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 
00049 #include "table/strings.h"
00050 #include "table/pricebase.h"
00051 
00052 
00053 /* Initialize the cargo payment-pool */
00054 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00055 INSTANTIATE_POOL_METHODS(CargoPayment)
00056 
00057 
00068 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00069 {
00070   return (int32)((int64)a * (int64)b >> shift);
00071 }
00072 
00073 typedef SmallVector<Industry *, 16> SmallIndustryList;
00074 
00078 const ScoreInfo _score_info[] = {
00079   {     120, 100}, // SCORE_VEHICLES
00080   {      80, 100}, // SCORE_STATIONS
00081   {   10000, 100}, // SCORE_MIN_PROFIT
00082   {   50000,  50}, // SCORE_MIN_INCOME
00083   {  100000, 100}, // SCORE_MAX_INCOME
00084   {   40000, 400}, // SCORE_DELIVERED
00085   {       8,  50}, // SCORE_CARGO
00086   {10000000,  50}, // SCORE_MONEY
00087   {  250000,  50}, // SCORE_LOAN
00088   {       0,   0}  // SCORE_TOTAL
00089 };
00090 
00091 int _score_part[MAX_COMPANIES][SCORE_END];
00092 Economy _economy;
00093 Prices _price;
00094 Money _additional_cash_required;
00095 static PriceMultipliers _price_base_multiplier;
00096 
00106 Money CalculateCompanyValue(const Company *c, bool including_loan)
00107 {
00108   Owner owner = c->index;
00109 
00110   Station *st;
00111   uint num = 0;
00112 
00113   FOR_ALL_STATIONS(st) {
00114     if (st->owner == owner) num += CountBits((byte)st->facilities);
00115   }
00116 
00117   Money value = num * _price[PR_STATION_VALUE] * 25;
00118 
00119   Vehicle *v;
00120   FOR_ALL_VEHICLES(v) {
00121     if (v->owner != owner) continue;
00122 
00123     if (v->type == VEH_TRAIN ||
00124         v->type == VEH_ROAD ||
00125         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00126         v->type == VEH_SHIP) {
00127       value += v->value * 3 >> 1;
00128     }
00129   }
00130 
00131   /* Add real money value */
00132   if (including_loan) value -= c->current_loan;
00133   value += c->money;
00134 
00135   return max(value, (Money)1);
00136 }
00137 
00146 int UpdateCompanyRatingAndValue(Company *c, bool update)
00147 {
00148   Owner owner = c->index;
00149   int score = 0;
00150 
00151   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00152 
00153   /* Count vehicles */
00154   {
00155     Vehicle *v;
00156     Money min_profit = 0;
00157     bool min_profit_first = true;
00158     uint num = 0;
00159 
00160     FOR_ALL_VEHICLES(v) {
00161       if (v->owner != owner) continue;
00162       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00163         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00164         if (v->age > 730) {
00165           /* Find the vehicle with the lowest amount of profit */
00166           if (min_profit_first || min_profit > v->profit_last_year) {
00167             min_profit = v->profit_last_year;
00168             min_profit_first = false;
00169           }
00170         }
00171       }
00172     }
00173 
00174     min_profit >>= 8; // remove the fract part
00175 
00176     _score_part[owner][SCORE_VEHICLES] = num;
00177     /* Don't allow negative min_profit to show */
00178     if (min_profit > 0) {
00179       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00180     }
00181   }
00182 
00183   /* Count stations */
00184   {
00185     uint num = 0;
00186     const Station *st;
00187 
00188     FOR_ALL_STATIONS(st) {
00189       /* Only count stations that are actually serviced */
00190       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00191     }
00192     _score_part[owner][SCORE_STATIONS] = num;
00193   }
00194 
00195   /* Generate statistics depending on recent income statistics */
00196   {
00197     int numec = min(c->num_valid_stat_ent, 12);
00198     if (numec != 0) {
00199       const CompanyEconomyEntry *cee = c->old_economy;
00200       Money min_income = cee->income + cee->expenses;
00201       Money max_income = cee->income + cee->expenses;
00202 
00203       do {
00204         min_income = min(min_income, cee->income + cee->expenses);
00205         max_income = max(max_income, cee->income + cee->expenses);
00206       } while (++cee, --numec);
00207 
00208       if (min_income > 0) {
00209         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00210       }
00211 
00212       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00213     }
00214   }
00215 
00216   /* Generate score depending on amount of transported cargo */
00217   {
00218     int numec = min(c->num_valid_stat_ent, 4);
00219     if (numec != 0) {
00220       const CompanyEconomyEntry *cee = c->old_economy;
00221       OverflowSafeInt64 total_delivered = 0;
00222       do {
00223         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
00224       } while (++cee, --numec);
00225 
00226       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
00227     }
00228   }
00229 
00230   /* Generate score for variety of cargo */
00231   {
00232     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
00233   }
00234 
00235   /* Generate score for company's money */
00236   {
00237     if (c->money > 0) {
00238       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00239     }
00240   }
00241 
00242   /* Generate score for loan */
00243   {
00244     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00245   }
00246 
00247   /* Now we calculate the score for each item.. */
00248   {
00249     int total_score = 0;
00250     int s;
00251     score = 0;
00252     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00253       /* Skip the total */
00254       if (i == SCORE_TOTAL) continue;
00255       /*  Check the score */
00256       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00257       score += s;
00258       total_score += _score_info[i].score;
00259     }
00260 
00261     _score_part[owner][SCORE_TOTAL] = score;
00262 
00263     /*  We always want the score scaled to SCORE_MAX (1000) */
00264     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00265   }
00266 
00267   if (update) {
00268     c->old_economy[0].performance_history = score;
00269     UpdateCompanyHQ(c->location_of_HQ, score);
00270     c->old_economy[0].company_value = CalculateCompanyValue(c);
00271   }
00272 
00273   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00274   return score;
00275 }
00276 
00282 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00283 {
00284   /* We need to set _current_company to old_owner before we try to move
00285    * the client. This is needed as it needs to know whether "you" really
00286    * are the current local company. */
00287   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00288 #ifdef ENABLE_NETWORK
00289   /* In all cases, make spectators of clients connected to that company */
00290   if (_networking) NetworkClientsToSpectators(old_owner);
00291 #endif /* ENABLE_NETWORK */
00292   if (old_owner == _local_company) {
00293     /* Single player cheated to AI company.
