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 "vehicle_gui.h"
00021 #include "ai/ai.hpp"
00022 #include "aircraft.h"
00023 #include "newgrf_engine.h"
00024 #include "engine_base.h"
00025 #include "ground_vehicle.hpp"
00026 #include "newgrf_cargo.h"
00027 #include "newgrf_sound.h"
00028 #include "newgrf_industrytiles.h"
00029 #include "newgrf_station.h"
00030 #include "newgrf_airporttiles.h"
00031 #include "object.h"
00032 #include "group.h"
00033 #include "strings_func.h"
00034 #include "window_func.h"
00035 #include "date_func.h"
00036 #include "vehicle_func.h"
00037 #include "sound_func.h"
00038 #include "autoreplace_func.h"
00039 #include "company_gui.h"
00040 #include "signs_base.h"
00041 #include "subsidy_base.h"
00042 #include "subsidy_func.h"
00043 #include "station_base.h"
00044 #include "waypoint_base.h"
00045 #include "economy_base.h"
00046 #include "core/pool_func.hpp"
00047 #include "newgrf.h"
00048 #include "core/backup_type.hpp"
00049 #include "cargo_type.h"
00050 #include "water.h"
00051 
00052 #include "table/strings.h"
00053 #include "table/pricebase.h"
00054 
00055 
00056 /* Initialize the cargo payment-pool */
00057 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00058 INSTANTIATE_POOL_METHODS(CargoPayment)
00059 
00060 
00071 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00072 {
00073   return (int32)((int64)a * (int64)b >> shift);
00074 }
00075 
00076 typedef SmallVector<Industry *, 16> SmallIndustryList;
00077 
00081 const ScoreInfo _score_info[] = {
00082   {     120, 100}, // SCORE_VEHICLES
00083   {      80, 100}, // SCORE_STATIONS
00084   {   10000, 100}, // SCORE_MIN_PROFIT
00085   {   50000,  50}, // SCORE_MIN_INCOME
00086   {  100000, 100}, // SCORE_MAX_INCOME
00087   {   40000, 400}, // SCORE_DELIVERED
00088   {       8,  50}, // SCORE_CARGO
00089   {10000000,  50}, // SCORE_MONEY
00090   {  250000,  50}, // SCORE_LOAN
00091   {       0,   0}  // SCORE_TOTAL
00092 };
00093 
00094 int _score_part[MAX_COMPANIES][SCORE_END];
00095 Economy _economy;
00096 Prices _price;
00097 Money _additional_cash_required;
00098 static PriceMultipliers _price_base_multiplier;
00099 
00109 Money CalculateCompanyValue(const Company *c, bool including_loan)
00110 {
00111   Owner owner = c->index;
00112 
00113   Station *st;
00114   uint num = 0;
00115 
00116   FOR_ALL_STATIONS(st) {
00117     if (st->owner == owner) num += CountBits((byte)st->facilities);
00118   }
00119 
00120   Money value = num * _price[PR_STATION_VALUE] * 25;
00121 
00122   Vehicle *v;
00123   FOR_ALL_VEHICLES(v) {
00124     if (v->owner != owner) continue;
00125 
00126     if (v->type == VEH_TRAIN ||
00127         v->type == VEH_ROAD ||
00128         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00129         v->type == VEH_SHIP) {
00130       value += v->value * 3 >> 1;
00131     }
00132   }
00133 
00134   /* Add real money value */
00135   if (including_loan) value -= c->current_loan;
00136   value += c->money;
00137 
00138   return max(value, (Money)1);
00139 }
00140 
00149 int UpdateCompanyRatingAndValue(Company *c, bool update)
00150 {
00151   Owner owner = c->index;
00152   int score = 0;
00153 
00154   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00155 
00156   /* Count vehicles */
00157   {
00158     Vehicle *v;
00159     Money min_profit = 0;
00160     bool min_profit_first = true;
00161     uint num = 0;
00162 
00163     FOR_ALL_VEHICLES(v) {
00164       if (v->owner != owner) continue;
00165       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00166         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00167         if (v->age > 730) {
00168           /* Find the vehicle with the lowest amount of profit */
00169           if (min_profit_first || min_profit > v->profit_last_year) {
00170             min_profit = v->profit_last_year;
00171             min_profit_first = false;
00172           }
00173         }
00174       }
00175     }
00176 
00177     min_profit >>= 8; // remove the fract part
00178 
00179     _score_part[owner][SCORE_VEHICLES] = num;
00180     /* Don't allow negative min_profit to show */
00181     if (min_profit > 0) {
00182       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00183     }
00184   }
00185 
00186   /* Count stations */
00187   {
00188     uint num = 0;
00189     const Station *st;
00190 
00191     FOR_ALL_STATIONS(st) {
00192       /* Only count stations that are actually serviced */
00193       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00194     }
00195     _score_part[owner][SCORE_STATIONS] = num;
00196   }
00197 
00198   /* Generate statistics depending on recent income statistics */
00199   {
00200     int numec = min(c->num_valid_stat_ent, 12);
00201     if (numec != 0) {
00202       const CompanyEconomyEntry *cee = c->old_economy;
00203       Money min_income = cee->income + cee->expenses;
00204       Money max_income = cee->income + cee->expenses;
00205 
00206       do {
00207         min_income = min(min_income, cee->income + cee->expenses);
00208         max_income = max(max_income, cee->income + cee->expenses);
00209       } while (++cee, --numec);
00210 
00211       if (min_income > 0) {
00212         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00213       }
00214 
00215       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00216     }
00217   }
00218 
00219   /* Generate score depending on amount of transported cargo */
00220   {
00221     const CompanyEconomyEntry *cee;
00222     int numec;
00223     uint32 total_delivered;
00224 
00225     numec = min(c->num_valid_stat_ent, 4);
00226     if (numec != 0) {
00227       cee = c->old_economy;
00228       total_delivered = 0;
00229       do {
00230         total_delivered += cee->delivered_cargo;
00231       } while (++cee, --numec);
00232 
00233       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00234     }
00235   }
00236 
00237   /* Generate score for variety of cargo */
00238   {
00239     uint num = CountBits(c->cargo_types);
00240     _score_part[owner][SCORE_CARGO] = num;
00241     if (update) c->cargo_types = 0;
00242   }
00243 
00244   /* Generate score for company's money */
00245   {
00246     if (c->money > 0) {
00247       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00248     }
00249   }
00250 
00251   /* Generate score for loan */
00252   {
00253     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00254   }
00255 
00256   /* Now we calculate the score for each item.. */
00257   {
00258     int total_score = 0;
00259     int s;
00260     score = 0;
00261     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00262       /* Skip the total */
00263       if (i == SCORE_TOTAL) continue;
00264       /*  Check the score */
00265       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00266       score += s;
00267       total_score += _score_info[i].score;
00268     }
00269 
00270     _score_part[owner][SCORE_TOTAL] = score;
00271 
00272     /*  We always want the score scaled to SCORE_MAX (1000) */
00273     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00274   }
00275 
00276   if (update) {
00277     c->old_economy[0].performance_history = score;
00278     UpdateCompanyHQ(c->location_of_HQ, score);
00279     c->old_economy[0].company_value = CalculateCompanyValue(c);
00280   }
00281 
00282   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00283   return score;
00284 }
00285 
00291 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00292 {
00293   /* We need to set _current_company to old_owner before we try to move
00294    * the client. This is needed as it needs to know whether "you" really
00295    * are the current local company. */
00296   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00297 #ifdef ENABLE_NETWORK
00298   /* In all cases, make spectators of clients connected to that company */
00299   if (_networking) NetworkClientsToSpectators(old_owner);
00300 #endif /* ENABLE_NETWORK */
00301   if (old_owner == _local_company) {
00302     /* Single player cheated to AI company.
