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         v->colourmap = PAL_NONE;
00424 
00425         if (v->IsEngineCountable()) {
00426           GroupStatistics::CountEngine(v, 1);
00427         }
00428         if (v->IsPrimaryVehicle()) {
00429           GroupStatistics::CountVehicle(v, 1);
00430           v->unitnumber = unitidgen[v->type].NextID();
00431         }
00432 
00433         /* Invalidate the vehicle's cargo payment "owner cache". */
00434         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00435       }
00436     }
00437 
00438     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00439   }
00440 
00441   /*  Change ownership of tiles */
00442   {
00443     TileIndex tile = 0;
00444     do {
00445       ChangeTileOwner(tile, old_owner, new_owner);
00446     } while (++tile != MapSize());
00447 
00448     if (new_owner != INVALID_OWNER) {
00449       /* Update all signals because there can be new segment that was owned by two companies
00450        * and signals were not propagated
00451        * Similiar with crossings - it is needed to bar crossings that weren't before
00452        * because of different owner of crossing and approaching train */
00453       tile = 0;
00454 
00455       do {
00456         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00457           TrackBits tracks = GetTrackBits(tile);
00458           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00459             Track track = RemoveFirstTrack(&tracks);
00460             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00461           } while (tracks != TRACK_BIT_NONE);
00462         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00463           UpdateLevelCrossing(tile);
00464         }
00465       } while (++tile != MapSize());
00466     }
00467 
00468     /* update signals in buffer */
00469     UpdateSignalsInBuffer();
00470   }
00471 
00472   /* convert owner of stations (including deleted ones, but excluding buoys) */
00473   Station *st;
00474   FOR_ALL_STATIONS(st) {
00475     if (st->owner == old_owner) {
00476       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00477        * also, drawing station window would cause reading invalid company's colour */
00478       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00479     }
00480   }
00481 
00482   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00483   Waypoint *wp;
00484   FOR_ALL_WAYPOINTS(wp) {
00485     if (wp->owner == old_owner) {
00486       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00487     }
00488   }
00489 
00490   Sign *si;
00491   FOR_ALL_SIGNS(si) {
00492     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00493   }
00494 
00495   /* Change colour of existing windows */
00496   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00497 
00498   cur_company.Restore();
00499 
00500   MarkWholeScreenDirty();
00501 }
00502 
00507 static void CompanyCheckBankrupt(Company *c)
00508 {
00509   /*  If the company has money again, it does not go bankrupt */
00510   if (c->money >= 0) {
00511     c->quarters_of_bankruptcy = 0;
00512     c->bankrupt_asked = 0;
00513     return;
00514   }
00515 
00516   c->quarters_of_bankruptcy++;
00517 
00518   switch (c->quarters_of_bankruptcy) {
00519     case 0:
00520     case 1:
00521       break;
00522 
00523     case 2: {
00524       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00525       cni->FillData(c);
00526       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00527       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00528       SetDParamStr(2, cni->company_name);
00529       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00530       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00531       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00532       break;
00533     }
00534 
00535     case 3: {
00536       /* Check if the company has any value.. if not, declare it bankrupt
00537        *  right now */
00538       Money val = CalculateCompanyValue(c, false);
00539       if (val > 0) {
00540         c->bankrupt_value = val;
00541         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00542         c->bankrupt_timeout = 0;
00543         break;
00544       }
00545       /* FALL THROUGH to case 4... */
00546     }
00547     default:
00548     case 4:
00549       if (!_networking && _local_company == c->index) {
00550         /* If we are in offline mode, leave the company playing. Eg. there
00551          * is no THE-END, otherwise mark the client as spectator to make sure
00552          * he/she is no long in control of this company. However... when you
00553          * join another company (cheat) the "unowned" company can bankrupt. */
00554         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00555         break;
00556       }
00557 
00558       /* Actually remove the company, but not when we're a network client.
