-Change [FS#1134]: subsidies aren't bound to stations after awarding anymore, they still apply to town or industry, no matter what station is used for loading and unloading. Awarded subsidies from older savegames are lost -Change [NoAI]: due to these changes, AISubsidy::GetSource and AISubsidy::GetDestination now return STATION_INVALID for awarded subsidies
1564 lines
50 KiB
C++
1564 lines
50 KiB
C++
/* $Id$ */
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/** @file economy.cpp Handling of the economy. */
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#include "stdafx.h"
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#include "openttd.h"
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#include "tile_cmd.h"
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#include "company_func.h"
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#include "command_func.h"
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#include "industry_map.h"
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#include "town.h"
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#include "news_func.h"
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#include "network/network.h"
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#include "network/network_func.h"
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#include "vehicle_gui.h"
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#include "ai/ai.hpp"
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#include "aircraft.h"
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#include "train.h"
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#include "newgrf_engine.h"
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#include "newgrf_sound.h"
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#include "newgrf_industries.h"
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#include "newgrf_industrytiles.h"
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#include "newgrf_station.h"
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#include "unmovable.h"
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#include "group.h"
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#include "strings_func.h"
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#include "functions.h"
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#include "window_func.h"
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#include "date_func.h"
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#include "vehicle_func.h"
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#include "sound_func.h"
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#include "gfx_func.h"
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#include "autoreplace_func.h"
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#include "company_gui.h"
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#include "signs_base.h"
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#include "subsidy_base.h"
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#include "subsidy_func.h"
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#include "station_base.h"
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#include "waypoint_base.h"
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#include "economy_base.h"
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#include "core/pool_func.hpp"
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#include "table/strings.h"
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#include "table/sprites.h"
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#include "table/pricebase.h"
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/* Initialize the cargo payment-pool */
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CargoPaymentPool _cargo_payment_pool("CargoPayment");
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INSTANTIATE_POOL_METHODS(CargoPayment)
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/**
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* Multiply two integer values and shift the results to right.
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*
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* This function multiplies two integer values. The result is
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* shifted by the amount of shift to right.
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*
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* @param a The first integer
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* @param b The second integer
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* @param shift The amount to shift the value to right.
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* @return The shifted result
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*/
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static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
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{
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return (int32)((int64)a * (int64)b >> shift);
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}
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/**
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* Multiply two unsigned integers and shift the results to right.
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*
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* This function multiplies two unsigned integers. The result is
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* shifted by the amount of shift to right.
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*
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* @param a The first unsigned integer
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* @param b The second unsigned integer
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* @param shift The amount to shift the value to right.
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* @return The shifted result
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*/
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static inline uint32 BigMulSU(const uint32 a, const uint32 b, const uint8 shift)
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{
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return (uint32)((uint64)a * (uint64)b >> shift);
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}
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typedef SmallVector<Industry *, 16> SmallIndustryList;
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/* Score info */
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const ScoreInfo _score_info[] = {
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{ SCORE_VEHICLES, 120, 100 },
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{ SCORE_STATIONS, 80, 100 },
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{ SCORE_MIN_PROFIT, 10000, 100 },
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{ SCORE_MIN_INCOME, 50000, 50 },
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{ SCORE_MAX_INCOME, 100000, 100 },
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{ SCORE_DELIVERED, 40000, 400 },
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{ SCORE_CARGO, 8, 50 },
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{ SCORE_MONEY, 10000000, 50 },
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{ SCORE_LOAN, 250000, 50 },
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{ SCORE_TOTAL, 0, 0 }
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};
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int _score_part[MAX_COMPANIES][SCORE_END];
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Economy _economy;
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Prices _price;
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uint16 _price_frac[NUM_PRICES];
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Money _cargo_payment_rates[NUM_CARGO];
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uint16 _cargo_payment_rates_frac[NUM_CARGO];
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Money _additional_cash_required;
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Money CalculateCompanyValue(const Company *c)
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{
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Owner owner = c->index;
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Money value = 0;
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Station *st;
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uint num = 0;
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FOR_ALL_STATIONS(st) {
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if (st->owner == owner) num += CountBits((byte)st->facilities);
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}
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value += num * _price.station_value * 25;
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->owner != owner) continue;
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if (v->type == VEH_TRAIN ||
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v->type == VEH_ROAD ||
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(v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
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v->type == VEH_SHIP) {
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value += v->value * 3 >> 1;
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}
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}
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/* Add real money value */
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value -= c->current_loan;
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value += c->money;
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return max(value, (Money)1);
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}
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/** if update is set to true, the economy is updated with this score
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* (also the house is updated, should only be true in the on-tick event)
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* @param update the economy with calculated score
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* @param c company been evaluated
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* @return actual score of this company
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* */
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int UpdateCompanyRatingAndValue(Company *c, bool update)
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{
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Owner owner = c->index;
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int score = 0;
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memset(_score_part[owner], 0, sizeof(_score_part[owner]));
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/* Count vehicles */
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{
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Vehicle *v;
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Money min_profit = 0;
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bool min_profit_first = true;
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uint num = 0;
