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     const CompanyEconomyEntry *cee;
00219     int numec;
00220     uint32 total_delivered;
00221 
00222     numec = min(c->num_valid_stat_ent, 4);
00223     if (numec != 0) {
00224       cee = c->old_economy;
00225       total_delivered = 0;
00226       do {
00227         total_delivered += cee->delivered_cargo;
00228       } while (++cee, --numec);
00229 
00230       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00231     }
00232   }
00233 
00234   /* Generate score for variety of cargo */
00235   {
00236     uint num = CountBits(c->cargo_types);
00237     _score_part[owner][SCORE_CARGO] = num;
00238     if (update) c->cargo_types = 0;
00239   }
00240 
00241   /* Generate score for company's money */
00242   {
00243     if (c->money > 0) {
00244       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00245     }
00246   }
00247 
00248   /* Generate score for loan */
00249   {
00250     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00251   }
00252 
00253   /* Now we calculate the score for each item.. */
00254   {
00255     int total_score = 0;
00256     int s;
00257     score = 0;
00258     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00259       /* Skip the total */
00260       if (i == SCORE_TOTAL) continue;
00261       /*  Check the score */
00262       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00263       score += s;
00264       total_score += _score_info[i].score;
00265     }
00266 
00267     _score_part[owner][SCORE_TOTAL] = score;
00268 
00269     /*  We always want the score scaled to SCORE_MAX (1000) */
00270     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00271   }
00272 
00273   if (update) {
00274     c->old_economy[0].performance_history = score;
00275     UpdateCompanyHQ(c->location_of_HQ, score);
00276     c->old_economy[0].company_value = CalculateCompanyValue(c);
00277   }
00278 
00279   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00280   return score;
00281 }
00282 
00288 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00289 {
00290   /* We need to set _current_company to old_owner before we try to move
00291    * the client. This is needed as it needs to know whether "you" really
00292    * are the current local company. */
00293   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00294 #ifdef ENABLE_NETWORK
00295   /* In all cases, make spectators of clients connected to that company */
00296   if (_networking) NetworkClientsToSpectators(old_owner);
00297 #endif /* ENABLE_NETWORK */
00298   if (old_owner == _local_company) {
00299     /* Single player cheated to AI company.
00300      * There are no specatators in single player, so we must pick some other company. */
00301     assert(!_networking);
00302     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00303     Company *c;
00304     FOR_ALL_COMPANIES(c) {
00305       if (c->index != old_owner) {
00306         SetLocalCompany(c->index);
00307         break;
00308       }
00309     }
00310     cur_company.Restore();
00311     assert(old_owner != _local_company);
00312   }
00313 
00314   Town *t;
00315 
00316   assert(old_owner != new_owner);
00317 
00318   {
00319     Company *c;
00320     uint i;
00321 
00322     /* See if the old_owner had shares in other companies */
00323     FOR_ALL_COMPANIES(c) {
00324       for (i = 0; i < 4; i++) {
00325         if (c->share_owners[i] == old_owner) {
00326           /* Sell his shares */
00327           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00328           /* Because we are in a DoCommand, we can't just execute another one and
00329            *  expect the money to be removed. We need to do it ourself! */
00330           SubtractMoneyFromCompany(res);
00331         }
00332       }
00333     }
00334 
00335     /* Sell all the shares that people have on this company */
00336     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00337     c = Company::Get(old_owner);
00338     for (i = 0; i < 4; i++) {
00339       cur_company2.Change(c->share_owners[i]);
00340       if (_current_company != INVALID_OWNER) {
00341         /* Sell the shares */
00342         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00343         /* Because we are in a DoCommand, we can't just execute another one and
00344          *  expect the money to be removed. We need to do it ourself! */
00345         SubtractMoneyFromCompany(res);
00346       }
00347     }
00348     cur_company2.Restore();
00349   }
00350 
00351   /* Temporarily increase the company's money, to be sure that
00352    * removing his/her property doesn't fail because of lack of money.
00353    * Not too drastically though, because it could overflow */
00354   if (new_owner == INVALID_OWNER) {
00355     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00356   }
00357 
00358   Subsidy *s;
00359   FOR_ALL_SUBSIDIES(s) {
00360     if (s->awarded == old_owner) {
00361       if (new_owner == INVALID_OWNER) {
00362         delete s;
00363       } else {
00364         s->awarded = new_owner;
00365       }
00366     }
00367   }
00368   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00369 
00370   /* Take care of rating in towns */
00371   FOR_ALL_TOWNS(t) {
00372     /* If a company takes over, give the ratings to that company. */
00373     if (new_owner != INVALID_OWNER) {
00374       if (HasBit(t->have_ratings, old_owner)) {
00375         if (HasBit(t->have_ratings, new_owner)) {
00376           /* use max of the two ratings. */
00377           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00378         } else {
00379           SetBit(t->have_ratings, new_owner);
00380           t->ratings[new_owner] = t->ratings[old_owner];
00381         }
00382       }
00383     }
00384 
00385     /* Reset the ratings for the old owner */
00386     t->ratings[old_owner] = RATING_INITIAL;
00387     ClrBit(t->have_ratings, old_owner);
00388   }
00389 
00390   {
00391     Vehicle *v;
00392     FOR_ALL_VEHICLES(v) {
00393       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00394         if (new_owner == INVALID_OWNER) {
00395           if (v->Previous() == NULL) delete v;
00396         } else {
00397           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00398           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00399         }
00400       }
00401     }
00402   }
00403 
00404   /* In all cases clear replace engine rules.