00559        * In case of network clients we will be getting a command from the
00560        * server. It is done in this way as we are called from the
00561        * StateGameLoop which can't change the current company, and thus
00562        * updating the local company triggers an assert later on. In the
00563        * case of a network game the command will be processed at a time
00564        * that changing the current company is okay. In case of single
00565        * player we are sure (the above check) that we are not the local
00566        * company and thus we won't be moved. */
00567       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00568       break;
00569   }
00570 }
00571 
00576 static void CompaniesGenStatistics()
00577 {
00578   Station *st;
00579 
00580   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00581   Company *c;
00582 
00583   if (!_settings_game.economy.infrastructure_maintenance) {
00584     FOR_ALL_STATIONS(st) {
00585       cur_company.Change(st->owner);
00586       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00587       SubtractMoneyFromCompany(cost);
00588     }
00589   } else {
00590     /* Improved monthly infrastructure costs. */
00591     FOR_ALL_COMPANIES(c) {
00592       cur_company.Change(c->index);
00593 
00594       CommandCost cost(EXPENSES_PROPERTY);
00595       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00596         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt]));
00597       }
00598       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00599       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00600         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00601       }
00602       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00603       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00604       cost.AddCost(AirportMaintenanceCost(c->index));
00605 
00606       SubtractMoneyFromCompany(cost);
00607     }
00608   }
00609   cur_company.Restore();
00610 
00611   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00612   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00613 
00614   FOR_ALL_COMPANIES(c) {
00615     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00616     c->old_economy[0] = c->cur_economy;
00617     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00618 
00619     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00620 
00621     UpdateCompanyRatingAndValue(c, true);
00622     if (c->block_preview != 0) c->block_preview--;
00623     CompanyCheckBankrupt(c);
00624   }
00625 
00626   SetWindowDirty(WC_INCOME_GRAPH, 0);
00627   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00628   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00629   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00630   SetWindowDirty(WC_COMPANY_VALUE, 0);
00631   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00632 }
00633 
00638 void AddInflation(bool check_year)
00639 {
00640   /* The cargo payment inflation differs from the normal inflation, so the
00641    * relative amount of money you make with a transport decreases slowly over
00642    * the 170 years. After a few hundred years we reach a level in which the
00643    * games will become unplayable as the maximum income will be less than
00644    * the minimum running cost.
00645    *
00646    * Furthermore there are a lot of inflation related overflows all over the
00647    * place. Solving them is hardly possible because inflation will always
00648    * reach the overflow threshold some day. So we'll just perform the
00649    * inflation mechanism during the first 170 years (the amount of years that
00650    * one had in the original TTD) and stop doing the inflation after that
00651    * because it only causes problems that can't be solved nicely and the
00652    * inflation doesn't add anything after that either; it even makes playing
00653    * it impossible due to the diverging cost and income rates.
00654    */
00655   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00656 
00657   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00658    * scaled by 65536
00659    * 12 -> months per year
00660    * This is only a good approxiamtion for small values
00661    */
00662   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00663   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00664 }
00665 
00669 void RecomputePrices()
00670 {
00671   /* Setup maximum loan */
00672   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00673 
00674   /* Setup price bases */
00675   for (Price i = PR_BEGIN; i < PR_END; i++) {
00676     Money price = _price_base_specs[i].start_price;
00677 
00678     /* Apply difficulty settings */
00679     uint mod = 1;
00680     switch (_price_base_specs[i].category) {
00681       case PCAT_RUNNING:
00682         mod = _settings_game.difficulty.vehicle_costs;
00683         break;
00684 
00685       case PCAT_CONSTRUCTION:
00686         mod = _settings_game.difficulty.construction_cost;
00687         break;
00688 
00689       default: break;
00690     }
00691     switch (mod) {
00692       case 0: price *= 6; break;
00693       case 1: price *= 8; break; // normalised to 1 below
00694       case 2: price *= 9; break;
00695       default: NOT_REACHED();
00696     }
00697 
00698     /* Apply inflation */
00699     price = (int64)price * _economy.inflation_prices;
00700 
00701     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00702     int shift = _price_base_multiplier[i] - 16 - 3;
00703     if (shift >= 0) {
00704       price <<= shift;
00705     } else {
00706       price >>= -shift;
00707     }
00708 
00709     /* Make sure the price does not get reduced to zero.
00710      * Zero breaks quite a few commands that use a zero
00711      * cost to see whether something got changed or not
00712      * and based on that cause an error. When the price
00713      * is zero that fails even when things are done. */
00714     if (price == 0) {
00715       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00716       /* No base price should be zero, but be sure. */
00717       assert(price != 0);
00718     }
00719     /* Store value */
00720     _price[i] = price;
00721   }
00722 
00723   /* Setup cargo payment */
00724   CargoSpec *cs;
00725   FOR_ALL_CARGOSPECS(cs) {
00726     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00727   }
00728 
00729   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00730   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00731   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00732   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00733   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00734 }
00735 
00737 static void CompaniesPayInterest()
00738 {
00739   const Company *c;
00740 
00741   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00742   FOR_ALL_COMPANIES(c) {
00743     cur_company.Change(c->index);
00744 
00745     /* Over a year the paid interest should be "loan * interest percentage",
00746      * but... as that number is likely not dividable by 12 (pay each month),
00747      * one needs to account for that in the monthly fee calculations.
