economy.cpp

Go to the documentation of this file.
00001 /* $Id: economy.cpp 23622 2011-12-19 20:59:36Z truebrain $ */
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 "vehicle_gui.h"
00021 #include "ai/ai.hpp"
00022 #include "aircraft.h"
00023 #include "newgrf_engine.h"
00024 #include "engine_base.h"
00025 #include "ground_vehicle.hpp"
00026 #include "newgrf_cargo.h"
00027 #include "newgrf_sound.h"
00028 #include "newgrf_industrytiles.h"
00029 #include "newgrf_station.h"
00030 #include "newgrf_airporttiles.h"
00031 #include "object.h"
00032 #include "group.h"
00033 #include "strings_func.h"
00034 #include "window_func.h"
00035 #include "date_func.h"
00036 #include "vehicle_func.h"
00037 #include "sound_func.h"
00038 #include "autoreplace_func.h"
00039 #include "company_gui.h"
00040 #include "signs_base.h"
00041 #include "subsidy_base.h"
00042 #include "subsidy_func.h"
00043 #include "station_base.h"
00044 #include "waypoint_base.h"
00045 #include "economy_base.h"
00046 #include "core/pool_func.hpp"
00047 #include "newgrf.h"
00048 #include "core/backup_type.hpp"
00049 #include "water.h"
00050 #include "game/game.hpp"
00051 
00052 #include "table/strings.h"
00053 #include "table/pricebase.h"
00054 
00055 
00056 /* Initialize the cargo payment-pool */
00057 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00058 INSTANTIATE_POOL_METHODS(CargoPayment)
00059 
00060 
00071 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00072 {
00073   return (int32)((int64)a * (int64)b >> shift);
00074 }
00075 
00076 typedef SmallVector<Industry *, 16> SmallIndustryList;
00077 
00081 const ScoreInfo _score_info[] = {
00082   {     120, 100}, // SCORE_VEHICLES
00083   {      80, 100}, // SCORE_STATIONS
00084   {   10000, 100}, // SCORE_MIN_PROFIT
00085   {   50000,  50}, // SCORE_MIN_INCOME
00086   {  100000, 100}, // SCORE_MAX_INCOME
00087   {   40000, 400}, // SCORE_DELIVERED
00088   {       8,  50}, // SCORE_CARGO
00089   {10000000,  50}, // SCORE_MONEY
00090   {  250000,  50}, // SCORE_LOAN
00091   {       0,   0}  // SCORE_TOTAL
00092 };
00093 
00094 int _score_part[MAX_COMPANIES][SCORE_END];
00095 Economy _economy;
00096 Prices _price;
00097 Money _additional_cash_required;
00098 static PriceMultipliers _price_base_multiplier;
00099 
00109 Money CalculateCompanyValue(const Company *c, bool including_loan)
00110 {
00111   Owner owner = c->index;
00112 
00113   Station *st;
00114   uint num = 0;
00115 
00116   FOR_ALL_STATIONS(st) {
00117     if (st->owner == owner) num += CountBits((byte)st->facilities);
00118   }
00119 
00120   Money value = num * _price[PR_STATION_VALUE] * 25;
00121 
00122   Vehicle *v;
00123   FOR_ALL_VEHICLES(v) {
00124     if (v->owner != owner) continue;
00125 
00126     if (v->type == VEH_TRAIN ||
00127         v->type == VEH_ROAD ||
00128         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00129         v->type == VEH_SHIP) {
00130       value += v->value * 3 >> 1;
00131     }
00132   }
00133 
00134   /* Add real money value */
00135   if (including_loan) value -= c->current_loan;
00136   value += c->money;
00137 
00138   return max(value, (Money)1);
00139 }
00140 
00149 int UpdateCompanyRatingAndValue(Company *c, bool update)
00150 {
00151   Owner owner = c->index;
00152   int score = 0;
00153 
00154   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00155 
00156   /* Count vehicles */
00157   {
00158     Vehicle *v;
00159     Money min_profit = 0;
00160     bool min_profit_first = true;
00161     uint num = 0;
00162 
00163     FOR_ALL_VEHICLES(v) {
00164       if (v->owner != owner) continue;
00165       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00166         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00167         if (v->age > 730) {
00168           /* Find the vehicle with the lowest amount of profit */
00169           if (min_profit_first || min_profit > v->profit_last_year) {
00170             min_profit = v->profit_last_year;
00171             min_profit_first = false;
00172           }
00173         }
00174       }
00175     }
00176 
00177     min_profit >>= 8; // remove the fract part
00178 
00179     _score_part[owner][SCORE_VEHICLES] = num;