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FOR_ALL_VEHICLES(v) {
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if (v->owner != owner) continue;
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if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
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num++;
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if (v->age > 730) {
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/* Find the vehicle with the lowest amount of profit */
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if (min_profit_first || min_profit > v->profit_last_year) {
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min_profit = v->profit_last_year;
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min_profit_first = false;
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}
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}
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}
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}
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min_profit >>= 8; // remove the fract part
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_score_part[owner][SCORE_VEHICLES] = num;
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/* Don't allow negative min_profit to show */
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if (min_profit > 0)
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_score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
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}
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/* Count stations */
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{
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uint num = 0;
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const Station *st;
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FOR_ALL_STATIONS(st) {
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if (st->owner == owner) num += CountBits((byte)st->facilities);
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}
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_score_part[owner][SCORE_STATIONS] = num;
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}
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/* Generate statistics depending on recent income statistics */
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{
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int numec = min(c->num_valid_stat_ent, 12);
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if (numec != 0) {
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const CompanyEconomyEntry *cee = c->old_economy;
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Money min_income = cee->income + cee->expenses;
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Money max_income = cee->income + cee->expenses;
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do {
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min_income = min(min_income, cee->income + cee->expenses);
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max_income = max(max_income, cee->income + cee->expenses);
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} while (++cee, --numec);
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if (min_income > 0) {
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_score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
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}
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_score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
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}
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}
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/* Generate score depending on amount of transported cargo */
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{
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const CompanyEconomyEntry *cee;
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int numec;
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uint32 total_delivered;
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numec = min(c->num_valid_stat_ent, 4);
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if (numec != 0) {
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cee = c->old_economy;
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total_delivered = 0;
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do {
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total_delivered += cee->delivered_cargo;
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} while (++cee, --numec);
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_score_part[owner][SCORE_DELIVERED] = total_delivered;
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}
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}
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/* Generate score for variety of cargo */
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{
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uint num = CountBits(c->cargo_types);
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_score_part[owner][SCORE_CARGO] = num;
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if (update) c->cargo_types = 0;
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}
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/* Generate score for company's money */
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{
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if (c->money > 0) {
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_score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
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}
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}
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/* Generate score for loan */
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{
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_score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
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}
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/* Now we calculate the score for each item.. */
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{
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int total_score = 0;
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int s;
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score = 0;
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for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
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/* Skip the total */
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if (i == SCORE_TOTAL) continue;
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/* Check the score */
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s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
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score += s;
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total_score += _score_info[i].score;
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}
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_score_part[owner][SCORE_TOTAL] = score;
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/* We always want the score scaled to SCORE_MAX (1000) */
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if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
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}
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if (update) {
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c->old_economy[0].performance_history = score;
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UpdateCompanyHQ(c, score);
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c->old_economy[0].company_value = CalculateCompanyValue(c);
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}
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InvalidateWindow(WC_PERFORMANCE_DETAIL, 0);
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return score;
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}
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/* use INVALID_OWNER as new_owner to delete the company. */
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void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
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{
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Town *t;
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CompanyID old = _current_company;
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assert(old_owner != new_owner);
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{
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Company *c;
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uint i;
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/* See if the old_owner had shares in other companies */
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_current_company = old_owner;
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FOR_ALL_COMPANIES(c) {
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for (i = 0; i < 4; i++) {
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if (c->share_owners[i] == old_owner) {
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/* Sell his shares */
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CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
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/* Because we are in a DoCommand, we can't just execute an other one and
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* expect the money to be removed. We need to do it ourself! */
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SubtractMoneyFromCompany(res);
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}
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}
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}
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/* Sell all the shares that people have on this company */
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c = Company::Get(old_owner);
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for (i = 0; i < 4; i++) {
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_current_company = c->share_owners[i];
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if (_current_company != INVALID_OWNER) {
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/* Sell the shares */
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CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
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/* Because we are in a DoCommand, we can't just execute an other one and
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* expect the money to be removed. We need to do it ourself! */
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SubtractMoneyFromCompany(res);
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}
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}
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}
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_current_company = old_owner;
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/* Temporarily increase the company's money, to be sure that
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* removing his/her property doesn't fail because of lack of money.
