economy.cpp

Go to the documentation of this file.
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 "water.h"
00046 #include "game/game.hpp"
00047 #include "cargomonitor.h"
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 and transport rights 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     /* Transfer exclusive rights */
00384     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
00385       if (new_owner != INVALID_OWNER) {
00386         t->exclusivity = new_owner;
00387       } else {
00388         t->exclusive_counter = 0;
00389         t->exclusivity = INVALID_COMPANY;
00390       }
00391     }
00392   }
00393 
00394   {
00395     Vehicle *v;
00396     FOR_ALL_VEHICLES(v) {
00397       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00398         if (new_owner == INVALID_OWNER) {
00399           if (v->Previous() == NULL) delete v;
00400         } else {
00401           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00402           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00403         }
00404       }
00405     }
00406   }
00407 
00408   /* In all cases clear replace engine rules.
00409    * Even if it was copied, it could interfere with new owner's rules */
00410   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00411 
00412   if (new_owner == INVALID_OWNER) {
00413     RemoveAllGroupsForCompany(old_owner);
00414   } else {
00415     Group *g;
00416     FOR_ALL_GROUPS(g) {
00417       if (g->owner == old_owner) g->owner = new_owner;
00418     }
00419   }
00420 
00421   {
00422     FreeUnitIDGenerator unitidgen[] = {
00423       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00424       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00425     };
00426 
00427     Vehicle *v;
00428     FOR_ALL_VEHICLES(v) {
00429       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00430         assert(new_owner != INVALID_OWNER);
00431 
00432         v->owner = new_owner;
00433 
00434         /* Owner changes, clear cache */
00435         v->colourmap = PAL_NONE;
00436         v->InvalidateNewGRFCache();
00437 
00438         if (v->IsEngineCountable()) {
00439           GroupStatistics::CountEngine(v, 1);
00440         }
00441         if (v->IsPrimaryVehicle()) {
00442           GroupStatistics::CountVehicle(v, 1);
00443           v->unitnumber = unitidgen[v->type].NextID();
00444         }
00445 
00446         /* Invalidate the vehicle's cargo payment "owner cache". */
00447         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00448       }
00449     }
00450 
00451     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00452   }
00453 
00454   /*  Change ownership of tiles */
00455   {
00456     TileIndex tile = 0;
00457     do {
00458       ChangeTileOwner(tile, old_owner, new_owner);
00459     } while (++tile != MapSize());
00460 
00461     if (new_owner != INVALID_OWNER) {
00462       /* Update all signals because there can be new segment that was owned by two companies
00463        * and signals were not propagated
00464        * Similiar with crossings - it is needed to bar crossings that weren't before
00465        * because of different owner of crossing and approaching train */
00466       tile = 0;
00467 
00468       do {
00469         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00470           TrackBits tracks = GetTrackBits(tile);
00471           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00472             Track track = RemoveFirstTrack(&tracks);
00473             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00474           } while (tracks != TRACK_BIT_NONE);
00475         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00476           UpdateLevelCrossing(tile);
00477         }
00478       } while (++tile != MapSize());
00479     }
00480 
00481     /* update signals in buffer */
00482     UpdateSignalsInBuffer();
00483   }
00484 
00485   /* Add airport infrastructure count of the old company to the new one. */
00486   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00487 
00488   /* convert owner of stations (including deleted ones, but excluding buoys) */
00489   Station *st;
00490   FOR_ALL_STATIONS(st) {
00491     if (st->owner == old_owner) {
00492       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00493        * also, drawing station window would cause reading invalid company's colour */
00494       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00495     }
00496   }
00497 
00498   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00499   Waypoint *wp;
00500   FOR_ALL_WAYPOINTS(wp) {
00501     if (wp->owner == old_owner) {
00502       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00503     }
00504   }
00505 
00506   Sign *si;
00507   FOR_ALL_SIGNS(si) {
00508     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00509   }
00510 
00511   /* Change colour of existing windows */
00512   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00513 
00514   cur_company.Restore();
00515 
00516   MarkWholeScreenDirty();
00517 }
00518 
00523 static void CompanyCheckBankrupt(Company *c)
00524 {
00525   /*  If the company has money again, it does not go bankrupt */
00526   if (c->money >= 0) {
00527     c->quarters_of_bankruptcy = 0;
00528     c->bankrupt_asked = 0;
00529     return;
00530   }
00531 
00532   c->quarters_of_bankruptcy++;
00533 
00534   switch (c->quarters_of_bankruptcy) {
00535     case 0:
00536     case 1:
00537       break;
00538 
00539     case 2: {
00540       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00541       cni->FillData(c);
00542       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00543       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00544       SetDParamStr(2, cni->company_name);
00545       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
00546       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00547       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00548       break;
00549     }
00550 
00551     case 3: {
00552       /* Check if the company has any value.. if not, declare it bankrupt
00553        *  right now */
00554       Money val = CalculateCompanyValue(c, false);
00555       if (val > 0) {
00556         c->bankrupt_value = val;
00557         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00558         c->bankrupt_timeout = 0;
00559         break;
00560       }
00561       /* FALL THROUGH to case 4... */
00562     }
00563     default:
00564     case 4:
00565       if (!_networking && _local_company == c->index) {
00566         /* If we are in offline mode, leave the company playing. Eg. there
00567          * is no THE-END, otherwise mark the client as spectator to make sure
00568          * he/she is no long in control of this company. However... when you
00569          * join another company (cheat) the "unowned" company can bankrupt. */
00570         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00571         break;
00572       }
00573 
00574       /* Actually remove the company, but not when we're a network client.