00748      * To easily calculate what one should pay "this" month, you calculate
00749      * what (total) should have been paid up to this month and you subtract
00750      * whatever has been paid in the previous months. This will mean one month
00751      * it'll be a bit more and the other it'll be a bit less than the average
00752      * monthly fee, but on average it will be exact. */
00753     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00754     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00755     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00756 
00757     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00758 
00759     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00760   }
00761   cur_company.Restore();
00762 }
00763 
00764 static void HandleEconomyFluctuations()
00765 {
00766   if (_settings_game.difficulty.economy != 0) {
00767     /* When economy is Fluctuating, decrease counter */
00768     _economy.fluct--;
00769   } else if (EconomyIsInRecession()) {
00770     /* When it's Steady and we are in recession, end it now */
00771     _economy.fluct = -12;
00772   } else {
00773     /* No need to do anything else in other cases */
00774     return;
00775   }
00776 
00777   if (_economy.fluct == 0) {
00778     _economy.fluct = -(int)GB(Random(), 0, 2);
00779     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00780   } else if (_economy.fluct == -12) {
00781     _economy.fluct = GB(Random(), 0, 8) + 312;
00782     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00783   }
00784 }
00785 
00786 
00790 void ResetPriceBaseMultipliers()
00791 {
00792   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00793 }
00794 
00802 void SetPriceBaseMultiplier(Price price, int factor)
00803 {
00804   assert(price < PR_END);
00805   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00806 }
00807 
00812 void StartupIndustryDailyChanges(bool init_counter)
00813 {
00814   uint map_size = MapLogX() + MapLogY();
00815   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00816    * which stands for the days in a month.
00817    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00818    * would not be needed.
00819    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00820    * on the overall total number of changes performed */
00821   _economy.industry_daily_increment = (1 << map_size) / 31;
00822 
00823   if (init_counter) {
00824     /* A new game or a savegame from an older version will require the counter to be initialized */
00825     _economy.industry_daily_change_counter = 0;
00826   }
00827 }
00828 
00829 void StartupEconomy()
00830 {
00831   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00832   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00833   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00834   _economy.fluct = GB(Random(), 0, 8) + 168;
00835 
00836   /* Set up prices */
00837   RecomputePrices();
00838 
00839   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00840 
00841 }
00842 
00846 void InitializeEconomy()
00847 {
00848   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00849 }
00850 
00859 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00860 {
00861   if (index >= PR_END) return 0;
00862 
00863   Money cost = _price[index] * cost_factor;
00864   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00865 
00866   if (shift >= 0) {
00867     cost <<= shift;
00868   } else {
00869     cost >>= -shift;
00870   }
00871 
00872   return cost;
00873 }
00874 
00875 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00876 {
00877   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00878   if (!cs->IsValid()) {
00879     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00880     return 0;
00881   }
00882 
00883   /* Use callback to calculate cargo profit, if available */
00884   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00885     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00886     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00887     if (callback != CALLBACK_FAILED) {
00888       int result = GB(callback, 0, 14);
00889 
00890       /* Simulate a 15 bit signed value */
00891       if (HasBit(callback, 14)) result -= 0x4000;
00892 
00893       /* "The result should be a signed multiplier that gets multiplied
00894        * by the amount of cargo moved and the price factor, then gets
00895        * divided by 8192." */
00896       return result * num_pieces * cs->current_payment / 8192;
00897     }
00898   }
00899 
00900   static const int MIN_TIME_FACTOR = 31;
00901   static const int MAX_TIME_FACTOR = 255;
00902 
00903   const int days1 = cs->transit_days[0];
00904   const int days2 = cs->transit_days[1];
00905   const int days_over_days1 = max(   transit_days - days1, 0);
00906   const int days_over_days2 = max(days_over_days1 - days2, 0);
00907 
00908   /*
00909    * The time factor is calculated based on the time it took
00910    * (transit_days) compared two cargo-depending values. The
00911    * range is divided into three parts:
00912    *
00913    *  - constant for fast transits
00914    *  - linear decreasing with time with a slope of -1 for medium transports
00915    *  - linear decreasing with time with a slope of -2 for slow transports
00916    *
00917    */
00918   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00919 
00920   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00921 }
00922 
00924 static SmallIndustryList _cargo_delivery_destinations;
00925 
00935 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00936 {
00937   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00938    * This fails in three cases:
00939    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00940    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00941    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00942    */
00943 
00944   uint accepted = 0;
00945 
00946   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00947     Industry *ind = st->industries_near[i];
00948     if (ind->index == source) continue;
00949 
00950     uint cargo_index;