00294      * There are no specatators in single player, so we must pick some other company. */
00295     assert(!_networking);
00296     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00297     Company *c;
00298     FOR_ALL_COMPANIES(c) {
00299       if (c->index != old_owner) {
00300         SetLocalCompany(c->index);
00301         break;
00302       }
00303     }
00304     cur_company.Restore();
00305     assert(old_owner != _local_company);
00306   }
00307 
00308   Town *t;
00309 
00310   assert(old_owner != new_owner);
00311 
00312   {
00313     Company *c;
00314     uint i;
00315 
00316     /* See if the old_owner had shares in other companies */
00317     FOR_ALL_COMPANIES(c) {
00318       for (i = 0; i < 4; i++) {
00319         if (c->share_owners[i] == old_owner) {
00320           /* Sell his shares */
00321           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00322           /* Because we are in a DoCommand, we can't just execute another one and
00323            *  expect the money to be removed. We need to do it ourself! */
00324           SubtractMoneyFromCompany(res);
00325         }
00326       }
00327     }
00328 
00329     /* Sell all the shares that people have on this company */
00330     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00331     c = Company::Get(old_owner);
00332     for (i = 0; i < 4; i++) {
00333       cur_company2.Change(c->share_owners[i]);
00334       if (_current_company != INVALID_OWNER) {
00335         /* Sell the shares */
00336         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00337         /* Because we are in a DoCommand, we can't just execute another one and
00338          *  expect the money to be removed. We need to do it ourself! */
00339         SubtractMoneyFromCompany(res);
00340       }
00341     }
00342     cur_company2.Restore();
00343   }
00344 
00345   /* Temporarily increase the company's money, to be sure that
00346    * removing his/her property doesn't fail because of lack of money.
00347    * Not too drastically though, because it could overflow */
00348   if (new_owner == INVALID_OWNER) {
00349     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00350   }
00351 
00352   Subsidy *s;
00353   FOR_ALL_SUBSIDIES(s) {
00354     if (s->awarded == old_owner) {
00355       if (new_owner == INVALID_OWNER) {
00356         delete s;
00357       } else {
00358         s->awarded = new_owner;
00359       }
00360     }
00361   }
00362   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00363 
00364   /* Take care of rating in towns */
00365   FOR_ALL_TOWNS(t) {
00366     /* If a company takes over, give the ratings to that company. */
00367     if (new_owner != INVALID_OWNER) {
00368       if (HasBit(t->have_ratings, old_owner)) {
00369         if (HasBit(t->have_ratings, new_owner)) {
00370           /* use max of the two ratings. */
00371           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00372         } else {
00373           SetBit(t->have_ratings, new_owner);
00374           t->ratings[new_owner] = t->ratings[old_owner];
00375         }
00376       }
00377     }
00378 
00379     /* Reset the ratings for the old owner */
00380     t->ratings[old_owner] = RATING_INITIAL;
00381     ClrBit(t->have_ratings, old_owner);
00382   }
00383 
00384   {
00385     Vehicle *v;
00386     FOR_ALL_VEHICLES(v) {
00387       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00388         if (new_owner == INVALID_OWNER) {
00389           if (v->Previous() == NULL) delete v;
00390         } else {
00391           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00392           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00393         }
00394       }
00395     }
00396   }
00397 
00398   /* In all cases clear replace engine rules.
00399    * Even if it was copied, it could interfere with new owner's rules */
00400   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00401 
00402   if (new_owner == INVALID_OWNER) {
00403     RemoveAllGroupsForCompany(old_owner);
00404   } else {
00405     Group *g;
00406     FOR_ALL_GROUPS(g) {
00407       if (g->owner == old_owner) g->owner = new_owner;
00408     }
00409   }
00410 
00411   {
00412     FreeUnitIDGenerator unitidgen[] = {
00413       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00414       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00415     };
00416 
00417     Vehicle *v;
00418     FOR_ALL_VEHICLES(v) {
00419       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00420         assert(new_owner != INVALID_OWNER);
00421 
00422         v->owner = new_owner;
00423 
00424         /* Owner changes, clear cache */
00425         v->colourmap = PAL_NONE;
00426         v->InvalidateNewGRFCache();
00427 
00428         if (v->IsEngineCountable()) {
00429           GroupStatistics::CountEngine(v, 1);
00430         }
00431         if (v->IsPrimaryVehicle()) {
00432           GroupStatistics::CountVehicle(v, 1);
00433           v->unitnumber = unitidgen[v->type].NextID();
00434         }
00435 
00436         /* Invalidate the vehicle's cargo payment "owner cache". */
00437         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00438       }
00439     }
00440 
00441     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00442   }
00443 
00444   /*  Change ownership of tiles */
00445   {
00446     TileIndex tile = 0;
00447     do {
00448       ChangeTileOwner(tile, old_owner, new_owner);
00449     } while (++tile != MapSize());
00450 
00451     if (new_owner != INVALID_OWNER) {
00452       /* Update all signals because there can be new segment that was owned by two companies
00453        * and signals were not propagated
00454        * Similiar with crossings - it is needed to bar crossings that weren't before
00455        * because of different owner of crossing and approaching train */
00456       tile = 0;
00457 
00458       do {
00459         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00460           TrackBits tracks = GetTrackBits(tile);
00461           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00462             Track track = RemoveFirstTrack(&tracks);
00463             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00464           } while (tracks != TRACK_BIT_NONE);
00465         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00466           UpdateLevelCrossing(tile);
00467         }
00468       } while (++tile != MapSize());
00469     }
00470 
00471     /* update signals in buffer */
00472     UpdateSignalsInBuffer();
00473   }
00474 
00475   /* Add airport infrastructure count of the old company to the new one. */
00476   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00477 
00478   /* convert owner of stations (including deleted ones, but excluding buoys) */
00479   Station *st;
00480   FOR_ALL_STATIONS(st) {