00405    * Even if it was copied, it could interfere with new owner's rules */
00406   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00407 
00408   if (new_owner == INVALID_OWNER) {
00409     RemoveAllGroupsForCompany(old_owner);
00410   } else {
00411     Group *g;
00412     FOR_ALL_GROUPS(g) {
00413       if (g->owner == old_owner) g->owner = new_owner;
00414     }
00415   }
00416 
00417   {
00418     FreeUnitIDGenerator unitidgen[] = {
00419       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00420       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00421     };
00422 
00423     Vehicle *v;
00424     FOR_ALL_VEHICLES(v) {
00425       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00426         assert(new_owner != INVALID_OWNER);
00427 
00428         v->owner = new_owner;
00429         v->colourmap = PAL_NONE;
00430 
00431         if (v->IsEngineCountable()) {
00432           GroupStatistics::CountEngine(v, 1);
00433         }
00434         if (v->IsPrimaryVehicle()) {
00435           GroupStatistics::CountVehicle(v, 1);
00436           v->unitnumber = unitidgen[v->type].NextID();
00437         }
00438 
00439         /* Invalidate the vehicle's cargo payment "owner cache". */
00440         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00441       }
00442     }
00443 
00444     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00445   }
00446 
00447   /*  Change ownership of tiles */
00448   {
00449     TileIndex tile = 0;
00450     do {
00451       ChangeTileOwner(tile, old_owner, new_owner);
00452     } while (++tile != MapSize());
00453 
00454     if (new_owner != INVALID_OWNER) {
00455       /* Update all signals because there can be new segment that was owned by two companies
00456        * and signals were not propagated
00457        * Similiar with crossings - it is needed to bar crossings that weren't before
00458        * because of different owner of crossing and approaching train */
00459       tile = 0;
00460 
00461       do {
00462         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00463           TrackBits tracks = GetTrackBits(tile);
00464           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00465             Track track = RemoveFirstTrack(&tracks);
00466             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00467           } while (tracks != TRACK_BIT_NONE);
00468         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00469           UpdateLevelCrossing(tile);
00470         }
00471       } while (++tile != MapSize());
00472     }
00473 
00474     /* update signals in buffer */
00475     UpdateSignalsInBuffer();
00476   }
00477 
00478   /* convert owner of stations (including deleted ones, but excluding buoys) */
00479   Station *st;
00480   FOR_ALL_STATIONS(st) {
00481     if (st->owner == old_owner) {
00482       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00483        * also, drawing station window would cause reading invalid company's colour */
00484       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00485     }
00486   }
00487 
00488   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00489   Waypoint *wp;
00490   FOR_ALL_WAYPOINTS(wp) {
00491     if (wp->owner == old_owner) {
00492       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00493     }
00494   }
00495 
00496   Sign *si;
00497   FOR_ALL_SIGNS(si) {
00498     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00499   }
00500 
00501   /* Change colour of existing windows */
00502   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00503 
00504   cur_company.Restore();
00505 
00506   MarkWholeScreenDirty();
00507 }
00508 
00513 static void CompanyCheckBankrupt(Company *c)
00514 {
00515   /*  If the company has money again, it does not go bankrupt */
00516   if (c->money >= 0) {
00517     c->quarters_of_bankruptcy = 0;
00518     c->bankrupt_asked = 0;
00519     return;
00520   }
00521 
00522   c->quarters_of_bankruptcy++;
00523 
00524   switch (c->quarters_of_bankruptcy) {
00525     case 0:
00526     case 1:
00527       break;
00528 
00529     case 2: {
00530       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00531       cni->FillData(c);
00532       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00533       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00534       SetDParamStr(2, cni->company_name);
00535       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00536       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00537       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00538       break;
00539     }
00540 
00541     case 3: {
00542       /* Check if the company has any value.. if not, declare it bankrupt
00543        *  right now */
00544       Money val = CalculateCompanyValue(c, false);
00545       if (val > 0) {
00546         c->bankrupt_value = val;
00547         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00548         c->bankrupt_timeout = 0;
00549         break;
00550       }
00551       /* FALL THROUGH to case 4... */
00552     }
00553     default:
00554     case 4:
00555       if (!_networking && _local_company == c->index) {
00556         /* If we are in offline mode, leave the company playing. Eg. there
00557          * is no THE-END, otherwise mark the client as spectator to make sure
00558          * he/she is no long in control of this company. However... when you
00559          * join another company (cheat) the "unowned" company can bankrupt. */
00560         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00561         break;
00562       }
00563 
00564       /* Actually remove the company, but not when we're a network client.