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* Not too drastically though, because it could overflow */
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if (new_owner == INVALID_OWNER) {
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Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
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}
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Subsidy *s;
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FOR_ALL_SUBSIDIES(s) {
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if (s->awarded == old_owner) {
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if (new_owner == INVALID_OWNER) {
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DeleteSubsidy(s);
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} else {
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s->awarded = new_owner;
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}
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}
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}
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/* Take care of rating in towns */
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FOR_ALL_TOWNS(t) {
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/* If a company takes over, give the ratings to that company. */
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if (new_owner != INVALID_OWNER) {
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if (HasBit(t->have_ratings, old_owner)) {
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if (HasBit(t->have_ratings, new_owner)) {
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/* use max of the two ratings. */
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t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
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} else {
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SetBit(t->have_ratings, new_owner);
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t->ratings[new_owner] = t->ratings[old_owner];
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}
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}
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}
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/* Reset the ratings for the old owner */
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t->ratings[old_owner] = RATING_INITIAL;
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ClrBit(t->have_ratings, old_owner);
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}
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{
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FreeUnitIDGenerator unitidgen[] = {
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FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD, new_owner),
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FreeUnitIDGenerator(VEH_SHIP, new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
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};
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Vehicle *v;
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FOR_ALL_VEHICLES(v) {
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if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
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if (new_owner == INVALID_OWNER) {
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if (v->Previous() == NULL) delete v;
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} else {
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v->owner = new_owner;
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v->colourmap = PAL_NONE;
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if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
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if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
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}
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}
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}
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}
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/* Change ownership of tiles */
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{
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TileIndex tile = 0;
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do {
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ChangeTileOwner(tile, old_owner, new_owner);
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} while (++tile != MapSize());
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if (new_owner != INVALID_OWNER) {
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/* Update all signals because there can be new segment that was owned by two companies
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* and signals were not propagated
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* Similiar with crossings - it is needed to bar crossings that weren't before
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* because of different owner of crossing and approaching train */
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tile = 0;
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do {
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if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
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TrackBits tracks = GetTrackBits(tile);
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do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
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Track track = RemoveFirstTrack(&tracks);
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if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
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} while (tracks != TRACK_BIT_NONE);
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} else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
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UpdateLevelCrossing(tile);
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}
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} while (++tile != MapSize());
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}
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/* update signals in buffer */
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UpdateSignalsInBuffer();
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}
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/* convert owner of stations (including deleted ones, but excluding buoys) */
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Station *st;
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FOR_ALL_STATIONS(st) {
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if (st->owner == old_owner) {
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/* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
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* also, drawing station window would cause reading invalid company's colour */
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st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
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}
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}
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/* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
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Waypoint *wp;
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FOR_ALL_WAYPOINTS(wp) {
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if (wp->owner == old_owner) {
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wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
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}
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}
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/* In all cases clear replace engine rules.