00481     if (st->owner == old_owner) {
00482       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00483        * also, drawing station window would cause reading invalid company's colour */
00484       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00485     }
00486   }
00487 
00488   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00489   Waypoint *wp;
00490   FOR_ALL_WAYPOINTS(wp) {
00491     if (wp->owner == old_owner) {
00492       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00493     }
00494   }
00495 
00496   Sign *si;
00497   FOR_ALL_SIGNS(si) {
00498     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00499   }
00500 
00501   /* Change colour of existing windows */
00502   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00503 
00504   cur_company.Restore();
00505 
00506   MarkWholeScreenDirty();
00507 }
00508 
00513 static void CompanyCheckBankrupt(Company *c)
00514 {
00515   /*  If the company has money again, it does not go bankrupt */
00516   if (c->money >= 0) {
00517     c->quarters_of_bankruptcy = 0;
00518     c->bankrupt_asked = 0;
00519     return;
00520   }
00521 
00522   c->quarters_of_bankruptcy++;
00523 
00524   switch (c->quarters_of_bankruptcy) {
00525     case 0:
00526     case 1:
00527       break;
00528 
00529     case 2: {
00530       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00531       cni->FillData(c);
00532       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00533       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00534       SetDParamStr(2, cni->company_name);
00535       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00536       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00537       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00538       break;
00539     }
00540 
00541     case 3: {
00542       /* Check if the company has any value.. if not, declare it bankrupt
00543        *  right now */
00544       Money val = CalculateCompanyValue(c, false);
00545       if (val > 0) {
00546         c->bankrupt_value = val;
00547         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00548         c->bankrupt_timeout = 0;
00549         break;
00550       }
00551       /* FALL THROUGH to case 4... */
00552     }
00553     default:
00554     case 4:
00555       if (!_networking && _local_company == c->index) {
00556         /* If we are in offline mode, leave the company playing. Eg. there
00557          * is no THE-END, otherwise mark the client as spectator to make sure
00558          * he/she is no long in control of this company. However... when you
00559          * join another company (cheat) the "unowned" company can bankrupt. */
00560         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00561         break;
00562       }
00563 
00564       /* Actually remove the company, but not when we're a network client.
00565        * In case of network clients we will be getting a command from the
00566        * server. It is done in this way as we are called from the
00567        * StateGameLoop which can't change the current company, and thus
00568        * updating the local company triggers an assert later on. In the
00569        * case of a network game the command will be processed at a time
00570        * that changing the current company is okay. In case of single
00571        * player we are sure (the above check) that we are not the local
00572        * company and thus we won't be moved. */
00573       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00574       break;
00575   }
00576 }
00577 
00582 static void CompaniesGenStatistics()
00583 {
00584   Station *st;
00585 
00586   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00587   Company *c;
00588 
00589   if (!_settings_game.economy.infrastructure_maintenance) {
00590     FOR_ALL_STATIONS(st) {
00591       cur_company.Change(st->owner);
00592       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00593       SubtractMoneyFromCompany(cost);
00594     }
00595   } else {
00596     /* Improved monthly infrastructure costs. */
00597     FOR_ALL_COMPANIES(c) {
00598       cur_company.Change(c->index);
00599 
00600       CommandCost cost(EXPENSES_PROPERTY);
00601       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00602         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt]));
00603       }
00604       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00605       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00606         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00607       }
00608       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00609       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00610       cost.AddCost(AirportMaintenanceCost(c->index));
00611 
00612       SubtractMoneyFromCompany(cost);
00613     }
00614   }
00615   cur_company.Restore();
00616 
00617   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00618   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00619 
00620   FOR_ALL_COMPANIES(c) {
00621     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00622     c->old_economy[0] = c->cur_economy;
00623     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00624 
00625     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00626 
00627     UpdateCompanyRatingAndValue(c, true);
00628     if (c->block_preview != 0) c->block_preview--;
00629     CompanyCheckBankrupt(c);
00630   }
00631 
00632   SetWindowDirty(WC_INCOME_GRAPH, 0);
00633   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00634   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00635   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00636   SetWindowDirty(WC_COMPANY_VALUE, 0);
00637   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00638 }
00639 
00644 void AddInflation(bool check_year)
00645 {
00646   /* The cargo payment inflation differs from the normal inflation, so the
00647    * relative amount of money you make with a transport decreases slowly over
00648    * the 170 years. After a few hundred years we reach a level in which the
00649    * games will become unplayable as the maximum income will be less than
00650    * the minimum running cost.
00651    *
00652    * Furthermore there are a lot of inflation related overflows all over the
00653    * place. Solving them is hardly possible because inflation will always
00654    * reach the overflow threshold some day. So we'll just perform the
00655    * inflation mechanism during the first 170 years (the amount of years that
00656    * one had in the original TTD) and stop doing the inflation after that
00657    * because it only causes problems that can't be solved nicely and the
00658    * inflation doesn't add anything after that either; it even makes playing
00659    * it impossible due to the diverging cost and income rates.