00951     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00952       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00953     }
00954     /* Check if matching cargo has been found */
00955     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00956 
00957     /* Check if industry temporarily refuses acceptance */
00958     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00959 
00960     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00961     _cargo_delivery_destinations.Include(ind);
00962 
00963     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00964     ind->incoming_cargo_waiting[cargo_index] += amount;
00965     num_pieces -= amount;
00966     accepted += amount;
00967   }
00968 
00969   return accepted;
00970 }
00971 
00985 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)
00986 {
00987   assert(num_pieces > 0);
00988 
00989   Station *st = Station::Get(dest);
00990 
00991   /* Give the goods to the industry. */
00992   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00993 
00994   /* If this cargo type is always accepted, accept all */
00995   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
00996 
00997   /* Update station statistics */
00998   if (accepted > 0) {
00999     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01000     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01001     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01002   }
01003 
01004   /* Update company statistics */
01005   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01006 
01007   /* Increase town's counter for town effects */
01008   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01009   st->town->received[cs->town_effect].new_act += accepted;
01010 
01011   /* Determine profit */
01012   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01013 
01014   /* Modify profit if a subsidy is in effect */
01015   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01016     switch (_settings_game.difficulty.subsidy_multiplier) {
01017       case 0:  profit += profit >> 1; break;
01018       case 1:  profit *= 2; break;
01019       case 2:  profit *= 3; break;
01020       default: profit *= 4; break;
01021     }
01022   }
01023 
01024   return profit;
01025 }
01026 
01032 static void TriggerIndustryProduction(Industry *i)
01033 {
01034   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01035   uint16 callback = indspec->callback_mask;
01036 
01037   i->was_cargo_delivered = true;
01038   i->last_cargo_accepted_at = _date;
01039 
01040   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01041     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01042       IndustryProductionCallback(i, 0);
01043     } else {
01044       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01045     }
01046   } else {
01047     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01048       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01049       if (cargo_waiting == 0) continue;
01050 
01051       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01052       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01053 
01054       i->incoming_cargo_waiting[cargo_index] = 0;
01055     }
01056   }
01057 
01058   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01059   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01060 }
01061 
01066 CargoPayment::CargoPayment(Vehicle *front) :
01067   front(front),
01068   current_station(front->last_station_visited)
01069 {
01070 }
01071 
01072 CargoPayment::~CargoPayment()
01073 {
01074   if (this->CleaningPool()) return;
01075 
01076   this->front->cargo_payment = NULL;
01077 
01078   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
01079 
01080   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01081 
01082   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01083   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
01084 
01085   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01086     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01087   }
01088 
01089   if (this->visual_transfer != 0) {
01090     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
01091         this->front->z_pos, this->visual_transfer, -this->visual_profit);
01092   } else if (this->visual_profit != 0) {
01093     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
01094         this->front->z_pos, -this->visual_profit);
01095   }
01096 
01097   cur_company.Restore();
01098 }
01099 
01105 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01106 {
01107   if (this->owner == NULL) {
01108     this->owner = Company::Get(this->front->owner);
01109   }
01110 
01111   /* Handle end of route payment */
01112   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01113   this->route_profit += profit;
01114 
01115   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01116   this->visual_profit += profit - cp->FeederShare();
01117 }
01118 
01125 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01126 {
01127   Money profit = GetTransportedGoodsIncome(
01128       count,
01129       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01130       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01131       cp->DaysInTransit(),
01132       this->ct);
01133 
01134   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01135 
01136   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
01137   return profit; // account for the (virtual) profit already made for the cargo packet
01138 }
01139 
01145 void PrepareUnload(Vehicle *front_v)
01146 {
01147   Station *curr_station = Station::Get(front_v->last_station_visited);
01148   curr_station->loading_vehicles.push_back(front_v);
01149 
01150   /* At this moment loading cannot be finished */
01151   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01152 
01153   /* Start unloading at the first possible moment */
01154   front_v->load_unload_ticks = 1;
01155 
01156   if (front_v->orders.list != NULL && (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) != 0) {
01157     /* vehicle will keep all its cargo and LoadUnloadVehicle will never call MoveToStation,
01158      * so we have to update the flow stats here.