00303      * There are no specatators in single player, so we must pick some other company. */
00304     assert(!_networking);
00305     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00306     Company *c;
00307     FOR_ALL_COMPANIES(c) {
00308       if (c->index != old_owner) {
00309         SetLocalCompany(c->index);
00310         break;
00311       }
00312     }
00313     cur_company.Restore();
00314     assert(old_owner != _local_company);
00315   }
00316 
00317   Town *t;
00318 
00319   assert(old_owner != new_owner);
00320 
00321   {
00322     Company *c;
00323     uint i;
00324 
00325     /* See if the old_owner had shares in other companies */
00326     FOR_ALL_COMPANIES(c) {
00327       for (i = 0; i < 4; i++) {
00328         if (c->share_owners[i] == old_owner) {
00329           /* Sell his shares */
00330           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00331           /* Because we are in a DoCommand, we can't just execute another one and
00332            *  expect the money to be removed. We need to do it ourself! */
00333           SubtractMoneyFromCompany(res);
00334         }
00335       }
00336     }
00337 
00338     /* Sell all the shares that people have on this company */
00339     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00340     c = Company::Get(old_owner);
00341     for (i = 0; i < 4; i++) {
00342       cur_company2.Change(c->share_owners[i]);
00343       if (_current_company != INVALID_OWNER) {
00344         /* Sell the shares */
00345         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00346         /* Because we are in a DoCommand, we can't just execute another one and
00347          *  expect the money to be removed. We need to do it ourself! */
00348         SubtractMoneyFromCompany(res);
00349       }
00350     }
00351     cur_company2.Restore();
00352   }
00353 
00354   /* Temporarily increase the company's money, to be sure that
00355    * removing his/her property doesn't fail because of lack of money.
00356    * Not too drastically though, because it could overflow */
00357   if (new_owner == INVALID_OWNER) {
00358     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00359   }
00360 
00361   Subsidy *s;
00362   FOR_ALL_SUBSIDIES(s) {
00363     if (s->awarded == old_owner) {
00364       if (new_owner == INVALID_OWNER) {
00365         delete s;
00366       } else {
00367         s->awarded = new_owner;
00368       }
00369     }
00370   }
00371   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00372 
00373   /* Take care of rating in towns */
00374   FOR_ALL_TOWNS(t) {
00375     /* If a company takes over, give the ratings to that company. */
00376     if (new_owner != INVALID_OWNER) {
00377       if (HasBit(t->have_ratings, old_owner)) {
00378         if (HasBit(t->have_ratings, new_owner)) {
00379           /* use max of the two ratings. */
00380           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00381         } else {
00382           SetBit(t->have_ratings, new_owner);
00383           t->ratings[new_owner] = t->ratings[old_owner];
00384         }
00385       }
00386     }
00387 
00388     /* Reset the ratings for the old owner */
00389     t->ratings[old_owner] = RATING_INITIAL;
00390     ClrBit(t->have_ratings, old_owner);
00391   }
00392 
00393   {
00394     Vehicle *v;
00395     FOR_ALL_VEHICLES(v) {
00396       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00397         if (new_owner == INVALID_OWNER) {
00398           if (v->Previous() == NULL) delete v;
00399         } else {
00400           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00401           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00402         }
00403       }
00404     }
00405   }
00406 
00407   /* In all cases clear replace engine rules.