00660    */
00661   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00662 
00663   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00664    * scaled by 65536
00665    * 12 -> months per year
00666    * This is only a good approxiamtion for small values
00667    */
00668   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00669   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00670 }
00671 
00675 void RecomputePrices()
00676 {
00677   /* Setup maximum loan */
00678   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00679 
00680   /* Setup price bases */
00681   for (Price i = PR_BEGIN; i < PR_END; i++) {
00682     Money price = _price_base_specs[i].start_price;
00683 
00684     /* Apply difficulty settings */
00685     uint mod = 1;
00686     switch (_price_base_specs[i].category) {
00687       case PCAT_RUNNING:
00688         mod = _settings_game.difficulty.vehicle_costs;
00689         break;
00690 
00691       case PCAT_CONSTRUCTION:
00692         mod = _settings_game.difficulty.construction_cost;
00693         break;
00694 
00695       default: break;
00696     }
00697     switch (mod) {
00698       case 0: price *= 6; break;
00699       case 1: price *= 8; break; // normalised to 1 below
00700       case 2: price *= 9; break;
00701       default: NOT_REACHED();
00702     }
00703 
00704     /* Apply inflation */
00705     price = (int64)price * _economy.inflation_prices;
00706 
00707     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00708     int shift = _price_base_multiplier[i] - 16 - 3;
00709     if (shift >= 0) {
00710       price <<= shift;
00711     } else {
00712       price >>= -shift;
00713     }
00714 
00715     /* Make sure the price does not get reduced to zero.
00716      * Zero breaks quite a few commands that use a zero
00717      * cost to see whether something got changed or not
00718      * and based on that cause an error. When the price
00719      * is zero that fails even when things are done. */
00720     if (price == 0) {
00721       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00722       /* No base price should be zero, but be sure. */
00723       assert(price != 0);
00724     }
00725     /* Store value */
00726     _price[i] = price;
00727   }
00728 
00729   /* Setup cargo payment */
00730   CargoSpec *cs;
00731   FOR_ALL_CARGOSPECS(cs) {
00732     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00733   }
00734 
00735   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00736   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00737   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00738   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00739   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00740 }
00741 
00743 static void CompaniesPayInterest()
00744 {
00745   const Company *c;
00746 
00747   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00748   FOR_ALL_COMPANIES(c) {
00749     cur_company.Change(c->index);
00750 
00751     /* Over a year the paid interest should be "loan * interest percentage",
00752      * but... as that number is likely not dividable by 12 (pay each month),
00753      * one needs to account for that in the monthly fee calculations.
00754      * To easily calculate what one should pay "this" month, you calculate
00755      * what (total) should have been paid up to this month and you subtract
00756      * whatever has been paid in the previous months. This will mean one month
00757      * it'll be a bit more and the other it'll be a bit less than the average
00758      * monthly fee, but on average it will be exact. */
00759     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00760     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00761     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00762 
00763     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00764 
00765     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00766   }
00767   cur_company.Restore();
00768 }
00769 
00770 static void HandleEconomyFluctuations()
00771 {
00772   if (_settings_game.difficulty.economy != 0) {
00773     /* When economy is Fluctuating, decrease counter */
00774     _economy.fluct--;
00775   } else if (EconomyIsInRecession()) {
00776     /* When it's Steady and we are in recession, end it now */
00777     _economy.fluct = -12;
00778   } else {
00779     /* No need to do anything else in other cases */
00780     return;
00781   }
00782 
00783   if (_economy.fluct == 0) {
00784     _economy.fluct = -(int)GB(Random(), 0, 2);
00785     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00786   } else if (_economy.fluct == -12) {
00787     _economy.fluct = GB(Random(), 0, 8) + 312;
00788     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00789   }
00790 }
00791 
00792 
00796 void ResetPriceBaseMultipliers()
00797 {
00798   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00799 }
00800 
00808 void SetPriceBaseMultiplier(Price price, int factor)
00809 {
00810   assert(price < PR_END);
00811   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00812 }
00813 
00818 void StartupIndustryDailyChanges(bool init_counter)
00819 {
00820   uint map_size = MapLogX() + MapLogY();
00821   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00822    * which stands for the days in a month.
00823    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00824    * would not be needed.
00825    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00826    * on the overall total number of changes performed */
00827   _economy.industry_daily_increment = (1 << map_size) / 31;
00828 
00829   if (init_counter) {
00830     /* A new game or a savegame from an older version will require the counter to be initialized */
00831     _economy.industry_daily_change_counter = 0;
00832   }
00833 }
00834 
00835 void StartupEconomy()
00836 {
00837   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00838   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00839   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00840   _economy.fluct = GB(Random(), 0, 8) + 168;
00841 
00842   /* Set up prices */
00843   RecomputePrices();
00844 
00845   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00846 
00847 }
00848 
00852 void InitializeEconomy()
00853 {
00854   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00855 }
00856 
00865 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00866 {
00867   if (index >= PR_END) return 0;
00868 
00869   Money cost = _price[index] * cost_factor;
00870   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00871 
00872   if (shift >= 0) {
00873     cost <<= shift;
00874   } else {
00875     cost >>= -shift;
00876   }
00877 
00878   return cost;
00879 }
00880 
00881 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00882 {
00883   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00884   if (!cs->IsValid()) {
00885     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00886     return 0;
00887   }
00888 
00889   /* Use callback to calculate cargo profit, if available */
00890   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00891     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00892     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00893     if (callback != CALLBACK_FAILED) {
00894       int result = GB(callback, 0, 14);
00895 
00896       /* Simulate a 15 bit signed value */
00897       if (HasBit(callback, 14)) result -= 0x4000;
00898 
00899       /* "The result should be a signed multiplier that gets multiplied
00900        * by the amount of cargo moved and the price factor, then gets
00901        * divided by 8192." */
00902       return result * num_pieces * cs->current_payment / 8192;
00903     }
00904   }
00905 
00906   static const int MIN_TIME_FACTOR = 31;
00907   static const int MAX_TIME_FACTOR = 255;
00908 
00909   const int days1 = cs->transit_days[0];
00910   const int days2 = cs->transit_days[1];
00911   const int days_over_days1 = max(   transit_days - days1, 0);
00912   const int days_over_days2 = max(days_over_days1 - days2, 0);
00913 
00914   /*
00915    * The time factor is calculated based on the time it took
00916    * (transit_days) compared two cargo-depending values. The
00917    * range is divided into three parts:
00918    *
00919    *  - constant for fast transits
