economy.cpp

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00001 /* $Id: economy.cpp 23931 2012-02-11 22:43:39Z michi_cc $ */
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 
00048 #include "table/strings.h"
00049 #include "table/pricebase.h"
00050 
00051 
00052 /* Initialize the cargo payment-pool */
00053 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00054 INSTANTIATE_POOL_METHODS(CargoPayment)
00055 
00056 
00067 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00068 {
00069   return (int32)((int64)a * (int64)b >> shift);
00070 }
00071 
00072 typedef SmallVector<Industry *, 16> SmallIndustryList;
00073 
00077 const ScoreInfo _score_info[] = {
00078   {     120, 100}, // SCORE_VEHICLES
00079   {      80, 100}, // SCORE_STATIONS
00080   {   10000, 100}, // SCORE_MIN_PROFIT
00081   {   50000,  50}, // SCORE_MIN_INCOME
00082   {  100000, 100}, // SCORE_MAX_INCOME
00083   {   40000, 400}, // SCORE_DELIVERED
00084   {       8,  50}, // SCORE_CARGO
00085   {10000000,  50}, // SCORE_MONEY
00086   {  250000,  50}, // SCORE_LOAN
00087   {       0,   0}  // SCORE_TOTAL
00088 };
00089 
00090 int _score_part[MAX_COMPANIES][SCORE_END];
00091 Economy _economy;
00092 Prices _price;
00093 Money _additional_cash_required;
00094 static PriceMultipliers _price_base_multiplier;
00095 
00105 Money CalculateCompanyValue(const Company *c, bool including_loan)
00106 {
00107   Owner owner = c->index;
00108 
00109   Station *st;
00110   uint num = 0;
00111 
00112   FOR_ALL_STATIONS(st) {
00113     if (st->owner == owner) num += CountBits((byte)st->facilities);
00114   }
00115 
00116   Money value = num * _price[PR_STATION_VALUE] * 25;
00117 
00118   Vehicle *v;
00119   FOR_ALL_VEHICLES(v) {
00120     if (v->owner != owner) continue;
00121 
00122     if (v->type == VEH_TRAIN ||
00123         v->type == VEH_ROAD ||
00124         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00125         v->type == VEH_SHIP) {
00126       value += v->value * 3 >> 1;
00127     }
00128   }
00129 
00130   /* Add real money value */
00131   if (including_loan) value -= c->current_loan;
00132   value += c->money;
00133 
00134   return max(value, (Money)1);
00135 }
00136 
00145 int UpdateCompanyRatingAndValue(Company *c, bool update)
00146 {
00147   Owner owner = c->index;
00148   int score = 0;
00149 
00150   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00151 
00152   /* Count vehicles */
00153   {
00154     Vehicle *v;
00155     Money min_profit = 0;
00156     bool min_profit_first = true;
00157     uint num = 0;
00158 
00159     FOR_ALL_VEHICLES(v) {
00160       if (v->owner != owner) continue;
00161       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00162         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00163         if (v->age > 730) {
00164           /* Find the vehicle with the lowest amount of profit */
00165           if (min_profit_first || min_profit > v->profit_last_year) {
00166             min_profit = v->profit_last_year;
00167             min_profit_first = false;
00168           }
00169         }
00170       }
00171     }
00172 
00173     min_profit >>= 8; // remove the fract part
00174 
00175     _score_part[owner][SCORE_VEHICLES] = num;
00176     /* Don't allow negative min_profit to show */
00177     if (min_profit > 0) {
00178       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00179     }
00180   }
00181 
00182   /* Count stations */
00183   {
00184     uint num = 0;
00185     const Station *st;
00186 
00187     FOR_ALL_STATIONS(st) {
00188       /* Only count stations that are actually serviced */
00189       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00190     }
00191     _score_part[owner][SCORE_STATIONS] = num;
00192   }
00193 
00194   /* Generate statistics depending on recent income statistics */
00195   {
00196     int numec = min(c->num_valid_stat_ent, 12);
00197     if (numec != 0) {
00198       const CompanyEconomyEntry *cee = c->old_economy;
00199       Money min_income = cee->income + cee->expenses;
00200       Money max_income = cee->income + cee->expenses;
00201 
00202       do {
00203         min_income = min(min_income, cee->income + cee->expenses);
00204         max_income = max(max_income, cee->income + cee->expenses);
00205       } while (++cee, --numec);
00206 
00207       if (min_income > 0) {
00208         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00209       }
00210 
00211       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00212     }
00213   }
00214 
00215   /* Generate score depending on amount of transported cargo */
00216   {
00217     int numec = min(c->num_valid_stat_ent, 4);
00218     if (numec != 0) {
00219       const CompanyEconomyEntry *cee = c->old_economy;
00220       OverflowSafeInt64 total_delivered = 0;
00221       do {
00222         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
00223       } while (++cee, --numec);
00224 
00225       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
00226     }
00227   }
00228 
00229   /* Generate score for variety of cargo */
00230   {
00231     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
00232   }
00233 
00234   /* Generate score for company's money */
00235   {
00236     if (c->money > 0) {
00237       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00238     }
00239   }
00240 
00241   /* Generate score for loan */
00242   {
00243     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00244   }
00245 
00246   /* Now we calculate the score for each item.. */
00247   {
00248     int total_score = 0;
00249     int s;
00250     score = 0;
00251     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00252       /* Skip the total */
00253       if (i == SCORE_TOTAL) continue;
00254       /*  Check the score */
00255       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00256       score += s;
00257       total_score += _score_info[i].score;
00258     }
00259 
00260     _score_part[owner][SCORE_TOTAL] = score;
00261 
00262     /*  We always want the score scaled to SCORE_MAX (1000) */
00263     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00264   }
00265 
00266   if (update) {
00267     c->old_economy[0].performance_history = score;
00268     UpdateCompanyHQ(c->location_of_HQ, score);
00269     c->old_economy[0].company_value = CalculateCompanyValue(c);
00270   }
00271 
00272   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00273   return score;
00274 }
00275 
00281 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00282 {
00283   /* We need to set _current_company to old_owner before we try to move
00284    * the client. This is needed as it needs to know whether "you" really
00285    * are the current local company. */
00286   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00287 #ifdef ENABLE_NETWORK
00288   /* In all cases, make spectators of clients connected to that company */
00289   if (_networking) NetworkClientsToSpectators(old_owner);
00290 #endif /* ENABLE_NETWORK */
00291   if (old_owner == _local_company) {
00292     /* Single player cheated to AI company.
