/* $Id$ */ /** @file economy.cpp Handling of the economy. */ #include "stdafx.h" #include "openttd.h" #include "currency.h" #include "landscape.h" #include "player_base.h" #include "player_func.h" #include "command_func.h" #include "saveload.h" #include "industry.h" #include "town.h" #include "news_func.h" #include "network/network.h" #include "network/network_func.h" #include "variables.h" #include "vehicle_gui.h" #include "ai/ai.h" #include "train.h" #include "roadveh.h" #include "aircraft.h" #include "newgrf_engine.h" #include "newgrf_sound.h" #include "newgrf_callbacks.h" #include "newgrf_industries.h" #include "newgrf_industrytiles.h" #include "newgrf_station.h" #include "unmovable.h" #include "cargotype.h" #include "group.h" #include "strings_func.h" #include "tile_cmd.h" #include "functions.h" #include "window_func.h" #include "date_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "track_type.h" #include "track_func.h" #include "road_func.h" #include "rail_map.h" #include "signal_func.h" #include "gfx_func.h" #include "autoreplace_func.h" #include "player_gui.h" #include "table/strings.h" #include "table/sprites.h" /** * 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); } /** * Multiply two unsigned integers and shift the results to right. * * This function multiplies two unsigned integers. The result is * shifted by the amount of shift to right. * * @param a The first unsigned integer * @param b The second unsigned integer * @param shift The amount to shift the value to right. * @return The shifted result */ static inline uint32 BigMulSU(const uint32 a, const uint32 b, const uint8 shift) { return (uint32)((uint64)a * (uint64)b >> shift); } /* Score info */ const ScoreInfo _score_info[] = { { SCORE_VEHICLES, 120, 100 }, { SCORE_STATIONS, 80, 100 }, { SCORE_MIN_PROFIT, 10000, 100 }, { SCORE_MIN_INCOME, 50000, 50 }, { SCORE_MAX_INCOME, 100000, 100 }, { SCORE_DELIVERED, 40000, 400 }, { SCORE_CARGO, 8, 50 }, { SCORE_MONEY, 10000000, 50 }, { SCORE_LOAN, 250000, 50 }, { SCORE_TOTAL, 0, 0 } }; int _score_part[MAX_PLAYERS][SCORE_END]; Economy _economy; Subsidy _subsidies[MAX_PLAYERS]; Prices _price; uint16 _price_frac[NUM_PRICES]; Money _cargo_payment_rates[NUM_CARGO]; uint16 _cargo_payment_rates_frac[NUM_CARGO]; Money _additional_cash_required; Money CalculateCompanyValue(const Player* p) { PlayerID owner = p->index; Money value = 0; Station *st; uint num = 0; FOR_ALL_STATIONS(st) { if (st->owner == owner) num += CountBits(st->facilities); } value += num * _price.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 && IsNormalAircraft(v)) || v->type == VEH_SHIP) { value += v->value * 3 >> 1; } } /* Add real money value */ value -= p->current_loan; value += p->player_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 p player been evaluated * @return actual score of this player * */ int UpdateCompanyRatingAndValue(Player *p, bool update) { byte owner = p->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 (IsPlayerBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) { num++; if (v->age > 730) { /* Find the vehicle with the lowest amount of profit */ if (min_profit_first || min_profit > v->profit_last_year) { min_profit = v->profit_last_year; min_profit_first = false; } } } } min_profit >>= 8; // remove the fract part _score_part[owner][SCORE_VEHICLES] = num; /* Don't allow negative min_profit to show */ if (min_profit > 0) _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit); } /* Count stations */ { uint num = 0; const Station* st; FOR_ALL_STATIONS(st) { if (st->owner == owner) num += CountBits(st->facilities); } _score_part[owner][SCORE_STATIONS] = num; } /* Generate statistics depending on recent income statistics */ { int numec = min(p->num_valid_stat_ent, 12); if (numec != 0) { const PlayerEconomyEntry *pee = p->old_economy; Money min_income = pee->income + pee->expenses; Money max_income = pee->income + pee->expenses; do { min_income = min(min_income, pee->income + pee->expenses); max_income = max(max_income, pee->income + pee->expenses); } while (++pee,--numec); if (min_income > 0) _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income); _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income); } } /* Generate score depending on amount of transported cargo */ { const PlayerEconomyEntry* pee; int numec; uint32 total_delivered; numec = min(p->num_valid_stat_ent, 4); if (numec != 0) { pee = p->old_economy; total_delivered = 0; do { total_delivered += pee->delivered_cargo; } while (++pee,--numec); _score_part[owner][SCORE_DELIVERED] = total_delivered; } } /* Generate score for variety of cargo */ { uint num = CountBits(p->cargo_types); _score_part[owner][SCORE_CARGO] = num; if (update) p->cargo_types = 0; } /* Generate score for player money */ { if (p->player_money > 0) { _score_part[owner][SCORE_MONEY] = ClampToI32(p->player_money); } } /* Generate score for loan */ { _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - p->current_loan); } /* Now