00408    * Even if it was copied, it could interfere with new owner's rules */
00409   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00410 
00411   if (new_owner == INVALID_OWNER) {
00412     RemoveAllGroupsForCompany(old_owner);
00413   } else {
00414     Group *g;
00415     FOR_ALL_GROUPS(g) {
00416       if (g->owner == old_owner) g->owner = new_owner;
00417     }
00418   }
00419 
00420   {
00421     FreeUnitIDGenerator unitidgen[] = {
00422       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00423       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00424     };
00425 
00426     Vehicle *v;
00427     FOR_ALL_VEHICLES(v) {
00428       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00429         assert(new_owner != INVALID_OWNER);
00430 
00431         v->owner = new_owner;
00432         v->colourmap = PAL_NONE;
00433 
00434         if (v->IsEngineCountable()) {
00435           GroupStatistics::CountEngine(v, 1);
00436         }
00437         if (v->IsPrimaryVehicle()) {
00438           GroupStatistics::CountVehicle(v, 1);
00439           v->unitnumber = unitidgen[v->type].NextID();
00440         }
00441 
00442         /* Invalidate the vehicle's cargo payment "owner cache". */
00443         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00444       }
00445     }
00446 
00447     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00448   }
00449 
00450   /*  Change ownership of tiles */
00451   {
00452     TileIndex tile = 0;
00453     do {
00454       ChangeTileOwner(tile, old_owner, new_owner);
00455     } while (++tile != MapSize());
00456 
00457     if (new_owner != INVALID_OWNER) {
00458       /* Update all signals because there can be new segment that was owned by two companies
00459        * and signals were not propagated
00460        * Similiar with crossings - it is needed to bar crossings that weren't before
00461        * because of different owner of crossing and approaching train */
00462       tile = 0;
00463 
00464       do {
00465         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00466           TrackBits tracks = GetTrackBits(tile);
00467           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00468             Track track = RemoveFirstTrack(&tracks);
00469             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00470           } while (tracks != TRACK_BIT_NONE);
00471         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00472           UpdateLevelCrossing(tile);
00473         }
00474       } while (++tile != MapSize());
00475     }
00476 
00477     /* update signals in buffer */
00478     UpdateSignalsInBuffer();
00479   }
00480 
00481   /* convert owner of stations (including deleted ones, but excluding buoys) */
00482   Station *st;
00483   FOR_ALL_STATIONS(st) {
00484     if (st->owner == old_owner) {
00485       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00486        * also, drawing station window would cause reading invalid company's colour */
00487       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00488     }
00489   }
00490 
00491   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00492   Waypoint *wp;
00493   FOR_ALL_WAYPOINTS(wp) {
00494     if (wp->owner == old_owner) {
00495       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00496     }
00497   }
00498 
00499   Sign *si;
00500   FOR_ALL_SIGNS(si) {
00501     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00502   }
00503 
00504   /* Change colour of existing windows */
00505   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00506 
00507   cur_company.Restore();
00508 
00509   MarkWholeScreenDirty();
00510 }
00511 
00516 static void CompanyCheckBankrupt(Company *c)
00517 {
00518   /*  If the company has money again, it does not go bankrupt */
00519   if (c->money >= 0) {
00520     c->quarters_of_bankruptcy = 0;
00521     c->bankrupt_asked = 0;
00522     return;
00523   }
00524 
00525   c->quarters_of_bankruptcy++;
00526 
00527   switch (c->quarters_of_bankruptcy) {
00528     case 0:
00529     case 1:
00530       break;
00531 
00532     case 2: {
00533       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00534       cni->FillData(c);
00535       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00536       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00537       SetDParamStr(2, cni->company_name);
00538       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00539       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00540       break;
00541     }
00542 
00543     case 3: {
00544       /* Check if the company has any value.. if not, declare it bankrupt
00545        *  right now */
00546       Money val = CalculateCompanyValue(c, false);
00547       if (val > 0) {
00548         c->bankrupt_value = val;
00549         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00550         c->bankrupt_timeout = 0;
00551         break;
00552       }
00553       /* FALL THROUGH to case 4... */
00554     }
00555     default:
00556     case 4:
00557       if (!_networking && _local_company == c->index) {
00558         /* If we are in offline mode, leave the company playing. Eg. there
00559          * is no THE-END, otherwise mark the client as spectator to make sure
00560          * he/she is no long in control of this company. However... when you
00561          * join another company (cheat) the "unowned" company can bankrupt. */
00562         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00563         break;
00564       }
00565 
00566       /* Actually remove the company, but not when we're a network client.
00567        * In case of network clients we will be getting a command from the
00568        * server. It is done in this way as we are called from the
00569        * StateGameLoop which can't change the current company, and thus
00570        * updating the local company triggers an assert later on. In the
00571        * case of a network game the command will be processed at a time
00572        * that changing the current company is okay. In case of single
00573        * player we are sure (the above check) that we are not the local
00574        * company and thus we won't be moved. */
00575       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00576       break;
00577   }
00578 }
00579 
00584 static void CompaniesGenStatistics()
00585 {
00586   Station *st;
00587 
00588   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00589   Company *c;
00590 
00591   if (!_settings_game.economy.infrastructure_maintenance) {
00592     FOR_ALL_STATIONS(st) {
00593       cur_company.Change(st->owner);
00594       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00595       SubtractMoneyFromCompany(cost);
00596     }
00597   } else {
00598     /* Improved monthly infrastructure costs. */
00599     FOR_ALL_COMPANIES(c) {
00600       cur_company.Change(c->index);
00601 
00602       CommandCost cost(EXPENSES_PROPERTY);
00603       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00604         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt]));
00605       }
00606       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00607       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00608         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00609       }
00610       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00611       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00612       cost.AddCost(AirportMaintenanceCost(c->index));
00613 
00614       SubtractMoneyFromCompany(cost);
00615     }
00616   }
00617   cur_company.Restore();
00618 
00619   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00620   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00621 
00622   FOR_ALL_COMPANIES(c) {
00623     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00624     c->old_economy[0] = c->cur_economy;
00625     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00626 
00627     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00628 
00629     UpdateCompanyRatingAndValue(c, true);
00630     if (c->block_preview != 0) c->block_preview--;
00631     CompanyCheckBankrupt(c);
00632   }
00633 
00634   SetWindowDirty(WC_INCOME_GRAPH, 0);
00635   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00636   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00637   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00638   SetWindowDirty(WC_COMPANY_VALUE, 0);
00639   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00640 }
00641 
00646 void AddInflation(bool check_year)
00647 {
00648   /* The cargo payment inflation differs from the normal inflation, so the
00649    * relative amount of money you make with a transport decreases slowly over
00650    * the 170 years. After a few hundred years we reach a level in which the
00651    * games will become unplayable as the maximum income will be less than
00652    * the minimum running cost.
