/* $Id$ */ /* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file economy.cpp Handling of the economy. */ #include "stdafx.h" #include "company_func.h" #include "command_func.h" #include "industry.h" #include "town.h" #include "news_func.h" #include "network/network.h" #include "network/network_func.h" #include "vehicle_gui.h" #include "ai/ai.hpp" #include "aircraft.h" #include "newgrf_engine.h" #include "engine_base.h" #include "ground_vehicle.hpp" #include "newgrf_cargo.h" #include "newgrf_sound.h" #include "newgrf_industrytiles.h" #include "newgrf_station.h" #include "newgrf_airporttiles.h" #include "object.h" #include "group.h" #include "strings_func.h" #include "window_func.h" #include "date_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "autoreplace_func.h" #include "company_gui.h" #include "signs_base.h" #include "subsidy_base.h" #include "subsidy_func.h" #include "station_base.h" #include "waypoint_base.h" #include "economy_base.h" #include "core/pool_func.hpp" #include "newgrf.h" #include "core/backup_type.hpp" #include "table/strings.h" #include "table/pricebase.h" /* Initialize the cargo payment-pool */ CargoPaymentPool _cargo_payment_pool("CargoPayment"); INSTANTIATE_POOL_METHODS(CargoPayment) /** * Multiply two integer values and shift the results to right. * * This function multiplies two integer values. The result is * shifted by the amount of shift to right. * * @param a The first integer * @param b The second integer * @param shift The amount to shift the value to right. * @return The shifted result */ static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift) { return (int32)((int64)a * (int64)b >> shift); } typedef SmallVector SmallIndustryList; /** * Score info, values used for computing the detailed performance rating. */ const ScoreInfo _score_info[] = { { 120, 100}, // SCORE_VEHICLES { 80, 100}, // SCORE_STATIONS { 10000, 100}, // SCORE_MIN_PROFIT { 50000, 50}, // SCORE_MIN_INCOME { 100000, 100}, // SCORE_MAX_INCOME { 40000, 400}, // SCORE_DELIVERED { 8, 50}, // SCORE_CARGO {10000000, 50}, // SCORE_MONEY { 250000, 50}, // SCORE_LOAN { 0, 0} // SCORE_TOTAL }; int _score_part[MAX_COMPANIES][SCORE_END]; Economy _economy; Prices _price; Money _additional_cash_required; static PriceMultipliers _price_base_multiplier; /** * Calculate the value of the company. That is the value of all * assets (vehicles, stations, etc) and money minus the loan, * except when including_loan is \c false which is useful when * we want to calculate the value for bankruptcy. * @param c the company to get the value of. * @param including_loan include the loan in the company value. * @return the value of the company. */ Money CalculateCompanyValue(const Company *c, bool including_loan) { Owner owner = c->index; Station *st; uint num = 0; FOR_ALL_STATIONS(st) { if (st->owner == owner) num += CountBits((byte)st->facilities); } Money value = num * _price[PR_STATION_VALUE] * 25; Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->owner != owner) continue; if (v->type == VEH_TRAIN || v->type == VEH_ROAD || (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) || v->type == VEH_SHIP) { value += v->value * 3 >> 1; } } /* Add real money value */ if (including_loan) value -= c->current_loan; value += c->money; return max(value, (Money)1); } /** * if update is set to true, the economy is updated with this score * (also the house is updated, should only be true in the on-tick event) * @param update the economy with calculated score * @param c company been evaluated * @return actual score of this company * */ int UpdateCompanyRatingAndValue(Company *c, bool update) { Owner owner = c->index; int score = 0; memset(_score_part[owner], 0, sizeof(_score_part[owner])); /* Count vehicles */ { Vehicle *v; Money min_profit = 0; bool min_profit_first = true; uint num = 0; FOR_ALL_VEHICLES(v) { if (v->owner != owner) continue; if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) { if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles if (v->age > 730) { /* Find the vehicle with the lowest amount of profit */ if (min_profit_first || min_profit > v->profit_last_year) { min_profit = v->profit_last_year; min_profit_first = false; } } } } min_profit >>= 8; // remove the fract part _score_part[owner][SCORE_VEHICLES] = num; /* Don't allow negative min_profit to show */ if (min_profit > 0) { _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit); } } /* Count stations */ { uint num = 0; const Station *st; FOR_ALL_STATIONS(st) { /* Only count stations that are actually serviced */ if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities); } _score_part[owner][SCORE_STATIONS] = num; } /* Generate statistics depending on recent income statistics */ { int numec = min(c->num_valid_stat_ent, 12); if (numec != 0) { const CompanyEconomyEntry *cee = c->old_economy; Money min_income = cee->income + cee->expenses; Money max_income = cee->income + cee->expenses; do { min_income = min(min_income, cee->income + cee->expenses); max_income = max(max_income, cee->income + cee->expenses); } while (++cee, --numec); if (min_income > 0) { _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income); } _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income); } } /* Generate score depending on amount of transported cargo */ { const CompanyEconomyEntry *cee; int numec; uint32 total_delivered; numec = min(c->num_valid_stat_ent, 4); if (numec != 0) { cee = c->old_economy; total_delivered = 0; do { total_delivered += cee->delivered_cargo; } while (++cee, --numec); _score_part[owner][SCORE_DELIVERED] = total_delivered; } } /* Generate score for variety of cargo */ { uint num = CountBits(c->cargo_types); _score_part[owner][SCORE_CARGO] = num; if (update) c->cargo_types = 0; } /* Generate score for company's money */ { if (c->money > 0) { _score_part[owner][SCORE_MONEY] = ClampToI32(c->money); } } /* Generate score for loan */ { _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan); } /* Now we calculate the score for each item.. */ { int total_score = 0; int s; score = 0; for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) { /* Skip the total */ if (i == SCORE_TOTAL) continue; /* Check the score */ s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed; score += s; total_score += _score_info[i].score; } _score_part[owner][SCORE_TOTAL] = score; /* We