we calculate the score for each item.. */ { int total_score = 0; int s; score = 0; for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) { /* Skip the total */ if (i == SCORE_TOTAL) continue; /* Check the score */ s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed; score += s; total_score += _score_info[i].score; } _score_part[owner][SCORE_TOTAL] = score; /* We always want the score scaled to SCORE_MAX (1000) */ if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score; } if (update) { p->old_economy[0].performance_history = score; UpdateCompanyHQ(p, score); p->old_economy[0].company_value = CalculateCompanyValue(p); } InvalidateWindow(WC_PERFORMANCE_DETAIL, 0); return score; } /* use PLAYER_SPECTATOR as new_player to delete the player. */ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player) { Town *t; PlayerID old = _current_player; assert(old_player != new_player); { Player *p; uint i; /* See if the old_player had shares in other companies */ _current_player = old_player; FOR_ALL_PLAYERS(p) { if (!p->is_active) continue; for (i = 0; i < 4; i++) { if (p->share_owners[i] == old_player) { /* Sell his shares */ CommandCost res = DoCommand(0, p->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY); /* Because we are in a DoCommand, we can't just execute an other one and * expect the money to be removed. We need to do it ourself! */ SubtractMoneyFromPlayer(res); } } } /* Sell all the shares that people have on this company */ p = GetPlayer(old_player); for (i = 0; i < 4; i++) { _current_player = p->share_owners[i]; if (_current_player != PLAYER_SPECTATOR) { /* Sell the shares */ CommandCost res = DoCommand(0, old_player, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY); /* Because we are in a DoCommand, we can't just execute an other one and * expect the money to be removed. We need to do it ourself! */ SubtractMoneyFromPlayer(res); } } } _current_player = old_player; /* Temporarily increase the player'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_player == PLAYER_SPECTATOR) { GetPlayer(old_player)->player_money = UINT64_MAX >> 2; // jackpot ;p } if (new_player == PLAYER_SPECTATOR) { Subsidy *s; for (s = _subsidies; s != endof(_subsidies); s++) { if (s->cargo_type != CT_INVALID && s->age >= 12) { if (GetStation(s->to)->owner == old_player) s->cargo_type = CT_INVALID; } } } /* Take care of rating in towns */ FOR_ALL_TOWNS(t) { /* If a player takes over, give the ratings to that player. */ if (new_player != PLAYER_SPECTATOR) { if (HasBit(t->have_ratings, old_player)) { if (HasBit(t->have_ratings, new_player)) { // use max of the two ratings. t->ratings[new_player] = max(t->ratings[new_player], t->ratings[old_player]); } else { SetBit(t->have_ratings, new_player); t->ratings[new_player] = t->ratings[old_player]; } } } /* Reset the ratings for the old player */ t->ratings[old_player] = RATING_INITIAL; ClrBit(t->have_ratings, old_player); } { int num_train = 0; int num_road = 0; int num_ship = 0; int num_aircraft = 0; Vehicle *v; /* Determine Ids for the new vehicles */ FOR_ALL_VEHICLES(v) { if (v->owner == new_player) { switch (v->type) { case VEH_TRAIN: if (IsFrontEngine(v)) num_train++; break; case VEH_ROAD: if (IsRoadVehFront(v)) num_road++; break; case VEH_SHIP: num_ship++; break; case VEH_AIRCRAFT: if (IsNormalAircraft(v)) num_aircraft++; break; default: break; } } } FOR_ALL_VEHICLES(v) { if (v->owner == old_player && IsInsideMM(v->type, VEH_TRAIN, VEH_AIRCRAFT + 1)) { if (new_player == PLAYER_SPECTATOR) { DeleteWindowById(WC_VEHICLE_VIEW, v->index); DeleteWindowById(WC_VEHICLE_DETAILS, v->index); DeleteWindowById(WC_VEHICLE_ORDERS, v->index); if (v->IsPrimaryVehicle() || (v->type == VEH_TRAIN && IsFreeWagon(v))) { switch (v->type) { default: NOT_REACHED(); case VEH_TRAIN: { Vehicle *u = v; do { Vehicle *next = GetNextVehicle(u); delete u; u = next; } while (u != NULL); } break; case VEH_ROAD: case VEH_SHIP: delete v; break; case VEH_AIRCRAFT: DeleteVehicleChain(v); break; } } } else { v->owner = new_player; v->colormap = PAL_NONE; v->group_id = DEFAULT_GROUP; if (IsEngineCountable(v)) GetPlayer(new_player)->num_engines[v->engine_type]++; switch (v->type) { case VEH_TRAIN: if (IsFrontEngine(v)) v->unitnumber = ++num_train; break; case VEH_ROAD: if (IsRoadVehFront(v)) v->unitnumber = ++num_road; break; case VEH_SHIP: v->unitnumber = ++num_ship; break; case VEH_AIRCRAFT: if (IsNormalAircraft(v)) v->unitnumber = ++num_aircraft; break; default: NOT_REACHED(); } } } } } /* Change ownership of tiles */ { TileIndex tile = 0; do { ChangeTileOwner(tile, old_player, new_player); } while (++tile != MapSize()); if (new_player != PLAYER_SPECTATOR) { /* Update all signals because there can be new segment that was owned by two players * and signals were not propagated * Similiar with crossings - it is needed to bar crossings that weren't before * because of different owner of crossing and approaching train */ tile = 0; do { if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_player) && 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_player); } while (tracks != TRACK_BIT_NONE); } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_player)) { UpdateLevelCrossing(tile); } } while (++tile != MapSize()); } /* update signals in buffer */ UpdateSignalsInBuffer(); } /* In all cases clear replace engine rules. * Even if it was copied, it could interfere with new owner's rules */ RemoveAllEngineReplacementForPlayer(GetPlayer(old_player)); if (new_player == PLAYER_SPECTATOR) { RemoveAllGroupsForPlayer(old_player); } else { Group *g; FOR_ALL_GROUPS(g) { if (g->owner == old_player) g->owner = new_player; } } /* Change color of existing windows */ if (new_player != PLAYER_SPECTATOR) ChangeWindowOwner(old_player, new_player); _current_player = old; MarkWholeScreenDirty(); } static void ChangeNetworkOwner(PlayerID current_player, PlayerID new_player) { #ifdef ENABLE_NETWORK if (!_networking) return; if (current_player == _local_player) { _network_playas = new_player; SetLocalPlayer(new_player); } if (!_network_server) return; NetworkServerChangeOwner(current_player, new_player); #endif /* ENABLE_NETWORK */ } static void PlayersCheckBankrupt(Player *p) { PlayerID owner; /* If the player has money again, it does not go bankrupt */ if (p->player_money >= 0) { p->quarters_of_bankrupcy = 0; return; } p->quarters_of_bankrupcy++; owner = p->index; switch (p->quarters_of_bankrupcy) { case 2: SetDParam(0, STR_7056_TRANSPORT_COMPANY_IN_TROUBLE); SetDParam(1, STR_7057_WILL_BE_SOLD_OFF_OR_DECLARED); SetDParam(2, owner); AddNewsItem(STR_02B6, NS_COMPANY_TROUBLE, 0, owner); break; case 3: { /* XXX - In multiplayer, should we ask other players if it wants to take over when it is a human company? -- TrueLight */ if (IsHumanPlayer(owner)) { SetDParam(0, STR_7056_TRANSPORT_COMPANY_IN_TROUBLE); SetDParam(1, STR_7057_WILL_BE_SOLD_OFF_OR_DECLARED); SetDParam(2, owner); AddNewsItem(STR_02B6, NS_COMPANY_TROUBLE, 0, owner); break; } /* Check if the company has any value.. if not, declare it bankrupt * right now */ Money val = CalculateCompanyValue(p); if (val > 0) { p->bankrupt_value = val; p->bankrupt_asked = 1 << owner; // Don't ask the owner p->bankrupt_timeout = 0; break; } /* Else, falltrue to case 4... */ } case 4: { /* Close everything the owner has open */ DeletePlayerWindows(owner); /* Show bankrupt news */ SetDParam(0, STR_705C_BANKRUPT); SetDParam(1, STR_705D_HAS_BEEN_CLOSED_DOWN_BY); SetDParam(2, p->index); AddNewsItem(STR_02B6, NS_COMPANY_BANKRUPT, 0, owner); if (IsHumanPlayer(owner)) { /* XXX - If we are in offline mode, leave the player playing. Eg. there * is no THE-END, otherwise mark the player as spectator to make sure * he/she is no long in control of this company */ if (!_networking) { p->bankrupt_asked = 0xFF; p->bankrupt_timeout = 0x456; break; } ChangeNetworkOwner(owner, PLAYER_SPECTATOR); } /* Remove the player */ ChangeOwnershipOfPlayerItems(owner, PLAYER_SPECTATOR); /* Register the player as not-active */ p->is_active = false; if (!IsHumanPlayer(owner) && (!_networking || _network_server) && _ai.enabled) AI_PlayerDied(owner); } } } static void PlayersGenStatistics() { Station *st; Player *p; FOR_ALL_STATIONS(st) { _current_player = st->owner; CommandCost cost(EXPENSES_PROPERTY, _price.station_value >> 1); SubtractMoneyFromPlayer(cost); } if (!HasBit(1<<0|1<<3|1<<6|1<<9, _cur_month)) return; FOR_ALL_PLAYERS(p) { if (p->is_active) { memmove(&p->old_economy[1], &p->old_economy[0], sizeof(p->old_economy) - sizeof(p->old_economy[0])); p->old_economy[0] = p->cur_economy; memset(&p->cur_economy, 0, sizeof(p->cur_economy)); if (p->num_valid_stat_ent != 24) p->num_valid_stat_ent++; UpdateCompanyRatingAndValue(p, true); PlayersCheckBankrupt(p); if (p->block_preview != 0) p->block_preview--; } } 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() { /* 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 ((_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 PlayersPayInterest() { const Player* p; int interest = _economy.interest_rate * 54; FOR_ALL_PLAYERS(p) { if (!p->is_active) continue; _current_player = p->index; SubtractMoneyFromPlayer(CommandCost(EXPENSES_LOAN_INT, (Money)BigMulSU(p->current_loan, interest, 16))); SubtractMoneyFromPlayer(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_7073_WORLD_RECESSION_FINANCIAL, NS_ECONOMY, 0, 0); } else if (_economy.fluct == -12) { _economy.fluct = GB(Random(), 0, 8) + 312; AddNewsItem(STR_7074_RECESSION_OVER_UPTURN_IN, NS_ECONOMY, 0, 0); } } static byte _price_category[NUM_PRICES] = { 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 2, }; static const Money _price_base[NUM_PRICES] = { 100, ///< station_value 100, ///< build_rail 95, ///< build_road 65, ///< build_signals 275, ///< build_bridge 600, ///< build_train_depot 500, ///< build_road_depot 700, ///< build_ship_depot 450, ///< build_tunnel 200, ///< train_station_track 180, ///< train_station_length 