00575        * In case of network clients we will be getting a command from the
00576        * server. It is done in this way as we are called from the
00577        * StateGameLoop which can't change the current company, and thus
00578        * updating the local company triggers an assert later on. In the
00579        * case of a network game the command will be processed at a time
00580        * that changing the current company is okay. In case of single
00581        * player we are sure (the above check) that we are not the local
00582        * company and thus we won't be moved. */
00583       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00584       break;
00585   }
00586 }
00587 
00592 static void CompaniesGenStatistics()
00593 {
00594   Station *st;
00595 
00596   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00597   Company *c;
00598 
00599   if (!_settings_game.economy.infrastructure_maintenance) {
00600     FOR_ALL_STATIONS(st) {
00601       cur_company.Change(st->owner);
00602       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00603       SubtractMoneyFromCompany(cost);
00604     }
00605   } else {
00606     /* Improved monthly infrastructure costs. */
00607     FOR_ALL_COMPANIES(c) {
00608       cur_company.Change(c->index);
00609 
00610       CommandCost cost(EXPENSES_PROPERTY);
00611       uint32 rail_total = c->infrastructure.GetRailTotal();
00612       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00613         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
00614       }
00615       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00616       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00617         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00618       }
00619       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00620       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00621       cost.AddCost(AirportMaintenanceCost(c->index));
00622 
00623       SubtractMoneyFromCompany(cost);
00624     }
00625   }
00626   cur_company.Restore();
00627 
00628   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00629   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00630 
00631   FOR_ALL_COMPANIES(c) {
00632     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00633     c->old_economy[0] = c->cur_economy;
00634     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00635 
00636     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00637 
00638     UpdateCompanyRatingAndValue(c, true);
00639     if (c->block_preview != 0) c->block_preview--;
00640     CompanyCheckBankrupt(c);
00641   }
00642 
00643   SetWindowDirty(WC_INCOME_GRAPH, 0);
00644   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00645   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00646   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00647   SetWindowDirty(WC_COMPANY_VALUE, 0);
00648   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00649 }
00650 
00655 void AddInflation(bool check_year)
00656 {
00657   /* The cargo payment inflation differs from the normal inflation, so the
00658    * relative amount of money you make with a transport decreases slowly over
00659    * the 170 years. After a few hundred years we reach a level in which the
00660    * games will become unplayable as the maximum income will be less than
00661    * the minimum running cost.
00662    *
00663    * Furthermore there are a lot of inflation related overflows all over the
00664    * place. Solving them is hardly possible because inflation will always
00665    * reach the overflow threshold some day. So we'll just perform the
00666    * inflation mechanism during the first 170 years (the amount of years that
00667    * one had in the original TTD) and stop doing the inflation after that
00668    * because it only causes problems that can't be solved nicely and the
00669    * inflation doesn't add anything after that either; it even makes playing
00670    * it impossible due to the diverging cost and income rates.
