Files
@ r23517:1a32c3c14728
Branch filter:
Location: cpp/openttd-patchpack/source/src/economy.cpp
r23517:1a32c3c14728
73.7 KiB
text/x-c
Codechange: Replace SmallVector::Clear() with std::vector::clear()
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 | /* $Id$ */
/*
* 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 <http://www.gnu.org/licenses/>.
*/
/** @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 "ai/ai.hpp"
#include "aircraft.h"
#include "train.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 "strings_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 "core/backup_type.hpp"
#include "cargo_type.h"
#include "water.h"
#include "game/game.hpp"
#include "cargomonitor.h"
#include "goal_base.h"
#include "story_base.h"
#include "linkgraph/refresh.h"
#include "table/strings.h"
#include "table/pricebase.h"
#include "safeguards.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<Industry *, 16> 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
};
int64 _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] = 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] = min_income;
}
_score_part[owner][SCORE_MAX_INCOME] = max_income;
}
}
/* Generate score depending on amount of transported cargo */
{
int numec = min(c->num_valid_stat_ent, 4);
if (numec != 0) {
const CompanyEconomyEntry *cee = c->old_economy;
OverflowSafeInt64 total_delivered = 0;
do {
total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
} while (++cee, --numec);
_score_part[owner][SCORE_DELIVERED] = total_delivered;
}
}
/* Generate score for variety of cargo */
{
_score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
}
/* Generate score for company's money */
{
if (c->money > 0) {
_score_part[owner][SCORE_MONEY] = c->money;
}
}
/* Generate score for loan */
{
_score_part[owner][SCORE_LOAN] = _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<int64>(_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<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
/* In all cases, make spectators of clients connected to that company */
if (_networking) NetworkClientsToSpectators(old_owner);
if (old_owner == _local_company) {
/* Single player cheated to AI company.
* There are no spectators in single player, so we must pick some other company. */
assert(!_networking);
Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
Company *c;
FOR_ALL_COMPANIES(c) {
if (c->index != old_owner) {
SetLocalCompany(c->index);
break;
}
}
cur_company2.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<CompanyByte> 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 and transport rights 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);
/* Transfer exclusive rights */
if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
if (new_owner != INVALID_OWNER) {
t->exclusivity = new_owner;
} else {
t->exclusive_counter = 0;
t->exclusivity = INVALID_COMPANY;
}
}
}
{
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)
};
/* Override company settings to new company defaults in case we need to convert them.
* This is required as the CmdChangeServiceInt doesn't copy the supplied value when it is non-custom
*/
if (new_owner != INVALID_OWNER) {
Company *old_company = Company::Get(old_owner);
Company *new_company = Company::Get(new_owner);
old_company->settings.vehicle.servint_aircraft = new_company->settings.vehicle.servint_aircraft;
old_company->settings.vehicle.servint_trains = new_company->settings.vehicle.servint_trains;
old_company->settings.vehicle.servint_roadveh = new_company->settings.vehicle.servint_roadveh;
old_company->settings.vehicle.servint_ships = new_company->settings.vehicle.servint_ships;
old_company->settings.vehicle.servint_ispercent = new_company->settings.vehicle.servint_ispercent;
}
Vehicle *v;
FOR_ALL_VEHICLES(v) {
if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
assert(new_owner != INVALID_OWNER);
/* Correct default values of interval settings while maintaining custom set ones.
* This prevents invalid values on mismatching company defaults being accepted.
*/
if (!v->ServiceIntervalIsCustom()) {
Company *new_company = Company::Get(new_owner);
/* Technically, passing the interval is not needed as the command will query the default value itself.
* However, do not rely on that behaviour.