always want the score scaled to SCORE_MAX (1000) */ if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score; } if (update) { c->old_economy[0].performance_history = score; UpdateCompanyHQ(c->location_of_HQ, score); c->old_economy[0].company_value = CalculateCompanyValue(c); } SetWindowDirty(WC_PERFORMANCE_DETAIL, 0); return score; } /** * Change the ownership of all the items of a company. * @param old_owner The company that gets removed. * @param new_owner The company to merge to, or INVALID_OWNER to remove the company. */ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner) { /* We need to set _current_company to old_owner before we try to move * the client. This is needed as it needs to know whether "you" really * are the current local company. */ Backup cur_company(_current_company, old_owner, FILE_LINE); #ifdef ENABLE_NETWORK /* In all cases, make spectators of clients connected to that company */ if (_networking) NetworkClientsToSpectators(old_owner); #endif /* ENABLE_NETWORK */ if (old_owner == _local_company) { /* Single player cheated to AI company. * There are no specatators in single player, so we must pick some other company. */ assert(!_networking); Backup cur_company(_current_company, FILE_LINE); Company *c; FOR_ALL_COMPANIES(c) { if (c->index != old_owner) { SetLocalCompany(c->index); break; } } cur_company.Restore(); assert(old_owner != _local_company); } Town *t; assert(old_owner != new_owner); { Company *c; uint i; /* See if the old_owner had shares in other companies */ FOR_ALL_COMPANIES(c) { for (i = 0; i < 4; i++) { if (c->share_owners[i] == old_owner) { /* Sell his shares */ CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY); /* Because we are in a DoCommand, we can't just execute another one and * expect the money to be removed. We need to do it ourself! */ SubtractMoneyFromCompany(res); } } } /* Sell all the shares that people have on this company */ Backup cur_company2(_current_company, FILE_LINE); c = Company::Get(old_owner); for (i = 0; i < 4; i++) { cur_company2.Change(c->share_owners[i]); if (_current_company != INVALID_OWNER) { /* Sell the shares */ CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY); /* Because we are in a DoCommand, we can't just execute another one and * expect the money to be removed. We need to do it ourself! */ SubtractMoneyFromCompany(res); } } cur_company2.Restore(); } /* Temporarily increase the company's money, to be sure that * removing his/her property doesn't fail because of lack of money. * Not too drastically though, because it could overflow */ if (new_owner == INVALID_OWNER) { Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p } Subsidy *s; FOR_ALL_SUBSIDIES(s) { if (s->awarded == old_owner) { if (new_owner == INVALID_OWNER) { delete s; } else { s->awarded = new_owner; } } } if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache(); /* Take care of rating in towns */ FOR_ALL_TOWNS(t) { /* If a company takes over, give the ratings to that company. */ if (new_owner != INVALID_OWNER) { if (HasBit(t->have_ratings, old_owner)) { if (HasBit(t->have_ratings, new_owner)) { /* use max of the two ratings. */ t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]); } else { SetBit(t->have_ratings, new_owner); t->ratings[new_owner] = t->ratings[old_owner]; } } } /* Reset the ratings for the old owner */ t->ratings[old_owner] = RATING_INITIAL; ClrBit(t->have_ratings, old_owner); } { Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) { if (new_owner == INVALID_OWNER) { if (v->Previous() == NULL) delete v; } else { if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1); if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1); } } } } /* In all cases clear replace engine rules. * Even if it was copied, it could interfere with new owner's rules */ RemoveAllEngineReplacementForCompany(Company::Get(old_owner)); if (new_owner == INVALID_OWNER) { RemoveAllGroupsForCompany(old_owner); } else { Group *g; FOR_ALL_GROUPS(g) { if (g->owner == old_owner) g->owner = new_owner; } } { FreeUnitIDGenerator unitidgen[] = { FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD, new_owner), FreeUnitIDGenerator(VEH_SHIP, new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner) }; Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) { assert(new_owner != INVALID_OWNER); v->owner = new_owner; v->colourmap = PAL_NONE; if (v->IsEngineCountable()) { GroupStatistics::CountEngine(v, 1); } if (v->IsPrimaryVehicle()) { GroupStatistics::CountVehicle(v, 1); v->unitnumber = unitidgen[v->type].NextID(); } /* Invalidate the vehicle's cargo payment "owner cache". */ if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL; } } if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner); } /* Change ownership of tiles */ { TileIndex tile = 0; do { ChangeTileOwner(tile, old_owner, new_owner); } while (++tile != MapSize()); if (new_owner != INVALID_OWNER) { /* Update all signals because there can be new segment that was owned by two companies * and signals were not propagated * Similiar with crossings - it is needed to bar crossings that weren't before * because of different owner of crossing and approaching train */ tile = 0; do { if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) { TrackBits tracks = GetTrackBits(tile); do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT Track track = RemoveFirstTrack(&tracks); if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner); } while (tracks != TRACK_BIT_NONE); } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) { UpdateLevelCrossing(tile); } } while (++tile != MapSize()); } /* update signals in buffer */ UpdateSignalsInBuffer(); } /* convert owner of stations (including deleted ones, but excluding buoys) */ Station *st; FOR_ALL_STATIONS(st) { if (st->owner == old_owner) { /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately * also, drawing station window would cause reading invalid company's colour */ st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner; } } /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */ Waypoint *wp; FOR_ALL_WAYPOINTS(wp) { if (wp->owner == old_owner) { wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner; } } Sign *si; FOR_ALL_SIGNS(si) { if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner; } /* Change colour of existing windows */ if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner); cur_company.Restore(); MarkWholeScreenDirty(); } /** * Check for bankruptcy of a company. Called every three months. * @param c Company to check. */ static void CompanyCheckBankrupt(Company *c) { /* If the company has money again, it does not go bankrupt */ if (c->money >= 0) { c->quarters_of_bankruptcy = 0; c->bankrupt_asked = 0; return; } c->quarters_of_bankruptcy++; switch (c->quarters_of_bankruptcy) { case 0: case 1: break; case 2: { CompanyNewsInformation *cni = MallocT(1); cni->FillData(c); SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE); SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION); SetDParamStr(2, cni->company_name); AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni); AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index)); break; } case 3: { /* Check if the company has any value.. if not, declare it bankrupt * right now */ Money val = CalculateCompanyValue(c, false); if (val > 0) { c->bankrupt_value = val; c->bankrupt_asked = 1 << c->index; // Don't ask the owner c->bankrupt_timeout = 0; break; } /* FALL THROUGH to case 4... */ } default: case 4: if (!_networking && _local_company == c->index) { /* If we are in offline mode, leave the company playing. Eg. there * is no THE-END, otherwise mark the client as spectator to make sure * he/she is no long in control of this company. However... when you * join another company (cheat) the "unowned" company can bankrupt. */ c->bankrupt_asked = MAX_UVALUE(CompanyMask); break; } /* Actually remove the company, but not when we're a network client. * In case of network clients we will be getting a command from the * server. It is done in this way as we are called from the * StateGameLoop which can't change the current company, and thus * updating the local company triggers an assert later on. In the * case of a network game the command will be processed at a time * that changing the current company is okay. In case of single * player we are sure (the above check) that we are not the local * company and thus we won't be moved. */ if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL); break; } } /** * Update the finances of all companies. * Pay for the stations, update the history graph, update ratings and company values, and deal with bankruptcy. */ static void CompaniesGenStatistics() { Station *st; Backup cur_company(_current_company, FILE_LINE); FOR_ALL_STATIONS(st) { cur_company.Change(st->owner); CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1); SubtractMoneyFromCompany(cost); } cur_company.Restore(); /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */ if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return; Company *c; FOR_ALL_COMPANIES(c) { memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0])); c->old_economy[0] = c->cur_economy; memset(&c->cur_economy, 0, sizeof(c->cur_economy)); if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++; UpdateCompanyRatingAndValue(c, true); if (c->block_preview != 0) c->block_preview--; CompanyCheckBankrupt(c); } SetWindowDirty(WC_INCOME_GRAPH, 0); SetWindowDirty(WC_OPERATING_PROFIT, 0); SetWindowDirty(WC_DELIVERED_CARGO, 0); SetWindowDirty(WC_PERFORMANCE_HISTORY, 0); SetWindowDirty(WC_COMPANY_VALUE, 0); SetWindowDirty(WC_COMPANY_LEAGUE, 0); } /** * Add monthly inflation * @param check_year Shall the inflation get stopped after 170 years? */ void AddInflation(bool check_year) { /* The cargo payment inflation differs from the normal inflation, so the * relative amount of money you make with a transport decreases slowly over * the 170 years. After a few hundred years we reach a level in which the * games will become unplayable as the maximum income will be less than * the minimum running cost. * * Furthermore there are a lot of inflation related overflows all over the * place. Solving them is hardly possible because inflation will always * reach the overflow threshold some day. So we'll just perform the * inflation mechanism during the first 170 years (the amount of years that * one had in the original TTD) and stop doing the inflation after that * because it only causes problems that can't be solved nicely and the * inflation doesn't add anything after that either; it even makes playing * it impossible due to the diverging cost and income rates. */ if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return; /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100% * scaled by 65536 * 12 -> months per year * This is only a good approxiamtion for small values */ _economy.inflation_prices += min((_economy.inflation_prices * _economy.infl_amount * 54) >> 16, MAX_INFLATION); _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION); } /** * Computes all prices, payments and maximum loan. */ void RecomputePrices() { /* Setup maximum loan */ _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000; /* Setup price bases */ for (Price i = PR_BEGIN; i < PR_END; i++) { Money price = _price_base_specs[i].start_price; /* Apply difficulty settings */ uint mod = 1; switch (_price_base_specs[i].category) { case PCAT_RUNNING: mod = _settings_game.difficulty.vehicle_costs; break; case PCAT_CONSTRUCTION: mod = _settings_game.difficulty.construction_cost; break; default: break; } switch (mod) { case 0: price *= 6; break; case 1: price *= 8; break; // normalised to 1 below case 2: price *= 9; break; default: NOT_REACHED(); } /* Apply inflation */ price = (int64)price * _economy.inflation_prices; /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */ int shift = _price_base_multiplier[i] - 16 - 3; if (shift >= 0) { price <<= shift; } else { price >>= -shift; } /* Make sure the price does not get reduced to zero. * Zero breaks quite a few commands that use a zero * cost to see whether something got changed or not * and based on that cause an error. When the price * is zero that fails even when things are done. */ if (price == 0) { price = Clamp(_price_base_specs[i].start_price, -1, 1); /* No base price should be zero, but be sure. */ assert(price != 0); } /* Store value */ _price[i] = price; } /* Setup cargo payment */ CargoSpec *cs; FOR_ALL_CARGOSPECS(cs) { cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16; } SetWindowClassesDirty(WC_BUILD_VEHICLE); SetWindowClassesDirty(WC_REPLACE_VEHICLE); SetWindowClassesDirty(WC_VEHICLE_DETAILS); InvalidateWindowData(WC_PAYMENT_RATES, 