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 #include "game/game.hpp"
00052 
00053 #include "table/strings.h"
00054 #include "table/pricebase.h"
00055 
00056 
00057 /* Initialize the cargo payment-pool */
00058 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00059 INSTANTIATE_POOL_METHODS(CargoPayment)
00060 
00061 
00072 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00073 {
00074   return (int32)((int64)a * (int64)b >> shift);
00075 }
00076 
00077 typedef SmallVector<Industry *, 16> SmallIndustryList;
00078 
00082 const ScoreInfo _score_info[] = {
00083   {     120, 100}, // SCORE_VEHICLES
00084   {      80, 100}, // SCORE_STATIONS
00085   {   10000, 100}, // SCORE_MIN_PROFIT
00086   {   50000,  50}, // SCORE_MIN_INCOME
00087   {  100000, 100}, // SCORE_MAX_INCOME
00088   {   40000, 400}, // SCORE_DELIVERED
00089   {       8,  50}, // SCORE_CARGO
00090   {10000000,  50}, // SCORE_MONEY
00091   {  250000,  50}, // SCORE_LOAN
00092   {       0,   0}  // SCORE_TOTAL
00093 };
00094 
00095 int _score_part[MAX_COMPANIES][SCORE_END];
00096 Economy _economy;
00097 Prices _price;
00098 Money _additional_cash_required;
00099 static PriceMultipliers _price_base_multiplier;
00100 
00110 Money CalculateCompanyValue(const Company *c, bool including_loan)
00111 {
00112   Owner owner = c->index;
00113 
00114   Station *st;
00115   uint num = 0;
00116 
00117   FOR_ALL_STATIONS(st) {
00118     if (st->owner == owner) num += CountBits((byte)st->facilities);
00119   }
00120 
00121   Money value = num * _price[PR_STATION_VALUE] * 25;
00122 
00123   Vehicle *v;
00124   FOR_ALL_VEHICLES(v) {
00125     if (v->owner != owner) continue;
00126 
00127     if (v->type == VEH_TRAIN ||
00128         v->type == VEH_ROAD ||
00129         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00130         v->type == VEH_SHIP) {
00131       value += v->value * 3 >> 1;
00132     }
00133   }
00134 
00135   /* Add real money value */
00136   if (including_loan) value -= c->current_loan;
00137   value += c->money;
00138 
00139   return max(value, (Money)1);
00140 }
00141 
00150 int UpdateCompanyRatingAndValue(Company *c, bool update)
00151 {
00152   Owner owner = c->index;
00153   int score = 0;
00154 
00155   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00156 
00157   /* Count vehicles */
00158   {
00159     Vehicle *v;
00160     Money min_profit = 0;
00161     bool min_profit_first = true;
00162     uint num = 0;
00163 
00164     FOR_ALL_VEHICLES(v) {
00165       if (v->owner != owner) continue;
00166       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00167         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00168         if (v->age > 730) {
00169           /* Find the vehicle with the lowest amount of profit */
00170           if (min_profit_first || min_profit > v->profit_last_year) {
00171             min_profit = v->profit_last_year;
00172             min_profit_first = false;
00173           }
00174         }
00175       }
00176     }
00177 
00178     min_profit >>= 8; // remove the fract part
00179 
00180     _score_part[owner][SCORE_VEHICLES] = num;
00181     /* Don't allow negative min_profit to show */
00182     if (min_profit > 0) {
00183       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00184     }
00185   }
00186 
00187   /* Count stations */
00188   {
00189     uint num = 0;
00190     const Station *st;
00191 
00192     FOR_ALL_STATIONS(st) {
00193       /* Only count stations that are actually serviced */
00194       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00195     }
00196     _score_part[owner][SCORE_STATIONS] = num;
00197   }
00198 
00199   /* Generate statistics depending on recent income statistics */
00200   {
00201     int numec = min(c->num_valid_stat_ent, 12);
00202     if (numec != 0) {
00203       const CompanyEconomyEntry *cee = c->old_economy;
00204       Money min_income = cee->income + cee->expenses;
00205       Money max_income = cee->income + cee->expenses;
00206 
00207       do {
00208         min_income = min(min_income, cee->income + cee->expenses);
00209         max_income = max(max_income, cee->income + cee->expenses);
00210       } while (++cee, --numec);
00211 
00212       if (min_income > 0) {
00213         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00214       }
00215 
00216       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00217     }
00218   }
00219 
00220   /* Generate score depending on amount of transported cargo */
00221   {
00222     const CompanyEconomyEntry *cee;
00223     int numec;
00224     uint32 total_delivered;
00225 
00226     numec = min(c->num_valid_stat_ent, 4);
00227     if (numec != 0) {
00228       cee = c->old_economy;
00229       total_delivered = 0;
00230       do {
00231         total_delivered += cee->delivered_cargo;
00232       } while (++cee, --numec);
00233 
00234       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00235     }
00236   }
00237 
00238   /* Generate score for variety of cargo */
00239   {
00240     uint num = CountBits(c->cargo_types);
00241     _score_part[owner][SCORE_CARGO] = num;
00242     if (update) c->cargo_types = 0;
00243   }
00244 
00245   /* Generate score for company's money */
00246   {
00247     if (c->money > 0) {
00248       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00249     }
00250   }
00251 
00252   /* Generate score for loan */
00253   {
00254     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00255   }
00256 
00257   /* Now we calculate the score for each item.. */
00258   {
00259     int total_score = 0;
00260     int s;
00261     score = 0;
00262     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00263       /* Skip the total */
00264       if (i == SCORE_TOTAL) continue;
00265       /*  Check the score */
00266       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00267       score += s;
00268       total_score += _score_info[i].score;
00269     }
00270 
00271     _score_part[owner][SCORE_TOTAL] = score;
00272 
00273     /*  We always want the score scaled to SCORE_MAX (1000) */
00274     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00275   }
00276 
00277   if (update) {
00278     c->old_economy[0].performance_history = score;
00279     UpdateCompanyHQ(c->location_of_HQ, score);
00280     c->old_economy[0].company_value = CalculateCompanyValue(c);
00281   }
00282 
00283   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00284   return score;
00285 }
00286 
00292 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00293 {
00294   /* We need to set _current_company to old_owner before we try to move
00295    * the client. This is needed as it needs to know whether "you" really
00296    * are the current local company. */
00297   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00298 #ifdef ENABLE_NETWORK
00299   /* In all cases, make spectators of clients connected to that company */
00300   if (_networking) NetworkClientsToSpectators(old_owner);
00301 #endif /* ENABLE_NETWORK */
00302   if (old_owner == _local_company) {
00303     /* Single player cheated to AI company.
