economy.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "company_func.h"
00014 #include "command_func.h"
00015 #include "industry.h"
00016 #include "town.h"
00017 #include "news_func.h"
00018 #include "network/network.h"
00019 #include "network/network_func.h"
00020 #include "ai/ai.hpp"
00021 #include "aircraft.h"
00022 #include "newgrf_engine.h"
00023 #include "engine_base.h"
00024 #include "ground_vehicle.hpp"
00025 #include "newgrf_cargo.h"
00026 #include "newgrf_sound.h"
00027 #include "newgrf_industrytiles.h"
00028 #include "newgrf_station.h"
00029 #include "newgrf_airporttiles.h"
00030 #include "object.h"
00031 #include "strings_func.h"
00032 #include "date_func.h"
00033 #include "vehicle_func.h"
00034 #include "sound_func.h"
00035 #include "autoreplace_func.h"
00036 #include "company_gui.h"
00037 #include "signs_base.h"
00038 #include "subsidy_base.h"
00039 #include "subsidy_func.h"
00040 #include "station_base.h"
00041 #include "waypoint_base.h"
00042 #include "economy_base.h"
00043 #include "core/pool_func.hpp"
00044 #include "core/backup_type.hpp"
00045 #include "cargo_type.h"
00046 #include "water.h"
00047 #include "game/game.hpp"
00048 
00049 #include "table/strings.h"
00050 #include "table/pricebase.h"
00051 
00052 
00053 /* Initialize the cargo payment-pool */
00054 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00055 INSTANTIATE_POOL_METHODS(CargoPayment)
00056 
00057 
00068 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00069 {
00070   return (int32)((int64)a * (int64)b >> shift);
00071 }
00072 
00073 typedef SmallVector<Industry *, 16> SmallIndustryList;
00074 
00078 const ScoreInfo _score_info[] = {
00079   {     120, 100}, // SCORE_VEHICLES
00080   {      80, 100}, // SCORE_STATIONS
00081   {   10000, 100}, // SCORE_MIN_PROFIT
00082   {   50000,  50}, // SCORE_MIN_INCOME
00083   {  100000, 100}, // SCORE_MAX_INCOME
00084   {   40000, 400}, // SCORE_DELIVERED
00085   {       8,  50}, // SCORE_CARGO
00086   {10000000,  50}, // SCORE_MONEY
00087   {  250000,  50}, // SCORE_LOAN
00088   {       0,   0}  // SCORE_TOTAL
00089 };
00090 
00091 int _score_part[MAX_COMPANIES][SCORE_END];
00092 Economy _economy;
00093 Prices _price;
00094 Money _additional_cash_required;
00095 static PriceMultipliers _price_base_multiplier;
00096 
00106 Money CalculateCompanyValue(const Company *c, bool including_loan)
00107 {
00108   Owner owner = c->index;
00109 
00110   Station *st;
00111   uint num = 0;
00112 
00113   FOR_ALL_STATIONS(st) {
00114     if (st->owner == owner) num += CountBits((byte)st->facilities);
00115   }
00116 
00117   Money value = num * _price[PR_STATION_VALUE] * 25;
00118 
00119   Vehicle *v;
00120   FOR_ALL_VEHICLES(v) {
00121     if (v->owner != owner) continue;
00122 
00123     if (v->type == VEH_TRAIN ||
00124         v->type == VEH_ROAD ||
00125         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00126         v->type == VEH_SHIP) {
00127       value += v->value * 3 >> 1;
00128     }
00129   }
00130 
00131   /* Add real money value */
00132   if (including_loan) value -= c->current_loan;
00133   value += c->money;
00134 
00135   return max(value, (Money)1);
00136 }
00137 
00146 int UpdateCompanyRatingAndValue(Company *c, bool update)
00147 {
00148   Owner owner = c->index;
00149   int score = 0;
00150 
00151   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00152 
00153   /* Count vehicles */
00154   {
00155     Vehicle *v;
00156     Money min_profit = 0;
00157     bool min_profit_first = true;
00158     uint num = 0;
00159 
00160     FOR_ALL_VEHICLES(v) {
00161       if (v->owner != owner) continue;
00162       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00163         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00164         if (v->age > 730) {
00165           /* Find the vehicle with the lowest amount of profit */
00166           if (min_profit_first || min_profit > v->profit_last_year) {
00167             min_profit = v->profit_last_year;
00168             min_profit_first = false;
00169           }
00170         }
00171       }
00172     }
00173 
00174     min_profit >>= 8; // remove the fract part
00175 
00176     _score_part[owner][SCORE_VEHICLES] = num;
00177     /* Don't allow negative min_profit to show */
00178     if (min_profit > 0) {
00179       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00180     }
00181   }
00182 
00183   /* Count stations */
00184   {
00185     uint num = 0;
00186     const Station *st;
00187 
00188     FOR_ALL_STATIONS(st) {
00189       /* Only count stations that are actually serviced */
00190       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00191     }
00192     _score_part[owner][SCORE_STATIONS] = num;
00193   }
00194 
00195   /* Generate statistics depending on recent income statistics */
00196   {
00197     int numec = min(c->num_valid_stat_ent, 12);
00198     if (numec != 0) {
00199       const CompanyEconomyEntry *cee = c->old_economy;
00200       Money min_income = cee->income + cee->expenses;
00201       Money max_income = cee->income + cee->expenses;
00202 
00203       do {
00204         min_income = min(min_income, cee->income + cee->expenses);
00205         max_income = max(max_income, cee->income + cee->expenses);
00206       } while (++cee, --numec);
00207 
00208       if (min_income > 0) {
00209         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00210       }
00211 
00212       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00213     }
00214   }
00215 
00216   /* Generate score depending on amount of transported cargo */
00217   {
00218     int numec = min(c->num_valid_stat_ent, 4);
00219     if (numec != 0) {
00220       const CompanyEconomyEntry *cee = c->old_economy;
00221       OverflowSafeInt64 total_delivered = 0;
00222       do {
00223         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
00224       } while (++cee, --numec);
00225 