0); } /** Let all companies pay the monthly interest on their loan. */ static void CompaniesPayInterest() { const Company *c; Backup cur_company(_current_company, FILE_LINE); FOR_ALL_COMPANIES(c) { cur_company.Change(c->index); /* Over a year the paid interest should be "loan * interest percentage", * but... as that number is likely not dividable by 12 (pay each month), * one needs to account for that in the monthly fee calculations. * To easily calculate what one should pay "this" month, you calculate * what (total) should have been paid up to this month and you subtract * whatever has been paid in the previous months. This will mean one month * it'll be a bit more and the other it'll be a bit less than the average * monthly fee, but on average it will be exact. */ Money yearly_fee = c->current_loan * _economy.interest_rate / 100; Money up_to_previous_month = yearly_fee * _cur_month / 12; Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12; SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month)); SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2)); } cur_company.Restore(); } static void HandleEconomyFluctuations() { if (_settings_game.difficulty.economy != 0) { /* When economy is Fluctuating, decrease counter */ _economy.fluct--; } else if (EconomyIsInRecession()) { /* When it's Steady and we are in recession, end it now */ _economy.fluct = -12; } else { /* No need to do anything else in other cases */ return; } if (_economy.fluct == 0) { _economy.fluct = -(int)GB(Random(), 0, 2); AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY); } else if (_economy.fluct == -12) { _economy.fluct = GB(Random(), 0, 8) + 312; AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY); } } /** * Reset changes to the price base multipliers. */ void ResetPriceBaseMultipliers() { memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier)); } /** * Change a price base by the given factor. * The price base is altered by factors of two. * NewBaseCost = OldBaseCost * 2^n * @param price Index of price base to change. * @param factor Amount to change by. */ void SetPriceBaseMultiplier(Price price, int factor) { assert(price < PR_END); _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER); } /** * Initialize the variables that will maintain the daily industry change system. * @param init_counter specifies if the counter is required to be initialized */ void StartupIndustryDailyChanges(bool init_counter) { uint map_size = MapLogX() + MapLogY(); /* After getting map size, it needs to be scaled appropriately and divided by 31, * which stands for the days in a month. * Using just 31 will make it so that a monthly reset (based on the real number of days of that month) * would not be needed. * Since it is based on "fractionnal parts", the leftover days will not make much of a difference * on the overall total number of changes performed */ _economy.industry_daily_increment = (1 << map_size) / 31; if (init_counter) { /* A new game or a savegame from an older version will require the counter to be initialized */ _economy.industry_daily_change_counter = 0; } } void StartupEconomy() { _economy.interest_rate = _settings_game.difficulty.initial_interest; _economy.infl_amount = _settings_game.difficulty.initial_interest; _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1); _economy.fluct = GB(Random(), 0, 8) + 168; /* Set up prices */ RecomputePrices(); StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too } /** * Resets economy to initial values */ void InitializeEconomy() { _economy.inflation_prices = _economy.inflation_payment = 1 << 16; } /** * Determine a certain price * @param index Price base * @param cost_factor Price factor * @param grf_file NewGRF to use local price multipliers from. * @param shift Extra bit shifting after the computation * @return Price */ Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift) { if (index >= PR_END) return 0; Money cost = _price[index] * cost_factor; if (grf_file != NULL) shift += grf_file->price_base_multipliers[index]; if (shift >= 0) { cost <<= shift; } else { cost >>= -shift; } return cost; } Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type) { const CargoSpec *cs = CargoSpec::Get(cargo_type); if (!cs->IsValid()) { /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */ return 0; } /* Use callback to calculate cargo profit, if available */ if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) { uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24); uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs); if (callback != CALLBACK_FAILED) { int result = GB(callback, 0, 14); /* Simulate a 15 bit signed value */ if (HasBit(callback, 14)) result -= 0x4000; /* "The result should be a signed multiplier that gets multiplied * by the amount of cargo moved and the price factor, then gets * divided by 8192." */ return result * num_pieces * cs->current_payment / 8192; } } static const int MIN_TIME_FACTOR = 31; static const int MAX_TIME_FACTOR = 255; const int days1 = cs->transit_days[0]; const int days2 = cs->transit_days[1]; const int days_over_days1 = max( transit_days - days1, 0); const int days_over_days2 = max(days_over_days1 - days2, 0); /* * The time factor is calculated based on the time it took * (transit_days) compared two cargo-depending values. The * range is divided into three parts: * * - constant for fast transits * - linear decreasing with time with a slope of -1 for medium transports * - linear decreasing with time with a slope of -2 for slow transports * */ const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR); return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21); } /** The industries we've currently brought cargo to. */ static SmallIndustryList _cargo_delivery_destinations; /** * Transfer goods from station to industry. * All cargo is delivered to the nearest (Manhattan) industry to the station sign, which is inside the acceptance rectangle and actually accepts the cargo. * @param st The station that accepted the cargo * @param cargo_type Type of cargo delivered * @param num_pieces Amount of cargo delivered * @param source The source of the cargo * @return actually accepted pieces of cargo */ static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source) { /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo. * This