00293      * There are no specatators in single player, so we must pick some other company. */
00294     assert(!_networking);
00295     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00296     Company *c;
00297     FOR_ALL_COMPANIES(c) {
00298       if (c->index != old_owner) {
00299         SetLocalCompany(c->index);
00300         break;
00301       }
00302     }
00303     cur_company.Restore();
00304     assert(old_owner != _local_company);
00305   }
00306 
00307   Town *t;
00308 
00309   assert(old_owner != new_owner);
00310 
00311   {
00312     Company *c;
00313     uint i;
00314 
00315     /* See if the old_owner had shares in other companies */
00316     FOR_ALL_COMPANIES(c) {
00317       for (i = 0; i < 4; i++) {
00318         if (c->share_owners[i] == old_owner) {
00319           /* Sell his shares */
00320           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00321           /* Because we are in a DoCommand, we can't just execute another one and
00322            *  expect the money to be removed. We need to do it ourself! */
00323           SubtractMoneyFromCompany(res);
00324         }
00325       }
00326     }
00327 
00328     /* Sell all the shares that people have on this company */
00329     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00330     c = Company::Get(old_owner);
00331     for (i = 0; i < 4; i++) {
00332       cur_company2.Change(c->share_owners[i]);
00333       if (_current_company != INVALID_OWNER) {
00334         /* Sell the shares */
00335         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00336         /* Because we are in a DoCommand, we can't just execute another one and
00337          *  expect the money to be removed. We need to do it ourself! */
00338         SubtractMoneyFromCompany(res);
00339       }
00340     }
00341     cur_company2.Restore();
00342   }
00343 
00344   /* Temporarily increase the company's money, to be sure that
00345    * removing his/her property doesn't fail because of lack of money.
00346    * Not too drastically though, because it could overflow */
00347   if (new_owner == INVALID_OWNER) {
00348     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00349   }
00350 
00351   Subsidy *s;
00352   FOR_ALL_SUBSIDIES(s) {
00353     if (s->awarded == old_owner) {
00354       if (new_owner == INVALID_OWNER) {
00355         delete s;
00356       } else {
00357         s->awarded = new_owner;
00358       }
00359     }
00360   }
00361   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00362 
00363   /* Take care of rating in towns */
00364   FOR_ALL_TOWNS(t) {
00365     /* If a company takes over, give the ratings to that company. */
00366     if (new_owner != INVALID_OWNER) {
00367       if (HasBit(t->have_ratings, old_owner)) {
00368         if (HasBit(t->have_ratings, new_owner)) {
00369           /* use max of the two ratings. */
00370           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00371         } else {
00372           SetBit(t->have_ratings, new_owner);
00373           t->ratings[new_owner] = t->ratings[old_owner];
00374         }
00375       }
00376     }
00377 
00378     /* Reset the ratings for the old owner */
00379     t->ratings[old_owner] = RATING_INITIAL;
00380     ClrBit(t->have_ratings, old_owner);
00381   }
00382 
00383   {
00384     Vehicle *v;
00385     FOR_ALL_VEHICLES(v) {
00386       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00387         if (new_owner == INVALID_OWNER) {
00388           if (v->Previous() == NULL) delete v;
00389         } else {
00390           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00391           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00392         }
00393       }
00394     }
00395   }
00396 
00397   /* In all cases clear replace engine rules.