00920    *  - linear decreasing with time with a slope of -1 for medium transports
00921    *  - linear decreasing with time with a slope of -2 for slow transports
00922    *
00923    */
00924   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00925 
00926   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00927 }
00928 
00930 static SmallIndustryList _cargo_delivery_destinations;
00931 
00941 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00942 {
00943   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00944    * This fails in three cases:
00945    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00946    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00947    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00948    */
00949 
00950   uint accepted = 0;
00951 
00952   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00953     Industry *ind = st->industries_near[i];
00954     if (ind->index == source) continue;
00955 
00956     uint cargo_index;
00957     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00958       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00959     }
00960     /* Check if matching cargo has been found */
00961     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00962 
00963     /* Check if industry temporarily refuses acceptance */
00964     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00965 
00966     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00967     _cargo_delivery_destinations.Include(ind);
00968 
00969     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00970     ind->incoming_cargo_waiting[cargo_index] += amount;
00971     num_pieces -= amount;
00972     accepted += amount;
00973   }
00974 
00975   return accepted;
00976 }
00977 
00991 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)
00992 {
00993   assert(num_pieces > 0);
00994 
00995   Station *st = Station::Get(dest);
00996 
00997   /* Give the goods to the industry. */
00998   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00999 
01000   /* If this cargo type is always accepted, accept all */
01001   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01002 
01003   /* Update station statistics */
01004   if (accepted > 0) {
01005     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01006     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01007     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01008   }
01009 
01010   /* Update company statistics */
01011   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01012 
01013   /* Increase town's counter for town effects */
01014   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01015   st->town->received[cs->town_effect].new_act += accepted;
01016 
01017   /* Determine profit */
01018   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01019 
01020   /* Modify profit if a subsidy is in effect */
01021   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01022     switch (_settings_game.difficulty.subsidy_multiplier) {
01023       case 0:  profit += profit >> 1; break;
01024       case 1:  profit *= 2; break;
01025       case 2:  profit *= 3; break;
01026       default: profit *= 4; break;
01027     }
01028   }
01029 
01030   return profit;
01031 }
01032 
01038 static void TriggerIndustryProduction(Industry *i)
01039 {
01040   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01041   uint16 callback = indspec->callback_mask;
01042 
01043   i->was_cargo_delivered = true;
01044   i->last_cargo_accepted_at = _date;
01045 
01046   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01047     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01048       IndustryProductionCallback(i, 0);
01049     } else {
01050       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01051     }
01052   } else {
01053     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01054       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01055       if (cargo_waiting == 0) continue;
01056 
01057       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01058       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01059 
01060       i->incoming_cargo_waiting[cargo_index] = 0;
01061     }
01062   }
01063 
01064   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01065   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01066 }
01067 
01072 CargoPayment::CargoPayment(Vehicle *front) :
01073   front(front),
01074   current_station(front->last_station_visited)
01075 {
01076 }
01077 
01078 CargoPayment::~CargoPayment()
01079 {
01080   if (this->CleaningPool()) return;
01081 
01082   this->front->cargo_payment = NULL;
01083 
01084   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
01085 
01086   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01087 
01088   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01089   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
01090 
01091   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01092     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01093   }
01094 
01095   if (this->visual_transfer != 0) {
01096     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
01097         this->front->z_pos, this->visual_transfer, -this->visual_profit);
01098   } else if (this->visual_profit != 0) {
01099     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
01100         this->front->z_pos, -this->visual_profit);
01101   }
01102 
01103   cur_company.Restore();
01104 }
01105 
01111 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01112 {
01113   if (this->owner == NULL) {
01114     this->owner = Company::Get(this->front->owner);
01115   }
01116 
01117   /* Handle end of route payment */
01118   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01119   this->route_profit += profit;
01120 
01121   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01122   this->visual_profit += profit - cp->FeederShare();
01123 }
01124 
01131 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01132 {
01133   Money profit = GetTransportedGoodsIncome(
01134       count,
01135       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01136       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01137       cp->DaysInTransit(),
01138       this->ct);
01139 
01140   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01141 
01142   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
01143   return profit; // account for the (virtual) profit already made for the cargo packet
01144 }
01145 
01151 void PrepareUnload(Vehicle *front_v)
01152 {
01153   Station *curr_station = Station::Get(front_v->last_station_visited);
01154   curr_station->loading_vehicles.push_back(front_v);
01155 
01156   /* At this moment loading cannot be finished */
01157   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01158 
01159   /* Start unloading at the first possible moment */
01160   front_v->load_unload_ticks = 1;
01161 
01162   if (front_v->orders.list != NULL && (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) != 0) {
01163     /* vehicle will keep all its cargo and LoadUnloadVehicle will never call MoveToStation,
01164      * so we have to update the flow stats here.
01165      */
01166     StationID next_station_id = front_v->GetNextStoppingStation();
01167     if (next_station_id == INVALID_STATION) {
01168       return;
01169     }
01170   } else {
01171     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01172       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01173         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01174       }
01175     }
01176   }
01177 
01178   assert(front_v->cargo_payment == NULL);
01179   /* One CargoPayment per vehicle and the vehicle limit equals the
01180    * limit in number of CargoPayments. Can't go wrong. */
01181   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01182   assert(CargoPayment::CanAllocateItem());
01183   front_v->cargo_payment = new CargoPayment(front_v);
01184 }
01185 
01193 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
01194 {
01195   uint32 ret = 0;
01196   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01197     /* Update reserved cargo */
01198     for (Vehicle *v = u; v != NULL; v = v->Next()) {
01199       /* Only reserve if the vehicle is not unloading anymore.