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* Even if it was copied, it could interfere with new owner's rules */
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RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
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if (new_owner == INVALID_OWNER) {
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RemoveAllGroupsForCompany(old_owner);
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} else {
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Group *g;
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FOR_ALL_GROUPS(g) {
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if (g->owner == old_owner) g->owner = new_owner;
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}
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}
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Sign *si;
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FOR_ALL_SIGNS(si) {
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if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
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}
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/* Change colour of existing windows */
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if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
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_current_company = old;
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MarkWholeScreenDirty();
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}
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static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
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{
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#ifdef ENABLE_NETWORK
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if (!_networking) return;
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if (current_owner == _local_company) {
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SetLocalCompany(new_owner);
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}
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if (!_network_server) return;
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NetworkServerChangeOwner(current_owner, new_owner);
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#endif /* ENABLE_NETWORK */
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}
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static void CompanyCheckBankrupt(Company *c)
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{
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/* If the company has money again, it does not go bankrupt */
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if (c->money >= 0) {
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c->quarters_of_bankrupcy = 0;
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return;
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}
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c->quarters_of_bankrupcy++;
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CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
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cni->FillData(c);
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switch (c->quarters_of_bankrupcy) {
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case 0:
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case 1:
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free(cni);
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break;
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case 2:
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SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
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SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
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SetDParamStr(2, cni->company_name);
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AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
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AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
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break;
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case 3: {
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/* XXX - In multiplayer, should we ask other companies if it wants to take
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over when it is a human company? -- TrueLight */
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if (!c->is_ai) {
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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);
|
|
break;
|
|
}
|
|
|
|
/* Check if the company has any value.. if not, declare it bankrupt
|
|
* right now */
|
|
Money val = CalculateCompanyValue(c);
|
|
if (val > 0) {
|
|
c->bankrupt_value = val;
|
|
c->bankrupt_asked = 1 << c->index; // Don't ask the owner