01159      */
01160     StationID next_station_id = front_v->GetNextStoppingStation();
01161     if (next_station_id == INVALID_STATION) {
01162       return;
01163     }
01164   } else {
01165     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01166       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01167         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01168       }
01169     }
01170   }
01171 
01172   assert(front_v->cargo_payment == NULL);
01173   /* One CargoPayment per vehicle and the vehicle limit equals the
01174    * limit in number of CargoPayments. Can't go wrong. */
01175   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01176   assert(CargoPayment::CanAllocateItem());
01177   front_v->cargo_payment = new CargoPayment(front_v);
01178 }
01179 
01187 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
01188 {
01189   uint32 ret = 0;
01190   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01191     /* Update reserved cargo */
01192     for (Vehicle *v = u; v != NULL; v = v->Next()) {
01193       /* Only reserve if the vehicle is not unloading anymore.
01194        *
01195        * The packets that are kept in the vehicle because they have the
01196        * same destination as the vehicle are stored in the reservation
01197        * list while unloading for performance reasons. The reservation
01198        * list is swapped with the onboard list after unloading. This
01199        * doesn't increase the load/unload time. So if we start reserving
01200        * cargo before unloading has stopped we'll load that cargo for free
01201        * later. Like this there is a slightly increased probability that
01202        * another vehicle which has arrived later loads cargo that should
01203        * be loaded by this vehicle but as the algorithm isn't perfect in
01204        * that regard anyway we can tolerate it.
01205        *
01206        * The algorithm isn't perfect as it only counts free capacity for
01207        * reservation. If another vehicle arrives later but unloads faster
01208        * than this one, this vehicle won't reserve all the cargo it may
01209        * be able to take after fully unloading. So the other vehicle may
01210        * load it even if it has arrived later.
01211        */
01212       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
01213 
01214       int cap = v->cargo_cap - v->cargo.Count();
01215       if (cap > 0) {
01216         int reserved = st->goods[v->cargo_type].cargo.MoveTo(&v->cargo, cap, next_station, true);
01217         if (reserved > 0) {
01218           cap -= reserved;
01219           SetBit(ret, v->cargo_type);
01220         }
01221       }
01222     }
01223   }
01224   return ret;
01225 }
01226 
01232 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01233 {
01234   v = v->GetFirstEnginePart();
01235 
01236   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01237     if (v->cargo.Count() != 0) return false;
01238   }
01239 
01240   return true;
01241 }
01242 
01249 static uint32 LoadUnloadVehicle(Vehicle *front, uint32 cargos_reserved)
01250 {
01251   assert(front->current_order.IsType(OT_LOADING));
01252 
01253   StationID last_visited = front->last_station_visited;
01254   Station *st = Station::Get(last_visited);
01255 
01256   StationID next_station = front->GetNextStoppingStation();
01257 
01258   /* We have not waited enough time till the next round of loading/unloading */
01259   if (front->load_unload_ticks != 0) {
01260     return cargos_reserved | ReserveConsist(st, front, next_station);
01261   }
01262 
01263   OrderUnloadFlags unload_flags = front->current_order.GetUnloadType();
01264 
01265   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01266     /* The train reversed in the station. Take the "easy" way
01267      * out and let the train just leave as it always did. */
01268     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01269     front->load_unload_ticks = 1;
01270     return cargos_reserved;
01271   }
01272 
01273   int unloading_time = 0;
01274   bool dirty_vehicle = false;
01275   bool dirty_station = false;
01276 
01277   bool completely_emptied = true;
01278   bool anything_unloaded = false;
01279   bool anything_loaded   = false;
01280   uint32 full_load_amount = 0;
01281   uint32 cargo_not_full  = 0;
01282   uint32 cargo_full      = 0;
01283 
01284   front->cur_speed = 0;
01285 
01286   CargoPayment *payment = front->cargo_payment;
01287 
01288   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01289   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01290     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01291     if (v->cargo_cap == 0) continue;
01292     artic_part++;
01293 
01294     const Engine *e = v->GetEngine();
01295     byte load_amount = e->info.load_amount;
01296 
01297     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01298     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01299 
01300     if (_settings_game.order.gradual_loading) {
01301       uint16 cb_load_amount = CALLBACK_FAILED;
01302       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01303         /* Use callback 36 */
01304         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01305       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01306         /* Use callback 12 */
01307         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01308       }
01309       if (cb_load_amount != CALLBACK_FAILED) {
01310         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01311         if (cb_load_amount >= 0x100) {
01312           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01313         } else if (cb_load_amount != 0) {
01314           load_amount = cb_load_amount;
01315         }
01316       }
01317     }
01318 
01319     GoodsEntry *ge = &st->goods[v->cargo_type];
01320 
01321     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
01322       uint cargo_count = v->cargo.OnboardCount();
01323       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01324 
01325       uint prev_count = ge->cargo.Count();
01326       payment->SetCargo(v->cargo_type);
01327       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
01328           next_station, front->last_loading_station == last_visited, payment);
01329 
01330       st->time_since_unload = 0;
01331       unloading_time += delivered;
01332 
01333       if (ge->cargo.Count() > prev_count) {
01334         /* something has been transferred. The station windows need updating. */
01335         dirty_station = true;
01336         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01337           InvalidateWindowData(WC_STATION_LIST, last_visited);
01338           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01339         }
01340       }
01341 
01342       anything_unloaded = true;
01343       dirty_vehicle = true;
01344 
01345       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
01346        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
01347        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
01348        * swapped back when done unloading.
