# economy.cpp

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    00001 /* $Id$ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "company_func.h"
    00014 #include "command_func.h"
    00015 #include "industry.h"
    00016 #include "town.h"
    00017 #include "news_func.h"
    00018 #include "network/network.h"
    00019 #include "network/network_func.h"
    00020 #include "ai/ai.hpp"
    00021 #include "aircraft.h"
    00022 #include "newgrf_engine.h"
    00023 #include "engine_base.h"
    00024 #include "ground_vehicle.hpp"
    00025 #include "newgrf_cargo.h"
    00026 #include "newgrf_sound.h"
    00027 #include "newgrf_industrytiles.h"
    00028 #include "newgrf_station.h"
    00029 #include "newgrf_airporttiles.h"
    00030 #include "object.h"
    00031 #include "strings_func.h"
    00032 #include "date_func.h"
    00033 #include "vehicle_func.h"
    00034 #include "sound_func.h"
    00035 #include "autoreplace_func.h"
    00036 #include "company_gui.h"
    00037 #include "signs_base.h"
    00038 #include "subsidy_base.h"
    00039 #include "subsidy_func.h"
    00040 #include "station_base.h"
    00041 #include "waypoint_base.h"
    00042 #include "economy_base.h"
    00043 #include "core/pool_func.hpp"
    00044 #include "core/backup_type.hpp"
    00045 #include "cargo_type.h"
    00046 #include "water.h"
    00047 #include "game/game.hpp"
    00048 #include "cargomonitor.h"
    00049 #include "goal_base.h"
    00050
    00051 #include "table/strings.h"
    00052 #include "table/pricebase.h"
    00053
    00054
    00055 /* Initialize the cargo payment-pool */
    00056 CargoPaymentPool _cargo_payment_pool("CargoPayment");
    00057 INSTANTIATE_POOL_METHODS(CargoPayment)
    00058
    00059
    00070 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
    00071 {
    00072   return (int32)((int64)a * (int64)b >> shift);
    00073 }
    00074
    00075 typedef SmallVector<Industry *, 16> SmallIndustryList;
    00076
    00080 const ScoreInfo _score_info[] = {
    00081   {     120, 100}, // SCORE_VEHICLES
    00082   {      80, 100}, // SCORE_STATIONS
    00083   {   10000, 100}, // SCORE_MIN_PROFIT
    00084   {   50000,  50}, // SCORE_MIN_INCOME
    00085   {  100000, 100}, // SCORE_MAX_INCOME
    00086   {   40000, 400}, // SCORE_DELIVERED
    00087   {       8,  50}, // SCORE_CARGO
    00088   {10000000,  50}, // SCORE_MONEY
    00089   {  250000,  50}, // SCORE_LOAN
    00090   {       0,   0}  // SCORE_TOTAL
    00091 };
    00092
    00093 int _score_part[MAX_COMPANIES][SCORE_END];
    00094 Economy _economy;
    00095 Prices _price;
    00096 Money _additional_cash_required;
    00097 static PriceMultipliers _price_base_multiplier;
    00098
    00108 Money CalculateCompanyValue(const Company *c, bool including_loan)
    00109 {
    00110   Owner owner = c->index;
    00111
    00112   Station *st;
    00113   uint num = 0;
    00114
    00115   FOR_ALL_STATIONS(st) {
    00116     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00117   }
    00118
    00119   Money value = num * _price[PR_STATION_VALUE] * 25;
    00120
    00121   Vehicle *v;
    00122   FOR_ALL_VEHICLES(v) {
    00123     if (v->owner != owner) continue;
    00124
    00125     if (v->type == VEH_TRAIN ||
    00126         v->type == VEH_ROAD ||
    00127         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00128         v->type == VEH_SHIP) {
    00129       value += v->value * 3 >> 1;
    00130     }
    00131   }
    00132
    00133   /* Add real money value */
    00134   if (including_loan) value -= c->current_loan;
    00135   value += c->money;
    00136
    00137   return max(value, (Money)1);
    00138 }
    00139
    00148 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00149 {
    00150   Owner owner = c->index;
    00151   int score = 0;
    00152
    00153   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00154
    00155   /* Count vehicles */
    00156   {
    00157     Vehicle *v;
    00158     Money min_profit = 0;
    00159     bool min_profit_first = true;
    00160     uint num = 0;
    00161
    00162     FOR_ALL_VEHICLES(v) {
    00163       if (v->owner != owner) continue;
    00164       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00165         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00166         if (v->age > 730) {
    00167           /* Find the vehicle with the lowest amount of profit */
    00168           if (min_profit_first || min_profit > v->profit_last_year) {
    00169             min_profit = v->profit_last_year;
    00170             min_profit_first = false;
    00171           }
    00172         }
    00173       }
    00174     }
    00175
    00176     min_profit >>= 8; // remove the fract part
    00177
    00178     _score_part[owner][SCORE_VEHICLES] = num;
    00179     /* Don't allow negative min_profit to show */
    00180     if (min_profit > 0) {
    00181       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00182     }
    00183   }
    00184
    00185   /* Count stations */
    00186   {
    00187     uint num = 0;
    00188     const Station *st;
    00189
    00190     FOR_ALL_STATIONS(st) {
    00191       /* Only count stations that are actually serviced */
    00192       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00193     }
    00194     _score_part[owner][SCORE_STATIONS] = num;
    00195   }
    00196
    00197   /* Generate statistics depending on recent income statistics */
    00198   {
    00199     int numec = min(c->num_valid_stat_ent, 12);
    00200     if (numec != 0) {
    00201       const CompanyEconomyEntry *cee = c->old_economy;
    00202       Money min_income = cee->income + cee->expenses;
    00203       Money max_income = cee->income + cee->expenses;
    00204
    00205       do {
    00206         min_income = min(min_income, cee->income + cee->expenses);
    00207         max_income = max(max_income, cee->income + cee->expenses);
    00208       } while (++cee, --numec);
    00209
    00210       if (min_income > 0) {
    00211         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00212       }
    00213
    00214       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00215     }
    00216   }
    00217
    00218   /* Generate score depending on amount of transported cargo */
    00219   {
    00220     int numec = min(c->num_valid_stat_ent, 4);
    00221     if (numec != 0) {
    00222       const CompanyEconomyEntry *cee = c->old_economy;
    00223       OverflowSafeInt64 total_delivered = 0;
    00224       do {
    00225         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
    00226       } while (++cee, --numec);
    00227
    00228       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
    00229     }
    00230   }
    00231
    00232   /* Generate score for variety of cargo */
    00233   {
    00234     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
    00235   }
    00236
    00237   /* Generate score for company's money */
    00238   {
    00239     if (c->money > 0) {
    00240       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00241     }
    00242   }
    00243
    00244   /* Generate score for loan */
    00245   {
    00246     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00247   }
    00248
    00249   /* Now we calculate the score for each item.. */
    00250   {
    00251     int total_score = 0;
    00252     int s;
    00253     score = 0;
    00254     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00255       /* Skip the total */
    00256       if (i == SCORE_TOTAL) continue;
    00257       /*  Check the score */
    00258       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00259       score += s;
    00260       total_score += _score_info[i].score;
    00261     }
    00262
    00263     _score_part[owner][SCORE_TOTAL] = score;
    00264
    00265     /*  We always want the score scaled to SCORE_MAX (1000) */
    00266     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00267   }
    00268
    00269   if (update) {
    00270     c->old_economy[0].performance_history = score;
    00271     UpdateCompanyHQ(c->location_of_HQ, score);
    00272     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00273   }
    00274
    00275   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00276   return score;
    00277 }
    00278
    00284 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00285 {
    00286   /* We need to set _current_company to old_owner before we try to move
    00287    * the client. This is needed as it needs to know whether "you" really
    00288    * are the current local company. */
    00289   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
    00290 #ifdef ENABLE_NETWORK
    00291   /* In all cases, make spectators of clients connected to that company */
    00292   if (_networking) NetworkClientsToSpectators(old_owner);
    00293 #endif /* ENABLE_NETWORK */
    00294   if (old_owner == _local_company) {
    00295     /* Single player cheated to AI company.