fails in three cases: * 1) The station accepts the cargo because there are enough houses around it accepting the cargo. * 2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance. * 3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour) */ uint accepted = 0; for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) { Industry *ind = st->industries_near[i]; if (ind->index == source) continue; uint cargo_index; for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) { if (cargo_type == ind->accepts_cargo[cargo_index]) break; } /* Check if matching cargo has been found */ if (cargo_index >= lengthof(ind->accepts_cargo)) continue; /* Check if industry temporarily refuses acceptance */ if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue; /* Insert the industry into _cargo_delivery_destinations, if not yet contained */ _cargo_delivery_destinations.Include(ind); uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]); ind->incoming_cargo_waiting[cargo_index] += amount; num_pieces -= amount; accepted += amount; } return accepted; } /** * Delivers goods to industries/towns and calculates the payment * @param num_pieces amount of cargo delivered * @param cargo_type the type of cargo that is delivered * @param dest Station the cargo has been unloaded * @param source_tile The origin of the cargo for distance calculation * @param days_in_transit Travel time * @param company The company delivering the cargo * @param src_type Type of source of cargo (industry, town, headquarters) * @param src Index of source of cargo * @return Revenue for delivering cargo * @note The cargo is just added to the stockpile of the industry. It is due to the caller to trigger the industry's production machinery */ 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) { assert(num_pieces > 0); Station *st = Station::Get(dest); /* Give the goods to the industry. */ uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY); /* If this cargo type is always accepted, accept all */ if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces; /* Update station statistics */ if (accepted > 0) { SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED); SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH); SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK); } /* Update company statistics */ company->cur_economy.delivered_cargo += accepted; if (accepted > 0) SetBit(company->cargo_types, cargo_type); /* Increase town's counter for some special goods types */ const CargoSpec *cs = CargoSpec::Get(cargo_type); if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted; if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted; /* Determine profit */ Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type); /* Modify profit if a subsidy is in effect */ if (CheckSubsidised(cargo_type, company->index, src_type, src, st)) { switch (_settings_game.difficulty.subsidy_multiplier) { case 0: profit += profit >> 1; break; case 1: profit *= 2; break; case 2: profit *= 3; break; default: profit *= 4; break; } } return profit; } /** * Inform the industry about just delivered cargo * DeliverGoodsToIndustry() silently incremented incoming_cargo_waiting, now it is time to do something with the new cargo. * @param i The industry to process */ static void TriggerIndustryProduction(Industry *i) { const IndustrySpec *indspec = GetIndustrySpec(i->type); uint16 callback = indspec->callback_mask; i->was_cargo_delivered = true; i->last_cargo_accepted_at = _date; if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) { if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) { IndustryProductionCallback(i, 0); } else { SetWindowDirty(WC_INDUSTRY_VIEW, i->index); } } else { for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) { uint cargo_waiting = i->incoming_cargo_waiting[cargo_index]; if (cargo_waiting == 0) continue; i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF); i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF); i->incoming_cargo_waiting[cargo_index] = 0; } } TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO); StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO); } /** * Makes us a new cargo payment helper. * @param front The front of the train */ CargoPayment::CargoPayment(Vehicle *front) : front(front), current_station(front->last_station_visited) { } CargoPayment::~CargoPayment() { if (this->CleaningPool()) return; this->front->cargo_payment = NULL; if (this->visual_profit == 0) return; Backup cur_company(_current_company, this->front->owner, FILE_LINE); SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit)); this->front->profit_this_year += this->visual_profit << 8; if (this->route_profit != 0) { if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) { SndPlayVehicleFx(SND_14_CASHTILL, this->front); } ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit); } else { ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit); } cur_company.Restore(); } /** * Handle payment for final delivery of the given cargo packet. * @param cp The cargo packet to pay for. * @param count The number of packets to pay for. */ void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count) { if (this->owner == NULL) { this->owner = Company::Get(this->front->owner); } /* Handle end of route payment */ Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID()); this->route_profit += profit; /* The vehicle's profit is whatever route profit there is minus feeder shares. */ this->visual_profit += profit - cp->FeederShare(); } /** * Handle payment for transfer of the given cargo packet. * @param cp The cargo packet to pay for; actual payment won't be made!. * @param count The number of packets to pay for. * @return The amount of money paid for the transfer. */ Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count) { Money profit = GetTransportedGoodsIncome( count, /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */ DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy), cp->DaysInTransit(), this->ct); profit = profit * _settings_game.economy.feeder_payment_share / 100; this->visual_profit += profit; // accumulate transfer profits for whole vehicle return profit; // account for the (virtual) profit already made for the cargo packet } /** * Prepare the vehicle to be unloaded. * @param front_v the vehicle to be unloaded */ void PrepareUnload(Vehicle *front_v) { /* At this moment loading cannot be finished */ ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED); /* Start unloading in at the first possible moment */ front_v->load_unload_ticks = 1; if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) { for (Vehicle *v = front_v; v != NULL; v = v->Next()) { if (v->cargo_cap > 0 && !v->cargo.Empty()) { SetBit(v->vehicle_flags, VF_CARGO_UNLOADING); } } } assert(front_v->cargo_payment == NULL); /* One CargoPayment per vehicle and the vehicle limit equals the * limit in number of CargoPayments. Can't go wrong. */ assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE); assert(CargoPayment::CanAllocateItem()); front_v->cargo_payment = new CargoPayment(front_v); } /** * Loads/unload the vehicle if possible. * @param front the vehicle to be (un)loaded * @param cargo_left the amount of each cargo type that is * virtually left on the platform to be * picked up by another vehicle when all * previous vehicles have loaded. */ static void LoadUnloadVehicle(Vehicle *front, int *cargo_left) { assert(front->current_order.IsType(OT_LOADING)); /* We have not waited enough time till the next round of loading/unloading */ if (front->load_unload_ticks != 0) { if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) { /* 'Reserve' this cargo for this vehicle, because we were first. */ for (Vehicle *v = front; v != NULL; v = v->Next()) { int cap_left = v->cargo_cap - v->cargo.Count(); if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left; } } return; } StationID last_visited = front->last_station_visited; Station *st = Station::Get(last_visited); if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) { /* The train reversed in the station. Take the "easy" way * out and let the train just leave as it always did. */ SetBit(front->vehicle_flags, VF_LOADING_FINISHED); front->load_unload_ticks = 1; return; } int unloading_time = 0; bool dirty_vehicle = false; bool dirty_station = false; bool completely_emptied = true; bool anything_unloaded = false; bool anything_loaded = false; uint32 full_load_amount = 0; uint32 cargo_not_full = 0; uint32 cargo_full = 0; front->cur_speed = 0; CargoPayment *payment = front->cargo_payment; for (Vehicle *v = front; v != NULL; v = v->Next()) { if (v->cargo_cap == 0) continue; const Engine *e = v->GetEngine(); byte load_amount = e->info.load_amount; /* The default loadamount for mail is 1/4 of the load amount for passengers */ if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4); if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) { uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v); if (cb_load_amount != CALLBACK_FAILED) { if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8); if (cb_load_amount >= 0x100) { ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount); } else if (cb_load_amount != 0) { load_amount = cb_load_amount; } } } GoodsEntry *ge = &st->goods[v->cargo_type]; if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) { uint cargo_count = v->cargo.Count(); uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count; bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here? bool accepted = false; // Is the cargo accepted by the station? payment->SetCargo(v->cargo_type); if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) { /* The cargo has reached its final destination, the packets may now be destroyed */ remaining = v->cargo.MoveTo(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited); dirty_vehicle = true; accepted = true; } /* The !accepted || v->cargo.Count == cargo_count clause is there * to make it possible to force unload vehicles at the station where * they were loaded, but to not force unload the vehicle when the * station is still accepting the cargo in the vehicle. It doesn't * accept cargo that was loaded at the same station. */ if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) { remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment); if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) { InvalidateWindowData(WC_STATION_LIST, last_visited); SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP); } dirty_vehicle = dirty_station = true; } else if (!accepted) { /* The order changed while unloading (unset unload/transfer) or the * station does not accept our goods. */ ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING); /* Say we loaded something, otherwise we'll think we didn't unload * something and we didn't load something, so we must be finished * at this station. Setting the unloaded means that we will get a * retry for loading in the next cycle. */ anything_unloaded = true; continue; } /* Deliver goods to the station */ st->time_since_unload = 0; unloading_time += amount_unloaded; anything_unloaded = true; if (_settings_game.order.gradual_loading && remaining) { completely_emptied = false; } else { /* We have finished unloading (cargo count == 0) */ ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING); } continue; } /* Do not pick up goods when we have no-load set or loading is stopped. */ if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue; /* This order has a refit, the vehicle is a normal vehicle and completely empty, do it now. */ if (front->current_order.IsRefit() && !v->IsArticulatedPart() && v->cargo.Count() == 0 && (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) { CargoID new_cid = front->current_order.GetRefitCargo(); byte new_subtype = front->current_order.GetRefitSubtype(); Backup cur_company(_current_company, front->owner, FILE_LINE); /* Check if all articulated parts are empty and collect refit mask. */ uint32 refit_mask = e->info.refit_mask; Vehicle *w = v; while (w->HasArticulatedPart()) { w = w->GetNextArticulatedPart(); if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT; refit_mask |= EngInfo(w->engine_type)->refit_mask; } if (new_cid == CT_AUTO_REFIT) { /* Get refittable cargo type with the most waiting cargo. */ int amount = 0; CargoID cid; FOR_EACH_SET_CARGO_ID(cid, refit_mask) { if (cargo_left[cid] > amount) { /* Try to find out if auto-refitting would succeed. In case the refit is allowed, * the returned refit capacity will be greater than zero. */ new_subtype = GetBestFittingSubType(v, v, cid); DoCommand(v->tile, v->index, cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v)); // Auto-refit and only this vehicle