front->type];
01497     }
01498     /* We loaded less cargo than possible for all cargo types and it's not full
01499      * load and we're not supposed to wait any longer: stop loading. */
01500     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01501         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01502       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01503     }
01504   } else {
01505     bool finished_loading = true;
01506     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01507       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01508         /* if the aircraft carries passengers and is NOT full, then
01509          * continue loading, no matter how much mail is in */
01510         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
01511             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01512           finished_loading = false;
01513         }
01514       } else if (cargo_not_full != 0) {
01515         finished_loading = false;
01516       }
01517     }
01518     unloading_time = 20;
01519 
01520     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01521   }
01522 
01523   if (front->type == VEH_TRAIN) {
01524     /* Each platform tile is worth 2 rail vehicles. */
01525     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01526     if (overhang > 0) {
01527       unloading_time <<= 1;
01528       unloading_time += (overhang * unloading_time) / 8;
01529     }
01530   }
01531 
01532   /* Calculate the loading indicator fill percent and display
01533    * In the Game Menu do not display indicators
01534    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01535    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01536    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01537    */
01538   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01539     StringID percent_up_down = STR_NULL;
01540     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01541     if (front->fill_percent_te_id == INVALID_TE_ID) {
01542       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01543     } else {
01544       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01545     }
01546   }
01547 
01548   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01549   front->load_unload_ticks = max(1, unloading_time);
01550 
01551   if (completely_emptied) {
01552     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01553   }
01554 
01555   if (dirty_vehicle) {
01556     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01557     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01558     front->MarkDirty();
01559   }
01560   if (dirty_station) {
01561     st->MarkTilesDirty(true);
01562     SetWindowDirty(WC_STATION_VIEW, last_visited);
01563   }
01564 }
01565 
01571 void LoadUnloadStation(Station *st)
01572 {
01573   /* No vehicle is here... */
01574   if (st->loading_vehicles.empty()) return;
01575 
01576   Vehicle *last_loading = NULL;
01577   std::list<Vehicle *>::iterator iter;
01578 
01579   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01580   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01581     Vehicle *v = *iter;
01582 
01583     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01584 
01585     assert(v->load_unload_ticks != 0);
01586     if (--v->load_unload_ticks == 0) last_loading = v;
01587   }
01588 
01589   /* We only need to reserve and load/unload up to the last loading vehicle.
01590    * Anything else will be forgotten anyway after returning from this function.
01591    *
01592    * Especially this means we do _not_ need to reserve cargo for a single
01593    * consist in a station which is not allowed to load yet because its
01594    * load_unload_ticks is still not 0.
01595    */
01596   if (last_loading == NULL) return;
01597 
01598   int cargo_left[NUM_CARGO];
01599 
01600   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01601 
01602   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01603     Vehicle *v = *iter;
01604     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01605     if (v == last_loading) break;
01606   }
01607 
01608   /* Call the production machinery of industries */
01609   const Industry * const *isend = _cargo_delivery_destinations.End();
01610   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01611     TriggerIndustryProduction(*iid);
01612   }
01613   _cargo_delivery_destinations.Clear();
01614 }
01615 
01619 void CompaniesMonthlyLoop()
01620 {
01621   CompaniesGenStatistics();
01622   if (_settings_game.economy.inflation) {
01623     AddInflation();
01624     RecomputePrices();
01625   }
01626   CompaniesPayInterest();
01627   HandleEconomyFluctuations();
01628 }
01629 
01630 static void DoAcquireCompany(Company *c)
01631 {
01632   CompanyID ci = c->index;
01633 
01634   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01635   cni->FillData(c, Company::Get(_current_company));
01636 
01637   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01638   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01639   SetDParamStr(2, cni->company_name);
01640   SetDParamStr(3, cni->other_company_name);
01641   SetDParam(4, c->bankrupt_value);
01642   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01643   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01644   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01645 
01646   ChangeOwnershipOfCompanyItems(ci, _current_company);
01647 
01648   if (c->bankrupt_value == 0) {
01649     Company *owner = Company::Get(_current_company);
01650     owner->current_loan += c->current_loan;
01651   }
01652 
01653   if (c->is_ai) AI::Stop(c->index);
01654 
01655   DeleteCompanyWindows(ci);
01656   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01657   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01658   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01659   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01660 
01661   delete c;
01662 }
01663 
01664 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01665 
01675 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01676 {
01677   CommandCost cost(EXPENSES_OTHER);
01678   CompanyID target_company = (CompanyID)p1;
01679   Company *c = Company::GetIfValid(target_company);
01680 
01681   /* Check if buying shares is allowed (protection against modified clients)
01682    * Cannot buy own shares */
01683   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01684 
01685   /* Protect new companies from hostile takeovers */
01686   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01687 
01688   /* Those lines are here for network-protection (clients can be slow) */
01689   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01690 
01691   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01692     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01693 
01694     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01695   }
01696 
01697 
01698   cost.AddCost(CalculateCompanyValue(c) >> 2);
01699   if (flags & DC_EXEC) {
01700     OwnerByte *b = c->share_owners;
01701 
01702     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01703     *b = _current_company;
01704 
01705     for (int i = 0; c->share_owners[i] == _current_company;) {
01706       if (++i == 4) {
01707         c->bankrupt_value = 0;
01708         DoAcquireCompany(c);
01709         break;
01710       }
01711     }
01712     SetWindowDirty(WC_COMPANY, target_company);
01713     CompanyAdminUpdate(c);
01714   }
01715   return cost;
01716 }
01717 
01727 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01728 {
01729   CompanyID target_company = (CompanyID)p1;
01730   Company *c = Company::GetIfValid(target_company);
01731 
01732   /* Cannot sell own shares */
01733   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01734 
01735   /* Check if selling shares is allowed (protection against modified clients).
01736    * However, we must sell shares of companies being closed down. */
01737   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01738 
01739   /* Those lines are here for network-protection (clients can be slow) */
01740   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01741 
01742   /* adjust it a little to make it less profitable to sell and buy */
01743   Money cost = CalculateCompanyValue(c) >> 2;
01744   cost = -(cost - (cost >> 7));
01745 
01746   if (flags & DC_EXEC) {
01747     OwnerByte *b = c->share_owners;
01748     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01749     *b = COMPANY_SPECTATOR;
01750     SetWindowDirty(WC_COMPANY, target_company);
01751     CompanyAdminUpdate(c);
01752   }
01753   return CommandCost(EXPENSES_OTHER, cost);
01754 }
01755 
01768 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01769 {
01770   CompanyID target_company = (CompanyID)p1;
01771   Company *c = Company::GetIfValid(target_company);
01772   if (c == NULL) return CMD_ERROR;
01773 
01774   /* Disable takeovers when not asked */
01775   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01776 
01777   /* Disable taking over the local company in single player */
01778   if (!_networking && _local_company == c->index) return CMD_ERROR;
01779 
01780   /* Do not allow companies to take over themselves */
01781   if (target_company == _current_company) return CMD_ERROR;
01782 
01783   /* Disable taking over when not allowed. */
01784   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01785 
01786   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01787   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01788 
01789   if (flags & DC_EXEC) {
01790     DoAcquireCompany(c);
01791   }
01792   return cost;
01793 }