    00296      * There are no spectators in single player, so we must pick some other company. */
    00297     assert(!_networking);
    00298     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00299     Company *c;
    00300     FOR_ALL_COMPANIES(c) {
    00301       if (c->index != old_owner) {
    00302         SetLocalCompany(c->index);
    00303         break;
    00304       }
    00305     }
    00306     cur_company.Restore();
    00307     assert(old_owner != _local_company);
    00308   }
    00309
    00310   Town *t;
    00311
    00312   assert(old_owner != new_owner);
    00313
    00314   {
    00315     Company *c;
    00316     uint i;
    00317
    00318     /* See if the old_owner had shares in other companies */
    00319     FOR_ALL_COMPANIES(c) {
    00320       for (i = 0; i < 4; i++) {
    00321         if (c->share_owners[i] == old_owner) {
    00322           /* Sell his shares */
    00323           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00324           /* Because we are in a DoCommand, we can't just execute another one and
    00325            *  expect the money to be removed. We need to do it ourself! */
    00326           SubtractMoneyFromCompany(res);
    00327         }
    00328       }
    00329     }
    00330
    00331     /* Sell all the shares that people have on this company */
    00332     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
    00333     c = Company::Get(old_owner);
    00334     for (i = 0; i < 4; i++) {
    00335       cur_company2.Change(c->share_owners[i]);
    00336       if (_current_company != INVALID_OWNER) {
    00337         /* Sell the shares */
    00338         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00339         /* Because we are in a DoCommand, we can't just execute another one and
    00340          *  expect the money to be removed. We need to do it ourself! */
    00341         SubtractMoneyFromCompany(res);
    00342       }
    00343     }
    00344     cur_company2.Restore();
    00345   }
    00346
    00347   /* Temporarily increase the company's money, to be sure that
    00348    * removing his/her property doesn't fail because of lack of money.
    00349    * Not too drastically though, because it could overflow */
    00350   if (new_owner == INVALID_OWNER) {
    00351     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00352   }
    00353
    00354   Subsidy *s;
    00355   FOR_ALL_SUBSIDIES(s) {
    00356     if (s->awarded == old_owner) {
    00357       if (new_owner == INVALID_OWNER) {
    00358         delete s;
    00359       } else {
    00360         s->awarded = new_owner;
    00361       }
    00362     }
    00363   }
    00364   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00365
    00366   /* Take care of rating and transport rights in towns */
    00367   FOR_ALL_TOWNS(t) {
    00368     /* If a company takes over, give the ratings to that company. */
    00369     if (new_owner != INVALID_OWNER) {
    00370       if (HasBit(t->have_ratings, old_owner)) {
    00371         if (HasBit(t->have_ratings, new_owner)) {
    00372           /* use max of the two ratings. */
    00373           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00374         } else {
    00375           SetBit(t->have_ratings, new_owner);
    00376           t->ratings[new_owner] = t->ratings[old_owner];
    00377         }
    00378       }
    00379     }
    00380
    00381     /* Reset the ratings for the old owner */
    00382     t->ratings[old_owner] = RATING_INITIAL;
    00383     ClrBit(t->have_ratings, old_owner);
    00384
    00385     /* Transfer exclusive rights */
    00386     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
    00387       if (new_owner != INVALID_OWNER) {
    00388         t->exclusivity = new_owner;
    00389       } else {
    00390         t->exclusive_counter = 0;
    00391         t->exclusivity = INVALID_COMPANY;
    00392       }
    00393     }
    00394   }
    00395
    00396   {
    00397     Vehicle *v;
    00398     FOR_ALL_VEHICLES(v) {
    00399       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00400         if (new_owner == INVALID_OWNER) {
    00401           if (v->Previous() == NULL) delete v;
    00402         } else {
    00403           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
    00404           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
    00405         }
    00406       }
    00407     }
    00408   }
    00409
    00410   /* In all cases clear replace engine rules.