00304      * There are no specatators in single player, so we must pick some other company. */
00305     assert(!_networking);
00306     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00307     Company *c;
00308     FOR_ALL_COMPANIES(c) {
00309       if (c->index != old_owner) {
00310         SetLocalCompany(c->index);
00311         break;
00312       }
00313     }
00314     cur_company.Restore();
00315     assert(old_owner != _local_company);
00316   }
00317 
00318   Town *t;
00319 
00320   assert(old_owner != new_owner);
00321 
00322   {
00323     Company *c;
00324     uint i;
00325 
00326     /* See if the old_owner had shares in other companies */
00327     FOR_ALL_COMPANIES(c) {
00328       for (i = 0; i < 4; i++) {
00329         if (c->share_owners[i] == old_owner) {
00330           /* Sell his shares */
00331           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00332           /* Because we are in a DoCommand, we can't just execute another one and
00333            *  expect the money to be removed. We need to do it ourself! */
00334           SubtractMoneyFromCompany(res);
00335         }
00336       }
00337     }
00338 
00339     /* Sell all the shares that people have on this company */
00340     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00341     c = Company::Get(old_owner);
00342     for (i = 0; i < 4; i++) {
00343       cur_company2.Change(c->share_owners[i]);
00344       if (_current_company != INVALID_OWNER) {
00345         /* Sell the shares */
00346         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00347         /* Because we are in a DoCommand, we can't just execute another one and
00348          *  expect the money to be removed. We need to do it ourself! */
00349         SubtractMoneyFromCompany(res);
00350       }
00351     }
00352     cur_company2.Restore();
00353   }
00354 
00355   /* Temporarily increase the company's money, to be sure that
00356    * removing his/her property doesn't fail because of lack of money.
00357    * Not too drastically though, because it could overflow */
00358   if (new_owner == INVALID_OWNER) {
00359     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00360   }
00361 
00362   Subsidy *s;
00363   FOR_ALL_SUBSIDIES(s) {
00364     if (s->awarded == old_owner) {
00365       if (new_owner == INVALID_OWNER) {
00366         delete s;
00367       } else {
00368         s->awarded = new_owner;
00369       }
00370     }
00371   }
00372   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00373 
00374   /* Take care of rating in towns */
00375   FOR_ALL_TOWNS(t) {
00376     /* If a company takes over, give the ratings to that company. */
00377     if (new_owner != INVALID_OWNER) {
00378       if (HasBit(t->have_ratings, old_owner)) {
00379         if (HasBit(t->have_ratings, new_owner)) {
00380           /* use max of the two ratings. */
00381           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00382         } else {
00383           SetBit(t->have_ratings, new_owner);
00384           t->ratings[new_owner] = t->ratings[old_owner];
00385         }
00386       }
00387     }
00388 
00389     /* Reset the ratings for the old owner */
00390     t->ratings[old_owner] = RATING_INITIAL;
00391     ClrBit(t->have_ratings, old_owner);
00392   }
00393 
00394   {
00395     Vehicle *v;
00396     FOR_ALL_VEHICLES(v) {
00397       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00398         if (new_owner == INVALID_OWNER) {
00399           if (v->Previous() == NULL) delete v;
00400         } else {
00401           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00402           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00403         }
00404       }
00405     }
00406   }
00407 
00408   /* In all cases clear replace engine rules.