01349        */
01350       if (v->cargo.OnboardCount() == 0) {
01351         /* done delivering */
01352         if (!v->cargo.Empty()) completely_emptied = false;
01353         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01354         v->cargo.SwapReserved();
01355       }
01356 
01357       continue;
01358     }
01359 
01360     /* Do not pick up goods when we have no-load set or loading is stopped. */
01361     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01362 
01363     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01364     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01365         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01366       Vehicle *v_start = v->GetFirstEnginePart();
01367       CargoID new_cid = front->current_order.GetRefitCargo();
01368       byte new_subtype = front->current_order.GetRefitSubtype();
01369 
01370       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01371 
01372       /* Check if all articulated parts are empty and collect refit mask. */
01373       uint32 refit_mask = e->info.refit_mask;
01374       Vehicle *w = v_start;
01375       while (w->HasArticulatedPart()) {
01376         w = w->GetNextArticulatedPart();
01377         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01378         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01379       }
01380 
01381       if (new_cid == CT_AUTO_REFIT) {
01382         /* Get refittable cargo type with the most waiting cargo. */
01383         uint amount = 0;
01384         CargoID cid;
01385         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01386           if (st->goods[cid].cargo.Count() > amount) {
01387             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01388              * the returned refit capacity will be greater than zero. */
01389             new_subtype = GetBestFittingSubType(v, v, cid);
01390             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.
01391             if (_returned_refit_capacity > 0) {
01392               amount = st->goods[cid].cargo.Count();
01393               new_cid = cid;
01394             }
01395           }
01396         }
01397       }
01398 
01399       /* Refit if given a valid cargo. */
01400       if (new_cid < NUM_CARGO) {
01401         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.
01402         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01403         ge = &st->goods[v->cargo_type];
01404       }
01405 
01406       cur_company.Restore();
01407     }
01408 
01409     /* update stats */
01410     int t;
01411     switch (front->type) {
01412       case VEH_TRAIN: /* FALL THROUGH */
01413       case VEH_SHIP:
01414         t = front->vcache.cached_max_speed;
01415         break;
01416 
01417       case VEH_ROAD:
01418         t = front->vcache.cached_max_speed / 2;
01419         break;
01420 
01421       case VEH_AIRCRAFT:
01422         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01423         break;
01424 
01425       default: NOT_REACHED();
01426     }
01427 
01428     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01429     ge->last_speed = min(t, 255);
01430     ge->last_age = _cur_year - front->build_year;
01431     ge->days_since_pickup = 0;
01432 
01433     /* If there's goods waiting at the station, and the vehicle
01434      * has capacity for it, load it on the vehicle. */
01435     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
01436     if (cap_left > 0) {
01437       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01438       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01439 
01440       int loaded = 0;
01441       if (_settings_game.order.improved_load) {
01442         loaded += v->cargo.LoadReserved(cap_left);
01443       }
01444 
01445       loaded += ge->cargo.MoveTo(&v->cargo, cap_left - loaded, next_station);
01446 
01447       /* Store whether the maximum possible load amount was loaded or not.*/
01448       if (loaded == cap_left) {
01449         SetBit(full_load_amount, v->cargo_type);
01450       } else {
01451         ClrBit(full_load_amount, v->cargo_type);
01452       }
01453 
01454       /* TODO: Regarding this, when we do gradual loading, we
01455        * should first unload all vehicles and then start
01456        * loading them. Since this will cause
01457        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01458        * the whole vehicle chain is really totally empty, the
01459        * completely_emptied assignment can then be safely
01460        * removed; that's how TTDPatch behaves too. --pasky */
01461       if (loaded > 0) {
01462         completely_emptied = false;
01463         anything_loaded = true;
01464 
01465         st->time_since_load = 0;
01466         st->last_vehicle_type = v->type;
01467 
01468         if (ge->cargo.Empty()) {
01469           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01470           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01471         }
01472 
01473         unloading_time += loaded;
01474 
01475         dirty_vehicle = dirty_station = true;
01476       } else if (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