00653    *
00654    * Furthermore there are a lot of inflation related overflows all over the
00655    * place. Solving them is hardly possible because inflation will always
00656    * reach the overflow threshold some day. So we'll just perform the
00657    * inflation mechanism during the first 170 years (the amount of years that
00658    * one had in the original TTD) and stop doing the inflation after that
00659    * because it only causes problems that can't be solved nicely and the
00660    * inflation doesn't add anything after that either; it even makes playing
00661    * it impossible due to the diverging cost and income rates.
00662    */
00663   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00664 
00665   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00666    * scaled by 65536
00667    * 12 -> months per year
00668    * This is only a good approxiamtion for small values
00669    */
00670   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00671   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00672 }
00673 
00677 void RecomputePrices()
00678 {
00679   /* Setup maximum loan */
00680   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00681 
00682   /* Setup price bases */
00683   for (Price i = PR_BEGIN; i < PR_END; i++) {
00684     Money price = _price_base_specs[i].start_price;
00685 
00686     /* Apply difficulty settings */
00687     uint mod = 1;
00688     switch (_price_base_specs[i].category) {
00689       case PCAT_RUNNING:
00690         mod = _settings_game.difficulty.vehicle_costs;
00691         break;
00692 
00693       case PCAT_CONSTRUCTION:
00694         mod = _settings_game.difficulty.construction_cost;
00695         break;
00696 
00697       default: break;
00698     }
00699     switch (mod) {
00700       case 0: price *= 6; break;
00701       case 1: price *= 8; break; // normalised to 1 below
00702       case 2: price *= 9; break;
00703       default: NOT_REACHED();
00704     }
00705 
00706     /* Apply inflation */
00707     price = (int64)price * _economy.inflation_prices;
00708 
00709     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00710     int shift = _price_base_multiplier[i] - 16 - 3;
00711     if (shift >= 0) {
00712       price <<= shift;
00713     } else {
00714       price >>= -shift;
00715     }
00716 
00717     /* Make sure the price does not get reduced to zero.
00718      * Zero breaks quite a few commands that use a zero
00719      * cost to see whether something got changed or not
00720      * and based on that cause an error. When the price
00721      * is zero that fails even when things are done. */
00722     if (price == 0) {
00723       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00724       /* No base price should be zero, but be sure. */
00725       assert(price != 0);
00726     }
00727     /* Store value */
00728     _price[i] = price;
00729   }
00730 
00731   /* Setup cargo payment */
00732   CargoSpec *cs;
00733   FOR_ALL_CARGOSPECS(cs) {
00734     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00735   }
00736 
00737   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00738   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00739   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00740   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00741   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00742 }
00743 
00745 static void CompaniesPayInterest()
00746 {
00747   const Company *c;
00748 
00749   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00750   FOR_ALL_COMPANIES(c) {
00751     cur_company.Change(c->index);
00752 
00753     /* Over a year the paid interest should be "loan * interest percentage",
00754      * but... as that number is likely not dividable by 12 (pay each month),
00755      * one needs to account for that in the monthly fee calculations.
00756      * To easily calculate what one should pay "this" month, you calculate
00757      * what (total) should have been paid up to this month and you subtract
00758      * whatever has been paid in the previous months. This will mean one month
00759      * it'll be a bit more and the other it'll be a bit less than the average
00760      * monthly fee, but on average it will be exact. */
00761     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00762     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00763     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00764 
00765     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00766 
00767     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00768   }
00769   cur_company.Restore();
00770 }
00771 
00772 static void HandleEconomyFluctuations()
00773 {
00774   if (_settings_game.difficulty.economy != 0) {
00775     /* When economy is Fluctuating, decrease counter */
00776     _economy.fluct--;
00777   } else if (EconomyIsInRecession()) {
00778     /* When it's Steady and we are in recession, end it now */
00779     _economy.fluct = -12;
00780   } else {
00781     /* No need to do anything else in other cases */
00782     return;
00783   }
00784 
00785   if (_economy.fluct == 0) {
00786     _economy.fluct = -(int)GB(Random(), 0, 2);
00787     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00788   } else if (_economy.fluct == -12) {
00789     _economy.fluct = GB(Random(), 0, 8) + 312;
00790     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00791   }
00792 }
00793 
00794 
00798 void ResetPriceBaseMultipliers()
00799 {
00800   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00801 }
00802 
00810 void SetPriceBaseMultiplier(Price price, int factor)
00811 {
00812   assert(price < PR_END);
00813   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00814 }
00815 
00820 void StartupIndustryDailyChanges(bool init_counter)
00821 {
00822   uint map_size = MapLogX() + MapLogY();
00823   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00824    * which stands for the days in a month.
00825    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00826    * would not be needed.