00398    * Even if it was copied, it could interfere with new owner's rules */
00399   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00400 
00401   if (new_owner == INVALID_OWNER) {
00402     RemoveAllGroupsForCompany(old_owner);
00403   } else {
00404     Group *g;
00405     FOR_ALL_GROUPS(g) {
00406       if (g->owner == old_owner) g->owner = new_owner;
00407     }
00408   }
00409 
00410   {
00411     FreeUnitIDGenerator unitidgen[] = {
00412       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00413       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00414     };
00415 
00416     Vehicle *v;
00417     FOR_ALL_VEHICLES(v) {
00418       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00419         assert(new_owner != INVALID_OWNER);
00420 
00421         v->owner = new_owner;
00422 
00423         /* Owner changes, clear cache */
00424         v->colourmap = PAL_NONE;
00425         v->InvalidateNewGRFCache();
00426 
00427         if (v->IsEngineCountable()) {
00428           GroupStatistics::CountEngine(v, 1);
00429         }
00430         if (v->IsPrimaryVehicle()) {
00431           GroupStatistics::CountVehicle(v, 1);
00432           v->unitnumber = unitidgen[v->type].NextID();
00433         }
00434 
00435         /* Invalidate the vehicle's cargo payment "owner cache". */
00436         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00437       }
00438     }
00439 
00440     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00441   }
00442 
00443   /*  Change ownership of tiles */
00444   {
00445     TileIndex tile = 0;
00446     do {
00447       ChangeTileOwner(tile, old_owner, new_owner);
00448     } while (++tile != MapSize());
00449 
00450     if (new_owner != INVALID_OWNER) {
00451       /* Update all signals because there can be new segment that was owned by two companies
00452        * and signals were not propagated
00453        * Similiar with crossings - it is needed to bar crossings that weren't before
00454        * because of different owner of crossing and approaching train */
00455       tile = 0;
00456 
00457       do {
00458         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00459           TrackBits tracks = GetTrackBits(tile);
00460           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00461             Track track = RemoveFirstTrack(&tracks);
00462             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00463           } while (tracks != TRACK_BIT_NONE);
00464         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00465           UpdateLevelCrossing(tile);
00466         }
00467       } while (++tile != MapSize());
00468     }
00469 
00470     /* update signals in buffer */
00471     UpdateSignalsInBuffer();
00472   }
00473 
00474   /* Add airport infrastructure count of the old company to the new one. */
00475   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00476 
00477   /* convert owner of stations (including deleted ones, but excluding buoys) */
00478   Station *st;
00479   FOR_ALL_STATIONS(st) {
00480     if (st->owner == old_owner) {
00481       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00482        * also, drawing station window would cause reading invalid company's colour */
00483       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00484     }
00485   }
00486 
00487   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00488   Waypoint *wp;
00489   FOR_ALL_WAYPOINTS(wp) {
00490     if (wp->owner == old_owner) {
00491       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00492     }
00493   }
00494 
00495   Sign *si;
00496   FOR_ALL_SIGNS(si) {
00497     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00498   }
00499 
00500   /* Change colour of existing windows */
00501   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00502 
00503   cur_company.Restore();
00504 
00505   MarkWholeScreenDirty();
00506 }
00507 
00512 static void CompanyCheckBankrupt(Company *c)
00513 {
00514   /*  If the company has money again, it does not go bankrupt */
00515   if (c->money >= 0) {
00516     c->quarters_of_bankruptcy = 0;
00517     c->bankrupt_asked = 0;
00518     return;
00519   }
00520 
00521   c->quarters_of_bankruptcy++;
00522 
00523   switch (c->quarters_of_bankruptcy) {
00524     case 0:
00525     case 1:
00526       break;
00527 
00528     case 2: {
00529       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00530       cni->FillData(c);
00531       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00532       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00533       SetDParamStr(2, cni->company_name);
00534       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00535       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00536       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00537       break;
00538     }
00539 
00540     case 3: {
00541       /* Check if the company has any value.. if not, declare it bankrupt
00542        *  right now */
00543       Money val = CalculateCompanyValue(c, false);
00544       if (val > 0) {
00545         c->bankrupt_value = val;
00546         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00547         c->bankrupt_timeout = 0;
00548         break;
00549       }
00550       /* FALL THROUGH to case 4... */
00551     }
00552     default:
00553     case 4:
00554       if (!_networking && _local_company == c->index) {
00555         /* If we are in offline mode, leave the company playing. Eg. there
00556          * is no THE-END, otherwise mark the client as spectator to make sure
00557          * he/she is no long in control of this company. However... when you
00558          * join another company (cheat) the "unowned" company can bankrupt. */
00559         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00560         break;
00561       }
00562 
00563       /* Actually remove the company, but not when we're a network client.
00564        * In case of network clients we will be getting a command from the
00565        * server. It is done in this way as we are called from the
00566        * StateGameLoop which can't change the current company, and thus
00567        * updating the local company triggers an assert later on. In the
00568        * case of a network game the command will be processed at a time
00569        * that changing the current company is okay. In case of single
00570        * player we are sure (the above check) that we are not the local
00571        * company and thus we won't be moved. */
00572       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00573       break;
00574   }
00575 }
00576 
00581 static void CompaniesGenStatistics()
00582 {
00583   Station *st;
00584 
00585   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00586   Company *c;
00587 
00588   if (!_settings_game.economy.infrastructure_maintenance) {
00589     FOR_ALL_STATIONS(st) {
00590       cur_company.Change(st->owner);
00591       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00592       SubtractMoneyFromCompany(cost);
00593     }
00594   } else {
00595     /* Improved monthly infrastructure costs. */
00596     FOR_ALL_COMPANIES(c) {
00597       cur_company.Change(c->index);
00598 
00599       CommandCost cost(EXPENSES_PROPERTY);
00600       uint32 rail_total = c->infrastructure.GetRailTotal();
00601       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00602         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
00603       }
00604       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00605       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00606         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00607       }
00608       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00609       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00610       cost.AddCost(AirportMaintenanceCost(c->index));
00611 
00612       SubtractMoneyFromCompany(cost);
00613     }
00614   }
00615   cur_company.Restore();
00616 
00617   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00618   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00619 
00620   FOR_ALL_COMPANIES(c) {
00621     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00622     c->old_economy[0] = c->cur_economy;
00623     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00624 
00625     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00626 
00627     UpdateCompanyRatingAndValue(c, true);
00628     if (c->block_preview != 0) c->block_preview--;
00629     CompanyCheckBankrupt(c);
00630   }
00631 
00632   SetWindowDirty(WC_INCOME_GRAPH, 0);
00633   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00634   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00635   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00636   SetWindowDirty(WC_COMPANY_VALUE, 0);
00637   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00638 }
00639 
00644 void AddInflation(bool check_year)
00645 {
00646   /* The cargo payment inflation differs from the normal inflation, so the
00647    * relative amount of money you make with a transport decreases slowly over
00648    * the 170 years. After a few hundred years we reach a level in which the
00649    * games will become unplayable as the maximum income will be less than
00650    * the minimum running cost.