01200        *
01201        * The packets that are kept in the vehicle because they have the
01202        * same destination as the vehicle are stored in the reservation
01203        * list while unloading for performance reasons. The reservation
01204        * list is swapped with the onboard list after unloading. This
01205        * doesn't increase the load/unload time. So if we start reserving
01206        * cargo before unloading has stopped we'll load that cargo for free
01207        * later. Like this there is a slightly increased probability that
01208        * another vehicle which has arrived later loads cargo that should
01209        * be loaded by this vehicle but as the algorithm isn't perfect in
01210        * that regard anyway we can tolerate it.
01211        *
01212        * The algorithm isn't perfect as it only counts free capacity for
01213        * reservation. If another vehicle arrives later but unloads faster
01214        * than this one, this vehicle won't reserve all the cargo it may
01215        * be able to take after fully unloading. So the other vehicle may
01216        * load it even if it has arrived later.
01217        */
01218       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
01219 
01220       int cap = v->cargo_cap - v->cargo.Count();
01221       if (cap > 0) {
01222         int reserved = st->goods[v->cargo_type].cargo.MoveTo(&v->cargo, cap, next_station, true);
01223         if (reserved > 0) {
01224           cap -= reserved;
01225           SetBit(ret, v->cargo_type);
01226         }
01227       }
01228     }
01229   }
01230   return ret;
01231 }
01232 
01238 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01239 {
01240   v = v->GetFirstEnginePart();
01241 
01242   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01243     if (v->cargo.Count() != 0) return false;
01244   }
01245 
01246   return true;
01247 }
01248 
01255 static uint32 LoadUnloadVehicle(Vehicle *front, uint32 cargos_reserved)
01256 {
01257   assert(front->current_order.IsType(OT_LOADING));
01258 
01259   StationID last_visited = front->last_station_visited;
01260   Station *st = Station::Get(last_visited);
01261 
01262   StationID next_station = front->GetNextStoppingStation();
01263 
01264   /* We have not waited enough time till the next round of loading/unloading */
01265   if (front->load_unload_ticks != 0) {
01266     return cargos_reserved | ReserveConsist(st, front, next_station);
01267   }
01268 
01269   OrderUnloadFlags unload_flags = front->current_order.GetUnloadType();
01270 
01271   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01272     /* The train reversed in the station. Take the "easy" way
01273      * out and let the train just leave as it always did. */
01274     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01275     front->load_unload_ticks = 1;
01276     return cargos_reserved;
01277   }
01278 
01279   int unloading_time = 0;
01280   bool dirty_vehicle = false;
01281   bool dirty_station = false;
01282 
01283   bool completely_emptied = true;
01284   bool anything_unloaded = false;
01285   bool anything_loaded   = false;
01286   uint32 full_load_amount = 0;
01287   uint32 cargo_not_full  = 0;
01288   uint32 cargo_full      = 0;
01289 
01290   front->cur_speed = 0;
01291 
01292   CargoPayment *payment = front->cargo_payment;
01293 
01294   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01295   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01296     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01297     if (v->cargo_cap == 0) continue;
01298     artic_part++;
01299 
01300     const Engine *e = v->GetEngine();
01301     byte load_amount = e->info.load_amount;
01302 
01303     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01304     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01305 
01306     if (_settings_game.order.gradual_loading) {
01307       uint16 cb_load_amount = CALLBACK_FAILED;
01308       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01309         /* Use callback 36 */
01310         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01311       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01312         /* Use callback 12 */
01313         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01314       }
01315       if (cb_load_amount != CALLBACK_FAILED) {
01316         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01317         if (cb_load_amount >= 0x100) {
01318           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01319         } else if (cb_load_amount != 0) {
01320           load_amount = cb_load_amount;
01321         }
01322       }
01323     }
01324 
01325     GoodsEntry *ge = &st->goods[v->cargo_type];
01326 
01327     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
01328       uint cargo_count = v->cargo.OnboardCount();
01329       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01330 
01331       uint prev_count = ge->cargo.Count();
01332       payment->SetCargo(v->cargo_type);
01333       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
01334           next_station, front->last_loading_station == last_visited, payment);
01335 
01336       st->time_since_unload = 0;
01337       unloading_time += delivered;
01338 
01339       if (ge->cargo.Count() > prev_count) {
01340         /* something has been transferred. The station windows need updating. */
01341         dirty_station = true;
01342         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01343           InvalidateWindowData(WC_STATION_LIST, last_visited);
01344           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01345         }
01346       }
01347 
01348       anything_unloaded = true;
01349       dirty_vehicle = true;
01350 
01351       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
01352        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
01353        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
01354        * swapped back when done unloading.