600, ///< build_airport 200, ///< build_bus_station 200, ///< build_truck_station 350, ///< build_dock 400000, ///< build_railvehicle 2000, ///< build_railwagon 700000, ///< aircraft_base 14000, ///< roadveh_base 65000, ///< ship_base 20, ///< build_trees 250, ///< terraform 20, ///< clear_grass 40, ///< clear_roughland 200, ///< clear_rocks 500, ///< clear_fields 20, ///< remove_trees -70, ///< remove_rail 10, ///< remove_signals 50, ///< clear_bridge 80, ///< remove_train_depot 80, ///< remove_road_depot 90, ///< remove_ship_depot 30, ///< clear_tunnel 10000, ///< clear_water 50, ///< remove_rail_station 30, ///< remove_airport 50, ///< remove_bus_station 50, ///< remove_truck_station 55, ///< remove_dock 1600, ///< remove_house 40, ///< remove_road 5600, ///< running_rail[0] steam 5200, ///< running_rail[1] diesel 4800, ///< running_rail[2] electric 9600, ///< aircraft_running 1600, ///< roadveh_running 5600, ///< ship_running 1000000, ///< build_industry }; 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; } void StartupEconomy() { int i; assert(sizeof(_price) == NUM_PRICES * sizeof(Money)); for (i = 0; i != NUM_PRICES; i++) { Money price = _price_base[i]; if (_price_category[i] != 0) { uint mod = _price_category[i] == 1 ? _settings_game.difficulty.vehicle_costs : _settings_game.difficulty.construction_cost; if (mod < 1) { price = price * 3 >> 2; } else if (mod > 1) { price = price * 9 >> 3; } } if (price_base_multiplier[i] > 8) { price <<= price_base_multiplier[i] - 8; } else { price >>= 8 - price_base_multiplier[i]; } ((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; } Money GetPriceByIndex(uint8 index) { if (index > NUM_PRICES) return 0; return ((Money*)&_price)[index]; } Pair SetupSubsidyDecodeParam(const Subsidy* s, bool mode) { TileIndex tile; TileIndex tile2; Pair tp; /* if mode is false, use the singular form */ const CargoSpec *cs = GetCargo(s->cargo_type); SetDParam(0, mode ? cs->name : cs->name_single); if (s->age < 12) { if (cs->town_effect != TE_PASSENGERS && cs->town_effect != TE_MAIL) { SetDParam(1, STR_INDUSTRY); SetDParam(2, s->from); tile = GetIndustry(s->from)->xy; if (cs->town_effect != TE_GOODS && cs->town_effect != TE_FOOD) { SetDParam(4, STR_INDUSTRY); SetDParam(5, s->to); tile2 = GetIndustry(s->to)->xy; } else { SetDParam(4, STR_TOWN); SetDParam(5, s->to); tile2 = GetTown(s->to)->xy; } } else { SetDParam(1, STR_TOWN); SetDParam(2, s->from); tile = GetTown(s->from)->xy; SetDParam(4, STR_TOWN); SetDParam(5, s->to); tile2 = GetTown(s->to)->xy; } } else { SetDParam(1, s->from); tile = GetStation(s->from)->xy; SetDParam(2, s->to); tile2 = GetStation(s->to)->xy; } tp.a = tile; tp.b = tile2; return tp; } void DeleteSubsidyWithTown(TownID index) { Subsidy *s; for (s = _subsidies; s != endof(_subsidies); s++) { if (s->cargo_type != CT_INVALID && s->age < 12) { const CargoSpec *cs = GetCargo(s->cargo_type); if (((cs->town_effect == TE_PASSENGERS || cs->town_effect == TE_MAIL) && (index == s->from || index == s->to)) || ((cs->town_effect == TE_GOODS || cs->town_effect == TE_FOOD) && index == s->to)) { s->cargo_type = CT_INVALID; } } } } void DeleteSubsidyWithIndustry(IndustryID index) { Subsidy *s; for (s = _subsidies; s != endof(_subsidies); s++) { if (s->cargo_type != CT_INVALID && s->age < 12) { const CargoSpec *cs = GetCargo(s->cargo_type); if (cs->town_effect != TE_PASSENGERS && cs->town_effect != TE_MAIL && (index == s->from || (cs->town_effect != TE_GOODS && cs->town_effect != TE_FOOD && index == s->to))) { s->cargo_type = CT_INVALID; } } } } void DeleteSubsidyWithStation(StationID index) { Subsidy *s; bool dirty = false; for (s = _subsidies; s != endof(_subsidies); s++) { if (s->cargo_type != CT_INVALID && s->age >= 12 && (s->from == index || s->to == index)) { s->cargo_type = CT_INVALID; dirty = true; } } if (dirty) InvalidateWindow(WC_SUBSIDIES_LIST, 0); } struct FoundRoute { uint distance; CargoID cargo; void *from; void *to; }; static void FindSubsidyPassengerRoute(FoundRoute *fr) { Town *from,*to; fr->distance = (uint)-1; fr->from = from = GetRandomTown(); if (from == NULL || from->population < 400) return; fr->to = to = GetRandomTown(); if (from == to || to == NULL || to->population < 400 || to->pct_pass_transported > 42) return; fr->distance = DistanceManhattan(from->xy, to->xy); } static void FindSubsidyCargoRoute(FoundRoute *fr) { Industry *i; int trans, total; CargoID cargo; fr->distance = (uint)-1; fr->from = i = GetRandomIndustry(); if (i == NULL) return; /* Randomize cargo type */ if (HasBit(Random(), 0) && i->produced_cargo[1] != CT_INVALID) { cargo = i->produced_cargo[1]; trans = i->last_month_pct_transported[1]; total = i->last_month_production[1]; } else { cargo = i->produced_cargo[0]; trans = i->last_month_pct_transported[0]; total = i->last_month_production[0]; } /* Quit if no production in this industry * or if the cargo type is passengers * or if the pct transported is already large enough */ if (total == 0 || trans > 