00671    */
00672   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00673 
00674   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00675    * scaled by 65536
00676    * 12 -> months per year
00677    * This is only a good approxiamtion for small values
00678    */
00679   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00680   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00681 }
00682 
00686 void RecomputePrices()
00687 {
00688   /* Setup maximum loan */
00689   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00690 
00691   /* Setup price bases */
00692   for (Price i = PR_BEGIN; i < PR_END; i++) {
00693     Money price = _price_base_specs[i].start_price;
00694 
00695     /* Apply difficulty settings */
00696     uint mod = 1;
00697     switch (_price_base_specs[i].category) {
00698       case PCAT_RUNNING:
00699         mod = _settings_game.difficulty.vehicle_costs;
00700         break;
00701 
00702       case PCAT_CONSTRUCTION:
00703         mod = _settings_game.difficulty.construction_cost;
00704         break;
00705 
00706       default: break;
00707     }
00708     switch (mod) {
00709       case 0: price *= 6; break;
00710       case 1: price *= 8; break; // normalised to 1 below
00711       case 2: price *= 9; break;
00712       default: NOT_REACHED();
00713     }
00714 
00715     /* Apply inflation */
00716     price = (int64)price * _economy.inflation_prices;
00717 
00718     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00719     int shift = _price_base_multiplier[i] - 16 - 3;
00720     if (shift >= 0) {
00721       price <<= shift;
00722     } else {
00723       price >>= -shift;
00724     }
00725 
00726     /* Make sure the price does not get reduced to zero.
00727      * Zero breaks quite a few commands that use a zero
00728      * cost to see whether something got changed or not
00729      * and based on that cause an error. When the price
00730      * is zero that fails even when things are done. */
00731     if (price == 0) {
00732       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00733       /* No base price should be zero, but be sure. */
00734       assert(price != 0);
00735     }
00736     /* Store value */
00737     _price[i] = price;
00738   }
00739 
00740   /* Setup cargo payment */
00741   CargoSpec *cs;
00742   FOR_ALL_CARGOSPECS(cs) {
00743     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00744   }
00745 
00746   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00747   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00748   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00749   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00750   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00751 }
00752 
00754 static void CompaniesPayInterest()
00755 {
00756   const Company *c;
00757 
00758   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00759   FOR_ALL_COMPANIES(c) {
00760     cur_company.Change(c->index);
00761 
00762     /* Over a year the paid interest should be "loan * interest percentage",
00763      * but... as that number is likely not dividable by 12 (pay each month),
00764      * one needs to account for that in the monthly fee calculations.
00765      * To easily calculate what one should pay "this" month, you calculate
00766      * what (total) should have been paid up to this month and you subtract
00767      * whatever has been paid in the previous months. This will mean one month
00768      * it'll be a bit more and the other it'll be a bit less than the average
00769      * monthly fee, but on average it will be exact. */
00770     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00771     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00772     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00773 
00774     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00775 
00776     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00777   }
00778   cur_company.Restore();
00779 }
00780 
00781 static void HandleEconomyFluctuations()
00782 {
00783   if (_settings_game.difficulty.economy != 0) {
00784     /* When economy is Fluctuating, decrease counter */
00785     _economy.fluct--;
00786   } else if (EconomyIsInRecession()) {
00787     /* When it's Steady and we are in recession, end it now */
00788     _economy.fluct = -12;
00789   } else {
00790     /* No need to do anything else in other cases */
00791     return;
00792   }
00793 
00794   if (_economy.fluct == 0) {
00795     _economy.fluct = -(int)GB(Random(), 0, 2);
00796     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00797   } else if (_economy.fluct == -12) {
00798     _economy.fluct = GB(Random(), 0, 8) + 312;
00799     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00800   }
00801 }
00802 
00803 
00807 void ResetPriceBaseMultipliers()
00808 {
00809   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00810 }
00811 
00819 void SetPriceBaseMultiplier(Price price, int factor)
00820 {
00821   assert(price < PR_END);
00822   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00823 }
00824 
00829 void StartupIndustryDailyChanges(bool init_counter)
00830 {
00831   uint map_size = MapLogX() + MapLogY();
00832   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00833    * which stands for the days in a month.
00834    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00835    * would not be needed.