01355        */
01356       if (v->cargo.OnboardCount() == 0) {
01357         /* done delivering */
01358         if (!v->cargo.Empty()) completely_emptied = false;
01359         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01360         v->cargo.SwapReserved();
01361       }
01362 
01363       continue;
01364     }
01365 
01366     /* Do not pick up goods when we have no-load set or loading is stopped. */
01367     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01368 
01369     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01370     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01371         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01372       Vehicle *v_start = v->GetFirstEnginePart();
01373       CargoID new_cid = front->current_order.GetRefitCargo();
01374       byte new_subtype = front->current_order.GetRefitSubtype();
01375 
01376       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01377 
01378       /* Check if all articulated parts are empty and collect refit mask. */
01379       uint32 refit_mask = e->info.refit_mask;
01380       Vehicle *w = v_start;
01381       while (w->HasArticulatedPart()) {
01382         w = w->GetNextArticulatedPart();
01383         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01384         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01385       }
01386 
01387       if (new_cid == CT_AUTO_REFIT) {
01388         /* Get refittable cargo type with the most waiting cargo. */
01389         uint amount = 0;
01390         CargoID cid;
01391         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01392           if (st->goods[cid].cargo.Count() > amount) {
01393             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01394              * the returned refit capacity will be greater than zero. */
01395             new_subtype = GetBestFittingSubType(v, v, cid);
01396             DoCommand(v_start->tile, v_start->index, cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
01397             if (_returned_refit_capacity > 0) {
01398               amount = st->goods[cid].cargo.Count();
01399               new_cid = cid;
01400             }
01401           }
01402         }
01403       }
01404 
01405       /* Refit if given a valid cargo. */
01406       if (new_cid < NUM_CARGO) {
01407         CommandCost cost = DoCommand(v_start->tile, v_start->index, new_cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
01408         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01409         ge = &st->goods[v->cargo_type];
01410       }
01411 
01412       cur_company.Restore();
01413     }
01414 
01415     /* update stats */
01416     int t;
01417     switch (front->type) {
01418       case VEH_TRAIN: /* FALL THROUGH */
01419       case VEH_SHIP:
01420         t = front->vcache.cached_max_speed;
01421         break;
01422 
01423       case VEH_ROAD:
01424         t = front->vcache.cached_max_speed / 2;
01425         break;
01426 
01427       case VEH_AIRCRAFT:
01428         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01429         break;
01430 
01431       default: NOT_REACHED();
01432     }
01433 
01434     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01435     ge->last_speed = min(t, 255);
01436     ge->last_age = _cur_year - front->build_year;
01437     ge->days_since_pickup = 0;
01438 
01439     /* If there's goods waiting at the station, and the vehicle
01440      * has capacity for it, load it on the vehicle. */
01441     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
01442     if (cap_left > 0) {
01443       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01444       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01445 
01446       int loaded = 0;
01447       if (_settings_game.order.improved_load) {
01448         loaded += v->cargo.LoadReserved(cap_left);
01449       }
01450 
01451       loaded += ge->cargo.MoveTo(&v->cargo, cap_left - loaded, next_station);
01452 
01453       /* Store whether the maximum possible load amount was loaded or not.*/
01454       if (loaded == cap_left) {
01455         SetBit(full_load_amount, v->cargo_type);
01456       } else {
01457         ClrBit(full_load_amount, v->cargo_type);
01458       }
01459 
01460       /* TODO: Regarding this, when we do gradual loading, we
01461        * should first unload all vehicles and then start
01462        * loading them. Since this will cause
01463        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01464        * the whole vehicle chain is really totally empty, the
01465        * completely_emptied assignment can then be safely
01466        * removed; that's how TTDPatch behaves too. --pasky */
01467       if (loaded > 0) {
01468         completely_emptied = false;
01469         anything_loaded = true;
01470 
01471         st->time_since_load = 0;
01472         st->last_vehicle_type = v->type;
01473 
01474         if (ge->cargo.Empty()) {
01475           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01476           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01477         }
01478 
01479         unloading_time += loaded;
01480 
01481         dirty_vehicle = dirty_station = true;
01482       } else if (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
01483         /* Skip loading this vehicle if another train/vehicle is already handling
01484          * the same cargo type at this station */
01485         SetBit(cargo_not_full, v->cargo_type);
01486         continue;
01487       }
01488     }
01489 
01490     if (v->cargo.OnboardCount() >= v->cargo_cap) {
01491       SetBit(cargo_full, v->cargo_type);
01492     } else {
01493       SetBit(cargo_not_full, v->cargo_type);
01494     }
01495   }
01496 
01497   if (anything_loaded || anything_unloaded) {
01498     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01499   }
01500 
01501   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01502   completely_emptied &= anything_unloaded;
01503 
01504   if (!anything_unloaded) delete payment;
01505 
01506   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01507   if (anything_loaded || anything_unloaded) {
01508     if (_settings_game.order.gradual_loading) {
01509       /* The time it takes to load one 'slice' of cargo or passengers depends
01510        * on the vehicle type - the values here are those found in TTDPatch */
01511       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01512 
01513       unloading_time = gradual_loading_wait_time[front->type];
01514     }
01515     /* We loaded less cargo than possible for all cargo types and it's not full
01516      * load and we're not supposed to wait any longer: stop loading. */
01517     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01518         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01519       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01520     }
01521   } else {
01522     bool finished_loading = true;
01523     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01524       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01525         /* if the aircraft carries passengers and is NOT full, then
01526          * continue loading, no matter how much mail is in */
01527         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
01528             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01529           finished_loading = false;
01530         }
01531       } else if (cargo_not_full != 0) {
01532         finished_loading = false;
01533       }
01534 
01535       /* Refresh next hop stats if we're full loading to avoid deadlocks. */
01536       if (!finished_loading) front->RefreshNextHopsStats();
01537     }
01538     unloading_time = 20;
01539 
01540     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01541   }
01542 
01543   if (front->type == VEH_TRAIN) {
01544     /* Each platform tile is worth 2 rail vehicles. */
01545     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01546     if (overhang > 0) {
01547       unloading_time <<= 1;
01548       unloading_time += (overhang * unloading_time) / 8;
01549     }
01550   }
01551 
01552   /* Calculate the loading indicator fill percent and display
01553    * In the Game Menu do not display indicators
01554    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01555    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01556    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01557    */
01558   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01559     StringID percent_up_down = STR_NULL;
01560     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01561     if (front->fill_percent_te_id == INVALID_TE_ID) {
01562       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01563     } else {
01564       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01565     }
01566   }
01567 
01568   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01569   front->load_unload_ticks = max(1, unloading_time);
01570 
01571   if (completely_emptied) {
01572     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01573   }
01574 
01575   if (dirty_vehicle) {
01576     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01577     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01578     front->MarkDirty();
01579   }
01580   if (dirty_station) {
01581     st->MarkTilesDirty(true);
01582     SetWindowDirty(WC_STATION_VIEW, last_visited);
01583   }
01584   return cargos_reserved;
01585 }
01586 
01592 void LoadUnloadStation(Station *st)
01593 {
01594   /* No vehicle is here... */
01595   if (st->loading_vehicles.empty()) return;
01596 
01597   Vehicle *last_loading = NULL;
01598   std::list<Vehicle *>::iterator iter;
01599 
01600   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01601   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01602     Vehicle *v = *iter;
01603 
01604     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01605 
01606     assert(v->load_unload_ticks != 0);
01607     if (--v->load_unload_ticks == 0) last_loading = v;
01608   }
01609 
01610   /* We only need to reserve and load/unload up to the last loading vehicle.