    00411    * Even if it was copied, it could interfere with new owner's rules */
    00412   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00413
    00414   if (new_owner == INVALID_OWNER) {
    00415     RemoveAllGroupsForCompany(old_owner);
    00416   } else {
    00417     Group *g;
    00418     FOR_ALL_GROUPS(g) {
    00419       if (g->owner == old_owner) g->owner = new_owner;
    00420     }
    00421   }
    00422
    00423   {
    00424     FreeUnitIDGenerator unitidgen[] = {
    00425       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00426       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00427     };
    00428
    00429     Vehicle *v;
    00430     FOR_ALL_VEHICLES(v) {
    00431       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00432         assert(new_owner != INVALID_OWNER);
    00433
    00434         v->owner = new_owner;
    00435
    00436         /* Owner changes, clear cache */
    00437         v->colourmap = PAL_NONE;
    00438         v->InvalidateNewGRFCache();
    00439
    00440         if (v->IsEngineCountable()) {
    00441           GroupStatistics::CountEngine(v, 1);
    00442         }
    00443         if (v->IsPrimaryVehicle()) {
    00444           GroupStatistics::CountVehicle(v, 1);
    00445           v->unitnumber = unitidgen[v->type].NextID();
    00446         }
    00447
    00448         /* Invalidate the vehicle's cargo payment "owner cache". */
    00449         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
    00450       }
    00451     }
    00452
    00453     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
    00454   }
    00455
    00456   /*  Change ownership of tiles */
    00457   {
    00458     TileIndex tile = 0;
    00459     do {
    00460       ChangeTileOwner(tile, old_owner, new_owner);
    00461     } while (++tile != MapSize());
    00462
    00463     if (new_owner != INVALID_OWNER) {
    00464       /* Update all signals because there can be new segment that was owned by two companies
    00465        * and signals were not propagated
    00466        * Similar with crossings - it is needed to bar crossings that weren't before
    00467        * because of different owner of crossing and approaching train */
    00468       tile = 0;
    00469
    00470       do {
    00471         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
    00472           TrackBits tracks = GetTrackBits(tile);
    00473           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
    00474             Track track = RemoveFirstTrack(&tracks);
    00475             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
    00476           } while (tracks != TRACK_BIT_NONE);
    00477         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
    00478           UpdateLevelCrossing(tile);
    00479         }
    00480       } while (++tile != MapSize());
    00481     }
    00482
    00483     /* update signals in buffer */
    00484     UpdateSignalsInBuffer();
    00485   }
    00486
    00487   /* Add airport infrastructure count of the old company to the new one. */
    00488   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
    00489
    00490   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00491   Station *st;
    00492   FOR_ALL_STATIONS(st) {
    00493     if (st->owner == old_owner) {
    00494       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00495        * also, drawing station window would cause reading invalid company's colour */
    00496       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00497     }
    00498   }
    00499
    00500   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00501   Waypoint *wp;
    00502   FOR_ALL_WAYPOINTS(wp) {
    00503     if (wp->owner == old_owner) {
    00504       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00505     }
    00506   }
    00507
    00508   Sign *si;
    00509   FOR_ALL_SIGNS(si) {
    00510     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00511   }
    00512
    00513   /* Remove Game Script created Goals and CargoMonitors. */
    00514   Goal *g;
    00515   FOR_ALL_GOALS(g) {
    00516     if (g->company == old_owner) delete g;
    00517   }
    00518
    00519   ClearCargoPickupMonitoring(old_owner);
    00520   ClearCargoDeliveryMonitoring(old_owner);
    00521
    00522   /* Change colour of existing windows */
    00523   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00524
    00525   cur_company.Restore();
    00526
    00527   MarkWholeScreenDirty();
    00528 }
    00529
    00534 static void CompanyCheckBankrupt(Company *c)
    00535 {
    00536   /*  If the company has money again, it does not go bankrupt */
    00537   if (c->money - c->current_loan >= -_economy.max_loan) {
    00538     c->months_of_bankruptcy = 0;
    00539     c->bankrupt_asked = 0;
    00540     return;
    00541   }
    00542
    00543   c->months_of_bankruptcy++;
    00544
    00545   switch (c->months_of_bankruptcy) {
    00546     /* All the boring cases (months) with a bad balance where no action is taken */
    00547     case 0:
    00548     case 1:
    00549     case 2:
    00550     case 3:
    00551
    00552     case 5:
    00553     case 6:
    00554
    00555     case 8:
    00556     case 9:
    00557       break;
    00558
    00559     /* Warn about bankruptcy after 3 months */
    00560     case 4: {
    00561       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00562       cni->FillData(c);
    00563       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00564       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00565       SetDParamStr(2, cni->company_name);
    00566       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
    00567       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
    00568       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
    00569       break;
    00570     }
    00571
    00572     /* Offer company for sale after 6 months */
    00573     case 7: {
    00574       /* Don't consider the loan */
    00575       Money val = CalculateCompanyValue(c, false);
    00576
    00577       c->bankrupt_value = val;
    00578       c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00579       c->bankrupt_timeout = 0;
    00580
    00581       /* The company assets should always have some value */
    00582       assert(c->bankrupt_value > 0);
    00583       break;
    00584     }
    00585
    00586     /* Bankrupt company after 6 months (if the company has no value) or latest
    00587      * after 9 months (if it still had value after 6 months) */
    00588     default:
    00589     case 10: {
    00590       if (!_networking && _local_company == c->index) {
    00591         /* If we are in offline mode, leave the company playing. Eg. there
    00592          * is no THE-END, otherwise mark the client as spectator to make sure
    00593          * he/she is no long in control of this company. However... when you
    00594          * join another company (cheat) the "unowned" company can bankrupt. */
    00595         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00596         break;
    00597       }
    00598
    00599       /* Actually remove the company, but not when we're a network client.
    00600        * In case of network clients we will be getting a command from the
    00601        * server. It is done in this way as we are called from the
    00602        * StateGameLoop which can't change the current company, and thus
    00603        * updating the local company triggers an assert later on. In the
    00604        * case of a network game the command will be processed at a time
    00605        * that changing the current company is okay. In case of single
    00606        * player we are sure (the above check) that we are not the local
    00607        * company and thus we won't be moved. */
    00608       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
    00609       break;
    00610     }
    00611   }
    00612 }
    00613
    00618 static void CompaniesGenStatistics()
    00619 {
    00620   Station *st;
    00621
    00622   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00623   Company *c;
    00624
    00625   if (!_settings_game.economy.infrastructure_maintenance) {
    00626     FOR_ALL_STATIONS(st) {
    00627       cur_company.Change(st->owner);
    00628       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00629       SubtractMoneyFromCompany(cost);
    00630     }
    00631   } else {
    00632     /* Improved monthly infrastructure costs. */
    00633     FOR_ALL_COMPANIES(c) {
    00634       cur_company.Change(c->index);
    00635
    00636       CommandCost cost(EXPENSES_PROPERTY);
    00637       uint32 rail_total = c->infrastructure.GetRailTotal();
    00638       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
    00639         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
    00640       }
    00641       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
    00642       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
    00643         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
    00644       }
    00645       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
    00646       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
    00647       cost.AddCost(AirportMaintenanceCost(c->index));
    00648
    00649       SubtractMoneyFromCompany(cost);
    00650     }
    00651   }
    00652   cur_company.Restore();
    00653
    00654   /* Check for bankruptcy each month */
    00655   FOR_ALL_COMPANIES(c) {
    00656     CompanyCheckBankrupt(c);
    00657   }
    00658
    00659   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
    00660   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
    00661
    00662   FOR_ALL_COMPANIES(c) {
    00663     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00664     c->old_economy[0] = c->cur_economy;
    00665     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00666
    00667     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
    00668
    00669     UpdateCompanyRatingAndValue(c, true);
    00670     if (c->block_preview != 0) c->block_preview--;
    00671   }
    00672
    00673   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00674   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00675   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00676   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00677   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00678   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00679 }
    00680
    00686 bool AddInflation(bool check_year)
    00687 {
    00688   /* The cargo payment inflation differs from the normal inflation, so the
    00689    * relative amount of money you make with a transport decreases slowly over
    00690    * the 170 years. After a few hundred years we reach a level in which the
    00691    * games will become unplayable as the maximum income will be less than
    00692    * the minimum running cost.
