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|
/* $Id$ */
/** @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) {
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)
{
/* 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++;
CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
cni->FillData(p);
switch (p->quarters_of_bankrupcy) {
default:
free(cni);
break;
case 2:
SetDParam(0, STR_7056_TRANSPORT_COMPANY_IN_TROUBLE);
SetDParam(1, STR_7057_WILL_BE_SOLD_OFF_OR_DECLARED);
SetDParamStr(2, cni->company_name);
AddNewsItem(STR_02B6, NS_COMPANY_TROUBLE, 0, 0, cni);
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(p->index)) {
SetDParam(0, STR_7056_TRANSPORT_COMPANY_IN_TROUBLE);
SetDParam(1, STR_7057_WILL_BE_SOLD_OFF_OR_DECLARED);
SetDParamStr(2, cni->company_name);
AddNewsItem(STR_02B6, NS_COMPANY_TROUBLE, 0, 0, cni);
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 << p->index; // Don't ask the owner
p->bankrupt_timeout = 0;
free(cni);
break;
}
/* Else, falltrue to case 4... */
}
case 4: {
/* Close everything the owner has open */
DeletePlayerWindows(p->index);
/* Show bankrupt news */
SetDParam(0, STR_705C_BANKRUPT);
SetDParam(1, STR_705D_HAS_BEEN_CLOSED_DOWN_BY);
SetDParamStr(2, cni->company_name);
AddNewsItem(STR_02B6, NS_COMPANY_BANKRUPT, 0, 0, cni);
if (IsHumanPlayer(p->index)) {
/* 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(p->index, PLAYER_SPECTATOR);
}
/* Remove the player */
ChangeOwnershipOfPlayerItems(p->index, PLAYER_SPECTATOR);
/* Register the player as not-active */
if (!IsHumanPlayer(p->index) && (!_networking || _network_server) && _ai.enabled)
AI_PlayerDied(p->index);
delete p;
}
}
}
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) {
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(bool check_year = true)
{
/* The cargo payment inflation differs from the normal inflation, so the
* relative amount of money you make with a transport decreases slowly over
* the 170 years. After a few hundred years we reach a level in which the
* games will become unplayable as the maximum income will be less than
* the minimum running cost.
*
* Furthermore there are a lot of inflation related overflows all over the
* place. Solving them is hardly possible because inflation will always
* reach the overflow threshold some day. So we'll just perform the
* inflation mechanism during the first 170 years (the amount of years that
* one had in the original TTD) and stop doing the inflation after that
* because it only causes problems that can't be solved nicely and the
* inflation doesn't add anything after that either; it even makes playing
* it impossible due to the diverging cost and income rates.
*/
if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
/* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
* scaled by 65536
* 12 -> months per year
* This is only a good approxiamtion for small values
*/
int32 inf = _economy.infl_amount * 54;
for (uint i = 0; i != NUM_PRICES; i++) {
AddSingleInflation((Money*)&_price + i, _price_frac + i, inf);
}
AddSingleInflation(&_economy.max_loan_unround, &_economy.max_loan_unround_fract, inf);
if (_economy.max_loan + 50000 <= _economy.max_loan_unround) _economy.max_loan += 50000;
inf = _economy.infl_amount_pr * 54;
for (CargoID i = 0; i < NUM_CARGO; i++) {
AddSingleInflation(
(Money*)_cargo_payment_rates + i,
_cargo_payment_rates_frac + i,
inf
);
}
InvalidateWindowClasses(WC_BUILD_VEHICLE);
InvalidateWindowClasses(WC_REPLACE_VEHICLE);
InvalidateWindowClasses(WC_VEHICLE_DETAILS);
InvalidateWindow(WC_PAYMENT_RATES, 0);
}
static void PlayersPayInterest()
{
const Player* p;
int interest = _economy.interest_rate * 54;
FOR_ALL_PLAYERS(p) {
_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;
}
/**
* Initialize the variables that will maintain the daily industry change system.