01477         /* Skip loading this vehicle if another train/vehicle is already handling
01478          * the same cargo type at this station */
01479         SetBit(cargo_not_full, v->cargo_type);
01480         continue;
01481       }
01482     }
01483 
01484     if (v->cargo.OnboardCount() >= v->cargo_cap) {
01485       SetBit(cargo_full, v->cargo_type);
01486     } else {
01487       SetBit(cargo_not_full, v->cargo_type);
01488     }
01489   }
01490 
01491   if (anything_loaded || anything_unloaded) {
01492     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01493   }
01494 
01495   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01496   completely_emptied &= anything_unloaded;
01497 
01498   if (!anything_unloaded) delete payment;
01499 
01500   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01501   if (anything_loaded || anything_unloaded) {
01502     if (_settings_game.order.gradual_loading) {
01503       /* The time it takes to load one 'slice' of cargo or passengers depends
01504        * on the vehicle type - the values here are those found in TTDPatch */
01505       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01506 
01507       unloading_time = gradual_loading_wait_time[front->type];
01508     }
01509     /* We loaded less cargo than possible for all cargo types and it's not full
01510      * load and we're not supposed to wait any longer: stop loading. */
01511     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01512         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01513       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01514     }
01515   } else {
01516     bool finished_loading = true;
01517     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01518       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01519         /* if the aircraft carries passengers and is NOT full, then
01520          * continue loading, no matter how much mail is in */
01521         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
01522             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01523           finished_loading = false;
01524         }
01525       } else if (cargo_not_full != 0) {
01526         finished_loading = false;
01527       }
01528 
01529       /* Refresh next hop stats if we're full loading to avoid deadlocks. */
01530       if (!finished_loading) front->RefreshNextHopsStats();
01531     }
01532     unloading_time = 20;
01533 
01534     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01535   }
01536 
01537   if (front->type == VEH_TRAIN) {
01538     /* Each platform tile is worth 2 rail vehicles. */
01539     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01540     if (overhang > 0) {
01541       unloading_time <<= 1;
01542       unloading_time += (overhang * unloading_time) / 8;
01543     }
01544   }
01545 
01546   /* Calculate the loading indicator fill percent and display
01547    * In the Game Menu do not display indicators
01548    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01549    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01550    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01551    */
01552   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01553     StringID percent_up_down = STR_NULL;
01554     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01555     if (front->fill_percent_te_id == INVALID_TE_ID) {
01556       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01557     } else {
01558       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01559     }
01560   }
01561 
01562   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01563   front->load_unload_ticks = max(1, unloading_time);
01564 
01565   if (completely_emptied) {
01566     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01567   }
01568 
01569   if (dirty_vehicle) {
01570     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01571     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01572     front->MarkDirty();
01573   }
01574   if (dirty_station) {
01575     st->MarkTilesDirty(true);
01576     SetWindowDirty(WC_STATION_VIEW, last_visited);
01577   }
01578   return cargos_reserved;
01579 }
01580 
01586 void LoadUnloadStation(Station *st)
01587 {
01588   /* No vehicle is here... */
01589   if (st->loading_vehicles.empty()) return;
01590 
01591   Vehicle *last_loading = NULL;
01592   std::list<Vehicle *>::iterator iter;
01593 
01594   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01595   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01596     Vehicle *v = *iter;
01597 
01598     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01599 
01600     assert(v->load_unload_ticks != 0);
01601     if (--v->load_unload_ticks == 0) last_loading = v;
01602   }
01603 
01604   /* We only need to reserve and load/unload up to the last loading vehicle.
01605    * Anything else will be forgotten anyway after returning from this function.
01606    *
01607    * Especially this means we do _not_ need to reserve cargo for a single
01608    * consist in a station which is not allowed to load yet because its
01609    * load_unload_ticks is still not 0.