    00693    *
    00694    * Furthermore there are a lot of inflation related overflows all over the
    00695    * place. Solving them is hardly possible because inflation will always
    00696    * reach the overflow threshold some day. So we'll just perform the
    00697    * inflation mechanism during the first 170 years (the amount of years that
    00698    * one had in the original TTD) and stop doing the inflation after that
    00699    * because it only causes problems that can't be solved nicely and the
    00700    * inflation doesn't add anything after that either; it even makes playing
    00701    * it impossible due to the diverging cost and income rates.
    00702    */
    00703   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
    00704
    00705   if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
    00706
    00707   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00708    * scaled by 65536
    00709    * 12 -> months per year
    00710    * This is only a good approximation for small values
    00711    */
    00712   _economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
    00713   _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
    00714
    00715   if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
    00716   if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
    00717
    00718   return false;
    00719 }
    00720
    00724 void RecomputePrices()
    00725 {
    00726   /* Setup maximum loan */
    00727   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00728
    00729   /* Setup price bases */
    00730   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00731     Money price = _price_base_specs[i].start_price;
    00732
    00733     /* Apply difficulty settings */
    00734     uint mod = 1;
    00735     switch (_price_base_specs[i].category) {
    00736       case PCAT_RUNNING:
    00737         mod = _settings_game.difficulty.vehicle_costs;
    00738         break;
    00739
    00740       case PCAT_CONSTRUCTION:
    00741         mod = _settings_game.difficulty.construction_cost;
    00742         break;
    00743
    00744       default: break;
    00745     }
    00746     switch (mod) {
    00747       case 0: price *= 6; break;
    00748       case 1: price *= 8; break; // normalised to 1 below
    00749       case 2: price *= 9; break;
    00750       default: NOT_REACHED();
    00751     }
    00752
    00753     /* Apply inflation */
    00754     price = (int64)price * _economy.inflation_prices;
    00755
    00756     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
    00757     int shift = _price_base_multiplier[i] - 16 - 3;
    00758     if (shift >= 0) {
    00759       price <<= shift;
    00760     } else {
    00761       price >>= -shift;
    00762     }
    00763
    00764     /* Make sure the price does not get reduced to zero.
    00765      * Zero breaks quite a few commands that use a zero
    00766      * cost to see whether something got changed or not
    00767      * and based on that cause an error. When the price
    00768      * is zero that fails even when things are done. */
    00769     if (price == 0) {
    00770       price = Clamp(_price_base_specs[i].start_price, -1, 1);
    00771       /* No base price should be zero, but be sure. */
    00772       assert(price != 0);
    00773     }
    00774     /* Store value */
    00775     _price[i] = price;
    00776   }
    00777
    00778   /* Setup cargo payment */
    00779   CargoSpec *cs;
    00780   FOR_ALL_CARGOSPECS(cs) {
    00781     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00782   }
    00783
    00784   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00785   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00786   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00787   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
    00788   InvalidateWindowData(WC_PAYMENT_RATES, 0);
    00789 }
    00790
    00792 static void CompaniesPayInterest()
    00793 {
    00794   const Company *c;
    00795
    00796   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00797   FOR_ALL_COMPANIES(c) {
    00798     cur_company.Change(c->index);
    00799
    00800     /* Over a year the paid interest should be "loan * interest percentage",
    00801      * but... as that number is likely not dividable by 12 (pay each month),
    00802      * one needs to account for that in the monthly fee calculations.
    00803      * To easily calculate what one should pay "this" month, you calculate
    00804      * what (total) should have been paid up to this month and you subtract
    00805      * whatever has been paid in the previous months. This will mean one month
    00806      * it'll be a bit more and the other it'll be a bit less than the average
    00807      * monthly fee, but on average it will be exact.
    00808      * In order to prevent cheating or abuse (just not paying interest by not
    00809      * taking a loan we make companies pay interest on negative cash as well
    00810      */
    00811     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00812     if (c->money < 0) {
    00813       yearly_fee += -c->money *_economy.interest_rate / 100;
    00814     }
    00815     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00816     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00817
    00818     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00819
    00820     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00821   }
    00822   cur_company.Restore();
    00823 }
    00824
    00825 static void HandleEconomyFluctuations()
    00826 {
    00827   if (_settings_game.difficulty.economy != 0) {
    00828     /* When economy is Fluctuating, decrease counter */
    00829     _economy.fluct--;
    00830   } else if (EconomyIsInRecession()) {
    00831     /* When it's Steady and we are in recession, end it now */
    00832     _economy.fluct = -12;
    00833   } else {
    00834     /* No need to do anything else in other cases */
    00835     return;
    00836   }
    00837
    00838   if (_economy.fluct == 0) {
    00839     _economy.fluct = -(int)GB(Random(), 0, 2);
    00840     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
    00841   } else if (_economy.fluct == -12) {
    00842     _economy.fluct = GB(Random(), 0, 8) + 312;
    00843     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
    00844   }
    00845 }
    00846
    00847
    00851 void ResetPriceBaseMultipliers()
    00852 {
    00853   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00854 }
    00855
    00863 void SetPriceBaseMultiplier(Price price, int factor)
    00864 {
    00865   assert(price < PR_END);
    00866   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00867 }
    00868
    00873 void StartupIndustryDailyChanges(bool init_counter)
    00874 {
    00875   uint map_size = MapLogX() + MapLogY();
    00876   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00877    * which stands for the days in a month.
    00878    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00879    * would not be needed.