00827    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00828    * on the overall total number of changes performed */
00829   _economy.industry_daily_increment = (1 << map_size) / 31;
00830 
00831   if (init_counter) {
00832     /* A new game or a savegame from an older version will require the counter to be initialized */
00833     _economy.industry_daily_change_counter = 0;
00834   }
00835 }
00836 
00837 void StartupEconomy()
00838 {
00839   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00840   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00841   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00842   _economy.fluct = GB(Random(), 0, 8) + 168;
00843 
00844   /* Set up prices */
00845   RecomputePrices();
00846 
00847   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00848 
00849 }
00850 
00854 void InitializeEconomy()
00855 {
00856   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00857 }
00858 
00867 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00868 {
00869   if (index >= PR_END) return 0;
00870 
00871   Money cost = _price[index] * cost_factor;
00872   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00873 
00874   if (shift >= 0) {
00875     cost <<= shift;
00876   } else {
00877     cost >>= -shift;
00878   }
00879 
00880   return cost;
00881 }
00882 
00883 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00884 {
00885   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00886   if (!cs->IsValid()) {
00887     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00888     return 0;
00889   }
00890 
00891   /* Use callback to calculate cargo profit, if available */
00892   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00893     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00894     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00895     if (callback != CALLBACK_FAILED) {
00896       int result = GB(callback, 0, 14);
00897 
00898       /* Simulate a 15 bit signed value */
00899       if (HasBit(callback, 14)) result -= 0x4000;
00900 
00901       /* "The result should be a signed multiplier that gets multiplied
00902        * by the amount of cargo moved and the price factor, then gets
00903        * divided by 8192." */
00904       return result * num_pieces * cs->current_payment / 8192;
00905     }
00906   }
00907 
00908   static const int MIN_TIME_FACTOR = 31;
00909   static const int MAX_TIME_FACTOR = 255;
00910 
00911   const int days1 = cs->transit_days[0];
00912   const int days2 = cs->transit_days[1];
00913   const int days_over_days1 = max(   transit_days - days1, 0);
00914   const int days_over_days2 = max(days_over_days1 - days2, 0);
00915 
00916   /*
00917    * The time factor is calculated based on the time it took
00918    * (transit_days) compared two cargo-depending values. The
00919    * range is divided into three parts:
00920    *
00921    *  - constant for fast transits
00922    *  - linear decreasing with time with a slope of -1 for medium transports
00923    *  - linear decreasing with time with a slope of -2 for slow transports
00924    *
00925    */
00926   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00927 
00928   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00929 }
00930 
00932 static SmallIndustryList _cargo_delivery_destinations;
00933 
00943 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00944 {
00945   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00946    * This fails in three cases:
00947    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00948    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00949    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00950    */
00951 
00952   uint accepted = 0;
00953 
00954   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00955     Industry *ind = st->industries_near[i];
00956     if (ind->index == source) continue;
00957 
00958     uint cargo_index;
00959     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00960       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00961     }
00962     /* Check if matching cargo has been found */
00963     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00964 
00965     /* Check if industry temporarily refuses acceptance */
00966     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00967 
00968     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00969     _cargo_delivery_destinations.Include(ind);
00970 
00971     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00972     ind->incoming_cargo_waiting[cargo_index] += amount;
00973     num_pieces -= amount;
00974     accepted += amount;
00975   }
00976 
00977   return accepted;
00978 }
00979 
00993 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)
00994 {
00995   assert(num_pieces > 0);
00996 
00997   Station *st = Station::Get(dest);
00998 
00999   /* Give the goods to the industry. */
01000   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01001 
01002   /* If this cargo type is always accepted, accept all */
01003   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01004 
01005   /* Update station statistics */
01006   if (accepted > 0) {
01007     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01008     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01009     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01010   }
01011 
01012   /* Update company statistics */
01013   company->cur_economy.delivered_cargo += accepted;
01014   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
01015 
01016   /* Increase town's counter for town effects */
01017   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01018   st->town->received[cs->town_effect].new_act += accepted;
01019 
01020   /* Determine profit */
01021   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01022 
01023   /* Modify profit if a subsidy is in effect */
01024   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01025     switch (_settings_game.difficulty.subsidy_multiplier) {
01026       case 0:  profit += profit >> 1; break;
01027       case 1:  profit *= 2; break;
01028       case 2:  profit *= 3; break;
01029       default: profit *= 4; break;
01030     }
01031   }
01032 
01033   return profit;
01034 }
01035 
01041 static void TriggerIndustryProduction(Industry *i)
01042 {
01043   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01044   uint16 callback = indspec->callback_mask;
01045 
01046   i->was_cargo_delivered = true;
01047   i->last_cargo_accepted_at = _date;
01048 
01049   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01050     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01051       IndustryProductionCallback(i, 0);
01052     } else {
01053       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01054     }
01055   } else {
01056     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01057       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01058       if (cargo_waiting == 0) continue;
01059 
01060       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01061       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01062 
01063       i->incoming_cargo_waiting[cargo_index] = 0;
01064     }
01065   }
01066 
01067   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01068   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01069 }
01070 
01075 CargoPayment::CargoPayment(Vehicle *front) :
01076   front(front),
01077   current_station(front->last_station_visited)
01078 {
01079 }
01080 
01081 CargoPayment::~CargoPayment()
01082 {
01083   if (this->CleaningPool()) return;
01084 
01085   this->front->cargo_payment = NULL;
01086 
01087   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
01088 
01089   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01090 
01091   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01092   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
01093 
01094   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01095     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01096   }
01097 
01098   if (this->visual_transfer != 0) {
01099     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
01100         this->front->z_pos, this->visual_transfer, -this->visual_profit);
01101   } else if (this->visual_profit != 0) {
01102     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
01103         this->front->z_pos, -this->visual_profit);
01104   }
01105 
01106   cur_company.Restore();
01107 }
01108 
01114 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01115 {
01116   if (this->owner == NULL) {
01117     this->owner = Company::Get(this->front->owner);
01118   }
01119 
01120   /* Handle end of route payment */
01121   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01122   this->route_profit += profit;
01123 
01124   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01125   this->visual_profit += profit - cp->FeederShare();
01126 }
01127 
01134 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01135 {
01136   Money profit = GetTransportedGoodsIncome(
01137       count,
01138       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01139       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01140       cp->DaysInTransit(),
01141       this->ct);
01142 
01143   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01144 
01145   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
01146   return profit; // account for the (virtual) profit already made for the cargo packet
01147 }
01148 
01154 void PrepareUnload(Vehicle *front_v)
01155 {
01156   Station *curr_station = Station::Get(front_v->last_station_visited);
01157   curr_station->loading_vehicles.push_back(front_v);
01158 
01159   /* At this moment loading cannot be finished */
01160   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01161 
01162   /* Start unloading at the first possible moment */
01163   front_v->load_unload_ticks = 1;
01164 
01165   if (front_v->orders.list != NULL && (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) != 0) {
01166     /* vehicle will keep all its cargo and LoadUnloadVehicle will never call MoveToStation,
01167      * so we have to update the flow stats here.