42 || cargo == CT_INVALID) return; const CargoSpec *cs = GetCargo(cargo); if (cs->town_effect == TE_PASSENGERS) return; fr->cargo = cargo; if (cs->town_effect == TE_GOODS || cs->town_effect == TE_FOOD) { /* The destination is a town */ Town *t = GetRandomTown(); /* Only want big towns */ if (t == NULL || t->population < 900) return; fr->distance = DistanceManhattan(i->xy, t->xy); fr->to = t; } else { /* The destination is an industry */ Industry *i2 = GetRandomIndustry(); /* The industry must accept the cargo */ if (i2 == NULL || i == i2 || (cargo != i2->accepts_cargo[0] && cargo != i2->accepts_cargo[1] && cargo != i2->accepts_cargo[2])) { return; } fr->distance = DistanceManhattan(i->xy, i2->xy); fr->to = i2; } } static bool CheckSubsidyDuplicate(Subsidy *s) { const Subsidy* ss; for (ss = _subsidies; ss != endof(_subsidies); ss++) { if (s != ss && ss->from == s->from && ss->to == s->to && ss->cargo_type == s->cargo_type) { s->cargo_type = CT_INVALID; return true; } } return false; } static void SubsidyMonthlyHandler() { Subsidy *s; Pair pair; Station *st; uint n; FoundRoute fr; bool modified = false; for (s = _subsidies; s != endof(_subsidies); s++) { if (s->cargo_type == CT_INVALID) continue; if (s->age == 12-1) { pair = SetupSubsidyDecodeParam(s, 1); AddNewsItem(STR_202E_OFFER_OF_SUBSIDY_EXPIRED, NS_SUBSIDIES, pair.a, pair.b); s->cargo_type = CT_INVALID; modified = true; } else if (s->age == 2*12-1) { st = GetStation(s->to); if (st->owner == _local_player) { pair = SetupSubsidyDecodeParam(s, 1); AddNewsItem(STR_202F_SUBSIDY_WITHDRAWN_SERVICE, NS_SUBSIDIES, pair.a, pair.b); } s->cargo_type = CT_INVALID; modified = true; } else { s->age++; } } /* 25% chance to go on */ if (Chance16(1,4)) { /* Find a free slot*/ s = _subsidies; while (s->cargo_type != CT_INVALID) { if (++s == endof(_subsidies)) goto no_add; } n = 1000; do { FindSubsidyPassengerRoute(&fr); if (fr.distance <= 70) { s->cargo_type = CT_PASSENGERS; s->from = ((Town*)fr.from)->index; s->to = ((Town*)fr.to)->index; goto add_subsidy; } FindSubsidyCargoRoute(&fr); if (fr.distance <= 70) { s->cargo_type = fr.cargo; s->from = ((Industry*)fr.from)->index; { const CargoSpec *cs = GetCargo(fr.cargo); s->to = (cs->town_effect == TE_GOODS || cs->town_effect == TE_FOOD) ? ((Town*)fr.to)->index : ((Industry*)fr.to)->index; } add_subsidy: if (!CheckSubsidyDuplicate(s)) { s->age = 0; pair = SetupSubsidyDecodeParam(s, 0); AddNewsItem(STR_2030_SERVICE_SUBSIDY_OFFERED, NS_SUBSIDIES, pair.a, pair.b); modified = true; break; } } } while (n--); } no_add:; if (modified) InvalidateWindow(WC_SUBSIDIES_LIST, 0); } static const SaveLoad _subsidies_desc[] = { SLE_VAR(Subsidy, cargo_type, SLE_UINT8), SLE_VAR(Subsidy, age, SLE_UINT8), SLE_CONDVAR(Subsidy, from, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVAR(Subsidy, from, SLE_UINT16, 5, SL_MAX_VERSION), SLE_CONDVAR(Subsidy, to, SLE_FILE_U8 | SLE_VAR_U16, 0, 4), SLE_CONDVAR(Subsidy, to, SLE_UINT16, 5, SL_MAX_VERSION), SLE_END() }; static void Save_SUBS() { int i; Subsidy *s; for (i = 0; i != lengthof(_subsidies); i++) { s = &_subsidies[i]; if (s->cargo_type != CT_INVALID) { SlSetArrayIndex(i); SlObject(s, _subsidies_desc); } } } static void Load_SUBS() { int index; while ((index = SlIterateArray()) != -1) SlObject(&_subsidies[index], _subsidies_desc); } Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type) { const CargoSpec *cs = GetCargo(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 = transit_days - days1; /* * 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 * */ int time_factor; if (days_over_days1 <= 0) { time_factor = MAX_TIME_FACTOR; } else if (days_over_days1 <= days2) { time_factor = MAX_TIME_FACTOR - days_over_days1; } else { time_factor = MAX_TIME_FACTOR - 2 * days_over_days1 + days2; } if (time_factor < MIN_TIME_FACTOR) time_factor = MIN_TIME_FACTOR; return BigMulS(dist * time_factor * num_pieces, _cargo_payment_rates[cargo_type], 21); } static void DeliverGoodsToIndustry(TileIndex xy, CargoID cargo_type, int num_pieces) { Industry *best = NULL; Industry *ind; const IndustrySpec *indspec; uint best_dist; uint accepted_cargo_index = 0; ///< unlikely value, just for warning removing /* Check if there's an industry close to the station that accepts the cargo * XXX - Think of something better to * 1) Only deliver to industries which are withing the catchment radius * 2) Distribute between industries if more then one is present */ best_dist = (_settings_game.station.station_spread + 8) * 2; FOR_ALL_INDUSTRIES(ind) { indspec = GetIndustrySpec(ind->type); uint i; for (i = 0; i < lengthof(ind->accepts_cargo); i++) { if (cargo_type == ind->accepts_cargo[i]) break; } /* Check if matching cargo has been found */ if (i == lengthof(ind->accepts_cargo)) continue; 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; } uint dist = DistanceManhattan(ind->xy, xy); if (dist < best_dist) { best = ind; best_dist = dist; accepted_cargo_index = i; } } /* Found one? */ if (best != NULL) { indspec = GetIndustrySpec(best->type); uint16 callback = indspec->callback_flags; best->was_cargo_delivered = true; best->last_cargo_accepted_at = _date; if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) { best->incoming_cargo_waiting[accepted_cargo_index] = min(num_pieces + best->incoming_cargo_waiting[accepted_cargo_index], 0xFFFF); if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) { IndustryProductionCallback(best, 0); } else { InvalidateWindow(WC_INDUSTRY_VIEW, best->index); } } else { best->produced_cargo_waiting[0] = min(best->produced_cargo_waiting[0] + (num_pieces * indspec->input_cargo_multiplier[accepted_cargo_index][0] / 256), 0xFFFF); best->produced_cargo_waiting[1] = min(best->produced_cargo_waiting[1] + (num_pieces * indspec->input_cargo_multiplier[accepted_cargo_index][1] / 256), 0xFFFF); } TriggerIndustry(best, INDUSTRY_TRIGGER_RECEIVED_CARGO); StartStopIndustryTileAnimation(best, IAT_INDUSTRY_RECEIVED_CARGO); } } static bool CheckSubsidised(Station *from, Station *to, CargoID cargo_type) { Subsidy *s; TileIndex xy; Pair pair; /* check if there is an already existing subsidy that applies to us */ for (s = _subsidies; s != endof(_subsidies); s++) { if (s->cargo_type == cargo_type && s->age >= 12 && s->from == from->index && s->to == to->index) { return true; } } /* check if there's a new subsidy that applies.. */ for (s = _subsidies; s != endof(_subsidies); s++) { if (s->cargo_type == cargo_type && s->age < 12) { /* Check distance from source */ const CargoSpec *cs = GetCargo(cargo_type); if (cs->town_effect == TE_PASSENGERS || cs->town_effect == TE_MAIL) { xy = GetTown(s->from)->xy; } else { xy = (GetIndustry(s->from))->xy; } if (DistanceMax(xy, from->xy) > 9) continue; /* Check distance from dest */ switch (cs->town_effect) { case TE_PASSENGERS: case TE_MAIL: case TE_GOODS: case TE_FOOD: xy = GetTown(s->to)->xy; break; default: xy = GetIndustry(s->to)->xy; break; } if (DistanceMax(xy, to->xy) > 9) continue; /* Found a subsidy, change the values to indicate that it's in use */ s->age = 12; s->from = from->index; s->to = to->index; /* Add a news item */ pair = SetupSubsidyDecodeParam(s, 0); InjectDParam(1); SetDParam(0, _current_player); AddNewsItem( STR_2031_SERVICE_SUBSIDY_AWARDED + _settings_game.difficulty.subsidy_multiplier, NS_SUBSIDIES, pair.a, pair.b ); InvalidateWindow(WC_SUBSIDIES_LIST, 0); return true; } } return false; } static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID source, StationID dest, TileIndex source_tile, byte days_in_transit) { bool subsidised; Station *s_from, *s_to; Money profit; assert(num_pieces > 0); /* Update player statistics */ { Player *p = GetPlayer(_current_player); p->cur_economy.delivered_cargo += num_pieces; SetBit(p->cargo_types, cargo_type); } /* Get station pointers. */ s_from = GetStation(source); s_to = GetStation(dest); /* Check if a subsidy applies. */ subsidised = CheckSubsidised(s_from, s_to, cargo_type); /* Increase town's counter for some special goods types */ const CargoSpec *cs = GetCargo(cargo_type); if (cs->town_effect == TE_FOOD) s_to->town->new_act_food += num_pieces; if (cs->town_effect == TE_WATER) s_to->town->new_act_water += num_pieces; /* Give the goods to the industry. */ DeliverGoodsToIndustry(s_to->xy, cargo_type, num_pieces); /* Determine profit */ profit = GetTransportedGoodsIncome(num_pieces, DistanceManhattan(source_tile, s_to->xy), days_in_transit, cargo_type); /* Modify profit if a subsidy is in effect */ if (subsidised) { 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; } /** * Performs the vehicle payment _and_ marks the vehicle to be unloaded. * @param front_v the vehicle to be unloaded */ void VehiclePayment(Vehicle *front_v) { int result = 0; Money vehicle_profit = 0; // Money paid to the train Money route_profit = 0; // The grand total amount for the route. A-D of transfer chain A-B-C-D Money virtual_profit = 0; // The virtual profit for entire vehicle chain StationID last_visited = front_v->last_station_visited; Station *st = GetStation(last_visited); /* The owner of the train wants to be paid */ PlayerID old_player = _current_player; _current_player = front_v->owner; /* 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; for (Vehicle *v = front_v; v != NULL; v = v->Next()) { /* No cargo to unload */ if (v->cargo_cap == 0 || v->cargo.Empty() || front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) continue; /* All cargo has already been paid for, no need to pay again */ if (!v->cargo.UnpaidCargo()) { SetBit(v->vehicle_flags, VF_CARGO_UNLOADING); continue; } GoodsEntry *ge = &st->goods[v->cargo_type]; const CargoList::List *cargos = v->cargo.Packets(); for (CargoList::List::const_iterator it = cargos->begin(); it != cargos->end(); it++) { CargoPacket *cp = *it; if (!cp->paid_for && cp->source != last_visited && HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && (front_v->current_order.GetUnloadType() & OUFB_TRANSFER) == 