00565        * In case of network clients we will be getting a command from the
00566        * server. It is done in this way as we are called from the
00567        * StateGameLoop which can't change the current company, and thus
00568        * updating the local company triggers an assert later on. In the
00569        * case of a network game the command will be processed at a time
00570        * that changing the current company is okay. In case of single
00571        * player we are sure (the above check) that we are not the local
00572        * company and thus we won't be moved. */
00573       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00574       break;
00575   }
00576 }
00577 
00582 static void CompaniesGenStatistics()
00583 {
00584   Station *st;
00585 
00586   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00587   Company *c;
00588 
00589   if (!_settings_game.economy.infrastructure_maintenance) {
00590     FOR_ALL_STATIONS(st) {
00591       cur_company.Change(st->owner);
00592       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00593       SubtractMoneyFromCompany(cost);
00594     }
00595   } else {
00596     /* Improved monthly infrastructure costs. */
00597     FOR_ALL_COMPANIES(c) {
00598       cur_company.Change(c->index);
00599 
00600       CommandCost cost(EXPENSES_PROPERTY);
00601       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00602         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt]));
00603       }
00604       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00605       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00606         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00607       }
00608       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00609       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00610       cost.AddCost(AirportMaintenanceCost(c->index));
00611 
00612       SubtractMoneyFromCompany(cost);
00613     }
00614   }
00615   cur_company.Restore();
00616 
00617   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00618   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00619 
00620   FOR_ALL_COMPANIES(c) {
00621     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00622     c->old_economy[0] = c->cur_economy;
00623     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00624 
00625     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00626 
00627     UpdateCompanyRatingAndValue(c, true);
00628     if (c->block_preview != 0) c->block_preview--;
00629     CompanyCheckBankrupt(c);
00630   }
00631 
00632   SetWindowDirty(WC_INCOME_GRAPH, 0);
00633   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00634   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00635   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00636   SetWindowDirty(WC_COMPANY_VALUE, 0);
00637   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00638 }
00639 
00644 void AddInflation(bool check_year)
00645 {
00646   /* The cargo payment inflation differs from the normal inflation, so the
00647    * relative amount of money you make with a transport decreases slowly over
00648    * the 170 years. After a few hundred years we reach a level in which the
00649    * games will become unplayable as the maximum income will be less than
00650    * the minimum running cost.
00651    *
00652    * Furthermore there are a lot of inflation related overflows all over the
00653    * place. Solving them is hardly possible because inflation will always
00654    * reach the overflow threshold some day. So we'll just perform the
00655    * inflation mechanism during the first 170 years (the amount of years that
00656    * one had in the original TTD) and stop doing the inflation after that
00657    * because it only causes problems that can't be solved nicely and the
00658    * inflation doesn't add anything after that either; it even makes playing
00659    * it impossible due to the diverging cost and income rates.
00660    */
00661   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00662 
00663   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00664    * scaled by 65536
00665    * 12 -> months per year
00666    * This is only a good approxiamtion for small values
00667    */
00668   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00669   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00670 }
00671 
00675 void RecomputePrices()
00676 {
00677   /* Setup maximum loan */
00678   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00679 
00680   /* Setup price bases */
00681   for (Price i = PR_BEGIN; i < PR_END; i++) {
00682     Money price = _price_base_specs[i].start_price;
00683 
00684     /* Apply difficulty settings */
00685     uint mod = 1;
00686     switch (_price_base_specs[i].category) {
00687       case PCAT_RUNNING:
00688         mod = _settings_game.difficulty.vehicle_costs;
00689         break;
00690 
00691       case PCAT_CONSTRUCTION:
00692         mod = _settings_game.difficulty.construction_cost;
00693         break;
00694 
00695       default: break;
00696     }
00697     switch (mod) {
00698       case 0: price *= 6; break;
00699       case 1: price *= 8; break; // normalised to 1 below
00700       case 2: price *= 9; break;
00701       default: NOT_REACHED();
00702     }
00703 
00704     /* Apply inflation */
00705     price = (int64)price * _economy.inflation_prices;
00706 
00707     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00708     int shift = _price_base_multiplier[i] - 16 - 3;
00709     if (shift >= 0) {
00710       price <<= shift;
00711     } else {
00712       price >>= -shift;
00713     }
00714 
00715     /* Make sure the price does not get reduced to zero.
00716      * Zero breaks quite a few commands that use a zero
00717      * cost to see whether something got changed or not
00718      * and based on that cause an error. When the price
00719      * is zero that fails even when things are done. */
00720     if (price == 0) {
00721       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00722       /* No base price should be zero, but be sure. */
00723       assert(price != 0);
00724     }
00725     /* Store value */
00726     _price[i] = price;
00727   }
00728 
00729   /* Setup cargo payment */
00730   CargoSpec *cs;
00731   FOR_ALL_CARGOSPECS(cs) {
00732     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00733   }
00734 
00735   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00736   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00737   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00738   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00739   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00740 }
00741 
00743 static void CompaniesPayInterest()
00744 {
00745   const Company *c;
00746 
00747   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00748   FOR_ALL_COMPANIES(c) {
00749     cur_company.Change(c->index);
00750 
00751     /* Over a year the paid interest should be "loan * interest percentage",
00752      * but... as that number is likely not dividable by 12 (pay each month),
00753      * one needs to account for that in the monthly fee calculations.