00226       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
00227     }
00228   }
00229 
00230   /* Generate score for variety of cargo */
00231   {
00232     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
00233   }
00234 
00235   /* Generate score for company's money */
00236   {
00237     if (c->money > 0) {
00238       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00239     }
00240   }
00241 
00242   /* Generate score for loan */
00243   {
00244     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00245   }
00246 
00247   /* Now we calculate the score for each item.. */
00248   {
00249     int total_score = 0;
00250     int s;
00251     score = 0;
00252     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00253       /* Skip the total */
00254       if (i == SCORE_TOTAL) continue;
00255       /*  Check the score */
00256       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00257       score += s;
00258       total_score += _score_info[i].score;
00259     }
00260 
00261     _score_part[owner][SCORE_TOTAL] = score;
00262 
00263     /*  We always want the score scaled to SCORE_MAX (1000) */
00264     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00265   }
00266 
00267   if (update) {
00268     c->old_economy[0].performance_history = score;
00269     UpdateCompanyHQ(c->location_of_HQ, score);
00270     c->old_economy[0].company_value = CalculateCompanyValue(c);
00271   }
00272 
00273   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00274   return score;
00275 }
00276 
00282 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00283 {
00284   /* We need to set _current_company to old_owner before we try to move
00285    * the client. This is needed as it needs to know whether "you" really
00286    * are the current local company. */
00287   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00288 #ifdef ENABLE_NETWORK
00289   /* In all cases, make spectators of clients connected to that company */
00290   if (_networking) NetworkClientsToSpectators(old_owner);
00291 #endif /* ENABLE_NETWORK */
00292   if (old_owner == _local_company) {
00293     /* Single player cheated to AI company.
00294      * There are no specatators in single player, so we must pick some other company. */
00295     assert(!_networking);
00296     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00297     Company *c;
00298     FOR_ALL_COMPANIES(c) {
00299       if (c->index != old_owner) {
00300         SetLocalCompany(c->index);
00301         break;
00302       }
00303     }
00304     cur_company.Restore();
00305     assert(old_owner != _local_company);
00306   }
00307 
00308   Town *t;
00309 
00310   assert(old_owner != new_owner);
00311 
00312   {
00313     Company *c;
00314     uint i;
00315 
00316     /* See if the old_owner had shares in other companies */
00317     FOR_ALL_COMPANIES(c) {
00318       for (i = 0; i < 4; i++) {
00319         if (c->share_owners[i] == old_owner) {
00320           /* Sell his shares */
00321           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00322           /* Because we are in a DoCommand, we can't just execute another one and
00323            *  expect the money to be removed. We need to do it ourself! */
00324           SubtractMoneyFromCompany(res);
00325         }
00326       }
00327     }
00328 
00329     /* Sell all the shares that people have on this company */
00330     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00331     c = Company::Get(old_owner);
00332     for (i = 0; i < 4; i++) {
00333       cur_company2.Change(c->share_owners[i]);
00334       if (_current_company != INVALID_OWNER) {
00335         /* Sell the shares */
00336         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00337         /* Because we are in a DoCommand, we can't just execute another one and
00338          *  expect the money to be removed. We need to do it ourself! */
00339         SubtractMoneyFromCompany(res);
00340       }
00341     }
00342     cur_company2.Restore();
00343   }
00344 
00345   /* Temporarily increase the company's money, to be sure that
00346    * removing his/her property doesn't fail because of lack of money.
00347    * Not too drastically though, because it could overflow */
00348   if (new_owner == INVALID_OWNER) {
00349     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00350   }
00351 
00352   Subsidy *s;
00353   FOR_ALL_SUBSIDIES(s) {
00354     if (s->awarded == old_owner) {
00355       if (new_owner == INVALID_OWNER) {
00356         delete s;
00357       } else {
00358         s->awarded = new_owner;
00359       }
00360     }
00361   }
00362   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00363 
00364   /* Take care of rating in towns */
00365   FOR_ALL_TOWNS(t) {
00366     /* If a company takes over, give the ratings to that company. */
00367     if (new_owner != INVALID_OWNER) {
00368       if (HasBit(t->have_ratings, old_owner)) {
00369         if (HasBit(t->have_ratings, new_owner)) {
00370           /* use max of the two ratings. */
00371           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00372         } else {
00373           SetBit(t->have_ratings, new_owner);
00374           t->ratings[new_owner] = t->ratings[old_owner];
00375         }
00376       }
00377     }
00378 
00379     /* Reset the ratings for the old owner */
00380     t->ratings[old_owner] = RATING_INITIAL;
00381     ClrBit(t->have_ratings, old_owner);
00382   }
00383 
00384   {
00385     Vehicle *v;
00386     FOR_ALL_VEHICLES(v) {
00387       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00388         if (new_owner == INVALID_OWNER) {
00389           if (v->Previous() == NULL) delete v;
00390         } else {
00391           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00392           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00393         }
00394       }
00395     }
00396   }
00397 
00398   /* In all cases clear replace engine rules.