00409    * Even if it was copied, it could interfere with new owner's rules */
00410   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00411 
00412   if (new_owner == INVALID_OWNER) {
00413     RemoveAllGroupsForCompany(old_owner);
00414   } else {
00415     Group *g;
00416     FOR_ALL_GROUPS(g) {
00417       if (g->owner == old_owner) g->owner = new_owner;
00418     }
00419   }
00420 
00421   {
00422     FreeUnitIDGenerator unitidgen[] = {
00423       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00424       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00425     };
00426 
00427     Vehicle *v;
00428     FOR_ALL_VEHICLES(v) {
00429       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00430         assert(new_owner != INVALID_OWNER);
00431 
00432         v->owner = new_owner;
00433         v->colourmap = PAL_NONE;
00434 
00435         if (v->IsEngineCountable()) {
00436           GroupStatistics::CountEngine(v, 1);
00437         }
00438         if (v->IsPrimaryVehicle()) {
00439           GroupStatistics::CountVehicle(v, 1);
00440           v->unitnumber = unitidgen[v->type].NextID();
00441         }
00442 
00443         /* Invalidate the vehicle's cargo payment "owner cache". */
00444         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00445       }
00446     }
00447 
00448     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00449   }
00450 
00451   /*  Change ownership of tiles */
00452   {
00453     TileIndex tile = 0;
00454     do {
00455       ChangeTileOwner(tile, old_owner, new_owner);
00456     } while (++tile != MapSize());
00457 
00458     if (new_owner != INVALID_OWNER) {
00459       /* Update all signals because there can be new segment that was owned by two companies
00460        * and signals were not propagated
00461        * Similiar with crossings - it is needed to bar crossings that weren't before
00462        * because of different owner of crossing and approaching train */
00463       tile = 0;
00464 
00465       do {
00466         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00467           TrackBits tracks = GetTrackBits(tile);
00468           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00469             Track track = RemoveFirstTrack(&tracks);
00470             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00471           } while (tracks != TRACK_BIT_NONE);
00472         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00473           UpdateLevelCrossing(tile);
00474         }
00475       } while (++tile != MapSize());
00476     }
00477 
00478     /* update signals in buffer */
00479     UpdateSignalsInBuffer();
00480   }
00481 
00482   /* convert owner of stations (including deleted ones, but excluding buoys) */
00483   Station *st;
00484   FOR_ALL_STATIONS(st) {
00485     if (st->owner == old_owner) {
00486       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00487        * also, drawing station window would cause reading invalid company's colour */
00488       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00489     }
00490   }
00491 
00492   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00493   Waypoint *wp;
00494   FOR_ALL_WAYPOINTS(wp) {
00495     if (wp->owner == old_owner) {
00496       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00497     }
00498   }
00499 
00500   Sign *si;
00501   FOR_ALL_SIGNS(si) {
00502     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00503   }
00504 
00505   /* Change colour of existing windows */
00506   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00507 
00508   cur_company.Restore();
00509 
00510   MarkWholeScreenDirty();
00511 }
00512 
00517 static void CompanyCheckBankrupt(Company *c)
00518 {
00519   /*  If the company has money again, it does not go bankrupt */
00520   if (c->money >= 0) {
00521     c->quarters_of_bankruptcy = 0;
00522     c->bankrupt_asked = 0;
00523     return;
00524   }
00525 
00526   c->quarters_of_bankruptcy++;
00527 
00528   switch (c->quarters_of_bankruptcy) {
00529     case 0:
00530     case 1:
00531       break;
00532 
00533     case 2: {
00534       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00535       cni->FillData(c);
00536       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00537       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00538       SetDParamStr(2, cni->company_name);
00539       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00540       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00541       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00542       break;
00543     }
00544 
00545     case 3: {
00546       /* Check if the company has any value.. if not, declare it bankrupt
00547        *  right now */
00548       Money val = CalculateCompanyValue(c, false);
00549       if (val > 0) {
00550         c->bankrupt_value = val;
00551         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00552         c->bankrupt_timeout = 0;
00553         break;
00554       }
00555       /* FALL THROUGH to case 4... */
00556     }
00557     default:
00558     case 4:
00559       if (!_networking && _local_company == c->index) {
00560         /* If we are in offline mode, leave the company playing. Eg. there
00561          * is no THE-END, otherwise mark the client as spectator to make sure
00562          * he/she is no long in control of this company. However... when you
00563          * join another company (cheat) the "unowned" company can bankrupt. */
00564         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00565         break;
00566       }
00567 
00568       /* Actually remove the company, but not when we're a network client.
00569        * In case of network clients we will be getting a command from the
00570        * server. It is done in this way as we are called from the
00571        * StateGameLoop which can't change the current company, and thus
00572        * updating the local company triggers an assert later on. In the
00573        * case of a network game the command will be processed at a time
00574        * that changing the current company is okay. In case of single
00575        * player we are sure (the above check) that we are not the local
00576        * company and thus we won't be moved. */
00577       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00578       break;
00579   }
00580 }
00581 
00586 static void CompaniesGenStatistics()
00587 {
00588   Station *st;
00589 
00590   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00591   Company *c;
00592 
00593   if (!_settings_game.economy.infrastructure_maintenance) {
00594     FOR_ALL_STATIONS(st) {
00595       cur_company.Change(st->owner);
00596       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00597       SubtractMoneyFromCompany(cost);
00598     }
00599   } else {
00600     /* Improved monthly infrastructure costs. */
00601     FOR_ALL_COMPANIES(c) {
00602       cur_company.Change(c->index);
00603 
00604       CommandCost cost(EXPENSES_PROPERTY);
00605       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00606         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt]));
00607       }
00608       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00609       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00610         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00611       }
00612       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00613       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00614       cost.AddCost(AirportMaintenanceCost(c->index));
00615 
00616       SubtractMoneyFromCompany(cost);
00617     }
00618   }
00619   cur_company.Restore();
00620 
00621   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00622   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00623 
00624   FOR_ALL_COMPANIES(c) {
00625     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00626     c->old_economy[0] = c->cur_economy;
00627     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00628 
00629     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00630 
00631     UpdateCompanyRatingAndValue(c, true);
00632     if (c->block_preview != 0) c->block_preview--;
00633     CompanyCheckBankrupt(c);
00634   }
00635 
00636   SetWindowDirty(WC_INCOME_GRAPH, 0);
00637   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00638   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00639   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00640   SetWindowDirty(WC_COMPANY_VALUE, 0);
00641   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00642 }
00643 
00648 void AddInflation(bool check_year)
00649 {
00650   /* The cargo payment inflation differs from the normal inflation, so the
00651    * relative amount of money you make with a transport decreases slowly over
00652    * the 170 years. After a few hundred years we reach a level in which the
00653    * games will become unplayable as the maximum income will be less than
00654    * the minimum running cost.
00655    *
00656    * Furthermore there are a lot of inflation related overflows all over the
00657    * place. Solving them is hardly possible because inflation will always
00658    * reach the overflow threshold some day. So we'll just perform the
00659    * inflation mechanism during the first 170 years (the amount of years that
00660    * one had in the original TTD) and stop doing the inflation after that
00661    * because it only causes problems that can't be solved nicely and the
00662    * inflation doesn't add anything after that either; it even makes playing
00663    * it impossible due to the diverging cost and income rates.