00754      * To easily calculate what one should pay "this" month, you calculate
00755      * what (total) should have been paid up to this month and you subtract
00756      * whatever has been paid in the previous months. This will mean one month
00757      * it'll be a bit more and the other it'll be a bit less than the average
00758      * monthly fee, but on average it will be exact. */
00759     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00760     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00761     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00762 
00763     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00764 
00765     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00766   }
00767   cur_company.Restore();
00768 }
00769 
00770 static void HandleEconomyFluctuations()
00771 {
00772   if (_settings_game.difficulty.economy != 0) {
00773     /* When economy is Fluctuating, decrease counter */
00774     _economy.fluct--;
00775   } else if (EconomyIsInRecession()) {
00776     /* When it's Steady and we are in recession, end it now */
00777     _economy.fluct = -12;
00778   } else {
00779     /* No need to do anything else in other cases */
00780     return;
00781   }
00782 
00783   if (_economy.fluct == 0) {
00784     _economy.fluct = -(int)GB(Random(), 0, 2);
00785     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00786   } else if (_economy.fluct == -12) {
00787     _economy.fluct = GB(Random(), 0, 8) + 312;
00788     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00789   }
00790 }
00791 
00792 
00796 void ResetPriceBaseMultipliers()
00797 {
00798   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00799 }
00800 
00808 void SetPriceBaseMultiplier(Price price, int factor)
00809 {
00810   assert(price < PR_END);
00811   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00812 }
00813 
00818 void StartupIndustryDailyChanges(bool init_counter)
00819 {
00820   uint map_size = MapLogX() + MapLogY();
00821   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00822    * which stands for the days in a month.
00823    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00824    * would not be needed.
00825    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00826    * on the overall total number of changes performed */
00827   _economy.industry_daily_increment = (1 << map_size) / 31;
00828 
00829   if (init_counter) {
00830     /* A new game or a savegame from an older version will require the counter to be initialized */
00831     _economy.industry_daily_change_counter = 0;
00832   }
00833 }
00834 
00835 void StartupEconomy()
00836 {
00837   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00838   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00839   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00840   _economy.fluct = GB(Random(), 0, 8) + 168;
00841 
00842   /* Set up prices */
00843   RecomputePrices();
00844 
00845   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00846 
00847 }
00848 
00852 void InitializeEconomy()
00853 {
00854   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00855 }
00856 
00865 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00866 {
00867   if (index >= PR_END) return 0;
00868 
00869   Money cost = _price[index] * cost_factor;
00870   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00871 
00872   if (shift >= 0) {
00873     cost <<= shift;
00874   } else {
00875     cost >>= -shift;
00876   }
00877 
00878   return cost;
00879 }
00880 
00881 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00882 {
00883   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00884   if (!cs->IsValid()) {
00885     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00886     return 0;
00887   }
00888 
00889   /* Use callback to calculate cargo profit, if available */
00890   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00891     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00892     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00893     if (callback != CALLBACK_FAILED) {
00894       int result = GB(callback, 0, 14);
00895 
00896       /* Simulate a 15 bit signed value */
00897       if (HasBit(callback, 14)) result -= 0x4000;
00898 
00899       /* "The result should be a signed multiplier that gets multiplied
00900        * by the amount of cargo moved and the price factor, then gets
00901        * divided by 8192." */
00902       return result * num_pieces * cs->current_payment / 8192;
00903     }
00904   }
00905 
00906   static const int MIN_TIME_FACTOR = 31;
00907   static const int MAX_TIME_FACTOR = 255;
00908 
00909   const int days1 = cs->transit_days[0];
00910   const int days2 = cs->transit_days[1];
00911   const int days_over_days1 = max(   transit_days - days1, 0);
00912   const int days_over_days2 = max(days_over_days1 - days2, 0);
00913 
00914   /*
00915    * The time factor is calculated based on the time it took
00916    * (transit_days) compared two cargo-depending values. The
00917    * range is divided into three parts:
00918    *
00919    *  - constant for fast transits
00920    *  - linear decreasing with time with a slope of -1 for medium transports
00921    *  - linear decreasing with time with a slope of -2 for slow transports
00922    *
00923    */
00924   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00925 
00926   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00927 }
00928 
00930 static SmallIndustryList _cargo_delivery_destinations;
00931 
00941 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00942 {
00943   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00944    * This fails in three cases:
00945    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00946    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00947    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00948    */
00949 
00950   uint accepted = 0;
00951 
00952   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00953     Industry *ind = st->industries_near[i];
00954     if (ind->index == source) continue;
00955 
00956     uint cargo_index;
00957     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00958       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00959     }
00960     /* Check if matching cargo has been found */
00961     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00962 
00963     /* Check if industry temporarily refuses acceptance */
00964     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00965 
00966     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00967     _cargo_delivery_destinations.Include(ind);
00968 
00969     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00970     ind->incoming_cargo_waiting[cargo_index] += amount;
00971     num_pieces -= amount;
00972     accepted += amount;
00973   }
00974 
00975   return accepted;
00976 }
00977 
00991 static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, TileIndex source_tile, byte days_in_transit, Company *company, SourceType src_type, SourceID src)
00992 {
00993   assert(num_pieces > 0);
00994 
00995   Station *st = Station::Get(dest);
00996 
00997   /* Give the goods to the industry. */
00998   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00999 
01000   /* If this cargo type is always accepted, accept all */
01001   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01002 