01168      */
01169     StationID next_station_id = front_v->GetNextStoppingStation();
01170     if (next_station_id == INVALID_STATION) {
01171       return;
01172     } else {
01173       for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01174         const CargoPacketList *packets = v->cargo.Packets();
01175         for (VehicleCargoList::ConstIterator i(packets->begin()); i != packets->end(); ++i) {
01176           curr_station->goods[v->cargo_type].UpdateFlowStats(
01177               (*i)->SourceStation(), (*i)->Count(), next_station_id);
01178         }
01179       }
01180     }
01181   } else {
01182     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01183       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01184         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01185       }
01186     }
01187   }
01188 
01189   assert(front_v->cargo_payment == NULL);
01190   /* One CargoPayment per vehicle and the vehicle limit equals the
01191    * limit in number of CargoPayments. Can't go wrong. */
01192   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01193   assert(CargoPayment::CanAllocateItem());
01194   front_v->cargo_payment = new CargoPayment(front_v);
01195 }
01196 
01204 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
01205 {
01206   uint32 ret = 0;
01207   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01208     /* Update reserved cargo */
01209     for (Vehicle *v = u; v != NULL; v = v->Next()) {
01210       /* Only reserve if the vehicle is not unloading anymore.
01211        *
01212        * The packets that are kept in the vehicle because they have the
01213        * same destination as the vehicle are stored in the reservation
01214        * list while unloading for performance reasons. The reservation
01215        * list is swapped with the onboard list after unloading. This
01216        * doesn't increase the load/unload time. So if we start reserving
01217        * cargo before unloading has stopped we'll load that cargo for free
01218        * later. Like this there is a slightly increased probability that
01219        * another vehicle which has arrived later loads cargo that should
01220        * be loaded by this vehicle but as the algorithm isn't perfect in
01221        * that regard anyway we can tolerate it.
01222        *
01223        * The algorithm isn't perfect as it only counts free capacity for
01224        * reservation. If another vehicle arrives later but unloads faster
01225        * than this one, this vehicle won't reserve all the cargo it may
01226        * be able to take after fully unloading. So the other vehicle may
01227        * load it even if it has arrived later.
01228        */
01229       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
01230 
01231       int cap = v->cargo_cap - v->cargo.Count();
01232       if (cap > 0) {
01233         int reserved = st->goods[v->cargo_type].cargo.MoveTo(&v->cargo, cap, next_station, true);
01234         if (reserved > 0) {
01235           cap -= reserved;
01236           SetBit(ret, v->cargo_type);
01237         }
01238       }
01239     }
01240   }
01241   return ret;
01242 }
01243 
01250 static uint32 LoadUnloadVehicle(Vehicle *front, uint32 cargos_reserved)
01251 {
01252   assert(front->current_order.IsType(OT_LOADING));
01253 
01254   StationID last_visited = front->last_station_visited;
01255   Station *st = Station::Get(last_visited);
01256 
01257   StationID next_station = front->GetNextStoppingStation();
01258 
01259   /* We have not waited enough time till the next round of loading/unloading */
01260   if (front->load_unload_ticks != 0) {
01261     return cargos_reserved | ReserveConsist(st, front, next_station);
01262   }
01263 
01264   OrderUnloadFlags unload_flags = front->current_order.GetUnloadType();
01265 
01266   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01267     /* The train reversed in the station. Take the "easy" way
01268      * out and let the train just leave as it always did. */
01269     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01270     front->load_unload_ticks = 1;
01271     return cargos_reserved;
01272   }
01273 
01274   int unloading_time = 0;
01275   bool dirty_vehicle = false;
01276   bool dirty_station = false;
01277 
01278   bool completely_emptied = true;
01279   bool anything_unloaded = false;
01280   bool anything_loaded   = false;
01281   uint32 full_load_amount = 0;
01282   uint32 cargo_not_full  = 0;
01283   uint32 cargo_full      = 0;
01284 
01285   front->cur_speed = 0;
01286 
01287   CargoPayment *payment = front->cargo_payment;
01288 
01289   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01290     if (v->cargo_cap == 0) continue;
01291 
01292     const Engine *e = v->GetEngine();
01293     byte load_amount = e->info.load_amount;
01294 
01295     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01296     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01297 
01298     if (_settings_game.order.gradual_loading) {
01299       uint16 cb_load_amount = CALLBACK_FAILED;
01300       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01301         /* Use callback 36 */
01302         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01303       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01304         /* Use callback 12 */
01305         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01306       }
01307       if (cb_load_amount != CALLBACK_FAILED) {
01308         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01309         if (cb_load_amount >= 0x100) {
01310           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01311         } else if (cb_load_amount != 0) {
01312           load_amount = cb_load_amount;
01313         }
01314       }
01315     }
01316 
01317     GoodsEntry *ge = &st->goods[v->cargo_type];
01318 
01319     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
01320       uint cargo_count = v->cargo.OnboardCount();
01321       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01322 
01323       uint prev_count = ge->cargo.Count();
01324       payment->SetCargo(v->cargo_type);
01325       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
01326           next_station, front->last_loading_station == last_visited, payment);
01327 
01328       st->time_since_unload = 0;
01329       unloading_time += delivered;
01330 
01331       if (ge->cargo.Count() > prev_count) {
01332         /* something has been transferred. The station windows need updating. */
01333         dirty_station = true;
01334         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01335           InvalidateWindowData(WC_STATION_LIST, last_visited);
01336           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01337         }
01338       }
01339 
01340       anything_unloaded = true;
01341       dirty_vehicle = true;
01342 
01343       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
01344        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
01345        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
01346        * swapped back when done unloading.