    00880    * Since it is based on "fractional parts", the leftover days will not make much of a difference
    00881    * on the overall total number of changes performed */
    00882   _economy.industry_daily_increment = (1 << map_size) / 31;
    00883
    00884   if (init_counter) {
    00885     /* A new game or a savegame from an older version will require the counter to be initialized */
    00886     _economy.industry_daily_change_counter = 0;
    00887   }
    00888 }
    00889
    00890 void StartupEconomy()
    00891 {
    00892   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00893   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00894   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00895   _economy.fluct = GB(Random(), 0, 8) + 168;
    00896
    00897   /* Set up prices */
    00898   RecomputePrices();
    00899
    00900   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00901
    00902 }
    00903
    00907 void InitializeEconomy()
    00908 {
    00909   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00910   ClearCargoPickupMonitoring();
    00911   ClearCargoDeliveryMonitoring();
    00912 }
    00913
    00922 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00923 {
    00924   if (index >= PR_END) return 0;
    00925
    00926   Money cost = _price[index] * cost_factor;
    00927   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00928
    00929   if (shift >= 0) {
    00930     cost <<= shift;
    00931   } else {
    00932     cost >>= -shift;
    00933   }
    00934
    00935   return cost;
    00936 }
    00937
    00938 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00939 {
    00940   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00941   if (!cs->IsValid()) {
    00942     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00943     return 0;
    00944   }
    00945
    00946   /* Use callback to calculate cargo profit, if available */
    00947   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00948     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00949     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00950     if (callback != CALLBACK_FAILED) {
    00951       int result = GB(callback, 0, 14);
    00952
    00953       /* Simulate a 15 bit signed value */
    00954       if (HasBit(callback, 14)) result -= 0x4000;
    00955
    00956       /* "The result should be a signed multiplier that gets multiplied
    00957        * by the amount of cargo moved and the price factor, then gets
    00958        * divided by 8192." */
    00959       return result * num_pieces * cs->current_payment / 8192;
    00960     }
    00961   }
    00962
    00963   static const int MIN_TIME_FACTOR = 31;
    00964   static const int MAX_TIME_FACTOR = 255;
    00965
    00966   const int days1 = cs->transit_days[0];
    00967   const int days2 = cs->transit_days[1];
    00968   const int days_over_days1 = max(   transit_days - days1, 0);
    00969   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00970
    00971   /*
    00972    * The time factor is calculated based on the time it took
    00973    * (transit_days) compared two cargo-depending values. The
    00974    * range is divided into three parts:
    00975    *
    00976    *  - constant for fast transits
    00977    *  - linear decreasing with time with a slope of -1 for medium transports
    00978    *  - linear decreasing with time with a slope of -2 for slow transports
    00979    *
    00980    */
    00981   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00982
    00983   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00984 }
    00985
    00987 static SmallIndustryList _cargo_delivery_destinations;
    00988
    00998 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00999 {
    01000   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    01001    * This fails in three cases:
    01002    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    01003    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    01004    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    01005    */
    01006
    01007   uint accepted = 0;
    01008
    01009   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    01010     Industry *ind = st->industries_near[i];
    01011     if (ind->index == source) continue;
    01012
    01013     uint cargo_index;
    01014     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    01015       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    01016     }
    01017     /* Check if matching cargo has been found */
    01018     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    01019
    01020     /* Check if industry temporarily refuses acceptance */
    01021     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
    01022
    01023     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    01024     _cargo_delivery_destinations.Include(ind);
    01025
    01026     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    01027     ind->incoming_cargo_waiting[cargo_index] += amount;
    01028     num_pieces -= amount;
    01029     accepted += amount;
    01030   }
    01031
    01032   return accepted;
    01033 }
    01034
    01048 static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, TileIndex source_tile, byte days_in_transit, Company *company, SourceType src_type, SourceID src)
    01049 {
    01050   assert(num_pieces > 0);
    01051
    01052   Station *st = Station::Get(dest);
    01053
    01054   /* Give the goods to the industry. */
    01055   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    01056
    01057   /* If this cargo type is always accepted, accept all */
    01058   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    01059
    01060   /* Update station statistics */
    01061   if (accepted > 0) {
    01062     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
    01063     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
    01064     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
    01065   }
    01066
    01067   /* Update company statistics */
    01068   company->cur_economy.delivered_cargo[cargo_type] += accepted;
    01069
    01070   /* Increase town's counter for town effects */
    01071   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    01072   st->town->received[cs->town_effect].new_act += accepted;
    01073
    01074   /* Determine profit */
    01075   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    01076
    01077   /* Update the cargo monitor. */
    01078   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
    01079
    01080   /* Modify profit if a subsidy is in effect */
    01081   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    01082     switch (_settings_game.difficulty.subsidy_multiplier) {
    01083       case 0:  profit += profit >> 1; break;
    01084       case 1:  profit *= 2; break;
    01085       case 2:  profit *= 3; break;
    01086       default: profit *= 4; break;
    01087     }
    01088   }
    01089
    01090   return profit;
    01091 }
    01092
    01098 static void TriggerIndustryProduction(Industry *i)
    01099 {
    01100   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    01101   uint16 callback = indspec->callback_mask;
    01102
    01103   i->was_cargo_delivered = true;
    01104   i->last_cargo_accepted_at = _date;
    01105
    01106   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    01107     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    01108       IndustryProductionCallback(i, 0);
    01109     } else {
    01110       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01111     }
    01112   } else {
    01113     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    01114       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    01115       if (cargo_waiting == 0) continue;
    01116
    01117       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    01118       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01119
    01120       i->incoming_cargo_waiting[cargo_index] = 0;
    01121     }
    01122   }
    01123
    01124   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01125   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01126 }
    01127
    01132 CargoPayment::CargoPayment(Vehicle *front) :
    01133   front(front),
    01134   current_station(front->last_station_visited)
    01135 {
    01136 }
    01137
    01138 CargoPayment::~CargoPayment()
    01139 {
    01140   if (this->CleaningPool()) return;
    01141
    01142   this->front->cargo_payment = NULL;
    01143
    01144   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
    01145
    01146   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
    01147
    01148   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01149   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
    01150
    01151   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01152     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01153   }
    01154
    01155   if (this->visual_transfer != 0) {
    01156     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01157         this->front->z_pos, this->visual_transfer, -this->visual_profit);
    01158   } else if (this->visual_profit != 0) {
    01159     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01160         this->front->z_pos, -this->visual_profit);
    01161   }
    01162
    01163   cur_company.Restore();
    01164 }
    01165
    01171 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01172 {
    01173   if (this->owner == NULL) {
    01174     this->owner = Company::Get(this->front->owner);
    01175   }
    01176
    01177   /* Handle end of route payment */
    01178   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01179   this->route_profit += profit;
    01180
    01181   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01182   this->visual_profit += profit - cp->FeederShare(count);
    01183 }
    01184
    01191 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01192 {
    01193   Money profit = GetTransportedGoodsIncome(
    01194       count,
    01195       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01196       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01197       cp->DaysInTransit(),
    01198       this->ct);
    01199
    01200   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01201
    01202   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
    01203   return profit; // account for the (virtual) profit already made for the cargo packet
    01204 }
    01205
    01211 void PrepareUnload(Vehicle *front_v)
    01212 {
    01213   Station *curr_station = Station::Get(front_v->last_station_visited);