00836    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00837    * on the overall total number of changes performed */
00838   _economy.industry_daily_increment = (1 << map_size) / _settings_game.game_creation.head_to_head_areas / 31;
00839 
00840   if (init_counter) {
00841     /* A new game or a savegame from an older version will require the counter to be initialized */
00842     _economy.industry_daily_change_counter = 0;
00843   }
00844 }
00845 
00846 void StartupEconomy()
00847 {
00848   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00849   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00850   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00851   _economy.fluct = GB(Random(), 0, 8) + 168;
00852 
00853   /* Set up prices */
00854   RecomputePrices();
00855 
00856   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00857 
00858 }
00859 
00863 void InitializeEconomy()
00864 {
00865   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00866   ClearCargoPickupMonitoring();
00867   ClearCargoDeliveryMonitoring();
00868 }
00869 
00878 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00879 {
00880   if (index >= PR_END) return 0;
00881 
00882   Money cost = _price[index] * cost_factor;
00883   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00884 
00885   if (shift >= 0) {
00886     cost <<= shift;
00887   } else {
00888     cost >>= -shift;
00889   }
00890 
00891   return cost;
00892 }
00893 
00894 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00895 {
00896   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00897   if (!cs->IsValid()) {
00898     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00899     return 0;
00900   }
00901 
00902   /* Use callback to calculate cargo profit, if available */
00903   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00904     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00905     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00906     if (callback != CALLBACK_FAILED) {
00907       int result = GB(callback, 0, 14);
00908 
00909       /* Simulate a 15 bit signed value */
00910       if (HasBit(callback, 14)) result -= 0x4000;
00911 
00912       /* "The result should be a signed multiplier that gets multiplied
00913        * by the amount of cargo moved and the price factor, then gets
00914        * divided by 8192." */
00915       return result * num_pieces * cs->current_payment / 8192;
00916     }
00917   }
00918 
00919   static const int MIN_TIME_FACTOR = 31;
00920   static const int MAX_TIME_FACTOR = 255;
00921 
00922   const int days1 = cs->transit_days[0];
00923   const int days2 = cs->transit_days[1];
00924   const int days_over_days1 = max(   transit_days - days1, 0);
00925   const int days_over_days2 = max(days_over_days1 - days2, 0);
00926 
00927   /*
00928    * The time factor is calculated based on the time it took
00929    * (transit_days) compared two cargo-depending values. The
00930    * range is divided into three parts:
00931    *
00932    *  - constant for fast transits
00933    *  - linear decreasing with time with a slope of -1 for medium transports
00934    *  - linear decreasing with time with a slope of -2 for slow transports
00935    *
00936    */
00937   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00938 
00939   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00940 }
00941 
00943 static SmallIndustryList _cargo_delivery_destinations;
00944 
00954 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00955 {
00956   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00957    * This fails in three cases:
00958    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00959    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00960    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00961    */
00962 
00963   uint accepted = 0;
00964 
00965   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00966     Industry *ind = st->industries_near[i];
00967     if (ind->index == source) continue;
00968 
00969     uint cargo_index;
00970     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00971       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00972     }
00973     /* Check if matching cargo has been found */
00974     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00975 
00976     /* Check if industry temporarily refuses acceptance */
00977     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00978 
00979     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00980     _cargo_delivery_destinations.Include(ind);
00981 
00982     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00983     ind->incoming_cargo_waiting[cargo_index] += amount;
00984     num_pieces -= amount;
00985     accepted += amount;
00986   }
00987 
00988   return accepted;
00989 }
00990 
01004 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)
01005 {
01006   assert(num_pieces > 0);
01007 
01008   Station *st = Station::Get(dest);
01009 
01010   /* Give the goods to the industry. */
01011   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01012 
01013   /* If this cargo type is always accepted, accept all */
01014   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01015 
01016   /* Update station statistics */
01017   if (accepted > 0) {
01018     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01019     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01020     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01021   }
01022 
01023   /* Update company statistics */
01024   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01025 
01026   /* Increase town's counter for town effects */
01027   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01028   st->town->received[cs->town_effect].new_act += accepted;
01029 
01030   /* Determine profit */
01031   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01032 
01033   /* Update the cargo monitor. */
01034   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
01035 
01036   /* Modify profit if a subsidy is in effect */
01037   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01038     switch (_settings_game.difficulty.subsidy_multiplier) {
01039       case 0:  profit += profit >> 1; break;
01040       case 1:  profit *= 2; break;
01041       case 2:  profit *= 3; break;
01042       default: profit *= 4; break;
01043     }
01044   }
01045 
01046   return profit;
01047 }
01048 
01054 static void TriggerIndustryProduction(Industry *i)
01055 {
01056   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01057   uint16 callback = indspec->callback_mask;
01058 
01059   i->was_cargo_delivered = true;
01060   i->last_cargo_accepted_at = _date;
01061 
01062   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01063     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01064       IndustryProductionCallback(i, 0);
01065     } else {
01066       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01067     }
01068   } else {