including artic parts. if (_returned_refit_capacity > 0) { amount = cargo_left[cid]; new_cid = cid; } } } } /* Refit if given a valid cargo. */ if (new_cid < NUM_CARGO) { CommandCost cost = DoCommand(v->tile, v->index, new_cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v)); // Auto-refit and only this vehicle including artic parts. if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8; ge = &st->goods[v->cargo_type]; } cur_company.Restore(); } /* update stats */ int t; switch (front->type) { case VEH_TRAIN: /* FALL THROUGH */ case VEH_SHIP: t = front->vcache.cached_max_speed; break; case VEH_ROAD: t = front->vcache.cached_max_speed / 2; break; case VEH_AIRCRAFT: t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units. break; default: NOT_REACHED(); } /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */ ge->last_speed = min(t, 255); ge->last_age = _cur_year - front->build_year; ge->days_since_pickup = 0; /* If there's goods waiting at the station, and the vehicle * has capacity for it, load it on the vehicle. */ int cap_left = v->cargo_cap - v->cargo.Count(); if (!ge->cargo.Empty() && cap_left > 0) { uint cap = cap_left; uint count = ge->cargo.Count(); /* Skip loading this vehicle if another train/vehicle is already handling * the same cargo type at this station */ if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) { SetBit(cargo_not_full, v->cargo_type); continue; } if (cap > count) cap = count; if (_settings_game.order.gradual_loading) { cap = min(cap, load_amount); cap_left = min(cap_left, load_amount); } if (_settings_game.order.improved_load) { /* Don't load stuff that is already 'reserved' for other vehicles */ cap = min((uint)cargo_left[v->cargo_type], cap); count = cargo_left[v->cargo_type]; cargo_left[v->cargo_type] -= cap; } /* Store whether the maximum possible load amount was loaded or not.*/ if (count >= (uint)cap_left) { SetBit(full_load_amount, v->cargo_type); } else { ClrBit(full_load_amount, v->cargo_type); } if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO); /* TODO: Regarding this, when we do gradual loading, we * should first unload all vehicles and then start * loading them. Since this will cause * VEHICLE_TRIGGER_EMPTY to be called at the time when * the whole vehicle chain is really totally empty, the * completely_emptied assignment can then be safely * removed; that's how TTDPatch behaves too. --pasky */ completely_emptied = false; anything_loaded = true; ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy); st->time_since_load = 0; st->last_vehicle_type = v->type; if (ge->cargo.Empty()) { TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type); AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type); } unloading_time += cap; dirty_vehicle = dirty_station = true; } if (v->cargo.Count() >= v->cargo_cap) { SetBit(cargo_full, v->cargo_type); } else { SetBit(cargo_not_full, v->cargo_type); } } if (anything_loaded || anything_unloaded) { if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS); } /* Only set completely_emptied, if we just unloaded all remaining cargo */ completely_emptied &= anything_unloaded; /* We update these variables here, so gradual loading still fills * all wagons at the same time instead of using the same 'improved' * loading algorithm for the wagons (only fill wagon when there is * enough to fill the previous wagons) */ if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) { /* Update left cargo */ for (Vehicle *v = front; v != NULL; v = v->Next()) { int cap_left = v->cargo_cap - v->cargo.Count(); if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left; } } if (!anything_unloaded) delete payment; ClrBit(front->vehicle_flags, VF_STOP_LOADING); if (anything_loaded || anything_unloaded) { if (_settings_game.order.gradual_loading) { /* The time it takes to load one 'slice' of cargo or passengers depends * on the vehicle type - the values here are those found in TTDPatch */ const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 }; unloading_time = gradual_loading_wait_time[front->type]; } /* We loaded less cargo than possible for all cargo types and it's not full * load and we're not supposed to wait any longer: stop loading. */ if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) && front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) { SetBit(front->vehicle_flags, VF_STOP_LOADING); } } else { bool finished_loading = true; if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) { if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) { /* if the aircraft carries passengers and is NOT full, then * continue loading, no matter how much mail is in */ if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) || (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes finished_loading = false; } } else if (cargo_not_full != 0) { finished_loading = false; } } unloading_time = 20; SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading); } if (front->type == VEH_TRAIN) { /* Each platform tile is worth 2 rail vehicles. */ int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE; if (overhang > 0) { unloading_time <<= 1; unloading_time += (overhang * unloading_time) / 8; } } /* Calculate the loading indicator fill percent and display * In the Game Menu do not display indicators * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 ) * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0 * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything */ if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) { StringID percent_up_down = STR_NULL; int percent = CalcPercentVehicleFilled(front, &percent_up_down); if (front->fill_percent_te_id == INVALID_TE_ID) { front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down); } else { UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down); } } /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */ front->load_unload_ticks = max(1, unloading_time); if (completely_emptied) { TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY); } if (dirty_vehicle) { SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner); SetWindowDirty(WC_VEHICLE_DETAILS, front->index); front->MarkDirty(); } if (dirty_station) { st->MarkTilesDirty(true); SetWindowDirty(WC_STATION_VIEW, last_visited); } } /** * Load/unload the vehicles in this station according to the order * they entered. * @param