01003   /* Update station statistics */
01004   if (accepted > 0) {
01005     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01006     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01007     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01008   }
01009 
01010   /* Update company statistics */
01011   company->cur_economy.delivered_cargo += accepted;
01012   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
01013 
01014   /* Increase town's counter for town effects */
01015   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01016   st->town->received[cs->town_effect].new_act += accepted;
01017 
01018   /* Determine profit */
01019   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01020 
01021   /* Modify profit if a subsidy is in effect */
01022   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01023     switch (_settings_game.difficulty.subsidy_multiplier) {
01024       case 0:  profit += profit >> 1; break;
01025       case 1:  profit *= 2; break;
01026       case 2:  profit *= 3; break;
01027       default: profit *= 4; break;
01028     }
01029   }
01030 
01031   return profit;
01032 }
01033 
01039 static void TriggerIndustryProduction(Industry *i)
01040 {
01041   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01042   uint16 callback = indspec->callback_mask;
01043 
01044   i->was_cargo_delivered = true;
01045   i->last_cargo_accepted_at = _date;
01046 
01047   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01048     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01049       IndustryProductionCallback(i, 0);
01050     } else {
01051       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01052     }
01053   } else {
01054     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01055       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01056       if (cargo_waiting == 0) continue;
01057 
01058       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01059       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01060 
01061       i->incoming_cargo_waiting[cargo_index] = 0;
01062     }
01063   }
01064 
01065   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01066   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01067 }
01068 
01073 CargoPayment::CargoPayment(Vehicle *front) :
01074   front(front),
01075   current_station(front->last_station_visited)
01076 {
01077 }
01078 
01079 CargoPayment::~CargoPayment()
01080 {
01081   if (this->CleaningPool()) return;
01082 
01083   this->front->cargo_payment = NULL;
01084 
01085   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
01086 
01087   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01088 
01089   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01090   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
01091 
01092   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01093     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01094   }
01095 
01096   if (this->visual_transfer != 0) {
01097     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
01098         this->front->z_pos, this->visual_transfer, -this->visual_profit);
01099   } else if (this->visual_profit != 0) {
01100     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
01101         this->front->z_pos, -this->visual_profit);
01102   }
01103 
01104   cur_company.Restore();
01105 }
01106 
01112 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01113 {
01114   if (this->owner == NULL) {
01115     this->owner = Company::Get(this->front->owner);
01116   }
01117 
01118   /* Handle end of route payment */
01119   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01120   this->route_profit += profit;
01121 
01122   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01123   this->visual_profit += profit - cp->FeederShare();
01124 }
01125 
01132 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01133 {
01134   Money profit = GetTransportedGoodsIncome(
01135       count,
01136       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01137       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01138       cp->DaysInTransit(),
01139       this->ct);
01140 
01141   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01142 
01143   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
01144   return profit; // account for the (virtual) profit already made for the cargo packet
01145 }
01146 
01152 void PrepareUnload(Vehicle *front_v)
01153 {
01154   Station *curr_station = Station::Get(front_v->last_station_visited);
01155   curr_station->loading_vehicles.push_back(front_v);
01156 
01157   /* At this moment loading cannot be finished */
01158   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01159 
01160   /* Start unloading at the first possible moment */
01161   front_v->load_unload_ticks = 1;
01162 
01163   if (front_v->orders.list != NULL && (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) != 0) {
01164     /* vehicle will keep all its cargo and LoadUnloadVehicle will never call MoveToStation,
01165      * so we have to update the flow stats here.
01166      */
01167     StationID next_station_id = front_v->GetNextStoppingStation();
01168     if (next_station_id == INVALID_STATION) {
01169       return;
01170     }
01171   } else {
01172     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01173       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01174         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01175       }
01176     }
01177   }
01178 
01179   assert(front_v->cargo_payment == NULL);
01180   /* One CargoPayment per vehicle and the vehicle limit equals the
01181    * limit in number of CargoPayments. Can't go wrong. */
01182   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01183   assert(CargoPayment::CanAllocateItem());
01184   front_v->cargo_payment = new CargoPayment(front_v);
01185 }
01186 
01194 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
01195 {
01196   uint32 ret = 0;
01197   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01198     /* Update reserved cargo */
01199     for (Vehicle *v = u; v != NULL; v = v->Next()) {
01200       /* Only reserve if the vehicle is not unloading anymore.
01201        *
01202        * The packets that are kept in the vehicle because they have the
01203        * same destination as the vehicle are stored in the reservation
01204        * list while unloading for performance reasons. The reservation
01205        * list is swapped with the onboard list after unloading. This
01206        * doesn't increase the load/unload time. So if we start reserving
01207        * cargo before unloading has stopped we'll load that cargo for free
01208        * later. Like this there is a slightly increased probability that
01209        * another vehicle which has arrived later loads cargo that should
01210        * be loaded by this vehicle but as the algorithm isn't perfect in
01211        * that regard anyway we can tolerate it.
01212        *
01213        * The algorithm isn't perfect as it only counts free capacity for
01214        * reservation. If another vehicle arrives later but unloads faster
01215        * than this one, this vehicle won't reserve all the cargo it may
01216        * be able to take after fully unloading. So the other vehicle may
01217        * load it even if it has arrived later.