|
|
c->bankrupt_timeout = 0;
|
|
free(cni);
|
|
break;
|
|
}
|
|
/* Else, falltrue 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);
|
|
c->bankrupt_timeout = 0x456;
|
|
break;
|
|
}
|
|
|
|
/* Close everything the owner has open */
|
|
DeleteCompanyWindows(c->index);
|
|
|
|
/* Show bankrupt news */
|
|
SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
|
|
SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
|
|
SetDParamStr(2, cni->company_name);
|
|
AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_BANKRUPT, cni);
|
|
|
|
/* Remove the company */
|
|
ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
|
|
ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
|
|
|
|
if (c->is_ai) AI::Stop(c->index);
|
|
|
|
CompanyID c_index = c->index;
|
|
delete c;
|
|
AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
|
|
}
|
|
}
|
|
|
|
static void CompaniesGenStatistics()
|
|
{
|
|
Station *st;
|
|
Company *c;
|
|
|
|
FOR_ALL_STATIONS(st) {
|
|
_current_company = st->owner;
|
|
CommandCost cost(EXPENSES_PROPERTY, _price.station_value >> 1);
|
|
SubtractMoneyFromCompany(cost);
|
|
}
|
|
|
|
if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
|
|
return;
|
|
|
|
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_MONTHS) c->num_valid_stat_ent++;
|
|
|
|
UpdateCompanyRatingAndValue(c, true);
|
|
if (c->block_preview != 0) c->block_preview--;
|
|
CompanyCheckBankrupt(c);
|
|
}
|
|
|
|
InvalidateWindow(WC_INCOME_GRAPH, 0);
|
|
InvalidateWindow(WC_OPERATING_PROFIT, 0);
|
|
InvalidateWindow(WC_DELIVERED_CARGO, 0);
|
|
InvalidateWindow(WC_PERFORMANCE_HISTORY, 0);
|
|
InvalidateWindow(WC_COMPANY_VALUE, 0);
|
|
InvalidateWindow(WC_COMPANY_LEAGUE, 0);
|
|
}
|
|
|
|
static void AddSingleInflation(Money *value, uint16 *frac, int32 amt)
|
|
{
|
|
/* Is it safe to add inflation ? */
|
|
if ((INT64_MAX / amt) < (*value + 1)) {
|
|
*value = INT64_MAX / amt;
|
|
*frac = 0;
|
|
} else {
|
|
int64 tmp = (int64)*value * amt + *frac;
|
|
*frac = GB(tmp, 0, 16);
|
|
*value += tmp >> 16;
|
|
}
|
|
}
|
|
|
|
static void AddInflation(bool check_year = true)
|
|
{
|
|
/* 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
|
|
*/
|
|
int32 inf = _economy.infl_amount * 54;
|
|
|
|
for (uint i = 0; i != NUM_PRICES; i++) {
|
|
AddSingleInflation((Money*)&_price + i, _price_frac + i, inf);
|
|
}
|
|
|
|
AddSingleInflation(&_economy.max_loan_unround, &_economy.max_loan_unround_fract, inf);
|
|
|
|
if (_economy.max_loan + 50000 <= _economy.max_loan_unround) _economy.max_loan += 50000;
|
|
|
|
inf = _economy.infl_amount_pr * 54;
|
|
for (CargoID i = 0; i < NUM_CARGO; i++) {
|
|
AddSingleInflation(
|
|
(Money*)_cargo_payment_rates + i,
|
|
_cargo_payment_rates_frac + i,
|
|
inf
|
|
);
|
|
}
|
|
|
|
InvalidateWindowClasses(WC_BUILD_VEHICLE);
|
|
InvalidateWindowClasses(WC_REPLACE_VEHICLE);
|
|
InvalidateWindowClasses(WC_VEHICLE_DETAILS);
|
|
InvalidateWindow(WC_PAYMENT_RATES, 0);
|
|
}
|
|
|
|
static void CompaniesPayInterest()
|
|
{
|
|
const Company *c;
|
|
|
|
FOR_ALL_COMPANIES(c) {
|
|
_current_company = 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 substract
|
|
* 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.station_value >> 2));
|
|
}
|
|
}
|
|
|
|
static void HandleEconomyFluctuations()
|
|
{
|
|
if (_settings_game.difficulty.economy == 0) 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);
|
|
}
|
|
}
|
|
|
|
|
|
static byte price_base_multiplier[NUM_PRICES];
|
|
|
|
/**
|
|
* Reset changes to the price base multipliers.
|
|
*/
|
|
void ResetPriceBaseMultipliers()
|
|
{
|
|
uint i;
|
|
|
|
/* 8 means no multiplier. */
|
|
for (i = 0; i < NUM_PRICES; i++)
|
|
price_base_multiplier[i] = 8;
|
|
}
|
|
|
|
/**
|
|
* Change a price base by the given factor.
|
|
* The price base is altered by factors of two, with an offset of 8.
|
|
* NewBaseCost = OldBaseCost * 2^(n-8)
|
|
* @param price Index of price base to change.
|
|
* @param factor Amount to change by.
|
|
*/
|
|
void SetPriceBaseMultiplier(uint price, byte factor)
|
|
{
|
|
assert(price < NUM_PRICES);
|
|
price_base_multiplier[price] = factor;
|
|
}
|
|
|
|
/**
|
|
* 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()
|
|
{
|
|
int i;
|
|
|
|
assert(sizeof(_price) == NUM_PRICES * sizeof(Money));
|
|
|
|
/* Setup price bases */
|
|
for (i = 0; i < NUM_PRICES; 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;
|
|
}
|
|
if (mod < 1) {
|
|
price = price * 3 >> 2;
|
|
} else if (mod > 1) {
|
|
price = price * 9 >> 3;
|
|
}
|
|
|
|
/* Apply newgrf modifiers */
|
|
if (price_base_multiplier[i] > 8) {
|
|
price <<= price_base_multiplier[i] - 8;
|
|
} else {
|
|
price >>= 8 - price_base_multiplier[i];
|
|
}
|
|
|
|
/* Store start value */
|
|
((Money*)&_price)[i] = price;
|
|
_price_frac[i] = 0;
|
|
}
|
|
|
|
_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.max_loan_unround = _economy.max_loan = _settings_game.difficulty.max_loan;