01069     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01070       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01071       if (cargo_waiting == 0) continue;
01072 
01073       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01074       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01075 
01076       i->incoming_cargo_waiting[cargo_index] = 0;
01077     }
01078   }
01079 
01080   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01081   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01082 }
01083 
01088 CargoPayment::CargoPayment(Vehicle *front) :
01089   front(front),
01090   current_station(front->last_station_visited)
01091 {
01092 }
01093 
01094 CargoPayment::~CargoPayment()
01095 {
01096   if (this->CleaningPool()) return;
01097 
01098   this->front->cargo_payment = NULL;
01099 
01100   if (this->visual_profit == 0) return;
01101 
01102   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01103 
01104   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01105   this->front->profit_this_year += this->visual_profit << 8;
01106 
01107   if (this->route_profit != 0) {
01108     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01109       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01110     }
01111 
01112     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01113   } else {
01114     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01115   }
01116 
01117   cur_company.Restore();
01118 }
01119 
01125 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01126 {
01127   if (this->owner == NULL) {
01128     this->owner = Company::Get(this->front->owner);
01129   }
01130 
01131   /* Handle end of route payment */
01132   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01133   this->route_profit += profit;
01134 
01135   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01136   this->visual_profit += profit - cp->FeederShare();
01137 }
01138 
01145 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01146 {
01147   Money profit = GetTransportedGoodsIncome(
01148       count,
01149       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01150       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01151       cp->DaysInTransit(),
01152       this->ct);
01153 
01154   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01155 
01156   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01157   return profit; // account for the (virtual) profit already made for the cargo packet
01158 }
01159 
01164 void PrepareUnload(Vehicle *front_v)
01165 {
01166   /* At this moment loading cannot be finished */
01167   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01168 
01169   /* Start unloading in at the first possible moment */
01170   front_v->load_unload_ticks = 1;
01171 
01172   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01173     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01174       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01175         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01176       }
01177     }
01178   }
01179 
01180   assert(front_v->cargo_payment == NULL);
01181   /* One CargoPayment per vehicle and the vehicle limit equals the
01182    * limit in number of CargoPayments. Can't go wrong. */
01183   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01184   assert(CargoPayment::CanAllocateItem());
01185   front_v->cargo_payment = new CargoPayment(front_v);
01186 }
01187 
01193 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01194 {
01195   v = v->GetFirstEnginePart();
01196 
01197   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01198     if (v->cargo.Count() != 0) return false;
01199   }
01200 
01201   return true;
01202 }
01203 
01212 static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
01213 {
01214   assert(front->current_order.IsType(OT_LOADING));
01215 
01216   /* We have not waited enough time till the next round of loading/unloading */
01217   if (front->load_unload_ticks != 0) {
01218     if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01219       /* 'Reserve' this cargo for this vehicle, because we were first. */
01220       for (Vehicle *v = front; v != NULL; v = v->Next()) {
01221         int cap_left = v->cargo_cap - v->cargo.Count();
01222         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01223       }
01224     }
01225     return;
01226   }
01227 
01228   StationID last_visited = front->last_station_visited;
01229   Station *st = Station::Get(last_visited);
01230 
01231   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01232     /* The train reversed in the station. Take the "easy" way
01233      * out and let the train just leave as it always did. */
01234     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01235     front->load_unload_ticks = 1;
01236     return;
01237   }
01238 
01239   int unloading_time = 0;
01240   bool dirty_vehicle = false;
01241   bool dirty_station = false;
01242 
01243   bool completely_emptied = true;
01244   bool anything_unloaded = false;
01245   bool anything_loaded   = false;
01246   uint32 full_load_amount = 0;
01247   uint32 cargo_not_full  = 0;
01248   uint32 cargo_full      = 0;
01249 
01250   front->cur_speed = 0;
01251 
01252   CargoPayment *payment = front->cargo_payment;
01253 
01254   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01255   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01256     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01257     if (v->cargo_cap == 0) continue;
01258     artic_part++;
01259 
01260     const Engine *e = v->GetEngine();
01261     byte load_amount = e->info.load_amount;
01262 
01263     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01264     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01265 
01266     if (_settings_game.order.gradual_loading) {
01267       uint16 cb_load_amount = CALLBACK_FAILED;
01268       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01269         /* Use callback 36 */
01270         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01271       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01272         /* Use callback 12 */
01273         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01274       }
01275       if (cb_load_amount != CALLBACK_FAILED) {
01276         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01277         if (cb_load_amount >= 0x100) {
01278           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01279         } else if (cb_load_amount != 0) {
01280           load_amount = cb_load_amount;
01281         }
01282       }
01283     }
01284 
01285     GoodsEntry *ge = &st->goods[v->cargo_type];
01286 
01287     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01288       uint cargo_count = v->cargo.Count();
01289       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01290       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01291       bool accepted  = false; // Is the cargo accepted by the station?