01218        */
01219       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
01220 
01221       int cap = v->cargo_cap - v->cargo.Count();
01222       if (cap > 0) {
01223         int reserved = st->goods[v->cargo_type].cargo.MoveTo(&v->cargo, cap, next_station, true);
01224         if (reserved > 0) {
01225           cap -= reserved;
01226           SetBit(ret, v->cargo_type);
01227         }
01228       }
01229     }
01230   }
01231   return ret;
01232 }
01233 
01239 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01240 {
01241   v = v->GetFirstEnginePart();
01242 
01243   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01244     if (v->cargo.Count() != 0) return false;
01245   }
01246 
01247   return true;
01248 }
01249 
01256 static uint32 LoadUnloadVehicle(Vehicle *front, uint32 cargos_reserved)
01257 {
01258   assert(front->current_order.IsType(OT_LOADING));
01259 
01260   StationID last_visited = front->last_station_visited;
01261   Station *st = Station::Get(last_visited);
01262 
01263   StationID next_station = front->GetNextStoppingStation();
01264 
01265   /* We have not waited enough time till the next round of loading/unloading */
01266   if (front->load_unload_ticks != 0) {
01267     return cargos_reserved | ReserveConsist(st, front, next_station);
01268   }
01269 
01270   OrderUnloadFlags unload_flags = front->current_order.GetUnloadType();
01271 
01272   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01273     /* The train reversed in the station. Take the "easy" way
01274      * out and let the train just leave as it always did. */
01275     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01276     front->load_unload_ticks = 1;
01277     return cargos_reserved;
01278   }
01279 
01280   int unloading_time = 0;
01281   bool dirty_vehicle = false;
01282   bool dirty_station = false;
01283 
01284   bool completely_emptied = true;
01285   bool anything_unloaded = false;
01286   bool anything_loaded   = false;
01287   uint32 full_load_amount = 0;
01288   uint32 cargo_not_full  = 0;
01289   uint32 cargo_full      = 0;
01290 
01291   front->cur_speed = 0;
01292 
01293   CargoPayment *payment = front->cargo_payment;
01294 
01295   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01296   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01297     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01298     if (v->cargo_cap == 0) continue;
01299     artic_part++;
01300 
01301     const Engine *e = v->GetEngine();
01302     byte load_amount = e->info.load_amount;
01303 
01304     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01305     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01306 
01307     if (_settings_game.order.gradual_loading) {
01308       uint16 cb_load_amount = CALLBACK_FAILED;
01309       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01310         /* Use callback 36 */
01311         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01312       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01313         /* Use callback 12 */
01314         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01315       }
01316       if (cb_load_amount != CALLBACK_FAILED) {
01317         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01318         if (cb_load_amount >= 0x100) {
01319           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01320         } else if (cb_load_amount != 0) {
01321           load_amount = cb_load_amount;
01322         }
01323       }
01324     }
01325 
01326     GoodsEntry *ge = &st->goods[v->cargo_type];
01327 
01328     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
01329       uint cargo_count = v->cargo.OnboardCount();
01330       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01331 
01332       uint prev_count = ge->cargo.Count();
01333       payment->SetCargo(v->cargo_type);
01334       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
01335           next_station, front->last_loading_station == last_visited, payment);
01336 
01337       st->time_since_unload = 0;
01338       unloading_time += delivered;
01339 
01340       if (ge->cargo.Count() > prev_count) {
01341         /* something has been transferred. The station windows need updating. */
01342         dirty_station = true;
01343         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01344           InvalidateWindowData(WC_STATION_LIST, last_visited);
01345           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01346         }
01347       }
01348 
01349       anything_unloaded = true;
01350       dirty_vehicle = true;
01351 
01352       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
01353        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
01354        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
01355        * swapped back when done unloading.
01356        */
01357       if (v->cargo.OnboardCount() == 0) {
01358         /* done delivering */
01359         if (!v->cargo.Empty()) completely_emptied = false;
01360         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01361         v->cargo.SwapReserved();
01362       }
01363 
01364       continue;
01365     }
01366 
01367     /* Do not pick up goods when we have no-load set or loading is stopped. */
01368     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01369 
01370     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01371     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01372         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01373       Vehicle *v_start = v->GetFirstEnginePart();
01374       CargoID new_cid = front->current_order.GetRefitCargo();
01375       byte new_subtype = front->current_order.GetRefitSubtype();
01376 
01377       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01378 
01379       /* Check if all articulated parts are empty and collect refit mask. */
01380       uint32 refit_mask = e->info.refit_mask;
01381       Vehicle *w = v_start;
01382       while (w->HasArticulatedPart()) {
01383         w = w->GetNextArticulatedPart();
01384         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01385         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01386       }
01387 
01388       if (new_cid == CT_AUTO_REFIT) {
01389         /* Get refittable cargo type with the most waiting cargo. */
01390         uint amount = 0;
01391         CargoID cid;
01392         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01393           if (st->goods[cid].cargo.Count() > amount) {
01394             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01395              * the returned refit capacity will be greater than zero. */
01396             new_subtype = GetBestFittingSubType(v, v, cid);
01397             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.
01398             if (_returned_refit_capacity > 0) {
01399               amount = st->goods[cid].cargo.Count();
01400               new_cid = cid;
01401             }
01402           }
01403         }
01404       }
01405 
01406       /* Refit if given a valid cargo. */
01407       if (new_cid < NUM_CARGO) {
01408         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.