|
|
_economy.fluct = GB(Random(), 0, 8) + 168;
|
|
|
|
StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
|
|
|
|
}
|
|
|
|
void ResetEconomy()
|
|
{
|
|
/* Test if resetting the economy is needed. */
|
|
bool needed = false;
|
|
|
|
const CargoSpec *cs;
|
|
FOR_ALL_CARGOSPECS(cs) {
|
|
if (_cargo_payment_rates[cs->Index()] == 0) {
|
|
needed = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!needed) return;
|
|
|
|
/* Remember old unrounded maximum loan value. NewGRF has the ability
|
|
* to change all the other inflation affected base costs. */
|
|
Money old_value = _economy.max_loan_unround;
|
|
|
|
/* Reset the economy */
|
|
StartupEconomy();
|
|
InitializeLandscapeVariables(false);
|
|
|
|
/* Reapply inflation, ignoring the year */
|
|
while (old_value > _economy.max_loan_unround) {
|
|
AddInflation(false);
|
|
}
|
|
}
|
|
|
|
Money GetPriceByIndex(uint8 index)
|
|
{
|
|
if (index > NUM_PRICES) return 0;
|
|
|
|
return ((Money*)&_price)[index];
|
|
}
|
|
|
|
Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
|
|
{
|
|
const CargoSpec *cs = CargoSpec::Get(cargo_type);
|
|
|
|
/* 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 - result;
|
|
|
|
/* "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 * _cargo_payment_rates[cargo_type] / 8192;
|
|
}
|
|
}
|
|
|
|
/* zero the distance (thus income) if it's the bank and very short transport. */
|
|
if (_settings_game.game_creation.landscape == LT_TEMPERATE && cs->label == 'VALU' && dist < 10) return 0;
|
|
|
|
|
|
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, _cargo_payment_rates[cargo_type], 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 nun_pieces Amount of cargo delivered
|
|
*/
|
|
static void DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, int num_pieces)
|
|
{
|
|
/* 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)
|
|
*/
|
|
|
|
for (uint i = 0; i < st->industries_near.Length(); i++) {
|
|
Industry *ind = st->industries_near[i];
|
|
const IndustrySpec *indspec = GetIndustrySpec(ind->type);
|
|
|
|
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 (HasBit(indspec->callback_flags, CBM_IND_REFUSE_CARGO)) {
|
|
uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->xy);
|
|
if (res == 0) continue;
|
|
}
|
|
|
|
/* Insert the industry into _cargo_delivery_destinations, if not yet contained */
|
|
_cargo_delivery_destinations.Include(ind);
|
|
|
|
ind->incoming_cargo_waiting[cargo_index] = min(num_pieces + ind->incoming_cargo_waiting[cargo_index], 0xFFFF);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Delivers goods to industries/towns and calculates the payment
|
|
* @param num_pieces amount of cargo 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);
|
|
|
|
/* Update company statistics */
|
|
company->cur_economy.delivered_cargo += num_pieces;
|
|
SetBit(company->cargo_types, cargo_type);
|
|
|
|
const Station *st = Station::Get(dest);
|
|
|
|
/* 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 += num_pieces;
|
|
if (cs->town_effect == TE_WATER) st->town->new_act_water += num_pieces;
|
|
|
|
/* Give the goods to the industry. */
|
|
DeliverGoodsToIndustry(st, cargo_type, num_pieces);
|
|
|
|
/* Determine profit */
|
|
Money profit = GetTransportedGoodsIncome(num_pieces, 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_flags;
|
|
|
|
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 {
|
|
InvalidateWindow(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
|
|
* @param destinations List to add the destinations of 'our' cargo to
|
|
*/
|
|
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;
|
|
|
|
CompanyID old_company = _current_company;
|
|
_current_company = this->front->owner;
|
|
|
|
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);
|
|
}
|
|
|
|
_current_company = old_company;
|
|
}
|
|
|
|
/**
|
|
* 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(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->source_xy, cp->days_in_transit, this->owner, cp->source_type, cp->source_id);
|
|
this->route_profit += profit;
|
|
|
|
/* The vehicle's profit is whatever route profit there is minus feeder shares. */
|
|
this->visual_profit += profit - cp->feeder_share;
|
|
}
|
|
|
|
/**
|
|
* Handle payment for transfer of the given cargo packet.
|
|
* @param cp The cargo packet to pay for.
|
|
* @param count The number of packets to pay for.
|
|
*/
|
|
void CargoPayment::PayTransfer(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->loaded_at_xy, Station::Get(this->current_station)->xy),
|
|
cp->days_in_transit,
|
|
this->ct);
|
|
|
|
this->visual_profit += profit; // accumulate transfer profits for whole vehicle
|
|
cp->feeder_share += 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_time_rem = 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);
|
|
front_v->cargo_payment = new CargoPayment(front_v);
|
|
}
|
|
|
|
/**
|
|
* Loads/unload the vehicle if possible.