    01214   curr_station->loading_vehicles.push_back(front_v);
    01215
    01216   /* At this moment loading cannot be finished */
    01217   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01218
    01219   /* Start unloading at the first possible moment */
    01220   front_v->load_unload_ticks = 1;
    01221
    01222   assert(front_v->cargo_payment == NULL);
    01223   /* One CargoPayment per vehicle and the vehicle limit equals the
    01224    * limit in number of CargoPayments. Can't go wrong. */
    01225   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
    01226   assert(CargoPayment::CanAllocateItem());
    01227   front_v->cargo_payment = new CargoPayment(front_v);
    01228
    01229   StationID next_station = front_v->GetNextStoppingStation();
    01230   if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01231     Station *st = Station::Get(front_v->last_station_visited);
    01232     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01233       const GoodsEntry *ge = &st->goods[v->cargo_type];
    01234       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01235         v->cargo.Stage(
    01236             HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE),
    01237             front_v->last_station_visited, next_station,
    01238             front_v->current_order.GetUnloadType(), ge,
    01239             front_v->cargo_payment);
    01240         if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01241       }
    01242     }
    01243   }
    01244 }
    01245
    01252 static byte GetLoadAmount(Vehicle *v)
    01253 {
    01254   const Engine *e = v->GetEngine();
    01255   byte load_amount = e->info.load_amount;
    01256
    01257   /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01258   if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
    01259
    01260   if (_settings_game.order.gradual_loading) {
    01261     uint16 cb_load_amount = CALLBACK_FAILED;
    01262     if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
    01263       /* Use callback 36 */
    01264       cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
    01265     } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01266       /* Use callback 12 */
    01267       cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01268     }
    01269     if (cb_load_amount != CALLBACK_FAILED) {
    01270       if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
    01271       if (cb_load_amount >= 0x100) {
    01272         ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
    01273       } else if (cb_load_amount != 0) {
    01274         load_amount = cb_load_amount;
    01275       }
    01276     }
    01277   }
    01278   return load_amount;
    01279 }
    01280
    01289 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationID next_station)
    01290 {
    01291   Vehicle *next_cargo = u;
    01292   uint32 seen_cargos = 0;
    01293
    01294   while (next_cargo != NULL) {
    01295     if (next_cargo->cargo_cap == 0) {
    01296       /* No need to reserve for vehicles without capacity. */
    01297       next_cargo = next_cargo->Next();
    01298       continue;
    01299     }
    01300
    01301     CargoID current_cargo = next_cargo->cargo_type;
    01302
    01303     Vehicle *v = next_cargo;
    01304     SetBit(seen_cargos, current_cargo);
    01305     next_cargo = NULL;
    01306     for (; v != NULL; v = v->Next()) {
    01307       if (v->cargo_type != current_cargo) {
    01308         /* Save start point for next cargo type. */
    01309         if (next_cargo == NULL && !HasBit(seen_cargos, v->cargo_type)) next_cargo = v;
    01310         continue;
    01311       }
    01312
    01313       uint cap = v->cargo_cap - v->cargo.RemainingCount();
    01314
    01315       /* Nothing to do if the vehicle is full */
    01316       if (cap > 0) {
    01317         cap -= st->goods[v->cargo_type].cargo.Reserve(cap, &v->cargo, st->xy, next_station);
    01318       }
    01319
    01320       if (consist_capleft != NULL) {
    01321         (*consist_capleft)[current_cargo] += cap;
    01322       }
    01323     }
    01324   }
    01325 }
    01326
    01332 static bool IsArticulatedVehicleEmpty(Vehicle *v)
    01333 {
    01334   v = v->GetFirstEnginePart();
    01335
    01336   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
    01337     if (v->cargo.Count() != 0) return false;
    01338   }
    01339
    01340   return true;
    01341 }
    01342
    01347 static void LoadUnloadVehicle(Vehicle *front)
    01348 {
    01349   assert(front->current_order.IsType(OT_LOADING));
    01350
    01351   StationID last_visited = front->last_station_visited;
    01352   Station *st = Station::Get(last_visited);
    01353
    01354   StationID next_station = front->GetNextStoppingStation();
    01355   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
    01356   CargoArray consist_capleft;
    01357   if (_settings_game.order.improved_load &&
    01358       ((front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0 || use_autorefit)) {
    01359     ReserveConsist(st, front,
    01360         (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL,
    01361         next_station);
    01362   }
    01363
    01364   /* We have not waited enough time till the next round of loading/unloading */
    01365   if (front->load_unload_ticks != 0) return;
    01366
    01367   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
    01368     /* The train reversed in the station. Take the "easy" way
    01369      * out and let the train just leave as it always did. */
    01370     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
    01371     front->load_unload_ticks = 1;
    01372     return;
    01373   }
    01374
    01375   int unloading_time = 0;
    01376   bool dirty_vehicle = false;
    01377   bool dirty_station = false;
    01378
    01379   bool completely_emptied = true;
    01380   bool anything_unloaded  = false;
    01381   bool anything_loaded    = false;
    01382   uint32 full_load_amount = 0;
    01383   uint32 cargo_not_full   = 0;
    01384   uint32 cargo_full       = 0;
    01385   uint32 reservation_left = 0;
    01386
    01387   front->cur_speed = 0;
    01388
    01389   CargoPayment *payment = front->cargo_payment;
    01390
    01391   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
    01392   for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01393     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
    01394     if (v->cargo_cap == 0) continue;
    01395     artic_part++;
    01396
    01397     byte load_amount = GetLoadAmount(v);
    01398
    01399     GoodsEntry *ge = &st->goods[v->cargo_type];
    01400
    01401     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01402       uint cargo_count = v->cargo.UnloadCount();
    01403       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01404       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
    01405
    01406       payment->SetCargo(v->cargo_type);
    01407
    01408       if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
    01409         /* The station does not accept our goods anymore. */
    01410         if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
    01411           /* Transfer instead of delivering. */
    01412           v->cargo.Reassign(v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER),
    01413               VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER);
    01414         } else {
    01415           /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
    01416           v->cargo.Reassign(v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER),
    01417               VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP);
    01418
    01419           /* ... say we unloaded something, otherwise we'll think we didn't unload
    01420            * something and we didn't load something, so we must be finished
    01421            * at this station. Setting the unloaded means that we will get a
    01422            * retry for loading in the next cycle. */
    01423           anything_unloaded = true;
    01424         }
    01425       }
    01426
    01427       /* Mark the station dirty if we transfer, but not if we only deliver. */
    01428       dirty_station = v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0;
    01429       amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
    01430       remaining = v->cargo.UnloadCount() > 0;
    01431       if (amount_unloaded > 0) {
    01432         dirty_vehicle = true;
    01433         anything_unloaded = true;
    01434         unloading_time += amount_unloaded;
    01435
    01436         /* Deliver goods to the station */
    01437         st->time_since_unload = 0;
    01438       }
    01439
    01440       if (_settings_game.order.gradual_loading && remaining) {
    01441         completely_emptied = false;
    01442       } else {
    01443         /* We have finished unloading (cargo count == 0) */
    01444         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01445       }
    01446
    01447       continue;
    01448     }
    01449
    01450     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01451     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
    01452
    01453     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
    01454     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
    01455         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
    01456       Vehicle *v_start = v->GetFirstEnginePart();
    01457       CargoID new_cid = front->current_order.GetRefitCargo();
    01458
    01459       /* Remove old capacity from consist capacity */
    01460       consist_capleft[v_start->cargo_type] -= v_start->cargo_cap;
    01461       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
    01462         w = w->GetNextArticulatedPart();
    01463         consist_capleft[w->cargo_type] -= w->cargo_cap;
    01464       }
    01465
    01466       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
    01467
    01468       /* Check if all articulated parts are empty and collect refit mask. */
    01469       uint32 refit_mask = v->GetEngine()->info.refit_mask;
    01470       Vehicle *w = v_start;
    01471       while (w->HasArticulatedPart()) {
    01472         w = w->GetNextArticulatedPart();
    01473         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
    01474         refit_mask |= EngInfo(w->engine_type)->refit_mask;
    01475       }
    01476
    01477       if (new_cid == CT_AUTO_REFIT) {
    01478         /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
    01479         CargoID cid;