00399    * Even if it was copied, it could interfere with new owner's rules */
00400   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00401 
00402   if (new_owner == INVALID_OWNER) {
00403     RemoveAllGroupsForCompany(old_owner);
00404   } else {
00405     Group *g;
00406     FOR_ALL_GROUPS(g) {
00407       if (g->owner == old_owner) g->owner = new_owner;
00408     }
00409   }
00410 
00411   {
00412     FreeUnitIDGenerator unitidgen[] = {
00413       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00414       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00415     };
00416 
00417     Vehicle *v;
00418     FOR_ALL_VEHICLES(v) {
00419       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00420         assert(new_owner != INVALID_OWNER);
00421 
00422         v->owner = new_owner;
00423 
00424         /* Owner changes, clear cache */
00425         v->colourmap = PAL_NONE;
00426         v->InvalidateNewGRFCache();
00427 
00428         if (v->IsEngineCountable()) {
00429           GroupStatistics::CountEngine(v, 1);
00430         }
00431         if (v->IsPrimaryVehicle()) {
00432           GroupStatistics::CountVehicle(v, 1);
00433           v->unitnumber = unitidgen[v->type].NextID();
00434         }
00435 
00436         /* Invalidate the vehicle's cargo payment "owner cache". */
00437         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00438       }
00439     }
00440 
00441     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00442   }
00443 
00444   /*  Change ownership of tiles */
00445   {
00446     TileIndex tile = 0;
00447     do {
00448       ChangeTileOwner(tile, old_owner, new_owner);
00449     } while (++tile != MapSize());
00450 
00451     if (new_owner != INVALID_OWNER) {
00452       /* Update all signals because there can be new segment that was owned by two companies
00453        * and signals were not propagated
00454        * Similiar with crossings - it is needed to bar crossings that weren't before
00455        * because of different owner of crossing and approaching train */
00456       tile = 0;
00457 
00458       do {
00459         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00460           TrackBits tracks = GetTrackBits(tile);
00461           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00462             Track track = RemoveFirstTrack(&tracks);
00463             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00464           } while (tracks != TRACK_BIT_NONE);
00465         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00466           UpdateLevelCrossing(tile);
00467         }
00468       } while (++tile != MapSize());
00469     }
00470 
00471     /* update signals in buffer */
00472     UpdateSignalsInBuffer();
00473   }
00474 
00475   /* Add airport infrastructure count of the old company to the new one. */
00476   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00477 
00478   /* convert owner of stations (including deleted ones, but excluding buoys) */
00479   Station *st;
00480   FOR_ALL_STATIONS(st) {
00481     if (st->owner == old_owner) {
00482       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00483        * also, drawing station window would cause reading invalid company's colour */
00484       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00485     }
00486   }
00487 
00488   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00489   Waypoint *wp;
00490   FOR_ALL_WAYPOINTS(wp) {
00491     if (wp->owner == old_owner) {
00492       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00493     }
00494   }
00495 
00496   Sign *si;
00497   FOR_ALL_SIGNS(si) {
00498     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00499   }
00500 
00501   /* Change colour of existing windows */
00502   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00503 
00504   cur_company.Restore();
00505 
00506   MarkWholeScreenDirty();
00507 }
00508 
00513 static void CompanyCheckBankrupt(Company *c)
00514 {
00515   /*  If the company has money again, it does not go bankrupt */
00516   if (c->money >= 0) {
00517     c->quarters_of_bankruptcy = 0;
00518     c->bankrupt_asked = 0;
00519     return;
00520   }
00521 
00522   c->quarters_of_bankruptcy++;
00523 
00524   switch (c->quarters_of_bankruptcy) {
00525     case 0:
00526     case 1:
00527       break;
00528 
00529     case 2: {
00530       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00531       cni->FillData(c);
00532       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00533       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00534       SetDParamStr(2, cni->company_name);
00535       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00536       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00537       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00538       break;
00539     }
00540 
00541     case 3: {
00542       /* Check if the company has any value.. if not, declare it bankrupt
00543        *  right now */
00544       Money val = CalculateCompanyValue(c, false);
00545       if (val > 0) {
00546         c->bankrupt_value = val;
00547         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00548         c->bankrupt_timeout = 0;
00549         break;
00550       }
00551       /* FALL THROUGH to case 4... */
00552     }
00553     default:
00554     case 4:
00555       if (!_networking && _local_company == c->index) {
00556         /* If we are in offline mode, leave the company playing. Eg. there
00557          * is no THE-END, otherwise mark the client as spectator to make sure
00558          * he/she is no long in control of this company. However... when you
00559          * join another company (cheat) the "unowned" company can bankrupt. */
00560         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00561         break;
00562       }
00563 
00564       /* Actually remove the company, but not when we're a network client.