*/
int interval = CompanyServiceInterval(new_company, v->type);
DoCommand(v->tile, v->index, interval | (new_company->settings.vehicle.servint_ispercent << 17), DC_EXEC | DC_BANKRUPT, CMD_CHANGE_SERVICE_INT);
}
v->owner = new_owner;
/* Owner changes, clear cache */
v->colourmap = PAL_NONE;
v->InvalidateNewGRFCache();
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
* Similar 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();
}
/* Add airport infrastructure count of the old company to the new one. */
if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
/* 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;
}
/* Remove Game Script created Goals, CargoMonitors and Story pages. */
Goal *g;
FOR_ALL_GOALS(g) {
if (g->company == old_owner) delete g;
}
ClearCargoPickupMonitoring(old_owner);
ClearCargoDeliveryMonitoring(old_owner);
StoryPage *sp;
FOR_ALL_STORY_PAGES(sp) {
if (sp->company == old_owner) delete sp;
}
/* 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 - c->current_loan >= -_economy.max_loan) {
c->months_of_bankruptcy = 0;
c->bankrupt_asked = 0;
return;
}
c->months_of_bankruptcy++;
switch (c->months_of_bankruptcy) {
/* All the boring cases (months) with a bad balance where no action is taken */
case 0:
case 1:
case 2:
case 3:
case 5:
case 6:
case 8:
case 9:
break;
/* Warn about bankruptcy after 3 months */
case 4: {
CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(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, cni);
AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
break;
}
/* Offer company for sale after 6 months */
case 7: {
/* Don't consider the loan */
Money val = CalculateCompanyValue(c, false);
c->bankrupt_value = val;
c->bankrupt_asked = 1 << c->index; // Don't ask the owner
c->bankrupt_timeout = 0;
/* The company assets should always have some value */
assert(c->bankrupt_value > 0);
break;
}
/* Bankrupt company after 6 months (if the company has no value) or latest
* after 9 months (if it still had value after 6 months) */
default:
case 10: {
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, CCA_DELETE | (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()
{
/* Check for bankruptcy each month */
Company *c;
FOR_ALL_COMPANIES(c) {
CompanyCheckBankrupt(c);
}
Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
if (!_settings_game.economy.infrastructure_maintenance) {
Station *st;
FOR_ALL_STATIONS(st) {
cur_company.Change(st->owner);
CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
SubtractMoneyFromCompany(cost);
}
} else {
/* Improved monthly infrastructure costs. */
FOR_ALL_COMPANIES(c) {
cur_company.Change(c->index);
CommandCost cost(EXPENSES_PROPERTY);
uint32 rail_total = c->infrastructure.GetRailTotal();
for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
}
cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
}
cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
cost.AddCost(AirportMaintenanceCost(c->index));
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;
FOR_ALL_COMPANIES(c) {
/* Drop the oldest history off the end */
std::copy_backward(c->old_economy, c->old_economy + MAX_HISTORY_QUARTERS - 1, c->old_economy + MAX_HISTORY_QUARTERS);
c->old_economy[0] = c->cur_economy;
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--;
}
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?
* @return true if inflation is maxed and nothing was changed
*/
bool 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 true;
if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
/* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
* scaled by 65536
* 12 -> months per year
* This is only a good approximation for small values
*/
_economy.inflation_prices += (_economy.inflation_prices * _economy.infl_amount * 54) >> 16;
_economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
return false;
}
/**
* 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);
SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
InvalidateWindowData(WC_PAYMENT_RATES, 0);
}
/** Let all companies pay the monthly interest on their loan. */
static void CompaniesPayInterest()
{
const Company *c;
Backup<CompanyByte> 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.