01610    */
01611   if (last_loading == NULL) return;
01612 
01613   uint cargos_reserved = 0;
01614 
01615   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01616     Vehicle *v = *iter;
01617     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
01618     if (v == last_loading) break;
01619   }
01620 
01621   /* Call the production machinery of industries */
01622   const Industry * const *isend = _cargo_delivery_destinations.End();
01623   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01624     TriggerIndustryProduction(*iid);
01625   }
01626   _cargo_delivery_destinations.Clear();
01627 }
01628 
01632 void CompaniesMonthlyLoop()
01633 {
01634   CompaniesGenStatistics();
01635   if (_settings_game.economy.inflation) {
01636     AddInflation();
01637     RecomputePrices();
01638   }
01639   CompaniesPayInterest();
01640   HandleEconomyFluctuations();
01641 }
01642 
01643 static void DoAcquireCompany(Company *c)
01644 {
01645   CompanyID ci = c->index;
01646 
01647   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01648   cni->FillData(c, Company::Get(_current_company));
01649 
01650   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01651   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01652   SetDParamStr(2, cni->company_name);
01653   SetDParamStr(3, cni->other_company_name);
01654   SetDParam(4, c->bankrupt_value);
01655   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01656   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01657   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01658 
01659   ChangeOwnershipOfCompanyItems(ci, _current_company);
01660 
01661   if (c->bankrupt_value == 0) {
01662     Company *owner = Company::Get(_current_company);
01663     owner->current_loan += c->current_loan;
01664   }
01665 
01666   if (c->is_ai) AI::Stop(c->index);
01667 
01668   DeleteCompanyWindows(ci);
01669   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01670   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01671   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01672   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01673 
01674   delete c;
01675 }
01676 
01677 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01678 
01688 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01689 {
01690   CommandCost cost(EXPENSES_OTHER);
01691   CompanyID target_company = (CompanyID)p1;
01692   Company *c = Company::GetIfValid(target_company);
01693 
01694   /* Check if buying shares is allowed (protection against modified clients)
01695    * Cannot buy own shares */
01696   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01697 
01698   /* Protect new companies from hostile takeovers */
01699   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01700 
01701   /* Those lines are here for network-protection (clients can be slow) */
01702   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01703 
01704   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01705     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01706 
01707     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01708   }
01709 
01710 
01711   cost.AddCost(CalculateCompanyValue(c) >> 2);
01712   if (flags & DC_EXEC) {
01713     OwnerByte *b = c->share_owners;
01714 
01715     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01716     *b = _current_company;
01717 
01718     for (int i = 0; c->share_owners[i] == _current_company;) {
01719       if (++i == 4) {
01720         c->bankrupt_value = 0;
01721         DoAcquireCompany(c);
01722         break;
01723       }
01724     }
01725     SetWindowDirty(WC_COMPANY, target_company);
01726     CompanyAdminUpdate(c);
01727   }
01728   return cost;
01729 }
01730 
01740 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01741 {
01742   CompanyID target_company = (CompanyID)p1;
01743   Company *c = Company::GetIfValid(target_company);
01744 
01745   /* Cannot sell own shares */
01746   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01747 
01748   /* Check if selling shares is allowed (protection against modified clients).
01749    * However, we must sell shares of companies being closed down. */
01750   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01751 
01752   /* Those lines are here for network-protection (clients can be slow) */
01753   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01754 
01755   /* adjust it a little to make it less profitable to sell and buy */
01756   Money cost = CalculateCompanyValue(c) >> 2;
01757   cost = -(cost - (cost >> 7));
01758 
01759   if (flags & DC_EXEC) {
01760     OwnerByte *b = c->share_owners;
01761     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01762     *b = COMPANY_SPECTATOR;
01763     SetWindowDirty(WC_COMPANY, target_company);
01764     CompanyAdminUpdate(c);
01765   }
01766   return CommandCost(EXPENSES_OTHER, cost);
01767 }
01768 
01781 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01782 {
01783   CompanyID target_company = (CompanyID)p1;
01784   Company *c = Company::GetIfValid(target_company);
01785   if (c == NULL) return CMD_ERROR;
01786 
01787   /* Disable takeovers when not asked */
01788   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01789 
01790   /* Disable taking over the local company in single player */
01791   if (!_networking && _local_company == c->index) return CMD_ERROR;
01792 
01793   /* Do not allow companies to take over themselves */
01794   if (target_company == _current_company) return CMD_ERROR;
01795 
01796   /* Disable taking over when not allowed. */
01797   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01798 
01799   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01800   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01801 
01802   if (flags & DC_EXEC) {
01803     DoAcquireCompany(c);
01804   }
01805   return cost;
01806 }