00565        * In case of network clients we will be getting a command from the
00566        * server. It is done in this way as we are called from the
00567        * StateGameLoop which can't change the current company, and thus
00568        * updating the local company triggers an assert later on. In the
00569        * case of a network game the command will be processed at a time
00570        * that changing the current company is okay. In case of single
00571        * player we are sure (the above check) that we are not the local
00572        * company and thus we won't be moved. */
00573       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00574       break;
00575   }
00576 }
00577 
00582 static void CompaniesGenStatistics()
00583 {
00584   Station *st;
00585 
00586   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00587   Company *c;
00588 
00589   if (!_settings_game.economy.infrastructure_maintenance) {
00590     FOR_ALL_STATIONS(st) {
00591       cur_company.Change(st->owner);
00592       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00593       SubtractMoneyFromCompany(cost);
00594     }
00595   } else {
00596     /* Improved monthly infrastructure costs. */
00597     FOR_ALL_COMPANIES(c) {
00598       cur_company.Change(c->index);
00599 
00600       CommandCost cost(EXPENSES_PROPERTY);
00601       uint32 rail_total = c->infrastructure.GetRailTotal();
00602       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00603         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
00604       }
00605       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00606       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00607         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00608       }
00609       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00610       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00611       cost.AddCost(AirportMaintenanceCost(c->index));
00612 
00613       SubtractMoneyFromCompany(cost);
00614     }
00615   }
00616   cur_company.Restore();
00617 
00618   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00619   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00620 
00621   FOR_ALL_COMPANIES(c) {
00622     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00623     c->old_economy[0] = c->cur_economy;
00624     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00625 
00626     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00627 
00628     UpdateCompanyRatingAndValue(c, true);
00629     if (c->block_preview != 0) c->block_preview--;
00630     CompanyCheckBankrupt(c);
00631   }
00632 
00633   SetWindowDirty(WC_INCOME_GRAPH, 0);
00634   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00635   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00636   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00637   SetWindowDirty(WC_COMPANY_VALUE, 0);
00638   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00639 }
00640 
00645 void AddInflation(bool check_year)
00646 {
00647   /* The cargo payment inflation differs from the normal inflation, so the
00648    * relative amount of money you make with a transport decreases slowly over
00649    * the 170 years. After a few hundred years we reach a level in which the
00650    * games will become unplayable as the maximum income will be less than
00651    * the minimum running cost.
00652    *
00653    * Furthermore there are a lot of inflation related overflows all over the
00654    * place. Solving them is hardly possible because inflation will always
00655    * reach the overflow threshold some day. So we'll just perform the
00656    * inflation mechanism during the first 170 years (the amount of years that
00657    * one had in the original TTD) and stop doing the inflation after that
00658    * because it only causes problems that can't be solved nicely and the
00659    * inflation doesn't add anything after that either; it even makes playing
00660    * it impossible due to the diverging cost and income rates.
00661    */
00662   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00663 
00664   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00665    * scaled by 65536
00666    * 12 -> months per year
00667    * This is only a good approxiamtion for small values
00668    */
00669   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00670   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00671 }
00672 
00676 void RecomputePrices()
00677 {
00678   /* Setup maximum loan */
00679   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00680 
00681   /* Setup price bases */
00682   for (Price i = PR_BEGIN; i < PR_END; i++) {
00683     Money price = _price_base_specs[i].start_price;
00684 
00685     /* Apply difficulty settings */
00686     uint mod = 1;
00687     switch (_price_base_specs[i].category) {
00688       case PCAT_RUNNING:
00689         mod = _settings_game.difficulty.vehicle_costs;
00690         break;
00691 
00692       case PCAT_CONSTRUCTION:
00693         mod = _settings_game.difficulty.construction_cost;
00694         break;
00695 
00696       default: break;
00697     }
00698     switch (mod) {
00699       case 0: price *= 6; break;
00700       case 1: price *= 8; break; // normalised to 1 below
00701       case 2: price *= 9; break;
00702       default: NOT_REACHED();
00703     }
00704 
00705     /* Apply inflation */
00706     price = (int64)price * _economy.inflation_prices;
00707 
00708     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00709     int shift = _price_base_multiplier[i] - 16 - 3;
00710     if (shift >= 0) {
00711       price <<= shift;
00712     } else {
00713       price >>= -shift;
00714     }
00715 
00716     /* Make sure the price does not get reduced to zero.
00717      * Zero breaks quite a few commands that use a zero
00718      * cost to see whether something got changed or not
00719      * and based on that cause an error. When the price
00720      * is zero that fails even when things are done. */
00721     if (price == 0) {
00722       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00723       /* No base price should be zero, but be sure. */
00724       assert(price != 0);
00725     }
00726     /* Store value */
00727     _price[i] = price;
00728   }
00729 
00730   /* Setup cargo payment */
00731   CargoSpec *cs;
00732   FOR_ALL_CARGOSPECS(cs) {
00733     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00734   }
00735 
00736   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00737   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00738   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00739   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00740   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00741 }
00742 
00744 static void CompaniesPayInterest()
00745 {
00746   const Company *c;
00747 
00748   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00749   FOR_ALL_COMPANIES(c) {
00750     cur_company.Change(c->index);
00751 
00752     /* Over a year the paid interest should be "loan * interest percentage",
00753      * but... as that number is likely not dividable by 12 (pay each month),
00754      * one needs to account for that in the monthly fee calculations.
00755      * To easily calculate what one should pay "this" month, you calculate
00756      * what (total) should have been paid up to this month and you subtract
00757      * whatever has been paid in the previous months. This will mean one month
00758      * it'll be a bit more and the other it'll be a bit less than the average
00759      * monthly fee, but on average it will be exact. */
00760     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00761     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00762     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00763 
00764     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00765 
00766     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00767   }
00768   cur_company.Restore();
00769 }
00770 
00771 static void HandleEconomyFluctuations()
00772 {
00773   if (_settings_game.difficulty.economy != 0) {
00774     /* When economy is Fluctuating, decrease counter */
00775     _economy.fluct--;
00776   } else if (EconomyIsInRecession()) {
00777     /* When it's Steady and we are in recession, end it now */
00778     _economy.fluct = -12;
00779   } else {
00780     /* No need to do anything else in other cases */
00781     return;
00782   }
00783 
00784   if (_economy.fluct == 0) {
00785     _economy.fluct = -(int)GB(Random(), 0, 2);
00786     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00787   } else if (_economy.fluct == -12) {
00788     _economy.fluct = GB(Random(), 0, 8) + 312;
00789     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00790   }
00791 }
00792 
00793 
00797 void ResetPriceBaseMultipliers()
00798 {
00799   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00800 }
00801 
00809 void SetPriceBaseMultiplier(Price price, int factor)
00810 {
00811   assert(price < PR_END);
00812   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00813 }
00814 
00819 void StartupIndustryDailyChanges(bool init_counter)
00820 {
00821   uint map_size = MapLogX() + MapLogY();
00822   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00823    * which stands for the days in a month.