* In order to prevent cheating or abuse (just not paying interest by not
* taking a loan we make companies pay interest on negative cash as well
*/
Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
if (c->money < 0) {
yearly_fee += -c->money *_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, NT_ECONOMY, NF_NORMAL);
} else if (_economy.fluct == -12) {
_economy.fluct = GB(Random(), 0, 8) + 312;
AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
}
}
/**
* 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 "fractional 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;
ClearCargoPickupMonitoring();
ClearCargoDeliveryMonitoring();
}
/**
* 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
* @param company The company delivering the cargo
* @return actually accepted pieces of cargo
*/
static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source, CompanyID company)
{
/* 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 (Industry *ind : st->industries_near) {
if (num_pieces == 0) break;
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;
ind->last_cargo_accepted_at[cargo_index] = _date;
num_pieces -= amount;
accepted += amount;
/* Update the cargo monitor. */
AddCargoDelivery(cargo_type, company, amount, ST_INDUSTRY, source, st, ind->index);
}
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_ind = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY, company->index);
/* If this cargo type is always accepted, accept all */
uint accepted_total = HasBit(st->always_accepted, cargo_type) ? num_pieces : accepted_ind;
/* Update station statistics */
if (accepted_total > 0) {
SetBit(st->goods[cargo_type].status, GoodsEntry::GES_EVER_ACCEPTED);
SetBit(st->goods[cargo_type].status, GoodsEntry::GES_CURRENT_MONTH);
SetBit(st->goods[cargo_type].status, GoodsEntry::GES_ACCEPTED_BIGTICK);
}
/* Update company statistics */
company->cur_economy.delivered_cargo[cargo_type] += accepted_total;
/* Increase town's counter for town effects */
const CargoSpec *cs = CargoSpec::Get(cargo_type);
st->town->received[cs->town_effect].new_act += accepted_total;
/* Determine profit */
Money profit = GetTransportedGoodsIncome(accepted_total, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
/* Update the cargo monitor. */
AddCargoDelivery(cargo_type, company->index, accepted_total - accepted_ind, src_type, src, st);
/* 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;
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 ci_in = 0; ci_in < lengthof(i->incoming_cargo_waiting); ci_in++) {
uint cargo_waiting = i->incoming_cargo_waiting[ci_in];
if (cargo_waiting == 0) continue;
for (uint ci_out = 0; ci_out < lengthof(i->produced_cargo_waiting); ci_out++) {
i->produced_cargo_waiting[ci_out] = min(i->produced_cargo_waiting[ci_out] + (cargo_waiting * indspec->input_cargo_multiplier[ci_in][ci_out] / 256), 0xFFFF);
}
i->incoming_cargo_waiting[ci_in] = 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 && this->visual_transfer == 0) return;
Backup<CompanyByte> 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 + this->visual_transfer) << 8;
if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
SndPlayVehicleFx(SND_14_CASHTILL, this->front);
}
if (this->visual_transfer != 0) {
ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
this->front->z_pos, this->visual_transfer, -this->visual_profit);
} else if (this->visual_profit != 0) {
ShowCostOrIncomeAnimation(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(count);
}
/**
* 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_transfer += 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)
{
Station *curr_station = Station::Get(front_v->last_station_visited);
curr_station->loading_vehicles.push_back(front_v);
/* At this moment loading cannot be finished */
ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
/* Start unloading at the first possible moment */
front_v->load_unload_ticks = 1;
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);
StationIDStack next_station = front_v->GetNextStoppingStation();
if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
Station *st = Station::Get(front_v->last_station_visited);
for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
const GoodsEntry *ge = &st->goods[v->cargo_type];
if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) {
v->cargo.Stage(
HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE),
front_v->last_station_visited, next_station,
front_v->current_order.GetUnloadType(), ge,
front_v->cargo_payment);
if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
}
}
}
}
/**
* Gets the amount of cargo the given vehicle can load in the current tick.
* This is only about loading speed. The free capacity is ignored.
* @param v Vehicle to be queried.
* @return Amount of cargo the vehicle can load at once.