st the station to do the loading/unloading for */ void LoadUnloadStation(Station *st) { /* No vehicle is here... */ if (st->loading_vehicles.empty()) return; Vehicle *last_loading = NULL; std::list::iterator iter; /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */ for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) { Vehicle *v = *iter; if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue; assert(v->load_unload_ticks != 0); if (--v->load_unload_ticks == 0) last_loading = v; } /* We only need to reserve and load/unload up to the last loading vehicle. * Anything else will be forgotten anyway after returning from this function. * * Especially this means we do _not_ need to reserve cargo for a single * consist in a station which is not allowed to load yet because its * load_unload_ticks is still not 0. */ if (last_loading == NULL) return; int cargo_left[NUM_CARGO]; for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count(); for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) { Vehicle *v = *iter; if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left); if (v == last_loading) break; } /* Call the production machinery of industries */ const Industry * const *isend = _cargo_delivery_destinations.End(); for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) { TriggerIndustryProduction(*iid); } _cargo_delivery_destinations.Clear(); } /** * Monthly update of the economic data (of the companies as well as economic fluctuations). */ void CompaniesMonthlyLoop() { CompaniesGenStatistics(); if (_settings_game.economy.inflation) { AddInflation(); RecomputePrices(); } CompaniesPayInterest(); HandleEconomyFluctuations(); } static void DoAcquireCompany(Company *c) { CompanyID ci = c->index; CompanyNewsInformation *cni = MallocT(1); cni->FillData(c, Company::Get(_current_company)); SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE); SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION); SetDParamStr(2, cni->company_name); SetDParamStr(3, cni->other_company_name); SetDParam(4, c->bankrupt_value); AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni); AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company)); ChangeOwnershipOfCompanyItems(ci, _current_company); if (c->bankrupt_value == 0) { Company *owner = Company::Get(_current_company); owner->current_loan += c->current_loan; } if (c->is_ai) AI::Stop(c->index); DeleteCompanyWindows(ci); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); InvalidateWindowClassesData(WC_SHIPS_LIST, 0); InvalidateWindowClassesData(WC_ROADVEH_LIST, 0); InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0); delete c; } extern int GetAmountOwnedBy(const Company *c, Owner owner); /** * Acquire shares in an opposing company. * @param tile unused * @param flags type of operation * @param p1 company to buy the shares from * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { CommandCost cost(EXPENSES_OTHER); CompanyID target_company = (CompanyID)p1; Company *c = Company::GetIfValid(target_company); /* Check if buying shares is allowed (protection against modified clients) * Cannot buy own shares */ if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR; /* Protect new companies from hostile takeovers */ if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED); /* Those lines are here for network-protection (clients can be slow) */ if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost; if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) { if (!c->is_ai) return cost; // We can not buy out a real company (temporarily). TODO: well, enable it obviously. if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME); } cost.AddCost(CalculateCompanyValue(c) >> 2); if (flags & DC_EXEC) { OwnerByte *b = c->share_owners; while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR *b = _current_company; for (int i = 0; c->share_owners[i] == _current_company;) { if (++i == 4) { c->bankrupt_value = 0; DoAcquireCompany(c); break; } } SetWindowDirty(WC_COMPANY, target_company); CompanyAdminUpdate(c); } return cost; } /** * Sell shares in an opposing company. * @param tile unused * @param flags type of operation * @param p1 company to sell the shares from * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { CompanyID target_company = (CompanyID)p1; Company *c = Company::GetIfValid(target_company); /* Cannot sell own shares */ if (c == NULL || _current_company == target_company) return CMD_ERROR; /* Check if selling shares is allowed (protection against modified clients). * However, we must sell shares of companies being closed down. */ if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR; /* Those lines are here for network-protection (clients can be slow) */ if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost(); /* adjust it a little to make it less profitable to sell and buy */ Money cost = CalculateCompanyValue(c) >> 2; cost = -(cost - (cost >> 7)); if (flags & DC_EXEC) { OwnerByte *b = c->share_owners; while (*b != _current_company) b++; // share owners is guaranteed to contain company *b = COMPANY_SPECTATOR; SetWindowDirty(WC_COMPANY, target_company); CompanyAdminUpdate(c); } return CommandCost(EXPENSES_OTHER, cost); } /** * Buy up another company. * When a competing company is gone bankrupt you get the chance to purchase * that company. * @todo currently this only works for AI companies * @param tile unused * @param flags type of operation * @param p1 company to buy up * @param p2 unused * @param text unused * @return the cost of this operation or an error */ CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { CompanyID target_company = (CompanyID)p1; Company *c = Company::GetIfValid(target_company); if (c == NULL) return CMD_ERROR; /* Disable takeovers when not asked */ if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR; /* Disable taking over the local company in single player */ if (!_networking && _local_company == c->index) return CMD_ERROR; /* Do not allow companies to take over themselves */ if (target_company == _current_company) return CMD_ERROR; /* Disable taking over when not allowed. */ if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR; /* Get the cost here as the company is deleted in DoAcquireCompany. */ CommandCost cost(EXPENSES_OTHER, c->bankrupt_value); if (flags & DC_EXEC) { DoAcquireCompany(c); } return cost; }