* @param init_counter specifies if the counter is required to be initialized
*/
static void StartupIndustryDailyChanges(bool init_counter)
{
uint map_size = MapLogX() + MapLogY();
/* After getting map size, it needs to be scaled appropriately and divided by 31,
* which stands for the days in a month.
* Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
* would not be needed.
* Since it is based on "fractionnal parts", the leftover days will not make much of a difference
* on the overall total number of changes performed */
_economy.industry_daily_increment = (1 << map_size) / 31;
if (init_counter) {
/* A new game or a savegame from an older version will require the counter to be initialized */
_economy.industry_daily_change_counter = 0;
}
}
void StartupEconomy()
{
int i;
assert(sizeof(_price) == NUM_PRICES * sizeof(Money));
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;
StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
}
void ResetEconomy()
{
/* Test if resetting the economy is needed. */
bool needed = false;
for (CargoID c = 0; c < NUM_CARGO; c++) {
const CargoSpec *cs = GetCargo(c);
if (!cs->IsValid()) continue;
if (_cargo_payment_rates[c] == 0) {
needed = true;
break;
}
}
if (!needed) return;
/* Remember old unrounded maximum loan value. NewGRF has the ability
* to change all the other inflation affected base costs. */
Money old_value = _economy.max_loan_unround;
/* Reset the economy */
StartupEconomy();
InitializeLandscapeVariables(false);
/* Reapply inflation, ignoring the year */
while (old_value > _economy.max_loan_unround) {
AddInflation(false);
}
}
Money GetPriceByIndex(uint8 index)
{
if (index > NUM_PRICES) return 0;
return ((Money*)&_price)[index];
}
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 than 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) AddInflation();
PlayersPayInterest();
/* Reset the _current_player flag */
_current_player = OWNER_NONE;
HandleEconomyFluctuations();
SubsidyMonthlyHandler();
}
static void DoAcquireCompany(Player *p)
{
Player *owner;
int i;
Money value;
CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
cni->FillData(p, GetPlayer(_current_player));
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);
SetDParamStr(2, cni->company_name);
SetDParamStr(3, cni->other_company_name);
SetDParam(4, p->bankrupt_value);
AddNewsItem(STR_02B6, NS_COMPANY_MERGER, 0, 0, cni);
/* 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;
DeletePlayerWindows(pi);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
delete p;
}
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)
{
CommandCost cost(EXPENSES_OTHER);
/* Check if buying shares is allowed (protection against modified clients) */
/* Cannot buy own shares */
if (!IsValidPlayerID((PlayerID)p1) || !_settings_game.economy.allow_shares || _current_player == (PlayerID)p1) return CMD_ERROR;
Player *p = GetPlayer((PlayerID)p1);
/* 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)
{
/* Check if selling shares is allowed (protection against modified clients) */
/* Cannot sell own shares */
if (!IsValidPlayerID((PlayerID)p1) || !_settings_game.economy.allow_shares || _current_player == (PlayerID)p1) return CMD_ERROR;
Player *p = GetPlayer((PlayerID)p1);
/* 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 */
Money 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)
{
PlayerID pid = (PlayerID)p1;
/* Disable takeovers in multiplayer games */
if (!IsValidPlayerID(pid) || _networking) return CMD_ERROR;
/* Do not allow players to take over themselves */
if (pid == _current_player) return CMD_ERROR;
Player *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_CONDVAR(Economy, industry_daily_change_counter, SLE_UINT32, 102, SL_MAX_VERSION),
SLE_END()
};
/** Economy variables */
static void Save_ECMY()
{
SlObject(&_economy, _economy_desc);
}
/** Economy variables */
static void Load_ECMY()
{
SlObject(&_economy, _economy_desc);
StartupIndustryDailyChanges(CheckSavegameVersion(102)); // old savegames will need to be initialized
}
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', Save_ECMY, Load_ECMY, CH_RIFF | CH_LAST},
};
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