*/
static uint GetLoadAmount(Vehicle *v)
{
const Engine *e = v->GetEngine();
uint load_amount = e->info.load_amount;
/* The default loadamount for mail is 1/4 of the load amount for passengers */
bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft();
if (air_mail) load_amount = CeilDiv(load_amount, 4);
if (_settings_game.order.gradual_loading) {
uint16 cb_load_amount = CALLBACK_FAILED;
if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
/* Use callback 36 */
cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
} else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
/* Use callback 12 */
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;
}
}
}
/* Scale load amount the same as capacity */
if (HasBit(e->info.misc_flags, EF_NO_DEFAULT_CARGO_MULTIPLIER) && !air_mail) load_amount = CeilDiv(load_amount * CargoSpec::Get(v->cargo_type)->multiplier, 0x100);
/* Zero load amount breaks a lot of things. */
return max(1u, load_amount);
}
/**
* Iterate the articulated parts of a vehicle, also considering the special cases of "normal"
* aircraft and double headed trains. Apply an action to each vehicle and immediately return false
* if that action does so. Otherwise return true.
* @tparam Taction Class of action to be applied. Must implement bool operator()([const] Vehicle *).
* @param v First articulated part.
* @param action Instance of Taction.
* @return false if any of the action invocations returned false, true otherwise.
*/
template<class Taction>
bool IterateVehicleParts(Vehicle *v, Taction action)
{
for (Vehicle *w = v; w != NULL;
w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL) {
if (!action(w)) return false;
if (w->type == VEH_TRAIN) {
Train *train = Train::From(w);
if (train->IsMultiheaded() && !action(train->other_multiheaded_part)) return false;
}
}
if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) return action(v->Next());
return true;
}
/**
* Action to check if a vehicle has no stored cargo.
*/
struct IsEmptyAction
{
/**
* Checks if the vehicle has stored cargo.
* @param v Vehicle to be checked.
* @return true if v is either empty or has only reserved cargo, false otherwise.
*/
bool operator()(const Vehicle *v)
{
return v->cargo.StoredCount() == 0;
}
};
/**
* Refit preparation action.
*/
struct PrepareRefitAction
{
CargoArray &consist_capleft; ///< Capacities left in the consist.
CargoTypes &refit_mask; ///< Bitmask of possible refit cargoes.
/**
* Create a refit preparation action.
* @param consist_capleft Capacities left in consist, to be updated here.
* @param refit_mask Refit mask to be constructed from refit information of vehicles.
*/
PrepareRefitAction(CargoArray &consist_capleft, CargoTypes &refit_mask) :
consist_capleft(consist_capleft), refit_mask(refit_mask) {}
/**
* Prepares for refitting of a vehicle, subtracting its free capacity from consist_capleft and
* adding the cargoes it can refit to to the refit mask.
* @param v The vehicle to be refitted.
* @return true.
*/
bool operator()(const Vehicle *v)
{
this->consist_capleft[v->cargo_type] -= v->cargo_cap - v->cargo.ReservedCount();
this->refit_mask |= EngInfo(v->engine_type)->refit_mask;
return true;
}
};
/**
* Action for returning reserved cargo.
*/
struct ReturnCargoAction
{
Station *st; ///< Station to give the returned cargo to.
StationID next_hop; ///< Next hop the cargo should be assigned to.
/**
* Construct a cargo return action.
* @param st Station to give the returned cargo to.
* @param next_one Next hop the cargo should be assigned to.
*/
ReturnCargoAction(Station *st, StationID next_one) : st(st), next_hop(next_one) {}
/**
* Return all reserved cargo from a vehicle.
* @param v Vehicle to return cargo from.
* @return true.
*/
bool operator()(Vehicle *v)
{
v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop);
return true;
}
};
/**
* Action for finalizing a refit.
*/
struct FinalizeRefitAction
{
CargoArray &consist_capleft; ///< Capacities left in the consist.
Station *st; ///< Station to reserve cargo from.
StationIDStack &next_station; ///< Next hops to reserve cargo for.
bool do_reserve; ///< If the vehicle should reserve.
/**
* Create a finalizing action.
* @param consist_capleft Capacities left in the consist.
* @param st Station to reserve cargo from.