00664    */
00665   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00666 
00667   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00668    * scaled by 65536
00669    * 12 -> months per year
00670    * This is only a good approxiamtion for small values
00671    */
00672   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00673   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00674 }
00675 
00679 void RecomputePrices()
00680 {
00681   /* Setup maximum loan */
00682   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00683 
00684   /* Setup price bases */
00685   for (Price i = PR_BEGIN; i < PR_END; i++) {
00686     Money price = _price_base_specs[i].start_price;
00687 
00688     /* Apply difficulty settings */
00689     uint mod = 1;
00690     switch (_price_base_specs[i].category) {
00691       case PCAT_RUNNING:
00692         mod = _settings_game.difficulty.vehicle_costs;
00693         break;
00694 
00695       case PCAT_CONSTRUCTION:
00696         mod = _settings_game.difficulty.construction_cost;
00697         break;
00698 
00699       default: break;
00700     }
00701     switch (mod) {
00702       case 0: price *= 6; break;
00703       case 1: price *= 8; break; // normalised to 1 below
00704       case 2: price *= 9; break;
00705       default: NOT_REACHED();
00706     }
00707 
00708     /* Apply inflation */
00709     price = (int64)price * _economy.inflation_prices;
00710 
00711     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00712     int shift = _price_base_multiplier[i] - 16 - 3;
00713     if (shift >= 0) {
00714       price <<= shift;
00715     } else {
00716       price >>= -shift;
00717     }
00718 
00719     /* Make sure the price does not get reduced to zero.
00720      * Zero breaks quite a few commands that use a zero
00721      * cost to see whether something got changed or not
00722      * and based on that cause an error. When the price
00723      * is zero that fails even when things are done. */
00724     if (price == 0) {
00725       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00726       /* No base price should be zero, but be sure. */
00727       assert(price != 0);
00728     }
00729     /* Store value */
00730     _price[i] = price;
00731   }
00732 
00733   /* Setup cargo payment */
00734   CargoSpec *cs;
00735   FOR_ALL_CARGOSPECS(cs) {
00736     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00737   }
00738 
00739   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00740   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00741   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00742   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00743   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00744 }
00745 
00747 static void CompaniesPayInterest()
00748 {
00749   const Company *c;
00750 
00751   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00752   FOR_ALL_COMPANIES(c) {
00753     cur_company.Change(c->index);
00754 
00755     /* Over a year the paid interest should be "loan * interest percentage",
00756      * but... as that number is likely not dividable by 12 (pay each month),
00757      * one needs to account for that in the monthly fee calculations.
00758      * To easily calculate what one should pay "this" month, you calculate
00759      * what (total) should have been paid up to this month and you subtract
00760      * whatever has been paid in the previous months. This will mean one month
00761      * it'll be a bit more and the other it'll be a bit less than the average
00762      * monthly fee, but on average it will be exact. */
00763     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00764     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00765     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00766 
00767     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00768 
00769     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00770   }
00771   cur_company.Restore();
00772 }
00773 
00774 static void HandleEconomyFluctuations()
00775 {
00776   if (_settings_game.difficulty.economy != 0) {
00777     /* When economy is Fluctuating, decrease counter */
00778     _economy.fluct--;
00779   } else if (EconomyIsInRecession()) {
00780     /* When it's Steady and we are in recession, end it now */
00781     _economy.fluct = -12;
00782   } else {
00783     /* No need to do anything else in other cases */
00784     return;
00785   }
00786 
00787   if (_economy.fluct == 0) {
00788     _economy.fluct = -(int)GB(Random(), 0, 2);
00789     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00790   } else if (_economy.fluct == -12) {
00791     _economy.fluct = GB(Random(), 0, 8) + 312;
00792     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00793   }
00794 }
00795 
00796 
00800 void ResetPriceBaseMultipliers()
00801 {
00802   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00803 }
00804 
00812 void SetPriceBaseMultiplier(Price price, int factor)
00813 {
00814   assert(price < PR_END);
00815   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00816 }
00817 
00822 void StartupIndustryDailyChanges(bool init_counter)
00823 {
00824   uint map_size = MapLogX() + MapLogY();
00825   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00826    * which stands for the days in a month.
00827    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00828    * would not be needed.
00829    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00830    * on the overall total number of changes performed */
00831   _economy.industry_daily_increment = (1 << map_size) / 31;
00832 
00833   if (init_counter) {
00834     /* A new game or a savegame from an older version will require the counter to be initialized */
00835     _economy.industry_daily_change_counter = 0;
00836   }
00837 }
00838 
00839 void StartupEconomy()
00840 {
00841   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00842   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00843   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00844   _economy.fluct = GB(Random(), 0, 8) + 168;
00845 
00846   /* Set up prices */
00847   RecomputePrices();
00848 
00849   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00850 
00851 }
00852 
00856 void InitializeEconomy()
00857 {
00858   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00859 }
00860 
00869 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00870 {
00871   if (index >= PR_END) return 0;
00872 
00873   Money cost = _price[index] * cost_factor;
00874   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00875 
00876   if (shift >= 0) {
00877     cost <<= shift;
00878   } else {
00879     cost >>= -shift;
00880   }
00881 
00882   return cost;
00883 }
00884 
00885 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00886 {
00887   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00888   if (!cs->IsValid()) {
00889     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00890     return 0;
00891   }
00892 
00893   /* Use callback to calculate cargo profit, if available */
00894   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00895     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00896     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00897     if (callback != CALLBACK_FAILED) {
00898       int result = GB(callback, 0, 14);
00899 
00900       /* Simulate a 15 bit signed value */
00901       if (HasBit(callback, 14)) result -= 0x4000;
00902 
00903       /* "The result should be a signed multiplier that gets multiplied
00904        * by the amount of cargo moved and the price factor, then gets
00905        * divided by 8192." */
00906       return result * num_pieces * cs->current_payment / 8192;
00907     }
00908   }
00909 
00910   static const int MIN_TIME_FACTOR = 31;
00911   static const int MAX_TIME_FACTOR = 255;
00912 
00913   const int days1 = cs->transit_days[0];
00914   const int days2 = cs->transit_days[1];
00915   const int days_over_days1 = max(   transit_days - days1, 0);
00916   const int days_over_days2 = max(days_over_days1 - days2, 0);
00917 
00918   /*
00919    * The time factor is calculated based on the time it took
00920    * (transit_days) compared two cargo-depending values. The
00921    * range is divided into three parts:
00922    *
00923    *  - constant for fast transits