0) { /* Deliver goods to the station */ st->time_since_unload = 0; /* handle end of route payment */ Money profit = DeliverGoods(cp->count, v->cargo_type, cp->source, last_visited, cp->source_xy, cp->days_in_transit); cp->paid_for = true; route_profit += profit; // display amount paid for final route delivery, A-D of a chain A-B-C-D vehicle_profit += profit - cp->feeder_share; // whole vehicle is not payed for transfers picked up earlier result |= 1; SetBit(v->vehicle_flags, VF_CARGO_UNLOADING); } else if (front_v->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) { if (!cp->paid_for && (front_v->current_order.GetUnloadType() & OUFB_TRANSFER) != 0) { Money profit = GetTransportedGoodsIncome( cp->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, GetStation(last_visited)->xy), cp->days_in_transit, v->cargo_type); front_v->profit_this_year += profit << 8; virtual_profit += profit; // accumulate transfer profits for whole vehicle cp->feeder_share += profit; // account for the (virtual) profit already made for the cargo packet cp->paid_for = true; // record that the cargo has been paid for to eliminate double counting } result |= 2; SetBit(v->vehicle_flags, VF_CARGO_UNLOADING); } } v->cargo.InvalidateCache(); } if (virtual_profit > 0) { ShowFeederIncomeAnimation(front_v->x_pos, front_v->y_pos, front_v->z_pos, virtual_profit); } if (route_profit != 0) { front_v->profit_this_year += vehicle_profit << 8; SubtractMoneyFromPlayer(CommandCost(front_v->GetExpenseType(true), -route_profit)); if (IsLocalPlayer() && !PlayVehicleSound(front_v, VSE_LOAD_UNLOAD)) { SndPlayVehicleFx(SND_14_CASHTILL, front_v); } ShowCostOrIncomeAnimation(front_v->x_pos, front_v->y_pos, front_v->z_pos, -vehicle_profit); } _current_player = old_player; } /** * 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)); /* 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()) { if (v->cargo_cap != 0) cargo_left[v->cargo_type] -= v->cargo_cap - v->cargo.Count(); } } return; } StationID last_visited = v->last_station_visited; Station *st = GetStation(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; uint cap; 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; for (; v != NULL; v = v->Next()) { if (v->cargo_cap == 0) continue; byte load_amount = EngInfo(v->engine_type)->load_amount; 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; // Are there cargo entities in this vehicle that can still be unloaded here? 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, last_visited); result |= 1; } else if (u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) { remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded); SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP); result |= 2; } else { /* The order changed while unloading (unset unload/transfer) or the * station does not accept goods anymore. */ ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING); 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 = u->u.rail.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. */ if (!ge->cargo.Empty() && (cap = v->cargo_cap - v->cargo.Count()) != 0) { 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, 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()) { if (v->cargo_cap != 0) cargo_left[v->cargo_type] -= v->cargo_cap - v->cargo.Count(); } } v = u; 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 = v->u.rail.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_player 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_player && _local_player != PLAYER_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); } } v->load_unload_time_rem = 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) { 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); } } void PlayersMonthlyLoop() { PlayersGenStatistics(); if (_settings_game.economy.inflation && _cur_year < MAX_YEAR) AddInflation(); PlayersPayInterest(); /* Reset the _current_player flag */ _current_player = OWNER_NONE; HandleEconomyFluctuations(); SubsidyMonthlyHandler(); } static void DoAcquireCompany(Player *p) { Player *owner; int i; Money value; SetDParam(0, STR_7059_TRANSPORT_COMPANY_MERGER); SetDParam(1, p->bankrupt_value == 0 ? STR_707F_HAS_BEEN_TAKEN_OVER_BY : STR_705A_HAS_BEEN_SOLD_TO_FOR); SetDParam(2, p->index); SetDParam(3, _current_player); SetDParam(4, p->bankrupt_value); AddNewsItem(STR_02B6, NS_COMPANY_MERGER, 0, _current_player); /* original code does this a little bit differently */ PlayerID pi = p->index; ChangeNetworkOwner(pi, _current_player); ChangeOwnershipOfPlayerItems(pi, _current_player); if (p->bankrupt_value == 0) { owner = GetPlayer(_current_player); owner->current_loan += p->current_loan; } value = CalculateCompanyValue(p) >> 2; PlayerID old_player = _current_player; for (i = 0; i != 4; i++) { if (p->share_owners[i] != PLAYER_SPECTATOR) { _current_player = p->share_owners[i]; SubtractMoneyFromPlayer(CommandCost(EXPENSES_OTHER, -value)); } } _current_player = old_player; p->is_active = false; DeletePlayerWindows(pi); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); InvalidateWindowClassesData(WC_SHIPS_LIST, 0); InvalidateWindowClassesData(WC_ROADVEH_LIST, 0); InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0); } extern int GetAmountOwnedBy(const Player *p, PlayerID owner); /** Acquire shares in an opposing company. * @param tile unused * @param flags type of operation * @param p1 player to buy the shares from * @param p2 unused */ CommandCost CmdBuyShareInCompany(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p; CommandCost cost(EXPENSES_OTHER); /* Check if buying shares is allowed (protection against modified clients) */ /* Cannot buy own shares */ if (!IsValidPlayer((PlayerID)p1) || !