    01480         new_cid = v_start->cargo_type;
    01481         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
    01482           if (st->goods[cid].cargo.HasCargoFor(next_station) ||
    01483               st->goods[cid].cargo.HasCargoFor(INVALID_STATION)) {
    01484             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
    01485              * the returned refit capacity will be greater than zero. */
    01486             DoCommand(v_start->tile, v_start->index, cid | 1U << 6 | 0xFF << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
    01487             /* Try to balance different loadable cargoes between parts of the consist, so that
    01488              * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
    01489              * to the first loadable cargo for which there is only one packet. */
    01490             if (_returned_refit_capacity > 0 && consist_capleft[cid] < consist_capleft[new_cid]) {
    01491               new_cid = cid;
    01492             }
    01493           }
    01494         }
    01495       }
    01496
    01497       /* Refit if given a valid cargo. */
    01498       if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
    01499         CommandCost cost = DoCommand(v_start->tile, v_start->index, new_cid | 1U << 6 | 0xFF << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
    01500         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
    01501         ge = &st->goods[v->cargo_type];
    01502       }
    01503
    01504       /* Add new capacity to consist capacity and reserve cargo */
    01505       w = v_start;
    01506       do {
    01507         st->goods[w->cargo_type].cargo.Reserve(w->cargo_cap, &w->cargo, st->xy, next_station);
    01508         consist_capleft[w->cargo_type] += w->cargo_cap - w->cargo.Count();
    01509         w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL;
    01510       } while (w != NULL);
    01511
    01512       cur_company.Restore();
    01513     }
    01514
    01515     /* update stats */
    01516     int t;
    01517     switch (front->type) {
    01518       case VEH_TRAIN: /* FALL THROUGH */
    01519       case VEH_SHIP:
    01520         t = front->vcache.cached_max_speed;
    01521         break;
    01522
    01523       case VEH_ROAD:
    01524         t = front->vcache.cached_max_speed / 2;
    01525         break;
    01526
    01527       case VEH_AIRCRAFT:
    01528         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
    01529         break;
    01530
    01531       default: NOT_REACHED();
    01532     }
    01533
    01534     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01535     ge->last_speed = min(t, 255);
    01536     ge->last_age = min(_cur_year - front->build_year, 255);
    01537     ge->time_since_pickup = 0;
    01538
    01539     assert(v->cargo_cap >= v->cargo.OnboardCount());
    01540     /* If there's goods waiting at the station, and the vehicle
    01541      * has capacity for it, load it on the vehicle. */
    01542     uint cap_left = v->cargo_cap - v->cargo.OnboardCount();
    01543     if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || !ge->cargo.Empty())) {
    01544       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
    01545       if (v->cargo.OnboardCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01546
    01547       uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
    01548       if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
    01549         /* Remember if there are reservations left so that we don't stop
    01550          * loading before they're loaded. */
    01551         SetBit(reservation_left, v->cargo_type);
    01552       }
    01553
    01554       /* Store whether the maximum possible load amount was loaded or not.*/
    01555       if (loaded == cap_left) {
    01556         SetBit(full_load_amount, v->cargo_type);
    01557       } else {
    01558         ClrBit(full_load_amount, v->cargo_type);
    01559       }
    01560
    01561       /* TODO: Regarding this, when we do gradual loading, we
    01562        * should first unload all vehicles and then start
    01563        * loading them. Since this will cause
    01564        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01565        * the whole vehicle chain is really totally empty, the
    01566        * completely_emptied assignment can then be safely
    01567        * removed; that's how TTDPatch behaves too. --pasky */
    01568       if (loaded > 0) {
    01569         completely_emptied = false;
    01570         anything_loaded = true;
    01571
    01572         st->time_since_load = 0;
    01573         st->last_vehicle_type = v->type;
    01574
    01575         if (ge->cargo.Empty()) {
    01576           TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
    01577           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01578           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01579         }
    01580
    01581         unloading_time += loaded;
    01582
    01583         dirty_vehicle = dirty_station = true;
    01584       }
    01585     }
    01586
    01587     if (v->cargo.OnboardCount() >= v->cargo_cap) {
    01588       SetBit(cargo_full, v->cargo_type);
    01589     } else {
    01590       SetBit(cargo_not_full, v->cargo_type);
    01591     }
    01592   }
    01593
    01594   if (anything_loaded || anything_unloaded) {
    01595     if (front->type == VEH_TRAIN) {
    01596       TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
    01597       TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
    01598     }
    01599   }
    01600
    01601   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01602   completely_emptied &= anything_unloaded;
    01603
    01604   if (!anything_unloaded) delete payment;
    01605
    01606   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
    01607   if (anything_loaded || anything_unloaded) {
    01608     if (_settings_game.order.gradual_loading) {
    01609       /* The time it takes to load one 'slice' of cargo or passengers depends
    01610        * on the vehicle type - the values here are those found in TTDPatch */
    01611       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01612
    01613       unloading_time = gradual_loading_wait_time[front->type];
    01614     }
    01615     /* We loaded less cargo than possible for all cargo types and it's not full
    01616      * load and we're not supposed to wait any longer: stop loading. */
    01617     if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01618         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
    01619       SetBit(front->vehicle_flags, VF_STOP_LOADING);
    01620     }
    01621   } else {
    01622     bool finished_loading = true;
    01623     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01624       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01625         /* if the aircraft carries passengers and is NOT full, then
    01626          * continue loading, no matter how much mail is in */
    01627         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
    01628             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01629           finished_loading = false;
    01630         }
    01631       } else if (cargo_not_full != 0) {
    01632         finished_loading = false;
    01633       }
    01634
    01635       /* Refresh next hop stats if we're full loading to make the links
    01636        * known to the distribution algorithm and allow cargo to be sent
    01637        * along them. Otherwise the vehicle could wait for cargo
    01638        * indefinitely if it hasn't visited the other links yet, or if the
    01639        * links die while it's loading. */
    01640       if (!finished_loading) front->RefreshNextHopsStats();
    01641     }
    01642     unloading_time = 20;
    01643
    01644     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01645   }
    01646
    01647   if (front->type == VEH_TRAIN) {
    01648     /* Each platform tile is worth 2 rail vehicles. */
    01649     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
    01650     if (overhang > 0) {
    01651       unloading_time <<= 1;
    01652       unloading_time += (overhang * unloading_time) / 8;
    01653     }
    01654   }
    01655
    01656   /* Calculate the loading indicator fill percent and display
    01657    * In the Game Menu do not display indicators
    01658    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01659    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01660    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01661    */
    01662   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01663     StringID percent_up_down = STR_NULL;
    01664     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
    01665     if (front->fill_percent_te_id == INVALID_TE_ID) {
    01666       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
    01667     } else {
    01668       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
    01669     }
    01670   }
    01671
    01672   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01673   front->load_unload_ticks = max(1, unloading_time);
    01674
    01675   if (completely_emptied) {
    01676     /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
    01677      * properties such as weight, power and TE whenever the trigger runs. */
    01678     dirty_vehicle = true;
    01679     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
    01680   }
    01681
    01682   if (dirty_vehicle) {
    01683     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
    01684     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01685     front->MarkDirty();
    01686   }
    01687   if (dirty_station) {
    01688     st->MarkTilesDirty(true);
    01689     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01690   }
    01691 }
    01692
    01698 void LoadUnloadStation(Station *st)
    01699 {
    01700   /* No vehicle is here... */
    01701   if (st->loading_vehicles.empty()) return;
    01702
    01703   Vehicle *last_loading = NULL;
    01704   std::list<Vehicle *>::iterator iter;
    01705
    01706   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01707   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01708     Vehicle *v = *iter;
    01709
    01710     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01711
    01712     assert(v->load_unload_ticks != 0);
    01713     if (--v->load_unload_ticks == 0) last_loading = v;
    01714   }
    01715
    01716   /* We only need to reserve and load/unload up to the last loading vehicle.