00924    *  - linear decreasing with time with a slope of -1 for medium transports
00925    *  - linear decreasing with time with a slope of -2 for slow transports
00926    *
00927    */
00928   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00929 
00930   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00931 }
00932 
00934 static SmallIndustryList _cargo_delivery_destinations;
00935 
00945 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00946 {
00947   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00948    * This fails in three cases:
00949    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00950    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00951    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00952    */
00953 
00954   uint accepted = 0;
00955 
00956   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00957     Industry *ind = st->industries_near[i];
00958     if (ind->index == source) continue;
00959 
00960     uint cargo_index;
00961     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00962       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00963     }
00964     /* Check if matching cargo has been found */
00965     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00966 
00967     /* Check if industry temporarily refuses acceptance */
00968     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00969 
00970     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00971     _cargo_delivery_destinations.Include(ind);
00972 
00973     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00974     ind->incoming_cargo_waiting[cargo_index] += amount;
00975     num_pieces -= amount;
00976     accepted += amount;
00977   }
00978 
00979   return accepted;
00980 }
00981 
00995 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)
00996 {
00997   assert(num_pieces > 0);
00998 
00999   Station *st = Station::Get(dest);
01000 
01001   /* Give the goods to the industry. */
01002   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01003 
01004   /* If this cargo type is always accepted, accept all */
01005   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01006 
01007   /* Update station statistics */
01008   if (accepted > 0) {
01009     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01010     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01011     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01012   }
01013 
01014   /* Update company statistics */
01015   company->cur_economy.delivered_cargo += accepted;
01016   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
01017 
01018   /* Increase town's counter for town effects */
01019   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01020   st->town->received[cs->town_effect].new_act += accepted;
01021 
01022   /* Determine profit */
01023   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01024 
01025   /* Modify profit if a subsidy is in effect */
01026   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01027     switch (_settings_game.difficulty.subsidy_multiplier) {
01028       case 0:  profit += profit >> 1; break;
01029       case 1:  profit *= 2; break;
01030       case 2:  profit *= 3; break;
01031       default: profit *= 4; break;
01032     }
01033   }
01034 
01035   return profit;
01036 }
01037 
01043 static void TriggerIndustryProduction(Industry *i)
01044 {
01045   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01046   uint16 callback = indspec->callback_mask;
01047 
01048   i->was_cargo_delivered = true;
01049   i->last_cargo_accepted_at = _date;
01050 
01051   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01052     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01053       IndustryProductionCallback(i, 0);
01054     } else {
01055       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01056     }
01057   } else {
01058     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01059       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01060       if (cargo_waiting == 0) continue;
01061 
01062       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01063       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01064 
01065       i->incoming_cargo_waiting[cargo_index] = 0;
01066     }
01067   }
01068 
01069   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01070   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01071 }
01072 
01077 CargoPayment::CargoPayment(Vehicle *front) :
01078   front(front),
01079   current_station(front->last_station_visited)
01080 {
01081 }
01082 
01083 CargoPayment::~CargoPayment()
01084 {
01085   if (this->CleaningPool()) return;
01086 
01087   this->front->cargo_payment = NULL;
01088 
01089   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
01090 
01091   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01092 
01093   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01094   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
01095 
01096   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01097     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01098   }
01099 
01100   if (this->visual_transfer != 0) {
01101     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
01102         this->front->z_pos, this->visual_transfer, -this->visual_profit);
01103   } else if (this->visual_profit != 0) {
01104     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
01105         this->front->z_pos, -this->visual_profit);
01106   }
01107 
01108   cur_company.Restore();
01109 }
01110 
01116 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01117 {
01118   if (this->owner == NULL) {
01119     this->owner = Company::Get(this->front->owner);
01120   }
01121 
01122   /* Handle end of route payment */
01123   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01124   this->route_profit += profit;
01125 
01126   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01127   this->visual_profit += profit - cp->FeederShare();
01128 }
01129 
01136 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01137 {
01138   Money profit = GetTransportedGoodsIncome(
01139       count,
01140       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01141       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01142       cp->DaysInTransit(),
01143       this->ct);
01144 
01145   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01146 
01147   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
01148   return profit; // account for the (virtual) profit already made for the cargo packet
01149 }
01150 
01156 void PrepareUnload(Vehicle *front_v)
01157 {
01158   Station *curr_station = Station::Get(front_v->last_station_visited);
01159   curr_station->loading_vehicles.push_back(front_v);
01160 
01161   /* At this moment loading cannot be finished */
01162   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01163 
01164   /* Start unloading at the first possible moment */
01165   front_v->load_unload_ticks = 1;
01166 
01167   if (front_v->orders.list != NULL && (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) != 0) {
01168     /* vehicle will keep all its cargo and LoadUnloadVehicle will never call MoveToStation,
01169      * so we have to update the flow stats here.
01170      */
01171     StationID next_station_id = front_v->GetNextStoppingStation();
01172     if (next_station_id == INVALID_STATION) {
01173       return;
01174     }
01175   } else {
01176     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01177       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01178         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01179       }
01180     }
01181   }
01182 
01183   assert(front_v->cargo_payment == NULL);
01184   /* One CargoPayment per vehicle and the vehicle limit equals the
01185    * limit in number of CargoPayments. Can't go wrong. */
01186   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01187   assert(CargoPayment::CanAllocateItem());
01188   front_v->cargo_payment = new CargoPayment(front_v);
01189 }
01190 
01198 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
01199 {
01200   uint32 ret = 0;
01201   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01202     /* Update reserved cargo */
01203     for (Vehicle *v = u; v != NULL; v = v->Next()) {
01204       /* Only reserve if the vehicle is not unloading anymore.