_settings_game.economy.allow_shares || _current_player == (PlayerID)p1) return CMD_ERROR; p = GetPlayer((PlayerID)p1); /* Cannot buy shares of non-existent nor bankrupted company */ if (!p->is_active) return CMD_ERROR; /* Protect new companies from hostile takeovers */ if (_cur_year - p->inaugurated_year < 6) return_cmd_error(STR_PROTECTED); /* Those lines are here for network-protection (clients can be slow) */ if (GetAmountOwnedBy(p, PLAYER_SPECTATOR) == 0) return cost; /* We can not buy out a real player (temporarily). TODO: well, enable it obviously */ if (GetAmountOwnedBy(p, PLAYER_SPECTATOR) == 1 && !p->is_ai) return cost; cost.AddCost(CalculateCompanyValue(p) >> 2); if (flags & DC_EXEC) { PlayerByte* b = p->share_owners; int i; while (*b != PLAYER_SPECTATOR) b++; /* share owners is guaranteed to contain at least one PLAYER_SPECTATOR */ *b = _current_player; for (i = 0; p->share_owners[i] == _current_player;) { if (++i == 4) { p->bankrupt_value = 0; DoAcquireCompany(p); break; } } InvalidateWindow(WC_COMPANY, p1); } return cost; } /** Sell shares in an opposing company. * @param tile unused * @param flags type of operation * @param p1 player to sell the shares from * @param p2 unused */ CommandCost CmdSellShareInCompany(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p; Money cost; /* Check if selling shares is allowed (protection against modified clients) */ /* Cannot sell own shares */ if (!IsValidPlayer((PlayerID)p1) || !_settings_game.economy.allow_shares || _current_player == (PlayerID)p1) return CMD_ERROR; p = GetPlayer((PlayerID)p1); /* Cannot sell shares of non-existent nor bankrupted company */ if (!p->is_active) return CMD_ERROR; /* Those lines are here for network-protection (clients can be slow) */ if (GetAmountOwnedBy(p, _current_player) == 0) return CommandCost(); /* adjust it a little to make it less profitable to sell and buy */ cost = CalculateCompanyValue(p) >> 2; cost = -(cost - (cost >> 7)); if (flags & DC_EXEC) { PlayerByte* b = p->share_owners; while (*b != _current_player) b++; // share owners is guaranteed to contain player *b = PLAYER_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 players * @param tile unused * @param flags type of operation * @param p1 player/company to buy up * @param p2 unused */ CommandCost CmdBuyCompany(TileIndex tile, uint32 flags, uint32 p1, uint32 p2) { Player *p; PlayerID pid = (PlayerID)p1; /* Disable takeovers in multiplayer games */ if (!IsValidPlayer(pid) || _networking) return CMD_ERROR; /* Do not allow players to take over themselves */ if (pid == _current_player) return CMD_ERROR; p = GetPlayer(pid); if (!p->is_ai) return CMD_ERROR; if (flags & DC_EXEC) { DoAcquireCompany(p); } return CommandCost(EXPENSES_OTHER, p->bankrupt_value); } /** Prices */ static void SaveLoad_PRIC() { int vt = CheckSavegameVersion(65) ? (SLE_FILE_I32 | SLE_VAR_I64) : SLE_INT64; SlArray(&_price, NUM_PRICES, vt); SlArray(&_price_frac, NUM_PRICES, SLE_UINT16); } /** Cargo payment rates */ static void SaveLoad_CAPR() { uint num_cargo = CheckSavegameVersion(55) ? 12 : NUM_CARGO; int vt = CheckSavegameVersion(65) ? (SLE_FILE_I32 | SLE_VAR_I64) : SLE_INT64; SlArray(&_cargo_payment_rates, num_cargo, vt); SlArray(&_cargo_payment_rates_frac, num_cargo, SLE_UINT16); } static const SaveLoad _economy_desc[] = { SLE_CONDVAR(Economy, max_loan, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), SLE_CONDVAR(Economy, max_loan, SLE_INT64, 65, SL_MAX_VERSION), SLE_CONDVAR(Economy, max_loan_unround, SLE_FILE_I32 | SLE_VAR_I64, 0, 64), SLE_CONDVAR(Economy, max_loan_unround, SLE_INT64, 65, SL_MAX_VERSION), SLE_CONDVAR(Economy, max_loan_unround_fract, SLE_UINT16, 70, SL_MAX_VERSION), SLE_VAR(Economy, fluct, SLE_INT16), SLE_VAR(Economy, interest_rate, SLE_UINT8), SLE_VAR(Economy, infl_amount, SLE_UINT8), SLE_VAR(Economy, infl_amount_pr, SLE_UINT8), SLE_END() }; /** Economy variables */ static void SaveLoad_ECMY() { SlObject(&_economy, _economy_desc); } extern const ChunkHandler _economy_chunk_handlers[] = { { 'PRIC', SaveLoad_PRIC, SaveLoad_PRIC, CH_RIFF | CH_AUTO_LENGTH}, { 'CAPR', SaveLoad_CAPR, SaveLoad_CAPR, CH_RIFF | CH_AUTO_LENGTH}, { 'SUBS', Save_SUBS, Load_SUBS, CH_ARRAY}, { 'ECMY', SaveLoad_ECMY, SaveLoad_ECMY, CH_RIFF | CH_LAST}, };