00651    *
00652    * Furthermore there are a lot of inflation related overflows all over the
00653    * place. Solving them is hardly possible because inflation will always
00654    * reach the overflow threshold some day. So we'll just perform the
00655    * inflation mechanism during the first 170 years (the amount of years that
00656    * one had in the original TTD) and stop doing the inflation after that
00657    * because it only causes problems that can't be solved nicely and the
00658    * inflation doesn't add anything after that either; it even makes playing
00659    * it impossible due to the diverging cost and income rates.
00660    */
00661   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00662 
00663   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00664    * scaled by 65536
00665    * 12 -> months per year
00666    * This is only a good approxiamtion for small values
00667    */
00668   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00669   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00670 }
00671 
00675 void RecomputePrices()
00676 {
00677   /* Setup maximum loan */
00678   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00679 
00680   /* Setup price bases */
00681   for (Price i = PR_BEGIN; i < PR_END; i++) {
00682     Money price = _price_base_specs[i].start_price;
00683 
00684     /* Apply difficulty settings */
00685     uint mod = 1;
00686     switch (_price_base_specs[i].category) {
00687       case PCAT_RUNNING:
00688         mod = _settings_game.difficulty.vehicle_costs;
00689         break;
00690 
00691       case PCAT_CONSTRUCTION:
00692         mod = _settings_game.difficulty.construction_cost;
00693         break;
00694 
00695       default: break;
00696     }
00697     switch (mod) {
00698       case 0: price *= 6; break;
00699       case 1: price *= 8; break; // normalised to 1 below
00700       case 2: price *= 9; break;
00701       default: NOT_REACHED();
00702     }
00703 
00704     /* Apply inflation */
00705     price = (int64)price * _economy.inflation_prices;
00706 
00707     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00708     int shift = _price_base_multiplier[i] - 16 - 3;
00709     if (shift >= 0) {
00710       price <<= shift;
00711     } else {
00712       price >>= -shift;
00713     }
00714 
00715     /* Make sure the price does not get reduced to zero.
00716      * Zero breaks quite a few commands that use a zero
00717      * cost to see whether something got changed or not
00718      * and based on that cause an error. When the price
00719      * is zero that fails even when things are done. */
00720     if (price == 0) {
00721       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00722       /* No base price should be zero, but be sure. */
00723       assert(price != 0);
00724     }
00725     /* Store value */
00726     _price[i] = price;
00727   }
00728 
00729   /* Setup cargo payment */
00730   CargoSpec *cs;
00731   FOR_ALL_CARGOSPECS(cs) {
00732     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00733   }
00734 
00735   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00736   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00737   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00738   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00739   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00740 }
00741 
00743 static void CompaniesPayInterest()
00744 {
00745   const Company *c;
00746 
00747   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00748   FOR_ALL_COMPANIES(c) {
00749     cur_company.Change(c->index);
00750 
00751     /* Over a year the paid interest should be "loan * interest percentage",
00752      * but... as that number is likely not dividable by 12 (pay each month),
00753      * one needs to account for that in the monthly fee calculations.
00754      * To easily calculate what one should pay "this" month, you calculate
00755      * what (total) should have been paid up to this month and you subtract
00756      * whatever has been paid in the previous months. This will mean one month
00757      * it'll be a bit more and the other it'll be a bit less than the average
00758      * monthly fee, but on average it will be exact. */
00759     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00760     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00761     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00762 
00763     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00764 
00765     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00766   }
00767   cur_company.Restore();
00768 }
00769 
00770 static void HandleEconomyFluctuations()
00771 {
00772   if (_settings_game.difficulty.economy != 0) {
00773     /* When economy is Fluctuating, decrease counter */
00774     _economy.fluct--;
00775   } else if (EconomyIsInRecession()) {
00776     /* When it's Steady and we are in recession, end it now */
00777     _economy.fluct = -12;
00778   } else {
00779     /* No need to do anything else in other cases */
00780     return;
00781   }
00782 
00783   if (_economy.fluct == 0) {
00784     _economy.fluct = -(int)GB(Random(), 0, 2);
00785     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00786   } else if (_economy.fluct == -12) {
00787     _economy.fluct = GB(Random(), 0, 8) + 312;
00788     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00789   }
00790 }
00791 
00792 
00796 void ResetPriceBaseMultipliers()
00797 {
00798   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00799 }
00800 
00808 void SetPriceBaseMultiplier(Price price, int factor)
00809 {
00810   assert(price < PR_END);
00811   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00812 }
00813 
00818 void StartupIndustryDailyChanges(bool init_counter)
00819 {
00820   uint map_size = MapLogX() + MapLogY();
00821   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00822    * which stands for the days in a month.
00823    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00824    * would not be needed.