01611    * Anything else will be forgotten anyway after returning from this function.
01612    *
01613    * Especially this means we do _not_ need to reserve cargo for a single
01614    * consist in a station which is not allowed to load yet because its
01615    * load_unload_ticks is still not 0.
01616    */
01617   if (last_loading == NULL) return;
01618 
01619   uint cargos_reserved = 0;
01620 
01621   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01622     Vehicle *v = *iter;
01623     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
01624     if (v == last_loading) break;
01625   }
01626 
01627   /* Call the production machinery of industries */
01628   const Industry * const *isend = _cargo_delivery_destinations.End();
01629   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01630     TriggerIndustryProduction(*iid);
01631   }
01632   _cargo_delivery_destinations.Clear();
01633 }
01634 
01638 void CompaniesMonthlyLoop()
01639 {
01640   CompaniesGenStatistics();
01641   if (_settings_game.economy.inflation) {
01642     AddInflation();
01643     RecomputePrices();
01644   }
01645   CompaniesPayInterest();
01646   HandleEconomyFluctuations();
01647 }
01648 
01649 static void DoAcquireCompany(Company *c)
01650 {
01651   CompanyID ci = c->index;
01652 
01653   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01654   cni->FillData(c, Company::Get(_current_company));
01655 
01656   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01657   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01658   SetDParamStr(2, cni->company_name);
01659   SetDParamStr(3, cni->other_company_name);
01660   SetDParam(4, c->bankrupt_value);
01661   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01662   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01663   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01664 
01665   ChangeOwnershipOfCompanyItems(ci, _current_company);
01666 
01667   if (c->bankrupt_value == 0) {
01668     Company *owner = Company::Get(_current_company);
01669     owner->current_loan += c->current_loan;
01670   }
01671 
01672   if (c->is_ai) AI::Stop(c->index);
01673 
01674   DeleteCompanyWindows(ci);
01675   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01676   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01677   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01678   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01679 
01680   delete c;
01681 }
01682 
01683 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01684 
01694 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01695 {
01696   CommandCost cost(EXPENSES_OTHER);
01697   CompanyID target_company = (CompanyID)p1;
01698   Company *c = Company::GetIfValid(target_company);
01699 
01700   /* Check if buying shares is allowed (protection against modified clients)
01701    * Cannot buy own shares */
01702   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01703 
01704   /* Protect new companies from hostile takeovers */
01705   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01706 
01707   /* Those lines are here for network-protection (clients can be slow) */
01708   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01709 
01710   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01711     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01712 
01713     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01714   }
01715 
01716 
01717   cost.AddCost(CalculateCompanyValue(c) >> 2);
01718   if (flags & DC_EXEC) {
01719     OwnerByte *b = c->share_owners;
01720 
01721     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01722     *b = _current_company;
01723 
01724     for (int i = 0; c->share_owners[i] == _current_company;) {
01725       if (++i == 4) {
01726         c->bankrupt_value = 0;
01727         DoAcquireCompany(c);
01728         break;
01729       }
01730     }
01731     SetWindowDirty(WC_COMPANY, target_company);
01732     CompanyAdminUpdate(c);
01733   }
01734   return cost;
01735 }
01736 
01746 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01747 {
01748   CompanyID target_company = (CompanyID)p1;
01749   Company *c = Company::GetIfValid(target_company);
01750 
01751   /* Cannot sell own shares */
01752   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01753 
01754   /* Check if selling shares is allowed (protection against modified clients).
01755    * However, we must sell shares of companies being closed down. */
01756   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01757 
01758   /* Those lines are here for network-protection (clients can be slow) */
01759   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01760 
01761   /* adjust it a little to make it less profitable to sell and buy */
01762   Money cost = CalculateCompanyValue(c) >> 2;
01763   cost = -(cost - (cost >> 7));
01764 
01765   if (flags & DC_EXEC) {
01766     OwnerByte *b = c->share_owners;
01767     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01768     *b = COMPANY_SPECTATOR;
01769     SetWindowDirty(WC_COMPANY, target_company);
01770     CompanyAdminUpdate(c);
01771   }
01772   return CommandCost(EXPENSES_OTHER, cost);
01773 }
01774 
01787 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01788 {
01789   CompanyID target_company = (CompanyID)p1;
01790   Company *c = Company::GetIfValid(target_company);
01791   if (c == NULL) return CMD_ERROR;
01792 
01793   /* Disable takeovers when not asked */
01794   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01795 
01796   /* Disable taking over the local company in single player */
01797   if (!_networking && _local_company == c->index) return CMD_ERROR;
01798 
01799   /* Do not allow companies to take over themselves */
01800   if (target_company == _current_company) return CMD_ERROR;
01801 
01802   /* Disable taking over when not allowed. */
01803   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01804 
01805   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01806   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01807 
01808   if (flags & DC_EXEC) {
01809     DoAcquireCompany(c);
01810   }
01811   return cost;
01812 }