    01717    * Anything else will be forgotten anyway after returning from this function.
    01718    *
    01719    * Especially this means we do _not_ need to reserve cargo for a single
    01720    * consist in a station which is not allowed to load yet because its
    01721    * load_unload_ticks is still not 0.
    01722    */
    01723   if (last_loading == NULL) return;
    01724
    01725   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01726     Vehicle *v = *iter;
    01727     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
    01728     if (v == last_loading) break;
    01729   }
    01730
    01731   /* Call the production machinery of industries */
    01732   const Industry * const *isend = _cargo_delivery_destinations.End();
    01733   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01734     TriggerIndustryProduction(*iid);
    01735   }
    01736   _cargo_delivery_destinations.Clear();
    01737 }
    01738
    01742 void CompaniesMonthlyLoop()
    01743 {
    01744   CompaniesGenStatistics();
    01745   if (_settings_game.economy.inflation) {
    01746     AddInflation();
    01747     RecomputePrices();
    01748   }
    01749   CompaniesPayInterest();
    01750   HandleEconomyFluctuations();
    01751 }
    01752
    01753 static void DoAcquireCompany(Company *c)
    01754 {
    01755   CompanyID ci = c->index;
    01756
    01757   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01758   cni->FillData(c, Company::Get(_current_company));
    01759
    01760   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01761   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01762   SetDParamStr(2, cni->company_name);
    01763   SetDParamStr(3, cni->other_company_name);
    01764   SetDParam(4, c->bankrupt_value);
    01765   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
    01766   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01767   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01768
    01769   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01770
    01771   if (c->bankrupt_value == 0) {
    01772     Company *owner = Company::Get(_current_company);
    01773     owner->current_loan += c->current_loan;
    01774   }
    01775
    01776   if (c->is_ai) AI::Stop(c->index);
    01777
    01778   DeleteCompanyWindows(ci);
    01779   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01780   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01781   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01782   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01783
    01784   delete c;
    01785 }
    01786
    01787 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01788
    01798 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01799 {
    01800   CommandCost cost(EXPENSES_OTHER);
    01801   CompanyID target_company = (CompanyID)p1;
    01802   Company *c = Company::GetIfValid(target_company);
    01803
    01804   /* Check if buying shares is allowed (protection against modified clients)
    01805    * Cannot buy own shares */
    01806   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01807
    01808   /* Protect new companies from hostile takeovers */
    01809   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01810
    01811   /* Those lines are here for network-protection (clients can be slow) */
    01812   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01813
    01814   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01815     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01816
    01817     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01818   }
    01819
    01820
    01821   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01822   if (flags & DC_EXEC) {
    01823     OwnerByte *b = c->share_owners;
    01824
    01825     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01826     *b = _current_company;
    01827
    01828     for (int i = 0; c->share_owners[i] == _current_company;) {
    01829       if (++i == 4) {
    01830         c->bankrupt_value = 0;
    01831         DoAcquireCompany(c);
    01832         break;
    01833       }
    01834     }
    01835     InvalidateWindowData(WC_COMPANY, target_company);
    01836     CompanyAdminUpdate(c);
    01837   }
    01838   return cost;
    01839 }
    01840
    01850 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01851 {
    01852   CompanyID target_company = (CompanyID)p1;
    01853   Company *c = Company::GetIfValid(target_company);
    01854
    01855   /* Cannot sell own shares */
    01856   if (c == NULL || _current_company == target_company) return CMD_ERROR;
    01857
    01858   /* Check if selling shares is allowed (protection against modified clients).
    01859    * However, we must sell shares of companies being closed down. */
    01860   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
    01861
    01862   /* Those lines are here for network-protection (clients can be slow) */
    01863   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01864
    01865   /* adjust it a little to make it less profitable to sell and buy */
    01866   Money cost = CalculateCompanyValue(c) >> 2;
    01867   cost = -(cost - (cost >> 7));
    01868
    01869   if (flags & DC_EXEC) {
    01870     OwnerByte *b = c->share_owners;
    01871     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01872     *b = COMPANY_SPECTATOR;
    01873     InvalidateWindowData(WC_COMPANY, target_company);
    01874     CompanyAdminUpdate(c);
    01875   }
    01876   return CommandCost(EXPENSES_OTHER, cost);
    01877 }
    01878
    01891 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01892 {
    01893   CompanyID target_company = (CompanyID)p1;
    01894   Company *c = Company::GetIfValid(target_company);
    01895   if (c == NULL) return CMD_ERROR;
    01896
    01897   /* Disable takeovers when not asked */
    01898   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01899
    01900   /* Disable taking over the local company in single player */
    01901   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01902
    01903   /* Do not allow companies to take over themselves */
    01904   if (target_company == _current_company) return CMD_ERROR;
    01905
    01906   /* Disable taking over when not allowed. */
    01907   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    01908
    01909   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01910   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01911
    01912   if (flags & DC_EXEC) {
    01913     DoAcquireCompany(c);
    01914   }
    01915   return cost;
    01916 }