00825    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00826    * on the overall total number of changes performed */
00827   _economy.industry_daily_increment = (1 << map_size) / 31;
00828 
00829   if (init_counter) {
00830     /* A new game or a savegame from an older version will require the counter to be initialized */
00831     _economy.industry_daily_change_counter = 0;
00832   }
00833 }
00834 
00835 void StartupEconomy()
00836 {
00837   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00838   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00839   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00840   _economy.fluct = GB(Random(), 0, 8) + 168;
00841 
00842   /* Set up prices */
00843   RecomputePrices();
00844 
00845   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00846 
00847 }
00848 
00852 void InitializeEconomy()
00853 {
00854   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00855 }
00856 
00865 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00866 {
00867   if (index >= PR_END) return 0;
00868 
00869   Money cost = _price[index] * cost_factor;
00870   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00871 
00872   if (shift >= 0) {
00873     cost <<= shift;
00874   } else {
00875     cost >>= -shift;
00876   }
00877 
00878   return cost;
00879 }
00880 
00881 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00882 {
00883   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00884   if (!cs->IsValid()) {
00885     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00886     return 0;
00887   }
00888 
00889   /* Use callback to calculate cargo profit, if available */
00890   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00891     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00892     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00893     if (callback != CALLBACK_FAILED) {
00894       int result = GB(callback, 0, 14);
00895 
00896       /* Simulate a 15 bit signed value */
00897       if (HasBit(callback, 14)) result -= 0x4000;
00898 
00899       /* "The result should be a signed multiplier that gets multiplied
00900        * by the amount of cargo moved and the price factor, then gets
00901        * divided by 8192." */
00902       return result * num_pieces * cs->current_payment / 8192;
00903     }
00904   }
00905 
00906   static const int MIN_TIME_FACTOR = 31;
00907   static const int MAX_TIME_FACTOR = 255;
00908 
00909   const int days1 = cs->transit_days[0];
00910   const int days2 = cs->transit_days[1];
00911   const int days_over_days1 = max(   transit_days - days1, 0);
00912   const int days_over_days2 = max(days_over_days1 - days2, 0);
00913 
00914   /*
00915    * The time factor is calculated based on the time it took
00916    * (transit_days) compared two cargo-depending values. The
00917    * range is divided into three parts:
00918    *
00919    *  - constant for fast transits
00920    *  - linear decreasing with time with a slope of -1 for medium transports
00921    *  - linear decreasing with time with a slope of -2 for slow transports
00922    *
00923    */
00924   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00925 
00926   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00927 }
00928 
00930 static SmallIndustryList _cargo_delivery_destinations;
00931 
00941 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00942 {
00943   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00944    * This fails in three cases:
00945    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00946    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00947    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00948    */
00949 
00950   uint accepted = 0;
00951 
00952   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00953     Industry *ind = st->industries_near[i];
00954     if (ind->index == source) continue;
00955 
00956     uint cargo_index;
00957     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00958       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00959     }
00960     /* Check if matching cargo has been found */
00961     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00962 
00963     /* Check if industry temporarily refuses acceptance */
00964     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00965 
00966     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00967     _cargo_delivery_destinations.Include(ind);
00968 
00969     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00970     ind->incoming_cargo_waiting[cargo_index] += amount;
00971     num_pieces -= amount;
00972     accepted += amount;
00973   }
00974 
00975   return accepted;
00976 }
00977 
00991 static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, TileIndex source_tile, byte days_in_transit, Company *company, SourceType src_type, SourceID src)
00992 {
00993   assert(num_pieces > 0);
00994 
00995   Station *st = Station::Get(dest);
00996 
00997   /* Give the goods to the industry. */
00998   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
00999 
01000   /* If this cargo type is always accepted, accept all */
01001   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01002 
01003   /* Update station statistics */
01004   if (accepted > 0) {
01005     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01006     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01007     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01008   }
01009 
01010   /* Update company statistics */
01011   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01012 
01013   /* Increase town's counter for town effects */
01014   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01015   st->town->received[cs->town_effect].new_act += accepted;
01016 
01017   /* Determine profit */
01018   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01019 
01020   /* Modify profit if a subsidy is in effect */
01021   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01022     switch (_settings_game.difficulty.subsidy_multiplier) {
01023       case 0:  profit += profit >> 1; break;
01024       case 1:  profit *= 2; break;
01025       case 2:  profit *= 3; break;
01026       default: profit *= 4; break;
01027     }
01028   }
01029 
01030   return profit;
01031 }
01032 
01038 static void TriggerIndustryProduction(Industry *i)
01039 {
01040   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01041   uint16 callback = indspec->callback_mask;
01042 
01043   i->was_cargo_delivered = true;
01044   i->last_cargo_accepted_at = _date;
01045 
01046   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01047     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01048       IndustryProductionCallback(i, 0);
01049     } else {
01050       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01051     }
01052   } else {
01053     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01054       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01055       if (cargo_waiting == 0) continue;
01056 
01057       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01058       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01059 
01060       i->incoming_cargo_waiting[cargo_index] = 0;
01061     }
01062   }
01063 
01064   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01065   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01066 }
01067 
01072 CargoPayment::CargoPayment(Vehicle *front) :
01073   front(front),
01074   current_station(front->last_station_visited)
01075 {
01076 }
01077 
01078 CargoPayment::~CargoPayment()
01079 {
01080   if (this->CleaningPool()) return;
01081 
01082   this->front->cargo_payment = NULL;
01083 
01084   if (this->visual_profit == 0) return;
01085 
01086   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01087 
01088   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01089   this->front->profit_this_year += this->visual_profit << 8;
01090 
01091   if (this->route_profit != 0) {
01092     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01093       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01094     }
01095 
01096     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01097   } else {
01098     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01099   }
01100 
01101   cur_company.Restore();
01102 }
01103 
01109 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01110 {
01111   if (this->owner == NULL) {
01112     this->owner = Company::Get(this->front->owner);
01113   }
01114 
01115   /* Handle end of route payment */
01116   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01117   this->route_profit += profit;
01118 
01119   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01120   this->visual_profit += profit - cp->FeederShare();
01121 }
01122 
01129 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01130 {
01131   Money profit = GetTransportedGoodsIncome(
01132       count,
01133       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01134       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01135       cp->DaysInTransit(),