01292 
01293       payment->SetCargo(v->cargo_type);
01294 
01295       if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01296         /* The cargo has reached its final destination, the packets may now be destroyed */
01297         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01298 
01299         dirty_vehicle = true;
01300         accepted = true;
01301       }
01302 
01303       /* The !accepted || v->cargo.Count == cargo_count clause is there
01304        * to make it possible to force unload vehicles at the station where
01305        * they were loaded, but to not force unload the vehicle when the
01306        * station is still accepting the cargo in the vehicle. It doesn't
01307        * accept cargo that was loaded at the same station. */
01308       if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01309         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01310         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01311           InvalidateWindowData(WC_STATION_LIST, last_visited);
01312           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01313         }
01314 
01315         dirty_vehicle = dirty_station = true;
01316       } else if (!accepted) {
01317         /* The order changed while unloading (unset unload/transfer) or the
01318          * station does not accept our goods. */
01319         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01320 
01321         /* Say we loaded something, otherwise we'll think we didn't unload
01322          * something and we didn't load something, so we must be finished
01323          * at this station. Setting the unloaded means that we will get a
01324          * retry for loading in the next cycle. */
01325         anything_unloaded = true;
01326         continue;
01327       }
01328 
01329       /* Deliver goods to the station */
01330       st->time_since_unload = 0;
01331 
01332       unloading_time += amount_unloaded;
01333 
01334       anything_unloaded = true;
01335       if (_settings_game.order.gradual_loading && remaining) {
01336         completely_emptied = false;
01337       } else {
01338         /* We have finished unloading (cargo count == 0) */
01339         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01340       }
01341 
01342       continue;
01343     }
01344 
01345     /* Do not pick up goods when we have no-load set or loading is stopped. */
01346     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01347 
01348     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01349     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01350         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01351       Vehicle *v_start = v->GetFirstEnginePart();
01352       CargoID new_cid = front->current_order.GetRefitCargo();
01353       byte new_subtype = front->current_order.GetRefitSubtype();
01354 
01355       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01356 
01357       /* Check if all articulated parts are empty and collect refit mask. */
01358       uint32 refit_mask = e->info.refit_mask;
01359       Vehicle *w = v_start;
01360       while (w->HasArticulatedPart()) {
01361         w = w->GetNextArticulatedPart();
01362         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01363         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01364       }
01365 
01366       if (new_cid == CT_AUTO_REFIT) {
01367         /* Get refittable cargo type with the most waiting cargo. */
01368         int amount = 0;
01369         CargoID cid;
01370         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01371           if (cargo_left[cid] > amount) {
01372             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01373              * the returned refit capacity will be greater than zero. */
01374             new_subtype = GetBestFittingSubType(v, v, cid);
01375             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.
01376             if (_returned_refit_capacity > 0) {
01377               amount = cargo_left[cid];
01378               new_cid = cid;
01379             }
01380           }
01381         }
01382       }
01383 
01384       /* Refit if given a valid cargo. */
01385       if (new_cid < NUM_CARGO) {
01386         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.
01387         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01388         ge = &st->goods[v->cargo_type];
01389       }
01390 
01391       cur_company.Restore();
01392     }
01393 
01394     /* update stats */
01395     int t;
01396     switch (front->type) {
01397       case VEH_TRAIN: /* FALL THROUGH */
01398       case VEH_SHIP:
01399         t = front->vcache.cached_max_speed;
01400         break;
01401 
01402       case VEH_ROAD:
01403         t = front->vcache.cached_max_speed / 2;
01404         break;
01405 
01406       case VEH_AIRCRAFT:
01407         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01408         break;
01409 
01410       default: NOT_REACHED();
01411     }
01412 
01413     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01414     ge->last_speed = min(t, 255);
01415     ge->last_age = _cur_year - front->build_year;
01416     ge->days_since_pickup = 0;
01417 
01418     /* If there's goods waiting at the station, and the vehicle
01419      * has capacity for it, load it on the vehicle. */
01420     int cap_left = v->cargo_cap - v->cargo.Count();
01421     if (!ge->cargo.Empty() && cap_left > 0) {
01422       uint cap = cap_left;
01423       uint count = ge->cargo.Count();
01424 
01425       /* Skip loading this vehicle if another train/vehicle is already handling
01426        * the same cargo type at this station */
01427       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01428         SetBit(cargo_not_full, v->cargo_type);
01429         continue;
01430       }
01431 
01432       if (cap > count) cap = count;
01433       if (_settings_game.order.gradual_loading) {
01434         cap = min(cap, load_amount);
01435         cap_left = min(cap_left, load_amount);
01436       }
01437       if (_settings_game.order.improved_load) {
01438         /* Don't load stuff that is already 'reserved' for other vehicles */
01439         cap = min((uint)cargo_left[v->cargo_type], cap);
01440         count = cargo_left[v->cargo_type];