01205        *
01206        * The packets that are kept in the vehicle because they have the
01207        * same destination as the vehicle are stored in the reservation
01208        * list while unloading for performance reasons. The reservation
01209        * list is swapped with the onboard list after unloading. This
01210        * doesn't increase the load/unload time. So if we start reserving
01211        * cargo before unloading has stopped we'll load that cargo for free
01212        * later. Like this there is a slightly increased probability that
01213        * another vehicle which has arrived later loads cargo that should
01214        * be loaded by this vehicle but as the algorithm isn't perfect in
01215        * that regard anyway we can tolerate it.
01216        *
01217        * The algorithm isn't perfect as it only counts free capacity for
01218        * reservation. If another vehicle arrives later but unloads faster
01219        * than this one, this vehicle won't reserve all the cargo it may
01220        * be able to take after fully unloading. So the other vehicle may
01221        * load it even if it has arrived later.
01222        */
01223       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
01224 
01225       int cap = v->cargo_cap - v->cargo.Count();
01226       if (cap > 0) {
01227         int reserved = st->goods[v->cargo_type].cargo.MoveTo(&v->cargo, cap, next_station, true);
01228         if (reserved > 0) {
01229           cap -= reserved;
01230           SetBit(ret, v->cargo_type);
01231         }
01232       }
01233     }
01234   }
01235   return ret;
01236 }
01237 
01243 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01244 {
01245   v = v->GetFirstEnginePart();
01246 
01247   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01248     if (v->cargo.Count() != 0) return false;
01249   }
01250 
01251   return true;
01252 }
01253 
01260 static uint32 LoadUnloadVehicle(Vehicle *front, uint32 cargos_reserved)
01261 {
01262   assert(front->current_order.IsType(OT_LOADING));
01263 
01264   StationID last_visited = front->last_station_visited;
01265   Station *st = Station::Get(last_visited);
01266 
01267   StationID next_station = front->GetNextStoppingStation();
01268 
01269   /* We have not waited enough time till the next round of loading/unloading */
01270   if (front->load_unload_ticks != 0) {
01271     return cargos_reserved | ReserveConsist(st, front, next_station);
01272   }
01273 
01274   OrderUnloadFlags unload_flags = front->current_order.GetUnloadType();
01275 
01276   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01277     /* The train reversed in the station. Take the "easy" way
01278      * out and let the train just leave as it always did. */
01279     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01280     front->load_unload_ticks = 1;
01281     return cargos_reserved;
01282   }
01283 
01284   int unloading_time = 0;
01285   bool dirty_vehicle = false;
01286   bool dirty_station = false;
01287 
01288   bool completely_emptied = true;
01289   bool anything_unloaded = false;
01290   bool anything_loaded   = false;
01291   uint32 full_load_amount = 0;
01292   uint32 cargo_not_full  = 0;
01293   uint32 cargo_full      = 0;
01294 
01295   front->cur_speed = 0;
01296 
01297   CargoPayment *payment = front->cargo_payment;
01298 
01299   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01300   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01301     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01302     if (v->cargo_cap == 0) continue;
01303     artic_part++;
01304 
01305     const Engine *e = v->GetEngine();
01306     byte load_amount = e->info.load_amount;
01307 
01308     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01309     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01310 
01311     if (_settings_game.order.gradual_loading) {
01312       uint16 cb_load_amount = CALLBACK_FAILED;
01313       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01314         /* Use callback 36 */
01315         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01316       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01317         /* Use callback 12 */
01318         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01319       }
01320       if (cb_load_amount != CALLBACK_FAILED) {
01321         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01322         if (cb_load_amount >= 0x100) {
01323           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01324         } else if (cb_load_amount != 0) {
01325           load_amount = cb_load_amount;
01326         }
01327       }
01328     }
01329 
01330     GoodsEntry *ge = &st->goods[v->cargo_type];
01331 
01332     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
01333       uint cargo_count = v->cargo.OnboardCount();
01334       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01335 
01336       uint prev_count = ge->cargo.Count();
01337       payment->SetCargo(v->cargo_type);
01338       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
01339           next_station, front->last_loading_station == last_visited, payment);
01340 
01341       st->time_since_unload = 0;
01342       unloading_time += delivered;
01343 
01344       if (ge->cargo.Count() > prev_count) {
01345         /* something has been transferred. The station windows need updating. */
01346         dirty_station = true;
01347         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01348           InvalidateWindowData(WC_STATION_LIST, last_visited);
01349           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01350         }
01351       }
01352 
01353       anything_unloaded = true;
01354       dirty_vehicle = true;
01355 
01356       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
01357        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
01358        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
01359        * swapped back when done unloading.
01360        */
01361       if (v->cargo.OnboardCount() == 0) {
01362         /* done delivering */
01363         if (!v->cargo.Empty()) completely_emptied = false;
01364         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01365         v->cargo.SwapReserved();
01366       }
01367 
01368       continue;
01369     }
01370 
01371     /* Do not pick up goods when we have no-load set or loading is stopped. */
01372     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01373 
01374     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01375     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01376         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01377       Vehicle *v_start = v->GetFirstEnginePart();
01378       CargoID new_cid = front->current_order.GetRefitCargo();
01379       byte new_subtype = front->current_order.GetRefitSubtype();
01380 
01381       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01382 
01383       /* Check if all articulated parts are empty and collect refit mask. */
01384       uint32 refit_mask = e->info.refit_mask;
01385       Vehicle *w = v_start;
01386       while (w->HasArticulatedPart()) {
01387         w = w->GetNextArticulatedPart();
01388         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01389         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01390       }
01391 
01392       if (new_cid == CT_AUTO_REFIT) {
01393         /* Get refittable cargo type with the most waiting cargo. */
01394         uint amount = 0;
01395         CargoID cid;
01396         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01397           if (st->goods[cid].cargo.Count() > amount) {
01398             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01399              * the returned refit capacity will be greater than zero. */
01400             new_subtype = GetBestFittingSubType(v, v, cid);
01401             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.