01409         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01410         ge = &st->goods[v->cargo_type];
01411       }
01412 
01413       cur_company.Restore();
01414     }
01415 
01416     /* update stats */
01417     int t;
01418     switch (front->type) {
01419       case VEH_TRAIN: /* FALL THROUGH */
01420       case VEH_SHIP:
01421         t = front->vcache.cached_max_speed;
01422         break;
01423 
01424       case VEH_ROAD:
01425         t = front->vcache.cached_max_speed / 2;
01426         break;
01427 
01428       case VEH_AIRCRAFT:
01429         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01430         break;
01431 
01432       default: NOT_REACHED();
01433     }
01434 
01435     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01436     ge->last_speed = min(t, 255);
01437     ge->last_age = _cur_year - front->build_year;
01438     ge->days_since_pickup = 0;
01439 
01440     /* If there's goods waiting at the station, and the vehicle
01441      * has capacity for it, load it on the vehicle. */
01442     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
01443     if (cap_left > 0) {
01444       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01445       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01446 
01447       int loaded = 0;
01448       if (_settings_game.order.improved_load) {
01449         loaded += v->cargo.LoadReserved(cap_left);
01450       }
01451 
01452       loaded += ge->cargo.MoveTo(&v->cargo, cap_left - loaded, next_station);
01453 
01454       /* Store whether the maximum possible load amount was loaded or not.*/
01455       if (loaded == cap_left) {
01456         SetBit(full_load_amount, v->cargo_type);
01457       } else {
01458         ClrBit(full_load_amount, v->cargo_type);
01459       }
01460 
01461       /* TODO: Regarding this, when we do gradual loading, we
01462        * should first unload all vehicles and then start
01463        * loading them. Since this will cause
01464        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01465        * the whole vehicle chain is really totally empty, the
01466        * completely_emptied assignment can then be safely
01467        * removed; that's how TTDPatch behaves too. --pasky */
01468       if (loaded > 0) {
01469         completely_emptied = false;
01470         anything_loaded = true;
01471 
01472         st->time_since_load = 0;
01473         st->last_vehicle_type = v->type;
01474 
01475         if (ge->cargo.Empty()) {
01476           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01477           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01478         }
01479 
01480         unloading_time += loaded;
01481 
01482         dirty_vehicle = dirty_station = true;
01483       } else if (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
01484         /* Skip loading this vehicle if another train/vehicle is already handling
01485          * the same cargo type at this station */
01486         SetBit(cargo_not_full, v->cargo_type);
01487         continue;
01488       }
01489     }
01490 
01491     if (v->cargo.OnboardCount() >= v->cargo_cap) {
01492       SetBit(cargo_full, v->cargo_type);
01493     } else {
01494       SetBit(cargo_not_full, v->cargo_type);
01495     }
01496   }
01497 
01498   if (anything_loaded || anything_unloaded) {
01499     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01500   }
01501 
01502   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01503   completely_emptied &= anything_unloaded;
01504 
01505   if (!anything_unloaded) delete payment;
01506 
01507   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01508   if (anything_loaded || anything_unloaded) {
01509     if (_settings_game.order.gradual_loading) {
01510       /* The time it takes to load one 'slice' of cargo or passengers depends
01511        * on the vehicle type - the values here are those found in TTDPatch */
01512       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01513 
01514       unloading_time = gradual_loading_wait_time[front->type];
01515     }
01516     /* We loaded less cargo than possible for all cargo types and it's not full
01517      * load and we're not supposed to wait any longer: stop loading. */
01518     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01519         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01520       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01521     }
01522   } else {
01523     bool finished_loading = true;
01524     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01525       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01526         /* if the aircraft carries passengers and is NOT full, then
01527          * continue loading, no matter how much mail is in */
01528         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
01529             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01530           finished_loading = false;
01531         }
01532       } else if (cargo_not_full != 0) {
01533         finished_loading = false;
01534       }
01535 
01536       /* Refresh next hop stats if we're full loading to avoid deadlocks. */
01537       if (!finished_loading) front->RefreshNextHopsStats();
01538     }
01539     unloading_time = 20;
01540 
01541     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01542   }
01543 
01544   if (front->type == VEH_TRAIN) {
01545     /* Each platform tile is worth 2 rail vehicles. */
01546     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01547     if (overhang > 0) {
01548       unloading_time <<= 1;
01549       unloading_time += (overhang * unloading_time) / 8;
01550     }
01551   }
01552 
01553   /* Calculate the loading indicator fill percent and display
01554    * In the Game Menu do not display indicators
01555    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01556    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01557    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01558    */
01559   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01560     StringID percent_up_down = STR_NULL;
01561     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01562     if (front->fill_percent_te_id == INVALID_TE_ID) {
01563       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01564     } else {
01565       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01566     }
01567   }
01568 
01569   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01570   front->load_unload_ticks = max(1, unloading_time);
01571 
01572   if (completely_emptied) {
01573     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01574   }
01575 
01576   if (dirty_vehicle) {
01577     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01578     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01579     front->MarkDirty();
01580   }
01581   if (dirty_station) {
01582     st->MarkTilesDirty(true);
01583     SetWindowDirty(WC_STATION_VIEW, last_visited);
01584   }
01585   return cargos_reserved;
01586 }
01587 
01593 void LoadUnloadStation(Station *st)
01594 {
01595   /* No vehicle is here... */
01596   if (st->loading_vehicles.empty()) return;
01597 
01598   Vehicle *last_loading = NULL;
01599   std::list<Vehicle *>::iterator iter;
01600 
01601   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01602   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01603     Vehicle *v = *iter;
01604 
01605     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01606 
01607     assert(v->load_unload_ticks != 0);
01608     if (--v->load_unload_ticks == 0) last_loading = v;
01609   }
01610 
01611   /* We only need to reserve and load/unload up to the last loading vehicle.