* @param next_station Next hops to reserve cargo for.
* @param do_reserve If we should reserve cargo or just add up the capacities.
*/
FinalizeRefitAction(CargoArray &consist_capleft, Station *st, StationIDStack &next_station, bool do_reserve) :
consist_capleft(consist_capleft), st(st), next_station(next_station), do_reserve(do_reserve) {}
/**
* Reserve cargo from the station and update the remaining consist capacities with the
* vehicle's remaining free capacity.
* @param v Vehicle to be finalized.
* @return true.
*/
bool operator()(Vehicle *v)
{
if (this->do_reserve) {
this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
&v->cargo, st->xy, this->next_station);
}
this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
return true;
}
};
/**
* Refit a vehicle in a station.
* @param v Vehicle to be refitted.
* @param consist_capleft Added cargo capacities in the consist.
* @param st Station the vehicle is loading at.
* @param next_station Possible next stations the vehicle can travel to.
* @param new_cid Target cargo for refit.
*/
static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station *st, StationIDStack next_station, CargoID new_cid)
{
Vehicle *v_start = v->GetFirstEnginePart();
if (!IterateVehicleParts(v_start, IsEmptyAction())) return;
Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
CargoTypes refit_mask = v->GetEngine()->info.refit_mask;
/* Remove old capacity from consist capacity and collect refit mask. */
IterateVehicleParts(v_start, PrepareRefitAction(consist_capleft, refit_mask));
bool is_auto_refit = new_cid == CT_AUTO_REFIT;
if (is_auto_refit) {
/* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
CargoID cid;
new_cid = v_start->cargo_type;
FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
if (st->goods[cid].cargo.HasCargoFor(next_station)) {
/* Try to find out if auto-refitting would succeed. In case the refit is allowed,
* the returned refit capacity will be greater than zero. */
DoCommand(v_start->tile, v_start->index, cid | 1U << 24 | 0xFF << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
/* Try to balance different loadable cargoes between parts of the consist, so that
* all of them can be loaded. Avoid a situation where all vehicles suddenly switch
* to the first loadable cargo for which there is only one packet. If the capacities
* are equal refit to the cargo of which most is available. This is important for
* consists of only a single vehicle as those will generally have a consist_capleft
* of 0 for all cargoes. */
if (_returned_refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] ||
(consist_capleft[cid] == consist_capleft[new_cid] &&
st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) {
new_cid = cid;
}
}
}
}
/* Refit if given a valid cargo. */
if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
/* INVALID_STATION because in the DT_MANUAL case that's correct and in the DT_(A)SYMMETRIC
* cases the next hop of the vehicle doesn't really tell us anything if the cargo had been
* "via any station" before reserving. We rather produce some more "any station" cargo than
* misrouting it. */
IterateVehicleParts(v_start, ReturnCargoAction(st, INVALID_STATION));
CommandCost cost = DoCommand(v_start->tile, v_start->index, new_cid | 1U << 24 | 0xFF << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
}
/* Add new capacity to consist capacity and reserve cargo */
IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station,
is_auto_refit || (v->First()->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0));
cur_company.Restore();
}
/**
* Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
* @param st Station with cargo waiting to be loaded.
* @param v Vehicle loading the cargo.
* @return true when a vehicle can load the cargo.
*/
static bool MayLoadUnderExclusiveRights(const Station *st, const Vehicle *v)
{
return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner;
}
struct ReserveCargoAction {
Station *st;
StationIDStack *next_station;
ReserveCargoAction(Station *st, StationIDStack *next_station) :
st(st), next_station(next_station) {}
bool operator()(Vehicle *v)
{
if (v->cargo_cap > v->cargo.RemainingCount() && MayLoadUnderExclusiveRights(st, v)) {
st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
&v->cargo, st->xy, *next_station);
}
return true;
}
};
/**
* Reserves cargo if the full load order and improved_load is set or if the
* current order allows autorefit.