01402             if (_returned_refit_capacity > 0) {
01403               amount = st->goods[cid].cargo.Count();
01404               new_cid = cid;
01405             }
01406           }
01407         }
01408       }
01409 
01410       /* Refit if given a valid cargo. */
01411       if (new_cid < NUM_CARGO) {
01412         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.
01413         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01414         ge = &st->goods[v->cargo_type];
01415       }
01416 
01417       cur_company.Restore();
01418     }
01419 
01420     /* update stats */
01421     int t;
01422     switch (front->type) {
01423       case VEH_TRAIN: /* FALL THROUGH */
01424       case VEH_SHIP:
01425         t = front->vcache.cached_max_speed;
01426         break;
01427 
01428       case VEH_ROAD:
01429         t = front->vcache.cached_max_speed / 2;
01430         break;
01431 
01432       case VEH_AIRCRAFT:
01433         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01434         break;
01435 
01436       default: NOT_REACHED();
01437     }
01438 
01439     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01440     ge->last_speed = min(t, 255);
01441     ge->last_age = _cur_year - front->build_year;
01442     ge->days_since_pickup = 0;
01443 
01444     /* If there's goods waiting at the station, and the vehicle
01445      * has capacity for it, load it on the vehicle. */
01446     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
01447     if (cap_left > 0) {
01448       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01449       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01450 
01451       int loaded = 0;
01452       if (_settings_game.order.improved_load) {
01453         loaded += v->cargo.LoadReserved(cap_left);
01454       }
01455 
01456       loaded += ge->cargo.MoveTo(&v->cargo, cap_left - loaded, next_station);
01457 
01458       /* Store whether the maximum possible load amount was loaded or not.*/
01459       if (loaded == cap_left) {
01460         SetBit(full_load_amount, v->cargo_type);
01461       } else {
01462         ClrBit(full_load_amount, v->cargo_type);
01463       }
01464 
01465       /* TODO: Regarding this, when we do gradual loading, we
01466        * should first unload all vehicles and then start
01467        * loading them. Since this will cause
01468        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01469        * the whole vehicle chain is really totally empty, the
01470        * completely_emptied assignment can then be safely
01471        * removed; that's how TTDPatch behaves too. --pasky */
01472       if (loaded > 0) {
01473         completely_emptied = false;
01474         anything_loaded = true;
01475 
01476         st->time_since_load = 0;
01477         st->last_vehicle_type = v->type;
01478 
01479         if (ge->cargo.Empty()) {
01480           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01481           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01482         }
01483 
01484         unloading_time += loaded;
01485 
01486         dirty_vehicle = dirty_station = true;
01487       } else if (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
01488         /* Skip loading this vehicle if another train/vehicle is already handling
01489          * the same cargo type at this station */
01490         SetBit(cargo_not_full, v->cargo_type);
01491         continue;
01492       }
01493     }
01494 
01495     if (v->cargo.OnboardCount() >= v->cargo_cap) {
01496       SetBit(cargo_full, v->cargo_type);
01497     } else {
01498       SetBit(cargo_not_full, v->cargo_type);
01499     }
01500   }
01501 
01502   if (anything_loaded || anything_unloaded) {
01503     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01504   }
01505 
01506   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01507   completely_emptied &= anything_unloaded;
01508 
01509   if (!anything_unloaded) delete payment;
01510 
01511   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01512   if (anything_loaded || anything_unloaded) {
01513     if (_settings_game.order.gradual_loading) {
01514       /* The time it takes to load one 'slice' of cargo or passengers depends
01515        * on the vehicle type - the values here are those found in TTDPatch */
01516       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01517 
01518       unloading_time = gradual_loading_wait_time[front->type];
01519     }
01520     /* We loaded less cargo than possible for all cargo types and it's not full
01521      * load and we're not supposed to wait any longer: stop loading. */
01522     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01523         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01524       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01525     }
01526   } else {
01527     bool finished_loading = true;
01528     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01529       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01530         /* if the aircraft carries passengers and is NOT full, then
01531          * continue loading, no matter how much mail is in */
01532         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
01533             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01534           finished_loading = false;
01535         }
01536       } else if (cargo_not_full != 0) {
01537         finished_loading = false;
01538       }
01539 
01540       /* Refresh next hop stats if we're full loading to avoid deadlocks. */
01541       if (!finished_loading) front->RefreshNextHopsStats();
01542     }
01543     unloading_time = 20;
01544 
01545     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01546   }
01547 
01548   if (front->type == VEH_TRAIN) {
01549     /* Each platform tile is worth 2 rail vehicles. */
01550     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01551     if (overhang > 0) {
01552       unloading_time <<= 1;
01553       unloading_time += (overhang * unloading_time) / 8;
01554     }
01555   }
01556 
01557   /* Calculate the loading indicator fill percent and display
01558    * In the Game Menu do not display indicators
01559    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01560    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01561    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01562    */
01563   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01564     StringID percent_up_down = STR_NULL;
01565     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01566     if (front->fill_percent_te_id == INVALID_TE_ID) {
01567       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01568     } else {
01569       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01570     }
01571   }
01572 
01573   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01574   front->load_unload_ticks = max(1, unloading_time);
01575 
01576   if (completely_emptied) {
01577     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01578   }
01579 
01580   if (dirty_vehicle) {
01581     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01582     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01583     front->MarkDirty();
01584   }
01585   if (dirty_station) {
01586     st->MarkTilesDirty(true);
01587     SetWindowDirty(WC_STATION_VIEW, last_visited);
01588   }
01589   return cargos_reserved;
01590 }
01591 
01597 void LoadUnloadStation(Station *st)
01598 {
01599   /* No vehicle is here... */
01600   if (st->loading_vehicles.empty()) return;
01601 
01602   Vehicle *last_loading = NULL;
01603   std::list<Vehicle *>::iterator iter;
01604 
01605   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01606   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01607     Vehicle *v = *iter;
01608 
01609     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01610 
01611     assert(v->load_unload_ticks != 0);
01612     if (--v->load_unload_ticks == 0) last_loading = v;
01613   }
01614 
01615   /* We only need to reserve and load/unload up to the last loading vehicle.