01136       this->ct);
01137 
01138   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01139 
01140   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01141   return profit; // account for the (virtual) profit already made for the cargo packet
01142 }
01143 
01148 void PrepareUnload(Vehicle *front_v)
01149 {
01150   /* At this moment loading cannot be finished */
01151   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01152 
01153   /* Start unloading in at the first possible moment */
01154   front_v->load_unload_ticks = 1;
01155 
01156   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01157     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01158       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01159         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01160       }
01161     }
01162   }
01163 
01164   assert(front_v->cargo_payment == NULL);
01165   /* One CargoPayment per vehicle and the vehicle limit equals the
01166    * limit in number of CargoPayments. Can't go wrong. */
01167   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01168   assert(CargoPayment::CanAllocateItem());
01169   front_v->cargo_payment = new CargoPayment(front_v);
01170 }
01171 
01177 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01178 {
01179   v = v->GetFirstEnginePart();
01180 
01181   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01182     if (v->cargo.Count() != 0) return false;
01183   }
01184 
01185   return true;
01186 }
01187 
01196 static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
01197 {
01198   assert(front->current_order.IsType(OT_LOADING));
01199 
01200   /* We have not waited enough time till the next round of loading/unloading */
01201   if (front->load_unload_ticks != 0) {
01202     if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01203       /* 'Reserve' this cargo for this vehicle, because we were first. */
01204       for (Vehicle *v = front; v != NULL; v = v->Next()) {
01205         int cap_left = v->cargo_cap - v->cargo.Count();
01206         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01207       }
01208     }
01209     return;
01210   }
01211 
01212   StationID last_visited = front->last_station_visited;
01213   Station *st = Station::Get(last_visited);
01214 
01215   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01216     /* The train reversed in the station. Take the "easy" way
01217      * out and let the train just leave as it always did. */
01218     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01219     front->load_unload_ticks = 1;
01220     return;
01221   }
01222 
01223   int unloading_time = 0;
01224   bool dirty_vehicle = false;
01225   bool dirty_station = false;
01226 
01227   bool completely_emptied = true;
01228   bool anything_unloaded = false;
01229   bool anything_loaded   = false;
01230   uint32 full_load_amount = 0;
01231   uint32 cargo_not_full  = 0;
01232   uint32 cargo_full      = 0;
01233 
01234   front->cur_speed = 0;
01235 
01236   CargoPayment *payment = front->cargo_payment;
01237 
01238   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01239   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01240     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01241     if (v->cargo_cap == 0) continue;
01242     artic_part++;
01243 
01244     const Engine *e = v->GetEngine();
01245     byte load_amount = e->info.load_amount;
01246 
01247     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01248     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01249 
01250     if (_settings_game.order.gradual_loading) {
01251       uint16 cb_load_amount = CALLBACK_FAILED;
01252       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01253         /* Use callback 36 */
01254         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01255       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01256         /* Use callback 12 */
01257         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01258       }
01259       if (cb_load_amount != CALLBACK_FAILED) {
01260         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01261         if (cb_load_amount >= 0x100) {
01262           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01263         } else if (cb_load_amount != 0) {
01264           load_amount = cb_load_amount;
01265         }
01266       }
01267     }
01268 
01269     GoodsEntry *ge = &st->goods[v->cargo_type];
01270 
01271     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01272       uint cargo_count = v->cargo.Count();
01273       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01274       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01275       bool accepted  = false; // Is the cargo accepted by the station?
01276 
01277       payment->SetCargo(v->cargo_type);
01278 
01279       if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01280         /* The cargo has reached its final destination, the packets may now be destroyed */
01281         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01282 
01283         dirty_vehicle = true;
01284         accepted = true;
01285       }
01286 
01287       /* The !accepted || v->cargo.Count == cargo_count clause is there
01288        * to make it possible to force unload vehicles at the station where
01289        * they were loaded, but to not force unload the vehicle when the
01290        * station is still accepting the cargo in the vehicle. It doesn't
01291        * accept cargo that was loaded at the same station. */
01292       if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01293         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01294         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01295           InvalidateWindowData(WC_STATION_LIST, last_visited);
01296           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01297         }
01298 
01299         dirty_vehicle = dirty_station = true;
01300       } else if (!accepted) {
01301         /* The order changed while unloading (unset unload/transfer) or the
01302          * station does not accept our goods. */
01303         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01304 
01305         /* Say we loaded something, otherwise we'll think we didn't unload
01306          * something and we didn't load something, so we must be finished
01307          * at this station. Setting the unloaded means that we will get a
01308          * retry for loading in the next cycle. */
01309         anything_unloaded = true;
01310         continue;
01311       }
01312 
01313       /* Deliver goods to the station */
01314       st->time_since_unload = 0;
01315 
01316       unloading_time += amount_unloaded;
01317 
01318       anything_unloaded = true;
01319       if (_settings_game.order.gradual_loading && remaining) {
01320         completely_emptied = false;
01321       } else {
01322         /* We have finished unloading (cargo count == 0) */
01323         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01324       }
01325 
01326       continue;
01327     }
01328 
01329     /* Do not pick up goods when we have no-load set or loading is stopped. */
01330     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01331 
01332     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01333     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01334         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01335       Vehicle *v_start = v->GetFirstEnginePart();
01336       CargoID new_cid = front->current_order.GetRefitCargo();
01337       byte new_subtype = front->current_order.GetRefitSubtype();
01338 
01339       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01340 
01341       /* Check if all articulated parts are empty and collect refit mask. */
01342       uint32 refit_mask = e->info.refit_mask;
01343       Vehicle *w = v_start;
01344       while (w->HasArticulatedPart()) {
01345         w = w->GetNextArticulatedPart();
01346         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01347         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01348       }
01349 
01350       if (new_cid == CT_AUTO_REFIT) {
01351         /* Get refittable cargo type with the most waiting cargo. */
01352         int amount = 0;
01353         CargoID cid;
01354         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01355           if (cargo_left[cid] > amount) {
01356             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01357              * the returned refit capacity will be greater than zero. */
01358             new_subtype = GetBestFittingSubType(v, v, cid);
01359             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.
01360             if (_returned_refit_capacity > 0) {
01361               amount = cargo_left[cid];
01362               new_cid = cid;
01363             }
01364           }
01365         }
01366       }
01367 
01368       /* Refit if given a valid cargo. */
01369       if (new_cid < NUM_CARGO) {
01370         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.