* @param st Station where the consist is loading at the moment.
* @param u Front of the loading vehicle consist.
* @param consist_capleft If given, save free capacities after reserving there.
* @param next_station Station(s) the vehicle will stop at next.
*/
static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack *next_station)
{
/* If there is a cargo payment not all vehicles of the consist have tried to do the refit.
* In that case, only reserve if it's a fixed refit and the equivalent of "articulated chain"
* a vehicle belongs to already has the right cargo. */
bool must_reserve = !u->current_order.IsRefit() || u->cargo_payment == NULL;
for (Vehicle *v = u; v != NULL; v = v->Next()) {
assert(v->cargo_cap >= v->cargo.RemainingCount());
/* Exclude various ways in which the vehicle might not be the head of an equivalent of
* "articulated chain". Also don't do the reservation if the vehicle is going to refit
* to a different cargo and hasn't tried to do so, yet. */
if (!v->IsArticulatedPart() &&
(v->type != VEH_TRAIN || !Train::From(v)->IsRearDualheaded()) &&
(v->type != VEH_AIRCRAFT || Aircraft::From(v)->IsNormalAircraft()) &&
(must_reserve || u->current_order.GetRefitCargo() == v->cargo_type)) {
IterateVehicleParts(v, ReserveCargoAction(st, next_station));
}
if (consist_capleft == NULL || v->cargo_cap == 0) continue;
(*consist_capleft)[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
}
}
/**
* Update the vehicle's load_unload_ticks, the time it will wait until it tries to load or unload
* again. Adjust for overhang of trains and set it at least to 1.
* @param front The vehicle to be updated.
* @param st The station the vehicle is loading at.
* @param ticks The time it would normally wait, based on cargo loaded and unloaded.
*/
static void UpdateLoadUnloadTicks(Vehicle *front, const Station *st, int ticks)
{
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) {
ticks <<= 1;
ticks += (overhang * ticks) / 8;
}
}
/* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
front->load_unload_ticks = max(1, ticks);
}
/**
* Loads/unload the vehicle if possible.
* @param front the vehicle to be (un)loaded
*/
static void LoadUnloadVehicle(Vehicle *front)
{
assert(front->current_order.IsType(OT_LOADING));
StationID last_visited = front->last_station_visited;
Station *st = Station::Get(last_visited);
StationIDStack next_station = front->GetNextStoppingStation();
bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
CargoArray consist_capleft;
if (_settings_game.order.improved_load && use_autorefit ?
front->cargo_payment == NULL : (front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0) {
ReserveConsist(st, front,
(use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL,
&next_station);
}
/* We have not waited enough time till the next round of loading/unloading */
if (front->load_unload_ticks != 0) return;
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 new_load_unload_ticks = 0;
bool dirty_vehicle = false;
bool dirty_station = false;
bool completely_emptied = true;
bool anything_unloaded = false;
bool anything_loaded = false;
CargoTypes full_load_amount = 0;
CargoTypes cargo_not_full = 0;
CargoTypes cargo_full = 0;
CargoTypes reservation_left = 0;
front->cur_speed = 0;
CargoPayment *payment = front->cargo_payment;
uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
for (Vehicle *v = front; v != NULL; v = v->Next()) {
if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
if (v->cargo_cap == 0) continue;
artic_part++;
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.UnloadCount();
uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, GetLoadAmount(v)) : cargo_count;
bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
assert(payment != NULL);
payment->SetCargo(v->cargo_type);
if (!HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
/* The station does not accept our goods anymore. */
if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
/* Transfer instead of delivering. */
v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER>(
v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), INVALID_STATION);
} else {
uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
if (v->cargo_cap < new_remaining) {
/* Return some of the reserved cargo to not overload the vehicle. */
v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION);
}
/* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP>(
v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));
/* ... say we unloaded 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;
}
}
if (v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0) {
/* Mark the station dirty if we transfer, but not if we only deliver. */
dirty_station = true;
if (!ge->HasRating()) {