01441         cargo_left[v->cargo_type] -= cap;
01442       }
01443 
01444       /* Store whether the maximum possible load amount was loaded or not.*/
01445       if (count >= (uint)cap_left) {
01446         SetBit(full_load_amount, v->cargo_type);
01447       } else {
01448         ClrBit(full_load_amount, v->cargo_type);
01449       }
01450 
01451       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
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       completely_emptied = false;
01461       anything_loaded = true;
01462 
01463       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01464 
01465       st->time_since_load = 0;
01466       st->last_vehicle_type = v->type;
01467 
01468       if (ge->cargo.Empty()) {
01469         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01470         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01471       }
01472 
01473       unloading_time += cap;
01474 
01475       dirty_vehicle = dirty_station = true;
01476     }
01477 
01478     if (v->cargo.Count() >= v->cargo_cap) {
01479       SetBit(cargo_full, v->cargo_type);
01480     } else {
01481       SetBit(cargo_not_full, v->cargo_type);
01482     }
01483   }
01484 
01485   if (anything_loaded || anything_unloaded) {
01486     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01487   }
01488 
01489   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01490   completely_emptied &= anything_unloaded;
01491 
01492   /* We update these variables here, so gradual loading still fills
01493    * all wagons at the same time instead of using the same 'improved'
01494    * loading algorithm for the wagons (only fill wagon when there is
01495    * enough to fill the previous wagons) */
01496   if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01497     /* Update left cargo */
01498     for (Vehicle *v = front; v != NULL; v = v->Next()) {
01499       int cap_left = v->cargo_cap - v->cargo.Count();
01500       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01501     }
01502   }
01503 
01504   if (!anything_unloaded) delete payment;
01505 
01506   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01507   if (anything_loaded || anything_unloaded) {
01508     if (_settings_game.order.gradual_loading) {
01509       /* The time it takes to load one 'slice' of cargo or passengers depends
01510        * on the vehicle type - the values here are those found in TTDPatch */
01511       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01512 
01513       unloading_time = gradual_loading_wait_time[front->type];
01514     }
01515     /* We loaded less cargo than possible for all cargo types and it's not full
01516      * load and we're not supposed to wait any longer: stop loading. */
01517     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01518         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01519       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01520     }
01521   } else {
01522     bool finished_loading = true;
01523     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01524       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01525         /* if the aircraft carries passengers and is NOT full, then
01526          * continue loading, no matter how much mail is in */
01527         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
01528             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01529           finished_loading = false;
01530         }
01531       } else if (cargo_not_full != 0) {
01532         finished_loading = false;
01533       }
01534     }
01535     unloading_time = 20;
01536 
01537     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01538   }
01539 
01540   if (front->type == VEH_TRAIN) {
01541     /* Each platform tile is worth 2 rail vehicles. */
01542     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01543     if (overhang > 0) {
01544       unloading_time <<= 1;
01545       unloading_time += (overhang * unloading_time) / 8;
01546     }
01547   }
01548 
01549   /* Calculate the loading indicator fill percent and display
01550    * In the Game Menu do not display indicators
01551    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01552    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01553    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01554    */
01555   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01556     StringID percent_up_down = STR_NULL;
01557     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01558     if (front->fill_percent_te_id == INVALID_TE_ID) {
01559       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01560     } else {
01561       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01562     }
01563   }
01564 
01565   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01566   front->load_unload_ticks = max(1, unloading_time);
01567 
01568   if (completely_emptied) {
01569     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01570   }
01571 
01572   if (dirty_vehicle) {
01573     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01574     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01575     front->MarkDirty();
01576   }
01577   if (dirty_station) {
01578     st->MarkTilesDirty(true);
01579     SetWindowDirty(WC_STATION_VIEW, last_visited);
01580   }
01581 }
01582 
01588 void LoadUnloadStation(Station *st)
01589 {
01590   /* No vehicle is here... */
01591   if (st->loading_vehicles.empty()) return;
01592 
01593   Vehicle *last_loading = NULL;
01594   std::list<Vehicle *>::iterator iter;
01595 
01596   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01597   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01598     Vehicle *v = *iter;
01599 
01600     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01601 
01602     assert(v->load_unload_ticks != 0);
01603     if (--v->load_unload_ticks == 0) last_loading = v;
01604   }
01605 
01606   /* We only need to reserve and load/unload up to the last loading vehicle.
01607    * Anything else will be forgotten anyway after returning from this function.
01608    *
01609    * Especially this means we do _not_ need to reserve cargo for a single
01610    * consist in a station which is not allowed to load yet because its
01611    * load_unload_ticks is still not 0.