01371         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01372         ge = &st->goods[v->cargo_type];
01373       }
01374 
01375       cur_company.Restore();
01376     }
01377 
01378     /* update stats */
01379     int t;
01380     switch (front->type) {
01381       case VEH_TRAIN: /* FALL THROUGH */
01382       case VEH_SHIP:
01383         t = front->vcache.cached_max_speed;
01384         break;
01385 
01386       case VEH_ROAD:
01387         t = front->vcache.cached_max_speed / 2;
01388         break;
01389 
01390       case VEH_AIRCRAFT:
01391         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01392         break;
01393 
01394       default: NOT_REACHED();
01395     }
01396 
01397     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01398     ge->last_speed = min(t, 255);
01399     ge->last_age = _cur_year - front->build_year;
01400     ge->days_since_pickup = 0;
01401 
01402     /* If there's goods waiting at the station, and the vehicle
01403      * has capacity for it, load it on the vehicle. */
01404     int cap_left = v->cargo_cap - v->cargo.Count();
01405     if (!ge->cargo.Empty() && cap_left > 0) {
01406       uint cap = cap_left;
01407       uint count = ge->cargo.Count();
01408 
01409       /* Skip loading this vehicle if another train/vehicle is already handling
01410        * the same cargo type at this station */
01411       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01412         SetBit(cargo_not_full, v->cargo_type);
01413         continue;
01414       }
01415 
01416       if (cap > count) cap = count;
01417       if (_settings_game.order.gradual_loading) {
01418         cap = min(cap, load_amount);
01419         cap_left = min(cap_left, load_amount);
01420       }
01421       if (_settings_game.order.improved_load) {
01422         /* Don't load stuff that is already 'reserved' for other vehicles */
01423         cap = min((uint)cargo_left[v->cargo_type], cap);
01424         count = cargo_left[v->cargo_type];
01425         cargo_left[v->cargo_type] -= cap;
01426       }
01427 
01428       /* Store whether the maximum possible load amount was loaded or not.*/
01429       if (count >= (uint)cap_left) {
01430         SetBit(full_load_amount, v->cargo_type);
01431       } else {
01432         ClrBit(full_load_amount, v->cargo_type);
01433       }
01434 
01435       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01436 
01437       /* TODO: Regarding this, when we do gradual loading, we
01438        * should first unload all vehicles and then start
01439        * loading them. Since this will cause
01440        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01441        * the whole vehicle chain is really totally empty, the
01442        * completely_emptied assignment can then be safely
01443        * removed; that's how TTDPatch behaves too. --pasky */
01444       completely_emptied = false;
01445       anything_loaded = true;
01446 
01447       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01448 
01449       st->time_since_load = 0;
01450       st->last_vehicle_type = v->type;
01451 
01452       if (ge->cargo.Empty()) {
01453         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01454         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01455       }
01456 
01457       unloading_time += cap;
01458 
01459       dirty_vehicle = dirty_station = true;
01460     }
01461 
01462     if (v->cargo.Count() >= v->cargo_cap) {
01463       SetBit(cargo_full, v->cargo_type);
01464     } else {
01465       SetBit(cargo_not_full, v->cargo_type);
01466     }
01467   }
01468 
01469   if (anything_loaded || anything_unloaded) {
01470     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01471   }
01472 
01473   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01474   completely_emptied &= anything_unloaded;
01475 
01476   /* We update these variables here, so gradual loading still fills
01477    * all wagons at the same time instead of using the same 'improved'
01478    * loading algorithm for the wagons (only fill wagon when there is
01479    * enough to fill the previous wagons) */
01480   if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01481     /* Update left cargo */
01482     for (Vehicle *v = front; v != NULL; v = v->Next()) {
01483       int cap_left = v->cargo_cap - v->cargo.Count();
01484       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01485     }
01486   }
01487 
01488   if (!anything_unloaded) delete payment;
01489 
01490   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01491   if (anything_loaded || anything_unloaded) {
01492     if (_settings_game.order.gradual_loading) {
01493       /* The time it takes to load one 'slice' of cargo or passengers depends
01494        * on the vehicle type - the values here are those found in TTDPatch */
01495       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01496 
01497       unloading_time = gradual_loading_wait_time[front->type];
01498     }
01499     /* We loaded less cargo than possible for all cargo types and it's not full
01500      * load and we're not supposed to wait any longer: stop loading. */
01501     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01502         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01503       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01504     }
01505   } else {
01506     bool finished_loading = true;
01507     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01508       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01509         /* if the aircraft carries passengers and is NOT full, then
01510          * continue loading, no matter how much mail is in */
01511         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
01512             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01513           finished_loading = false;
01514         }
01515       } else if (cargo_not_full != 0) {
01516         finished_loading = false;
01517       }
01518     }
01519     unloading_time = 20;
01520 
01521     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01522   }
01523 
01524   if (front->type == VEH_TRAIN) {
01525     /* Each platform tile is worth 2 rail vehicles. */
01526     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01527     if (overhang > 0) {
01528       unloading_time <<= 1;
01529       unloading_time += (overhang * unloading_time) / 8;
01530     }
01531   }
01532 
01533   /* Calculate the loading indicator fill percent and display
01534    * In the Game Menu do not display indicators
01535    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01536    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01537    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01538    */
01539   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01540     StringID percent_up_down = STR_NULL;
01541     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01542     if (front->fill_percent_te_id == INVALID_TE_ID) {
01543       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01544     } else {
01545       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01546     }
01547   }
01548 
01549   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01550   front->load_unload_ticks = max(1, unloading_time);
01551 
01552   if (completely_emptied) {
01553     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01554   }
01555 
01556   if (dirty_vehicle) {
01557     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01558     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01559     front->MarkDirty();
01560   }
01561   if (dirty_station) {
01562     st->MarkTilesDirty(true);
01563     SetWindowDirty(WC_STATION_VIEW, last_visited);
01564   }
01565 }
01566 
01572 void LoadUnloadStation(Station *st)
01573 {
01574   /* No vehicle is here... */
01575   if (st->loading_vehicles.empty()) return;
01576 
01577   Vehicle *last_loading = NULL;
01578   std::list<Vehicle *>::iterator iter;
01579 
01580   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01581   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01582     Vehicle *v = *iter;
01583 
01584     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01585 
01586     assert(v->load_unload_ticks != 0);
01587     if (--v->load_unload_ticks == 0) last_loading = v;
01588   }
01589 
01590   /* We only need to reserve and load/unload up to the last loading vehicle.