01347        */
01348       if (v->cargo.OnboardCount() == 0) {
01349         /* done delivering */
01350         if (!v->cargo.Empty()) completely_emptied = false;
01351         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01352         v->cargo.SwapReserved();
01353       }
01354 
01355       continue;
01356     }
01357 
01358     /* Do not pick up goods when we have no-load set or loading is stopped. */
01359     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01360 
01361     /* This order has a refit, the vehicle is a normal vehicle and completely empty, do it now. */
01362     if (front->current_order.IsRefit() && !v->IsArticulatedPart() && v->cargo.Count() == 0 &&
01363         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01364       CargoID new_cid = front->current_order.GetRefitCargo();
01365       byte new_subtype = front->current_order.GetRefitSubtype();
01366 
01367       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01368 
01369       /* Check if all articulated parts are empty and collect refit mask. */
01370       uint32 refit_mask = e->info.refit_mask;
01371       Vehicle *w = v;
01372       while (w->HasArticulatedPart()) {
01373         w = w->GetNextArticulatedPart();
01374         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01375         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01376       }
01377 
01378       if (new_cid == CT_AUTO_REFIT) {
01379         /* Get refittable cargo type with the most waiting cargo. */
01380         uint amount = 0;
01381         CargoID cid;
01382         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01383           if (st->goods[cid].cargo.Count() > amount) {
01384             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01385              * the returned refit capacity will be greater than zero. */
01386             new_subtype = GetBestFittingSubType(v, v, cid);
01387             DoCommand(v->tile, v->index, cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v)); // Auto-refit and only this vehicle including artic parts.
01388             if (_returned_refit_capacity > 0) {
01389               amount = st->goods[cid].cargo.Count();
01390               new_cid = cid;
01391             }
01392           }
01393         }
01394       }
01395 
01396       /* Refit if given a valid cargo. */
01397       if (new_cid < NUM_CARGO) {
01398         CommandCost cost = DoCommand(v->tile, v->index, new_cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v)); // Auto-refit and only this vehicle including artic parts.
01399         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01400         ge = &st->goods[v->cargo_type];
01401       }
01402 
01403       cur_company.Restore();
01404     }
01405 
01406     /* update stats */
01407     int t;
01408     switch (front->type) {
01409       case VEH_TRAIN: /* FALL THROUGH */
01410       case VEH_SHIP:
01411         t = front->vcache.cached_max_speed;
01412         break;
01413 
01414       case VEH_ROAD:
01415         t = front->vcache.cached_max_speed / 2;
01416         break;
01417 
01418       case VEH_AIRCRAFT:
01419         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01420         break;
01421 
01422       default: NOT_REACHED();
01423     }
01424 
01425     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01426     ge->last_speed = min(t, 255);
01427     ge->last_age = _cur_year - front->build_year;
01428     ge->days_since_pickup = 0;
01429 
01430     /* If there's goods waiting at the station, and the vehicle
01431      * has capacity for it, load it on the vehicle. */
01432     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
01433     if (cap_left > 0) {
01434       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01435       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01436 
01437       int loaded = 0;
01438       if (_settings_game.order.improved_load) {
01439         loaded += v->cargo.LoadReserved(cap_left);
01440       }
01441 
01442       loaded += ge->cargo.MoveTo(&v->cargo, cap_left - loaded, next_station);
01443 
01444       /* Store whether the maximum possible load amount was loaded or not.*/
01445       if (loaded == cap_left) {
01446         SetBit(full_load_amount, v->cargo_type);
01447       } else {
01448         ClrBit(full_load_amount, v->cargo_type);
01449       }
01450 
01451       /* TODO: Regarding this, when we do gradual loading, we
01452        * should first unload all vehicles and then start
01453        * loading them. Since this will cause
01454        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01455        * the whole vehicle chain is really totally empty, the
01456        * completely_emptied assignment can then be safely
01457        * removed; that's how TTDPatch behaves too. --pasky */
01458       if (loaded > 0) {
01459         completely_emptied = false;
01460         anything_loaded = true;
01461 
01462         st->time_since_load = 0;
01463         st->last_vehicle_type = v->type;
01464 
01465         if (ge->cargo.Empty()) {
01466           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01467           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01468         }
01469 
01470         unloading_time += loaded;
01471 
01472         dirty_vehicle = dirty_station = true;
01473       } else if (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
01474         /* Skip loading this vehicle if another train/vehicle is already handling
01475          * the same cargo type at this station */
01476         SetBit(cargo_not_full, v->cargo_type);
01477         continue;
01478       }
01479     }
01480 
01481     if (v->cargo.OnboardCount() >= v->cargo_cap) {
01482       SetBit(cargo_full, v->cargo_type);
01483     } else {
01484       SetBit(cargo_not_full, v->cargo_type);
01485     }
01486   }
01487 
01488   if (anything_loaded || anything_unloaded) {
01489     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01490   }
01491 
01492   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01493   completely_emptied &= anything_unloaded;
01494 
01495   if (!anything_unloaded) delete payment;
01496 
01497   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01498   if (anything_loaded || anything_unloaded) {
01499     if (_settings_game.order.gradual_loading) {
01500       /* The time it takes to load one 'slice' of cargo or passengers depends
01501        * on the vehicle type - the values here are those found in TTDPatch */
01502       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01503 
01504       unloading_time = gradual_loading_wait_time[front->type];
01505     }
01506     /* We loaded less cargo than possible for all cargo types and it's not full
01507      * load and we're not supposed to wait any longer: stop loading. */
01508     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01509         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01510       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01511     }
01512   } else {
01513     bool finished_loading = true;
01514     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01515       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01516         /* if the aircraft carries passengers and is NOT full, then
01517          * continue loading, no matter how much mail is in */
01518         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
01519             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01520           finished_loading = false;
01521         }
01522       } else if (cargo_not_full != 0) {
01523         finished_loading = false;
01524       }
01525 
01526       /* Refresh next hop stats if we're full loading to avoid deadlocks. */
01527       if (!finished_loading) front->RefreshNextHopsStats();
01528     }
01529     unloading_time = 20;
01530 
01531     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01532   }
01533 
01534   if (front->type == VEH_TRAIN) {
01535     /* Each platform tile is worth 2 rail vehicles. */
01536     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01537     if (overhang > 0) {
01538       unloading_time <<= 1;
01539       unloading_time += (overhang * unloading_time) / 8;
01540     }
01541   }
01542 
01543   /* Calculate the loading indicator fill percent and display
01544    * In the Game Menu do not display indicators
01545    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01546    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01547    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01548    */
01549   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01550     StringID percent_up_down = STR_NULL;
01551     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01552     if (front->fill_percent_te_id == INVALID_TE_ID) {
01553       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01554     } else {
01555       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01556     }
01557   }
01558 
01559   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01560   front->load_unload_ticks = max(1, unloading_time);
01561 
01562   if (completely_emptied) {
01563     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01564   }
01565 
01566   if (dirty_vehicle) {
01567     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01568     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01569     front->MarkDirty();
01570   }
01571   if (dirty_station) {
01572     st->MarkTilesDirty(true);
01573     SetWindowDirty(WC_STATION_VIEW, last_visited);
01574   }
01575   return cargos_reserved;
01576 }
01577 
01583 void LoadUnloadStation(Station *st)
01584 {
01585   /* No vehicle is here... */
01586   if (st->loading_vehicles.empty()) return;
01587 
01588   Vehicle *last_loading = NULL;
01589   std::list<Vehicle *>::iterator iter;
01590 
01591   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01592   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01593     Vehicle *v = *iter;
01594 
01595     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01596 
01597     assert(v->load_unload_ticks != 0);
01598     if (--v->load_unload_ticks == 0) last_loading = v;
01599   }
01600 
01601   /* We only need to reserve and load/unload up to the last loading vehicle.