|
|
* @param v 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 *v, int *cargo_left)
|
|
{
|
|
assert(v->current_order.IsType(OT_LOADING));
|
|
assert(v->load_unload_time_rem != 0);
|
|
|
|
/* We have not waited enough time till the next round of loading/unloading */
|
|
if (--v->load_unload_time_rem != 0) {
|
|
if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
|
|
/* 'Reserve' this cargo for this vehicle, because we were first. */
|
|
for (; 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 = v->last_station_visited;
|
|
Station *st = Station::Get(last_visited);
|
|
|
|
if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->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(v->vehicle_flags, VF_LOADING_FINISHED);
|
|
return;
|
|
}
|
|
|
|
int unloading_time = 0;
|
|
Vehicle *u = v;
|
|
int result = 0;
|
|
|
|
bool completely_emptied = true;
|
|
bool anything_unloaded = false;
|
|
bool anything_loaded = false;
|
|
uint32 cargo_not_full = 0;
|
|
uint32 cargo_full = 0;
|
|
|
|
v->cur_speed = 0;
|
|
|
|
CargoPayment *payment = v->cargo_payment;
|
|
|
|
for (; v != NULL; v = v->Next()) {
|
|
if (v->cargo_cap == 0) continue;
|
|
|
|
byte load_amount = EngInfo(v->engine_type)->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 = (load_amount + 3) / 4;
|
|
|
|
if (_settings_game.order.gradual_loading && HasBit(EngInfo(v->engine_type)->callbackmask, 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 && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
|
|
}
|
|
|
|
GoodsEntry *ge = &st->goods[v->cargo_type];
|
|
|
|
if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->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::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
|
|
/* The cargo has reached it's final destination, the packets may now be destroyed */
|
|
remaining = v->cargo.MoveTo(NULL, amount_unloaded, CargoList::MTA_FINAL_DELIVERY, payment, last_visited);
|
|
|
|
result |= 1;
|
|
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 ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
|
|
remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? CargoList::MTA_TRANSFER : CargoList::MTA_UNLOAD, payment);
|
|
SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);
|
|
|
|
result |= 2;
|
|
} 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. */
|
|
if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;
|
|
|
|
/* update stats */
|
|
int t;
|
|
switch (u->type) {
|
|
case VEH_TRAIN: t = Train::From(u)->tcache.cached_max_speed; break;
|
|
case VEH_ROAD: t = u->max_speed / 2; break;
|
|
default: t = u->max_speed; break;
|
|
}
|
|
|
|
/* 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 - u->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);
|
|
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);
|
|
cargo_left[v->cargo_type] -= cap;
|
|
}
|
|
|
|
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, CargoList::MTA_CARGO_LOAD, NULL, st->xy);
|
|
|
|
st->time_since_load = 0;
|
|
st->last_vehicle_type = v->type;
|
|
|
|
StationAnimationTrigger(st, st->xy, STAT_ANIM_CARGO_TAKEN, v->cargo_type);
|
|
|
|
unloading_time += cap;
|
|
|
|
result |= 2;
|
|
}
|
|
|
|
if (v->cargo.Count() >= v->cargo_cap) {
|
|
SetBit(cargo_full, v->cargo_type);
|
|
} else {
|
|
SetBit(cargo_not_full, v->cargo_type);
|
|
}
|
|
}
|
|
|
|
/* Only set completly_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 && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
|
|
/* Update left cargo */
|
|
for (v = u; 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;
|
|
}
|
|
}
|
|
|
|
v = u;
|
|
|
|
if (!anything_unloaded) delete payment;
|
|
|
|
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[v->type];
|
|
}
|
|
} else {
|
|
bool finished_loading = true;
|
|
if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
|
|
if (v->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 ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
|
|
(cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are stull non-full cargos
|
|
finished_loading = false;
|
|
}
|
|
} else if (cargo_not_full != 0) {
|
|
finished_loading = false;
|
|
}
|
|
}
|
|
unloading_time = 20;
|
|
|
|
SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
|
|
}
|
|
|
|
if (v->type == VEH_TRAIN) {
|
|
/* Each platform tile is worth 2 rail vehicles. */
|
|