00824    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00825    * would not be needed.
00826    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00827    * on the overall total number of changes performed */
00828   _economy.industry_daily_increment = (1 << map_size) / 31;
00829 
00830   if (init_counter) {
00831     /* A new game or a savegame from an older version will require the counter to be initialized */
00832     _economy.industry_daily_change_counter = 0;
00833   }
00834 }
00835 
00836 void StartupEconomy()
00837 {
00838   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00839   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00840   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00841   _economy.fluct = GB(Random(), 0, 8) + 168;
00842 
00843   /* Set up prices */
00844   RecomputePrices();
00845 
00846   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00847 
00848 }
00849 
00853 void InitializeEconomy()
00854 {
00855   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00856 }
00857 
00866 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00867 {
00868   if (index >= PR_END) return 0;
00869 
00870   Money cost = _price[index] * cost_factor;
00871   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00872 
00873   if (shift >= 0) {
00874     cost <<= shift;
00875   } else {
00876     cost >>= -shift;
00877   }
00878 
00879   return cost;
00880 }
00881 
00882 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00883 {
00884   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00885   if (!cs->IsValid()) {
00886     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00887     return 0;
00888   }
00889 
00890   /* Use callback to calculate cargo profit, if available */
00891   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00892     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00893     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00894     if (callback != CALLBACK_FAILED) {
00895       int result = GB(callback, 0, 14);
00896 
00897       /* Simulate a 15 bit signed value */
00898       if (HasBit(callback, 14)) result -= 0x4000;
00899 
00900       /* "The result should be a signed multiplier that gets multiplied
00901        * by the amount of cargo moved and the price factor, then gets
00902        * divided by 8192." */
00903       return result * num_pieces * cs->current_payment / 8192;
00904     }
00905   }
00906 
00907   static const int MIN_TIME_FACTOR = 31;
00908   static const int MAX_TIME_FACTOR = 255;
00909 
00910   const int days1 = cs->transit_days[0];
00911   const int days2 = cs->transit_days[1];
00912   const int days_over_days1 = max(   transit_days - days1, 0);
00913   const int days_over_days2 = max(days_over_days1 - days2, 0);
00914 
00915   /*
00916    * The time factor is calculated based on the time it took
00917    * (transit_days) compared two cargo-depending values. The
00918    * range is divided into three parts:
00919    *
00920    *  - constant for fast transits
00921    *  - linear decreasing with time with a slope of -1 for medium transports
00922    *  - linear decreasing with time with a slope of -2 for slow transports
00923    *
00924    */
00925   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00926 
00927   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00928 }
00929 
00931 static SmallIndustryList _cargo_delivery_destinations;
00932 
00942 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00943 {
00944   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00945    * This fails in three cases:
00946    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00947    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00948    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00949    */
00950 
00951   uint accepted = 0;
00952 
00953   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00954     Industry *ind = st->industries_near[i];
00955     if (ind->index == source) continue;
00956 
00957     uint cargo_index;
00958     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00959       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00960     }
00961     /* Check if matching cargo has been found */
00962     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00963 
00964     /* Check if industry temporarily refuses acceptance */
00965     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00966 
00967     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00968     _cargo_delivery_destinations.Include(ind);
00969 
00970     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00971     ind->incoming_cargo_waiting[cargo_index] += amount;
00972     num_pieces -= amount;
00973     accepted += amount;
00974   }
00975 
00976   return accepted;
00977 }
00978 
00992 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)
00993 {
00994   assert(num_pieces > 0);
00995 
00996   Station *st = Station::Get(dest);
00997 
00998   /* Give the goods to the industry. */
00999   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01000 
01001   /* If this cargo type is always accepted, accept all */
01002   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01003 
01004   /* Update station statistics */
01005   if (accepted > 0) {
01006     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01007     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01008     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01009   }
01010 
01011   /* Update company statistics */
01012   company->cur_economy.delivered_cargo[cargo_type] += accepted;
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     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01165       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01166         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01167       }
01168     }
01169   }
01170 
01171   assert(front_v->cargo_payment == NULL);
01172   /* One CargoPayment per vehicle and the vehicle limit equals the
01173    * limit in number of CargoPayments. Can't go wrong. */
01174   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01175   assert(CargoPayment::CanAllocateItem());
01176   front_v->cargo_payment = new CargoPayment(front_v);
01177 }
01178 
01186 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
01187 {
01188   uint32 ret = 0;
01189   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01190     /* Update reserved cargo */
01191     for (Vehicle *v = u; v != NULL; v = v->Next()) {
01192       /* Only reserve if the vehicle is not unloading anymore.
01193        *
01194        * The packets that are kept in the vehicle because they have the
01195        * same destination as the vehicle are stored in the reservation
01196        * list while unloading for performance reasons. The reservation
01197        * list is swapped with the onboard list after unloading. This
01198        * doesn't increase the load/unload time. So if we start reserving
01199        * cargo before unloading has stopped we'll load that cargo for free
01200        * later. Like this there is a slightly increased probability that
01201        * another vehicle which has arrived later loads cargo that should
01202        * be loaded by this vehicle but as the algorithm isn't perfect in
01203        * that regard anyway we can tolerate it.