01612    * Anything else will be forgotten anyway after returning from this function.
01613    *
01614    * Especially this means we do _not_ need to reserve cargo for a single
01615    * consist in a station which is not allowed to load yet because its
01616    * load_unload_ticks is still not 0.
01617    */
01618   if (last_loading == NULL) return;
01619 
01620   uint cargos_reserved = 0;
01621 
01622   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01623     Vehicle *v = *iter;
01624     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
01625     if (v == last_loading) break;
01626   }
01627 
01628   /* Call the production machinery of industries */
01629   const Industry * const *isend = _cargo_delivery_destinations.End();
01630   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01631     TriggerIndustryProduction(*iid);
01632   }
01633   _cargo_delivery_destinations.Clear();
01634 }
01635 
01639 void CompaniesMonthlyLoop()
01640 {
01641   CompaniesGenStatistics();
01642   if (_settings_game.economy.inflation) {
01643     AddInflation();
01644     RecomputePrices();
01645   }
01646   CompaniesPayInterest();
01647   HandleEconomyFluctuations();
01648 }
01649 
01650 static void DoAcquireCompany(Company *c)
01651 {
01652   CompanyID ci = c->index;
01653 
01654   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01655   cni->FillData(c, Company::Get(_current_company));
01656 
01657   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01658   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01659   SetDParamStr(2, cni->company_name);
01660   SetDParamStr(3, cni->other_company_name);
01661   SetDParam(4, c->bankrupt_value);
01662   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01663   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01664   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01665 
01666   ChangeOwnershipOfCompanyItems(ci, _current_company);
01667 
01668   if (c->bankrupt_value == 0) {
01669     Company *owner = Company::Get(_current_company);
01670     owner->current_loan += c->current_loan;
01671   }
01672 
01673   if (c->is_ai) AI::Stop(c->index);
01674 
01675   DeleteCompanyWindows(ci);
01676   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01677   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01678   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01679   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01680 
01681   delete c;
01682 }
01683 
01684 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01685 
01695 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01696 {
01697   CommandCost cost(EXPENSES_OTHER);
01698   CompanyID target_company = (CompanyID)p1;
01699   Company *c = Company::GetIfValid(target_company);
01700 
01701   /* Check if buying shares is allowed (protection against modified clients)
01702    * Cannot buy own shares */
01703   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01704 
01705   /* Protect new companies from hostile takeovers */
01706   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01707 
01708   /* Those lines are here for network-protection (clients can be slow) */
01709   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01710 
01711   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01712     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01713 
01714     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01715   }
01716 
01717 
01718   cost.AddCost(CalculateCompanyValue(c) >> 2);
01719   if (flags & DC_EXEC) {
01720     OwnerByte *b = c->share_owners;
01721 
01722     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01723     *b = _current_company;
01724 
01725     for (int i = 0; c->share_owners[i] == _current_company;) {
01726       if (++i == 4) {
01727         c->bankrupt_value = 0;
01728         DoAcquireCompany(c);
01729         break;
01730       }
01731     }
01732     SetWindowDirty(WC_COMPANY, target_company);
01733     CompanyAdminUpdate(c);
01734   }
01735   return cost;
01736 }
01737 
01747 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01748 {
01749   CompanyID target_company = (CompanyID)p1;
01750   Company *c = Company::GetIfValid(target_company);
01751 
01752   /* Cannot sell own shares */
01753   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01754 
01755   /* Check if selling shares is allowed (protection against modified clients).
01756    * However, we must sell shares of companies being closed down. */
01757   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01758 
01759   /* Those lines are here for network-protection (clients can be slow) */
01760   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01761 
01762   /* adjust it a little to make it less profitable to sell and buy */
01763   Money cost = CalculateCompanyValue(c) >> 2;
01764   cost = -(cost - (cost >> 7));
01765 
01766   if (flags & DC_EXEC) {
01767     OwnerByte *b = c->share_owners;
01768     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01769     *b = COMPANY_SPECTATOR;
01770     SetWindowDirty(WC_COMPANY, target_company);
01771     CompanyAdminUpdate(c);
01772   }
01773   return CommandCost(EXPENSES_OTHER, cost);
01774 }
01775 
01788 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01789 {
01790   CompanyID target_company = (CompanyID)p1;
01791   Company *c = Company::GetIfValid(target_company);
01792   if (c == NULL) return CMD_ERROR;
01793 
01794   /* Disable takeovers when not asked */
01795   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01796 
01797   /* Disable taking over the local company in single player */
01798   if (!_networking && _local_company == c->index) return CMD_ERROR;
01799 
01800   /* Do not allow companies to take over themselves */
01801   if (target_company == _current_company) return CMD_ERROR;
01802 
01803   /* Disable taking over when not allowed. */
01804   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01805 
01806   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01807   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01808 
01809   if (flags & DC_EXEC) {
01810     DoAcquireCompany(c);
01811   }
01812   return cost;
01813 }