int overhang = Train::From(v)->tcache.cached_total_length - st->GetPlatformLength(v->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)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
|
|
StringID percent_up_down = STR_NULL;
|
|
int percent = CalcPercentVehicleFilled(v, &percent_up_down);
|
|
if (v->fill_percent_te_id == INVALID_TE_ID) {
|
|
v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
|
|
} else {
|
|
UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
|
|
}
|
|
}
|
|
|
|
/* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
|
|
v->load_unload_time_rem = max(1, unloading_time);
|
|
|
|
if (completely_emptied) {
|
|
TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
|
|
}
|
|
|
|
if (result != 0) {
|
|
InvalidateWindow(GetWindowClassForVehicleType(v->type), v->owner);
|
|
InvalidateWindow(WC_VEHICLE_DETAILS, v->index);
|
|
|
|
st->MarkTilesDirty(true);
|
|
v->MarkDirty();
|
|
|
|
if (result & 2) InvalidateWindow(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;
|
|
|
|
int cargo_left[NUM_CARGO];
|
|
|
|
for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
|
|
|
|
std::list<Vehicle *>::iterator iter;
|
|
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);
|
|
}
|
|
|
|
/* 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();
|
|
}
|
|
|
|
void CompaniesMonthlyLoop()
|
|
{
|
|
CompaniesGenStatistics();
|
|
if (_settings_game.economy.inflation) AddInflation();
|
|
CompaniesPayInterest();
|
|
/* Reset the _current_company flag */
|
|
_current_company = OWNER_NONE;
|
|
HandleEconomyFluctuations();
|
|
}
|
|
|
|
static void DoAcquireCompany(Company *c)
|
|
{
|
|
Company *owner;
|
|
int i;
|
|
Money value;
|
|
CompanyID ci = c->index;
|
|
|
|
CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(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));
|
|
|
|
/* original code does this a little bit differently */
|
|
ChangeNetworkOwner(ci, _current_company);
|
|
ChangeOwnershipOfCompanyItems(ci, _current_company);
|
|
|
|
if (c->bankrupt_value == 0) {
|
|
owner = Company::Get(_current_company);
|
|
owner->current_loan += c->current_loan;
|
|
}
|
|
|
|
value = CalculateCompanyValue(c) >> 2;
|
|
CompanyID old_company = _current_company;
|
|
for (i = 0; i != 4; i++) {
|
|
if (c->share_owners[i] != COMPANY_SPECTATOR) {
|
|
_current_company = c->share_owners[i];
|
|
SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
|
|
}
|
|
}
|
|
_current_company = old_company;
|
|
|
|
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
|
|
*/
|
|
CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
|
|
{
|
|
CommandCost cost(EXPENSES_OTHER);
|
|
|
|
Company *c = Company::GetIfValid(p1);
|
|
|
|
/* Check if buying shares is allowed (protection against modified clients)
|
|
* Cannot buy own shares */
|
|
if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) 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;
|
|
|
|
/* We can not buy out a real company (temporarily). TODO: well, enable it obviously */
|
|
if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1 && !c->is_ai) return cost;
|
|
|
|
cost.AddCost(CalculateCompanyValue(c) >> 2);
|
|
if (flags & DC_EXEC) {
|
|
OwnerByte *b = c->share_owners;
|
|
int i;
|
|
|
|
while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
|
|
*b = _current_company;
|
|
|
|
for (i = 0; c->share_owners[i] == _current_company;) {
|
|
if (++i == 4) {
|
|
c->bankrupt_value = 0;
|
|
DoAcquireCompany(c);
|
|
break;
|
|
}
|
|
}
|
|
InvalidateWindow(WC_COMPANY, p1);
|
|
}
|
|
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
|
|
*/
|
|
CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
|
|
{
|
|
Company *c = Company::GetIfValid(p1);
|
|
|
|
/* Check if selling shares is allowed (protection against modified clients)
|
|
* Cannot sell own shares */
|
|
if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) 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;
|
|
InvalidateWindow(WC_COMPANY, p1);
|
|
}
|
|
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
|
|
*/
|
|
CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
|
|
{
|
|
Company *c = Company::GetIfValid(p1);
|
|
|
|
/* Disable takeovers in multiplayer games */
|
|
if (c == NULL || _networking) return CMD_ERROR;
|
|
|
|
/* Do not allow companies to take over themselves */
|
|
if ((CompanyID)p1 == _current_company) return CMD_ERROR;
|
|
|
|
if (!c->is_ai) return CMD_ERROR;
|
|
|
|
if (flags & DC_EXEC) {
|
|
DoAcquireCompany(c);
|
|
}
|
|
return CommandCost(EXPENSES_OTHER, c->bankrupt_value);
|
|
}
|