01204        *
01205        * The algorithm isn't perfect as it only counts free capacity for
01206        * reservation. If another vehicle arrives later but unloads faster
01207        * than this one, this vehicle won't reserve all the cargo it may
01208        * be able to take after fully unloading. So the other vehicle may
01209        * load it even if it has arrived later.
01210        */
01211       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
01212 
01213       int cap = v->cargo_cap - v->cargo.Count();
01214       if (cap > 0) {
01215         int reserved = st->goods[v->cargo_type].cargo.MoveTo(&v->cargo, cap, next_station, true);
01216         if (reserved > 0) {
01217           cap -= reserved;
01218           SetBit(ret, v->cargo_type);
01219         }
01220       }
01221     }
01222   }
01223   return ret;
01224 }
01225 
01231 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01232 {
01233   v = v->GetFirstEnginePart();
01234 
01235   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01236     if (v->cargo.Count() != 0) return false;
01237   }
01238 
01239   return true;
01240 }
01241 
01248 static uint32 LoadUnloadVehicle(Vehicle *front, uint32 cargos_reserved)
01249 {
01250   assert(front->current_order.IsType(OT_LOADING));
01251 
01252   StationID last_visited = front->last_station_visited;
01253   Station *st = Station::Get(last_visited);
01254 
01255   StationID next_station = front->GetNextStoppingStation();
01256 
01257   /* We have not waited enough time till the next round of loading/unloading */
01258   if (front->load_unload_ticks != 0) {
01259     return cargos_reserved | ReserveConsist(st, front, next_station);
01260   }
01261 
01262   OrderUnloadFlags unload_flags = front->current_order.GetUnloadType();
01263 
01264   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01265     /* The train reversed in the station. Take the "easy" way
01266      * out and let the train just leave as it always did. */
01267     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01268     front->load_unload_ticks = 1;
01269     return cargos_reserved;
01270   }
01271 
01272   int unloading_time = 0;
01273   bool dirty_vehicle = false;
01274   bool dirty_station = false;
01275 
01276   bool completely_emptied = true;
01277   bool anything_unloaded = false;
01278   bool anything_loaded   = false;
01279   uint32 full_load_amount = 0;
01280   uint32 cargo_not_full  = 0;
01281   uint32 cargo_full      = 0;
01282 
01283   front->cur_speed = 0;
01284 
01285   CargoPayment *payment = front->cargo_payment;
01286 
01287   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01288   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01289     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01290     if (v->cargo_cap == 0) continue;
01291     artic_part++;
01292 
01293     const Engine *e = v->GetEngine();
01294     byte load_amount = e->info.load_amount;
01295 
01296     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01297     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01298 
01299     if (_settings_game.order.gradual_loading) {
01300       uint16 cb_load_amount = CALLBACK_FAILED;
01301       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01302         /* Use callback 36 */
01303         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01304       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01305         /* Use callback 12 */
01306         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01307       }
01308       if (cb_load_amount != CALLBACK_FAILED) {
01309         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01310         if (cb_load_amount >= 0x100) {
01311           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01312         } else if (cb_load_amount != 0) {
01313           load_amount = cb_load_amount;
01314         }
01315       }
01316     }
01317 
01318     GoodsEntry *ge = &st->goods[v->cargo_type];
01319 
01320     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
01321       uint cargo_count = v->cargo.OnboardCount();
01322       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01323 
01324       uint prev_count = ge->cargo.Count();
01325       payment->SetCargo(v->cargo_type);
01326       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
01327           next_station, front->last_loading_station == last_visited, payment);
01328 
01329       st->time_since_unload = 0;
01330       unloading_time += delivered;
01331 
01332       if (ge->cargo.Count() > prev_count) {
01333         /* something has been transferred. The station windows need updating. */
01334         dirty_station = true;
01335         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01336           InvalidateWindowData(WC_STATION_LIST, last_visited);
01337           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01338         }
01339       }
01340 
01341       anything_unloaded = true;
01342       dirty_vehicle = true;
01343 
01344       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
01345        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
01346        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
01347        * swapped back when done unloading.
01348        */
01349       if (v->cargo.OnboardCount() == 0) {
01350         /* done delivering */
01351         if (!v->cargo.Empty()) completely_emptied = false;
01352         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01353         v->cargo.SwapReserved();
01354       }
01355 
01356       continue;
01357     }
01358 
01359     /* Do not pick up goods when we have no-load set or loading is stopped. */
01360     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01361 
01362     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01363     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01364         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01365       Vehicle *v_start = v->GetFirstEnginePart();
01366       CargoID new_cid = front->current_order.GetRefitCargo();
01367       byte new_subtype = front->current_order.GetRefitSubtype();
01368 
01369       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01370 
01371       /* Check if all articulated parts are empty and collect refit mask. */
01372       uint32 refit_mask = e->info.refit_mask;
01373       Vehicle *w = v_start;
01374       while (w->HasArticulatedPart()) {
01375         w = w->GetNextArticulatedPart();
01376         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01377         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01378       }
01379 
01380       if (new_cid == CT_AUTO_REFIT) {
01381         /* Get refittable cargo type with the most waiting cargo. */
01382         uint amount = 0;
01383         CargoID cid;
01384         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01385           if (st->goods[cid].cargo.Count() > amount) {
01386             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01387              * the returned refit capacity will be greater than zero. */
01388             new_subtype = GetBestFittingSubType(v, v, cid);
01389             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.