01612    */
01613   if (last_loading == NULL) return;
01614 
01615   int cargo_left[NUM_CARGO];
01616 
01617   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01618 
01619   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01620     Vehicle *v = *iter;
01621     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01622     if (v == last_loading) break;
01623   }
01624 
01625   /* Call the production machinery of industries */
01626   const Industry * const *isend = _cargo_delivery_destinations.End();
01627   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01628     TriggerIndustryProduction(*iid);
01629   }
01630   _cargo_delivery_destinations.Clear();
01631 }
01632 
01636 void CompaniesMonthlyLoop()
01637 {
01638   CompaniesGenStatistics();
01639   if (_settings_game.economy.inflation) {
01640     AddInflation();
01641     RecomputePrices();
01642   }
01643   CompaniesPayInterest();
01644   HandleEconomyFluctuations();
01645 }
01646 
01647 static void DoAcquireCompany(Company *c)
01648 {
01649   CompanyID ci = c->index;
01650 
01651   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01652   cni->FillData(c, Company::Get(_current_company));
01653 
01654   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01655   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01656   SetDParamStr(2, cni->company_name);
01657   SetDParamStr(3, cni->other_company_name);
01658   SetDParam(4, c->bankrupt_value);
01659   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
01660   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01661   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01662 
01663   ChangeOwnershipOfCompanyItems(ci, _current_company);
01664 
01665   if (c->bankrupt_value == 0) {
01666     Company *owner = Company::Get(_current_company);
01667     owner->current_loan += c->current_loan;
01668   }
01669 
01670   if (c->is_ai) AI::Stop(c->index);
01671 
01672   DeleteCompanyWindows(ci);
01673   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01674   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01675   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01676   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01677 
01678   delete c;
01679 }
01680 
01681 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01682 
01692 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01693 {
01694   CommandCost cost(EXPENSES_OTHER);
01695   CompanyID target_company = (CompanyID)p1;
01696   Company *c = Company::GetIfValid(target_company);
01697 
01698   /* Check if buying shares is allowed (protection against modified clients)
01699    * Cannot buy own shares */
01700   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01701 
01702   /* Protect new companies from hostile takeovers */
01703   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01704 
01705   /* Those lines are here for network-protection (clients can be slow) */
01706   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01707 
01708   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01709     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01710 
01711     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01712   }
01713 
01714 
01715   cost.AddCost(CalculateCompanyValue(c) >> 2);
01716   if (flags & DC_EXEC) {
01717     OwnerByte *b = c->share_owners;
01718 
01719     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01720     *b = _current_company;
01721 
01722     for (int i = 0; c->share_owners[i] == _current_company;) {
01723       if (++i == 4) {
01724         c->bankrupt_value = 0;
01725         DoAcquireCompany(c);
01726         break;
01727       }
01728     }
01729     SetWindowDirty(WC_COMPANY, target_company);
01730     CompanyAdminUpdate(c);
01731   }
01732   return cost;
01733 }
01734 
01744 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01745 {
01746   CompanyID target_company = (CompanyID)p1;
01747   Company *c = Company::GetIfValid(target_company);
01748 
01749   /* Cannot sell own shares */
01750   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01751 
01752   /* Check if selling shares is allowed (protection against modified clients).
01753    * However, we must sell shares of companies being closed down. */
01754   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01755 
01756   /* Those lines are here for network-protection (clients can be slow) */
01757   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01758 
01759   /* adjust it a little to make it less profitable to sell and buy */
01760   Money cost = CalculateCompanyValue(c) >> 2;
01761   cost = -(cost - (cost >> 7));
01762 
01763   if (flags & DC_EXEC) {
01764     OwnerByte *b = c->share_owners;
01765     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01766     *b = COMPANY_SPECTATOR;
01767     SetWindowDirty(WC_COMPANY, target_company);
01768     CompanyAdminUpdate(c);
01769   }
01770   return CommandCost(EXPENSES_OTHER, cost);
01771 }
01772 
01785 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01786 {
01787   CompanyID target_company = (CompanyID)p1;
01788   Company *c = Company::GetIfValid(target_company);
01789   if (c == NULL) return CMD_ERROR;
01790 
01791   /* Disable takeovers when not asked */
01792   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01793 
01794   /* Disable taking over the local company in single player */
01795   if (!_networking && _local_company == c->index) return CMD_ERROR;
01796 
01797   /* Do not allow companies to take over themselves */
01798   if (target_company == _current_company) return CMD_ERROR;
01799 
01800   /* Disable taking over when not allowed. */
01801   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01802 
01803   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01804   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01805 
01806   if (flags & DC_EXEC) {
01807     DoAcquireCompany(c);
01808   }
01809   return cost;
01810 }