01616    * Anything else will be forgotten anyway after returning from this function.
01617    *
01618    * Especially this means we do _not_ need to reserve cargo for a single
01619    * consist in a station which is not allowed to load yet because its
01620    * load_unload_ticks is still not 0.
01621    */
01622   if (last_loading == NULL) return;
01623 
01624   uint cargos_reserved = 0;
01625 
01626   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01627     Vehicle *v = *iter;
01628     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
01629     if (v == last_loading) break;
01630   }
01631 
01632   /* Call the production machinery of industries */
01633   const Industry * const *isend = _cargo_delivery_destinations.End();
01634   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01635     TriggerIndustryProduction(*iid);
01636   }
01637   _cargo_delivery_destinations.Clear();
01638 }
01639 
01643 void CompaniesMonthlyLoop()
01644 {
01645   CompaniesGenStatistics();
01646   if (_settings_game.economy.inflation) {
01647     AddInflation();
01648     RecomputePrices();
01649   }
01650   CompaniesPayInterest();
01651   HandleEconomyFluctuations();
01652 }
01653 
01654 static void DoAcquireCompany(Company *c)
01655 {
01656   CompanyID ci = c->index;
01657 
01658   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01659   cni->FillData(c, Company::Get(_current_company));
01660 
01661   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01662   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01663   SetDParamStr(2, cni->company_name);
01664   SetDParamStr(3, cni->other_company_name);
01665   SetDParam(4, c->bankrupt_value);
01666   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01667   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01668   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01669 
01670   ChangeOwnershipOfCompanyItems(ci, _current_company);
01671 
01672   if (c->bankrupt_value == 0) {
01673     Company *owner = Company::Get(_current_company);
01674     owner->current_loan += c->current_loan;
01675   }
01676 
01677   if (c->is_ai) AI::Stop(c->index);
01678 
01679   DeleteCompanyWindows(ci);
01680   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01681   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01682   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01683   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01684 
01685   delete c;
01686 }
01687 
01688 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01689 
01699 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01700 {
01701   CommandCost cost(EXPENSES_OTHER);
01702   CompanyID target_company = (CompanyID)p1;
01703   Company *c = Company::GetIfValid(target_company);
01704 
01705   /* Check if buying shares is allowed (protection against modified clients)
01706    * Cannot buy own shares */
01707   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01708 
01709   /* Protect new companies from hostile takeovers */
01710   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01711 
01712   /* Those lines are here for network-protection (clients can be slow) */
01713   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01714 
01715   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01716     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01717 
01718     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01719   }
01720 
01721 
01722   cost.AddCost(CalculateCompanyValue(c) >> 2);
01723   if (flags & DC_EXEC) {
01724     OwnerByte *b = c->share_owners;
01725 
01726     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01727     *b = _current_company;
01728 
01729     for (int i = 0; c->share_owners[i] == _current_company;) {
01730       if (++i == 4) {
01731         c->bankrupt_value = 0;
01732         DoAcquireCompany(c);
01733         break;
01734       }
01735     }
01736     SetWindowDirty(WC_COMPANY, target_company);
01737     CompanyAdminUpdate(c);
01738   }
01739   return cost;
01740 }
01741 
01751 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01752 {
01753   CompanyID target_company = (CompanyID)p1;
01754   Company *c = Company::GetIfValid(target_company);
01755 
01756   /* Cannot sell own shares */
01757   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01758 
01759   /* Check if selling shares is allowed (protection against modified clients).
01760    * However, we must sell shares of companies being closed down. */
01761   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01762 
01763   /* Those lines are here for network-protection (clients can be slow) */
01764   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01765 
01766   /* adjust it a little to make it less profitable to sell and buy */
01767   Money cost = CalculateCompanyValue(c) >> 2;
01768   cost = -(cost - (cost >> 7));
01769 
01770   if (flags & DC_EXEC) {
01771     OwnerByte *b = c->share_owners;
01772     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01773     *b = COMPANY_SPECTATOR;
01774     SetWindowDirty(WC_COMPANY, target_company);
01775     CompanyAdminUpdate(c);
01776   }
01777   return CommandCost(EXPENSES_OTHER, cost);
01778 }
01779 
01792 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01793 {
01794   CompanyID target_company = (CompanyID)p1;
01795   Company *c = Company::GetIfValid(target_company);
01796   if (c == NULL) return CMD_ERROR;
01797 
01798   /* Disable takeovers when not asked */
01799   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01800 
01801   /* Disable taking over the local company in single player */
01802   if (!_networking && _local_company == c->index) return CMD_ERROR;
01803 
01804   /* Do not allow companies to take over themselves */
01805   if (target_company == _current_company) return CMD_ERROR;
01806 
01807   /* Disable taking over when not allowed. */
01808   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01809 
01810   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01811   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01812 
01813   if (flags & DC_EXEC) {
01814     DoAcquireCompany(c);
01815   }
01816   return cost;
01817 }