01390             if (_returned_refit_capacity > 0) {
01391               amount = st->goods[cid].cargo.Count();
01392               new_cid = cid;
01393             }
01394           }
01395         }
01396       }
01397 
01398       /* Refit if given a valid cargo. */
01399       if (new_cid < NUM_CARGO) {
01400         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.
01401         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01402         ge = &st->goods[v->cargo_type];
01403       }
01404 
01405       cur_company.Restore();
01406     }
01407 
01408     /* update stats */
01409     int t;
01410     switch (front->type) {
01411       case VEH_TRAIN: /* FALL THROUGH */
01412       case VEH_SHIP:
01413         t = front->vcache.cached_max_speed;
01414         break;
01415 
01416       case VEH_ROAD:
01417         t = front->vcache.cached_max_speed / 2;
01418         break;
01419 
01420       case VEH_AIRCRAFT:
01421         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01422         break;
01423 
01424       default: NOT_REACHED();
01425     }
01426 
01427     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01428     ge->last_speed = min(t, 255);
01429     ge->last_age = _cur_year - front->build_year;
01430     ge->days_since_pickup = 0;
01431 
01432     /* If there's goods waiting at the station, and the vehicle
01433      * has capacity for it, load it on the vehicle. */
01434     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
01435     if (cap_left > 0) {
01436       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01437       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01438 
01439       int loaded = 0;
01440       if (_settings_game.order.improved_load) {
01441         loaded += v->cargo.LoadReserved(cap_left);
01442       }
01443 
01444       loaded += ge->cargo.MoveTo(&v->cargo, cap_left - loaded, next_station);
01445 
01446       /* Store whether the maximum possible load amount was loaded or not.*/
01447       if (loaded == cap_left) {
01448         SetBit(full_load_amount, v->cargo_type);
01449       } else {
01450         ClrBit(full_load_amount, v->cargo_type);
01451       }
01452 
01453       /* TODO: Regarding this, when we do gradual loading, we
01454        * should first unload all vehicles and then start
01455        * loading them. Since this will cause
01456        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01457        * the whole vehicle chain is really totally empty, the
01458        * completely_emptied assignment can then be safely
01459        * removed; that's how TTDPatch behaves too. --pasky */
01460       if (loaded > 0) {
01461         completely_emptied = false;
01462         anything_loaded = true;
01463 
01464         st->time_since_load = 0;
01465         st->last_vehicle_type = v->type;
01466 
01467         if (ge->cargo.Empty()) {
01468           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01469           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01470         }
01471 
01472         unloading_time += loaded;
01473 
01474         dirty_vehicle = dirty_station = true;
01475       } else if (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
01476         /* Skip loading this vehicle if another train/vehicle is already handling
01477          * the same cargo type at this station */
01478         SetBit(cargo_not_full, v->cargo_type);
01479         continue;
01480       }
01481     }
01482 
01483     if (v->cargo.OnboardCount() >= v->cargo_cap) {
01484       SetBit(cargo_full, v->cargo_type);
01485     } else {
01486       SetBit(cargo_not_full, v->cargo_type);
01487     }
01488   }
01489 
01490   if (anything_loaded || anything_unloaded) {
01491     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01492   }
01493 
01494   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01495   completely_emptied &= anything_unloaded;
01496 
01497   if (!anything_unloaded) delete payment;
01498 
01499   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01500   if (anything_loaded || anything_unloaded) {
01501     if (_settings_game.order.gradual_loading) {
01502       /* The time it takes to load one 'slice' of cargo or passengers depends
01503        * on the vehicle type - the values here are those found in TTDPatch */
01504       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01505 
01506       unloading_time = gradual_loading_wait_time[front->type];
01507     }
01508     /* We loaded less cargo than possible for all cargo types and it's not full
01509      * load and we're not supposed to wait any longer: stop loading. */
01510     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01511         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01512       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01513     }
01514   } else {
01515     bool finished_loading = true;
01516     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01517       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01518         /* if the aircraft carries passengers and is NOT full, then
01519          * continue loading, no matter how much mail is in */
01520         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
01521             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01522           finished_loading = false;
01523         }
01524       } else if (cargo_not_full != 0) {
01525         finished_loading = false;
01526       }
01527 
01528       /* Refresh next hop stats if we're full loading to avoid deadlocks. */
01529       if (!finished_loading) front->RefreshNextHopsStats();
01530     }
01531     unloading_time = 20;
01532 
01533     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01534   }
01535 
01536   if (front->type == VEH_TRAIN) {
01537     /* Each platform tile is worth 2 rail vehicles. */
01538     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01539     if (overhang > 0) {
01540       unloading_time <<= 1;
01541       unloading_time += (overhang * unloading_time) / 8;
01542     }
01543   }
01544 
01545   /* Calculate the loading indicator fill percent and display
01546    * In the Game Menu do not display indicators
01547    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01548    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01549    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01550    */
01551   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01552     StringID percent_up_down = STR_NULL;
01553     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01554     if (front->fill_percent_te_id == INVALID_TE_ID) {
01555       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01556     } else {
01557       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01558     }
01559   }
01560 
01561   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01562   front->load_unload_ticks = max(1, unloading_time);
01563 
01564   if (completely_emptied) {
01565     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01566   }
01567 
01568   if (dirty_vehicle) {
01569     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01570     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01571     front->MarkDirty();
01572   }
01573   if (dirty_station) {
01574     st->MarkTilesDirty(true);
01575     SetWindowDirty(WC_STATION_VIEW, last_visited);
01576   }
01577   return cargos_reserved;
01578 }
01579 
01585 void LoadUnloadStation(Station *st)
01586 {
01587   /* No vehicle is here... */
01588   if (st->loading_vehicles.empty()) return;
01589 
01590   Vehicle *last_loading = NULL;
01591   std::list<Vehicle *>::iterator iter;
01592 
01593   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01594   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01595     Vehicle *v = *iter;
01596 
01597     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01598 
01599     assert(v->load_unload_ticks != 0);
01600     if (--v->load_unload_ticks == 0) last_loading = v;
01601   }
01602 
01603   /* We only need to reserve and load/unload up to the last loading vehicle.