01602    * Anything else will be forgotten anyway after returning from this function.
01603    *
01604    * Especially this means we do _not_ need to reserve cargo for a single
01605    * consist in a station which is not allowed to load yet because its
01606    * load_unload_ticks is still not 0.
01607    */
01608   if (last_loading == NULL) return;
01609 
01610   uint cargos_reserved = 0;
01611 
01612   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01613     Vehicle *v = *iter;
01614     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
01615     if (v == last_loading) break;
01616   }
01617 
01618   /* Call the production machinery of industries */
01619   const Industry * const *isend = _cargo_delivery_destinations.End();
01620   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01621     TriggerIndustryProduction(*iid);
01622   }
01623   _cargo_delivery_destinations.Clear();
01624 }
01625 
01629 void CompaniesMonthlyLoop()
01630 {
01631   CompaniesGenStatistics();
01632   if (_settings_game.economy.inflation) {
01633     AddInflation();
01634     RecomputePrices();
01635   }
01636   CompaniesPayInterest();
01637   HandleEconomyFluctuations();
01638 }
01639 
01640 static void DoAcquireCompany(Company *c)
01641 {
01642   CompanyID ci = c->index;
01643 
01644   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01645   cni->FillData(c, Company::Get(_current_company));
01646 
01647   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01648   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01649   SetDParamStr(2, cni->company_name);
01650   SetDParamStr(3, cni->other_company_name);
01651   SetDParam(4, c->bankrupt_value);
01652   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01653   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01654 
01655   ChangeOwnershipOfCompanyItems(ci, _current_company);
01656 
01657   if (c->bankrupt_value == 0) {
01658     Company *owner = Company::Get(_current_company);
01659     owner->current_loan += c->current_loan;
01660   }
01661 
01662   if (c->is_ai) AI::Stop(c->index);
01663 
01664   DeleteCompanyWindows(ci);
01665   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01666   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01667   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01668   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01669 
01670   delete c;
01671 }
01672 
01673 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01674 
01684 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01685 {
01686   CommandCost cost(EXPENSES_OTHER);
01687   CompanyID target_company = (CompanyID)p1;
01688   Company *c = Company::GetIfValid(target_company);
01689 
01690   /* Check if buying shares is allowed (protection against modified clients)
01691    * Cannot buy own shares */
01692   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01693 
01694   /* Protect new companies from hostile takeovers */
01695   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01696 
01697   /* Those lines are here for network-protection (clients can be slow) */
01698   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01699 
01700   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01701     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01702 
01703     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01704   }
01705 
01706 
01707   cost.AddCost(CalculateCompanyValue(c) >> 2);
01708   if (flags & DC_EXEC) {
01709     OwnerByte *b = c->share_owners;
01710 
01711     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01712     *b = _current_company;
01713 
01714     for (int i = 0; c->share_owners[i] == _current_company;) {
01715       if (++i == 4) {
01716         c->bankrupt_value = 0;
01717         DoAcquireCompany(c);
01718         break;
01719       }
01720     }
01721     SetWindowDirty(WC_COMPANY, target_company);
01722     CompanyAdminUpdate(c);
01723   }
01724   return cost;
01725 }
01726 
01736 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01737 {
01738   CompanyID target_company = (CompanyID)p1;
01739   Company *c = Company::GetIfValid(target_company);
01740 
01741   /* Cannot sell own shares */
01742   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01743 
01744   /* Check if selling shares is allowed (protection against modified clients).
01745    * However, we must sell shares of companies being closed down. */
01746   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01747 
01748   /* Those lines are here for network-protection (clients can be slow) */
01749   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01750 
01751   /* adjust it a little to make it less profitable to sell and buy */
01752   Money cost = CalculateCompanyValue(c) >> 2;
01753   cost = -(cost - (cost >> 7));
01754 
01755   if (flags & DC_EXEC) {
01756     OwnerByte *b = c->share_owners;
01757     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01758     *b = COMPANY_SPECTATOR;
01759     SetWindowDirty(WC_COMPANY, target_company);
01760     CompanyAdminUpdate(c);
01761   }
01762   return CommandCost(EXPENSES_OTHER, cost);
01763 }
01764 
01777 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01778 {
01779   CompanyID target_company = (CompanyID)p1;
01780   Company *c = Company::GetIfValid(target_company);
01781   if (c == NULL) return CMD_ERROR;
01782 
01783   /* Disable takeovers when not asked */
01784   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01785 
01786   /* Disable taking over the local company in single player */
01787   if (!_networking && _local_company == c->index) return CMD_ERROR;
01788 
01789   /* Do not allow companies to take over themselves */
01790   if (target_company == _current_company) return CMD_ERROR;
01791 
01792   /* Disable taking over when not allowed. */
01793   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01794 
01795   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01796   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01797 
01798   if (flags & DC_EXEC) {
01799     DoAcquireCompany(c);
01800   }
01801   return cost;
01802 }