/* Upon transfering cargo, make sure the station has a rating. Fake a pickup for the
* first unload to prevent the cargo from quickly decaying after the initial drop. */
ge->time_since_pickup = 0;
SetBit(ge->status, GoodsEntry::GES_RATING);
}
}
amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
remaining = v->cargo.UnloadCount() > 0;
if (amount_unloaded > 0) {
dirty_vehicle = true;
anything_unloaded = true;
new_load_unload_ticks += amount_unloaded;
/* Deliver goods to the station */
st->time_since_unload = 0;
}
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, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
if (front->current_order.IsRefit() && artic_part == 1) {
HandleStationRefit(v, consist_capleft, st, next_station, front->current_order.GetRefitCargo());
ge = &st->goods[v->cargo_type];
}
/* As we're loading here the following link can carry the full capacity of the vehicle. */
v->refit_cap = v->cargo_cap;
/* update stats */
int t;
switch (front->type) {
case VEH_TRAIN:
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 = min(_cur_year - front->build_year, 255);
ge->time_since_pickup = 0;
assert(v->cargo_cap >= v->cargo.StoredCount());
/* If there's goods waiting at the station, and the vehicle
* has capacity for it, load it on the vehicle. */
uint cap_left = v->cargo_cap - v->cargo.StoredCount();
if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st, v)) {
if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
if (_settings_game.order.gradual_loading) cap_left = min(cap_left, GetLoadAmount(v));
uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
/* Remember if there are reservations left so that we don't stop
* loading before they're loaded. */
SetBit(reservation_left, v->cargo_type);
}
/* Store whether the maximum possible load amount was loaded or not.*/
if (loaded == cap_left) {
SetBit(full_load_amount, v->cargo_type);
} else {
ClrBit(full_load_amount, v->cargo_type);
}
/* 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 */
if (loaded > 0) {
completely_emptied = false;
anything_loaded = true;
st->time_since_load = 0;
st->last_vehicle_type = v->type;
if (ge->cargo.TotalCount() == 0) {
TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
}
new_load_unload_ticks += loaded;
dirty_vehicle = dirty_station = true;
}
}
if (v->cargo.StoredCount() >= 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) {
TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
}
}
/* Only set completely_emptied, if we just unloaded all remaining cargo */
completely_emptied &= anything_unloaded;
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 };
new_load_unload_ticks = 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 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
front->current_order_time >= (uint)max(front->current_order.GetTimetabledWait() - front->lateness_counter, 0)) {
SetBit(front->vehicle_flags, VF_STOP_LOADING);
}
UpdateLoadUnloadTicks(front, st, new_load_unload_ticks);
} else {
UpdateLoadUnloadTicks(front, st, 20); // We need the ticks for link refreshing.
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.StoredCount()) ||
(cargo_not_full != 0 && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
finished_loading = false;
}
} else if (cargo_not_full != 0) {
finished_loading = false;
}
/* Refresh next hop stats if we're full loading to make the links
* known to the distribution algorithm and allow cargo to be sent
* along them. Otherwise the vehicle could wait for cargo
* indefinitely if it hasn't visited the other links yet, or if the
* links die while it's loading. */
if (!finished_loading) LinkRefresher::Run(front, true, true);
}
SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
}
/* 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);
}
}
if (completely_emptied) {
/* Make sure the vehicle is marked dirty, since we need to update the NewGRF
* properties such as weight, power and TE whenever the trigger runs. */
dirty_vehicle = true;
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);
InvalidateWindowData(WC_STATION_LIST, 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<Vehicle *>::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;
for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
Vehicle *v = *iter;
if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
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<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, cni);
AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
Game::NewEvent(new ScriptEventCompanyMerger(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;
}
}
InvalidateWindowData(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;
InvalidateWindowData(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;
}
|