Files @ r12930:ae0ddab1903d
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Location: cpp/openttd-patchpack/source/src/economy_type.h

frosch
(svn r17433) -Codechange: Store cumulated inflation in savegame and compute all prices from that instead of storing all prices separately.
Note: Savegame conversion computes the inflation from max loan. Prices from modified savegames will get lost. TTO savegames will also behave slightly different.
-Change: NewGRF price modifiers now take effect everytime when loading NewGRFs instead of once on gamestart.
/* $Id$ */

/*
 * 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_type.h Types related to the economy. */

#ifndef ECONOMY_TYPE_H
#define ECONOMY_TYPE_H

#include "core/overflowsafe_type.hpp"
#include "core/enum_type.hpp"
#include "cargo_type.h"

typedef OverflowSafeInt64 Money;

struct Economy {
	Money max_loan;                       ///< NOSAVE: Maximum possible loan
	int16 fluct;                          ///< Economy fluctuation status
	byte interest_rate;                   ///< Interest
	byte infl_amount;                     ///< inflation amount
	byte infl_amount_pr;                  ///< inflation rate for payment rates
	uint32 industry_daily_change_counter; ///< Bits 31-16 are number of industry to be performed, 15-0 are fractional collected daily
	uint32 industry_daily_increment;      ///< The value which will increment industry_daily_change_counter. Computed value. NOSAVE
	uint64 inflation_prices;              ///< Cumulated inflation of prices since game start; 16 bit fractional part
	uint64 inflation_payment;             ///< Cumulated inflation of cargo paypent since game start; 16 bit fractional part

	/* Old stuff for savegame conversion only */
	Money old_max_loan_unround;           ///< Old: Unrounded max loan
	uint16 old_max_loan_unround_fract;    ///< Old: Fraction of the unrounded max loan
};

enum ScoreID {
	SCORE_BEGIN      = 0,
	SCORE_VEHICLES   = 0,
	SCORE_STATIONS   = 1,
	SCORE_MIN_PROFIT = 2,
	SCORE_MIN_INCOME = 3,
	SCORE_MAX_INCOME = 4,
	SCORE_DELIVERED  = 5,
	SCORE_CARGO      = 6,
	SCORE_MONEY      = 7,
	SCORE_LOAN       = 8,
	SCORE_TOTAL      = 9,  ///< This must always be the last entry
	SCORE_END        = 10, ///< How many scores are there..

	SCORE_MAX = 1000       ///< The max score that can be in the performance history
	/* the scores together of score_info is allowed to be more! */
};
DECLARE_POSTFIX_INCREMENT(ScoreID);

struct ScoreInfo {
	byte id;    ///< Unique ID of the score
	int needed; ///< How much you need to get the perfect score
	int score;  ///< How much score it will give
};

struct Prices {
	Money station_value;
	Money build_rail;
	Money build_road;
	Money build_signals;
	Money build_bridge;
	Money build_train_depot;
	Money build_road_depot;
	Money build_ship_depot;
	Money build_tunnel;
	Money train_station_track;
	Money train_station_length;
	Money build_airport;
	Money build_bus_station;
	Money build_truck_station;
	Money build_dock;
	Money build_railvehicle;
	Money build_railwagon;
	Money aircraft_base;
	Money roadveh_base;
	Money ship_base;
	Money build_trees;
	Money terraform;
	Money clear_grass;
	Money clear_roughland;
	Money clear_rocks;
	Money clear_fields;
	Money remove_trees;
	Money remove_rail;
	Money remove_signals;
	Money clear_bridge;
	Money remove_train_depot;
	Money remove_road_depot;
	Money remove_ship_depot;
	Money clear_tunnel;
	Money clear_water;
	Money remove_rail_station;
	Money remove_airport;
	Money remove_bus_station;
	Money remove_truck_station;
	Money remove_dock;
	Money remove_house;
	Money remove_road;
	Money running_rail[3];
	Money aircraft_running;
	Money roadveh_running;
	Money ship_running;
	Money build_industry;
};

enum {
	NUM_PRICES = 49,
};

assert_compile(NUM_PRICES * sizeof(Money) == sizeof(Prices));

enum ExpensesType {
	EXPENSES_CONSTRUCTION =  0,
	EXPENSES_NEW_VEHICLES,
	EXPENSES_TRAIN_RUN,
	EXPENSES_ROADVEH_RUN,
	EXPENSES_AIRCRAFT_RUN,
	EXPENSES_SHIP_RUN,
	EXPENSES_PROPERTY,
	EXPENSES_TRAIN_INC,
	EXPENSES_ROADVEH_INC,
	EXPENSES_AIRCRAFT_INC,
	EXPENSES_SHIP_INC,
	EXPENSES_LOAN_INT,
	EXPENSES_OTHER,
	EXPENSES_END,
	INVALID_EXPENSES      = 0xFF,
};

/**
 * Categories of a price bases.
 */
enum PriceCategory {
	PCAT_NONE,         ///< Not affected by difficulty settings
	PCAT_RUNNING,      ///< Price is affected by "vehicle running cost" difficulty setting
	PCAT_CONSTRUCTION, ///< Price is affected by "construction cost" difficulty setting
};

/**
 * Describes properties of price bases.
 */
struct PriceBaseSpec {
	Money start_price;      ///< Default value at game start, before adding multipliers.
	PriceCategory category; ///< Price is affected by certain difficulty settings.
};

/** The "steps" in loan size, in British Pounds! */
static const int LOAN_INTERVAL = 10000;

/**
 * Maximum inflation (including fractional part) without causing overflows in int64 price computations.
 * This allows for 32 bit base prices (21 are currently needed).
 * Considering the sign bit and 16 fractional bits, there are 15 bits left.
 * 170 years of 4% inflation result in a inflation of about 822, so 10 bits are actually enough.
 * Note, that NewGRF multipliers share the 16 fractional bits.
 * @see MAX_PRICE_MODIFIER
 */
static const uint64 MAX_INFLATION = (1ull << (63 - 32)) - 1;

/**
 * Maximum NewGRF price modifier including the shift offset of 8 bits.
 * Increasing base prices by factor 65536 should be enough.
 * @see MAX_INFLATION
 */
static const int MAX_PRICE_MODIFIER = 16 + 8;

struct CargoPayment;
typedef uint32 CargoPaymentID;

#endif /* ECONOMY_TYPE_H */