01591    * Anything else will be forgotten anyway after returning from this function.
01592    *
01593    * Especially this means we do _not_ need to reserve cargo for a single
01594    * consist in a station which is not allowed to load yet because its
01595    * load_unload_ticks is still not 0.
01596    */
01597   if (last_loading == NULL) return;
01598 
01599   int cargo_left[NUM_CARGO];
01600 
01601   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01602 
01603   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01604     Vehicle *v = *iter;
01605     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01606     if (v == last_loading) break;
01607   }
01608 
01609   /* Call the production machinery of industries */
01610   const Industry * const *isend = _cargo_delivery_destinations.End();
01611   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01612     TriggerIndustryProduction(*iid);
01613   }
01614   _cargo_delivery_destinations.Clear();
01615 }
01616 
01620 void CompaniesMonthlyLoop()
01621 {
01622   CompaniesGenStatistics();
01623   if (_settings_game.economy.inflation) {
01624     AddInflation();
01625     RecomputePrices();
01626   }
01627   CompaniesPayInterest();
01628   HandleEconomyFluctuations();
01629 }
01630 
01631 static void DoAcquireCompany(Company *c)
01632 {
01633   CompanyID ci = c->index;
01634 
01635   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01636   cni->FillData(c, Company::Get(_current_company));
01637 
01638   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01639   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01640   SetDParamStr(2, cni->company_name);
01641   SetDParamStr(3, cni->other_company_name);
01642   SetDParam(4, c->bankrupt_value);
01643   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01644   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01645   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01646 
01647   ChangeOwnershipOfCompanyItems(ci, _current_company);
01648 
01649   if (c->bankrupt_value == 0) {
01650     Company *owner = Company::Get(_current_company);
01651     owner->current_loan += c->current_loan;
01652   }
01653 
01654   if (c->is_ai) AI::Stop(c->index);
01655 
01656   DeleteCompanyWindows(ci);
01657   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01658   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01659   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01660   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01661 
01662   delete c;
01663 }
01664 
01665 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01666 
01676 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01677 {
01678   CommandCost cost(EXPENSES_OTHER);
01679   CompanyID target_company = (CompanyID)p1;
01680   Company *c = Company::GetIfValid(target_company);
01681 
01682   /* Check if buying shares is allowed (protection against modified clients)
01683    * Cannot buy own shares */
01684   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01685 
01686   /* Protect new companies from hostile takeovers */
01687   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01688 
01689   /* Those lines are here for network-protection (clients can be slow) */
01690   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01691 
01692   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01693     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01694 
01695     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01696   }
01697 
01698 
01699   cost.AddCost(CalculateCompanyValue(c) >> 2);
01700   if (flags & DC_EXEC) {
01701     OwnerByte *b = c->share_owners;
01702 
01703     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01704     *b = _current_company;
01705 
01706     for (int i = 0; c->share_owners[i] == _current_company;) {
01707       if (++i == 4) {
01708         c->bankrupt_value = 0;
01709         DoAcquireCompany(c);
01710         break;
01711       }
01712     }
01713     SetWindowDirty(WC_COMPANY, target_company);
01714     CompanyAdminUpdate(c);
01715   }
01716   return cost;
01717 }
01718 
01728 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01729 {
01730   CompanyID target_company = (CompanyID)p1;
01731   Company *c = Company::GetIfValid(target_company);
01732 
01733   /* Cannot sell own shares */
01734   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01735 
01736   /* Check if selling shares is allowed (protection against modified clients).
01737    * However, we must sell shares of companies being closed down. */
01738   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01739 
01740   /* Those lines are here for network-protection (clients can be slow) */
01741   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01742 
01743   /* adjust it a little to make it less profitable to sell and buy */
01744   Money cost = CalculateCompanyValue(c) >> 2;
01745   cost = -(cost - (cost >> 7));
01746 
01747   if (flags & DC_EXEC) {
01748     OwnerByte *b = c->share_owners;
01749     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01750     *b = COMPANY_SPECTATOR;
01751     SetWindowDirty(WC_COMPANY, target_company);
01752     CompanyAdminUpdate(c);
01753   }
01754   return CommandCost(EXPENSES_OTHER, cost);
01755 }
01756 
01769 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01770 {
01771   CompanyID target_company = (CompanyID)p1;
01772   Company *c = Company::GetIfValid(target_company);
01773   if (c == NULL) return CMD_ERROR;
01774 
01775   /* Disable takeovers when not asked */
01776   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01777 
01778   /* Disable taking over the local company in single player */
01779   if (!_networking && _local_company == c->index) return CMD_ERROR;
01780 
01781   /* Do not allow companies to take over themselves */
01782   if (target_company == _current_company) return CMD_ERROR;
01783 
01784   /* Disable taking over when not allowed. */
01785   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01786 
01787   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01788   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01789 
01790   if (flags & DC_EXEC) {
01791     DoAcquireCompany(c);
01792   }
01793   return cost;
01794 }