01604    * Anything else will be forgotten anyway after returning from this function.
01605    *
01606    * Especially this means we do _not_ need to reserve cargo for a single
01607    * consist in a station which is not allowed to load yet because its
01608    * load_unload_ticks is still not 0.
01609    */
01610   if (last_loading == NULL) return;
01611 
01612   uint cargos_reserved = 0;
01613 
01614   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01615     Vehicle *v = *iter;
01616     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
01617     if (v == last_loading) break;
01618   }
01619 
01620   /* Call the production machinery of industries */
01621   const Industry * const *isend = _cargo_delivery_destinations.End();
01622   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01623     TriggerIndustryProduction(*iid);
01624   }
01625   _cargo_delivery_destinations.Clear();
01626 }
01627 
01631 void CompaniesMonthlyLoop()
01632 {
01633   CompaniesGenStatistics();
01634   if (_settings_game.economy.inflation) {
01635     AddInflation();
01636     RecomputePrices();
01637   }
01638   CompaniesPayInterest();
01639   HandleEconomyFluctuations();
01640 }
01641 
01642 static void DoAcquireCompany(Company *c)
01643 {
01644   CompanyID ci = c->index;
01645 
01646   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01647   cni->FillData(c, Company::Get(_current_company));
01648 
01649   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01650   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01651   SetDParamStr(2, cni->company_name);
01652   SetDParamStr(3, cni->other_company_name);
01653   SetDParam(4, c->bankrupt_value);
01654   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01655   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01656   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01657 
01658   ChangeOwnershipOfCompanyItems(ci, _current_company);
01659 
01660   if (c->bankrupt_value == 0) {
01661     Company *owner = Company::Get(_current_company);
01662     owner->current_loan += c->current_loan;
01663   }
01664 
01665   if (c->is_ai) AI::Stop(c->index);
01666 
01667   DeleteCompanyWindows(ci);
01668   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01669   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01670   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01671   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01672 
01673   delete c;
01674 }
01675 
01676 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01677 
01687 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01688 {
01689   CommandCost cost(EXPENSES_OTHER);
01690   CompanyID target_company = (CompanyID)p1;
01691   Company *c = Company::GetIfValid(target_company);
01692 
01693   /* Check if buying shares is allowed (protection against modified clients)
01694    * Cannot buy own shares */
01695   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01696 
01697   /* Protect new companies from hostile takeovers */
01698   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01699 
01700   /* Those lines are here for network-protection (clients can be slow) */
01701   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01702 
01703   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01704     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01705 
01706     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01707   }
01708 
01709 
01710   cost.AddCost(CalculateCompanyValue(c) >> 2);
01711   if (flags & DC_EXEC) {
01712     OwnerByte *b = c->share_owners;
01713 
01714     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01715     *b = _current_company;
01716 
01717     for (int i = 0; c->share_owners[i] == _current_company;) {
01718       if (++i == 4) {
01719         c->bankrupt_value = 0;
01720         DoAcquireCompany(c);
01721         break;
01722       }
01723     }
01724     SetWindowDirty(WC_COMPANY, target_company);
01725     CompanyAdminUpdate(c);
01726   }
01727   return cost;
01728 }
01729 
01739 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01740 {
01741   CompanyID target_company = (CompanyID)p1;
01742   Company *c = Company::GetIfValid(target_company);
01743 
01744   /* Cannot sell own shares */
01745   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01746 
01747   /* Check if selling shares is allowed (protection against modified clients).
01748    * However, we must sell shares of companies being closed down. */
01749   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01750 
01751   /* Those lines are here for network-protection (clients can be slow) */
01752   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01753 
01754   /* adjust it a little to make it less profitable to sell and buy */
01755   Money cost = CalculateCompanyValue(c) >> 2;
01756   cost = -(cost - (cost >> 7));
01757 
01758   if (flags & DC_EXEC) {
01759     OwnerByte *b = c->share_owners;
01760     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01761     *b = COMPANY_SPECTATOR;
01762     SetWindowDirty(WC_COMPANY, target_company);
01763     CompanyAdminUpdate(c);
01764   }
01765   return CommandCost(EXPENSES_OTHER, cost);
01766 }
01767 
01780 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01781 {
01782   CompanyID target_company = (CompanyID)p1;
01783   Company *c = Company::GetIfValid(target_company);
01784   if (c == NULL) return CMD_ERROR;
01785 
01786   /* Disable takeovers when not asked */
01787   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01788 
01789   /* Disable taking over the local company in single player */
01790   if (!_networking && _local_company == c->index) return CMD_ERROR;
01791 
01792   /* Do not allow companies to take over themselves */
01793   if (target_company == _current_company) return CMD_ERROR;
01794 
01795   /* Disable taking over when not allowed. */
01796   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01797 
01798   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01799   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01800 
01801   if (flags & DC_EXEC) {
01802     DoAcquireCompany(c);
01803   }
01804   return cost;
01805 }