00180     /* Don't allow negative min_profit to show */
00181     if (min_profit > 0) {
00182       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00183     }
00184   }
00185 
00186   /* Count stations */
00187   {
00188     uint num = 0;
00189     const Station *st;
00190 
00191     FOR_ALL_STATIONS(st) {
00192       /* Only count stations that are actually serviced */
00193       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00194     }
00195     _score_part[owner][SCORE_STATIONS] = num;
00196   }
00197 
00198   /* Generate statistics depending on recent income statistics */
00199   {
00200     int numec = min(c->num_valid_stat_ent, 12);
00201     if (numec != 0) {
00202       const CompanyEconomyEntry *cee = c->old_economy;
00203       Money min_income = cee->income + cee->expenses;
00204       Money max_income = cee->income + cee->expenses;
00205 
00206       do {
00207         min_income = min(min_income, cee->income + cee->expenses);
00208         max_income = max(max_income, cee->income + cee->expenses);
00209       } while (++cee, --numec);
00210 
00211       if (min_income > 0) {
00212         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00213       }
00214 
00215       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00216     }
00217   }
00218 
00219   /* Generate score depending on amount of transported cargo */
00220   {
00221     const CompanyEconomyEntry *cee;
00222     int numec;
00223     uint32 total_delivered;
00224 
00225     numec = min(c->num_valid_stat_ent, 4);
00226     if (numec != 0) {
00227       cee = c->old_economy;
00228       total_delivered = 0;
00229       do {
00230         total_delivered += cee->delivered_cargo;
00231       } while (++cee, --numec);
00232 
00233       _score_part[owner][SCORE_DELIVERED] = total_delivered;
00234     }
00235   }
00236 
00237   /* Generate score for variety of cargo */
00238   {
00239     uint num = CountBits(c->cargo_types);
00240     _score_part[owner][SCORE_CARGO] = num;
00241     if (update) c->cargo_types = 0;
00242   }
00243 
00244   /* Generate score for company's money */
00245   {
00246     if (c->money > 0) {
00247       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00248     }
00249   }
00250 
00251   /* Generate score for loan */
00252   {
00253     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00254   }
00255 
00256   /* Now we calculate the score for each item.. */
00257   {
00258     int total_score = 0;
00259     int s;
00260     score = 0;
00261     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00262       /* Skip the total */
00263       if (i == SCORE_TOTAL) continue;
00264       /*  Check the score */
00265       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00266       score += s;
00267       total_score += _score_info[i].score;
00268     }
00269 
00270     _score_part[owner][SCORE_TOTAL] = score;
00271 
00272     /*  We always want the score scaled to SCORE_MAX (1000) */
00273     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00274   }
00275 
00276   if (update) {
00277     c->old_economy[0].performance_history = score;
00278     UpdateCompanyHQ(c->location_of_HQ, score);
00279     c->old_economy[0].company_value = CalculateCompanyValue(c);
00280   }
00281 
00282   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00283   return score;
00284 }
00285 
00291 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00292 {
00293   /* We need to set _current_company to old_owner before we try to move
00294    * the client. This is needed as it needs to know whether "you" really
00295    * are the current local company. */
00296   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00297 #ifdef ENABLE_NETWORK
00298   /* In all cases, make spectators of clients connected to that company */
00299   if (_networking) NetworkClientsToSpectators(old_owner);
00300 #endif /* ENABLE_NETWORK */
00301   if (old_owner == _local_company) {
00302     /* Single player cheated to AI company.
00303      * There are no specatators in single player, so we must pick some other company. */
00304     assert(!_networking);
00305     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00306     Company *c;
00307     FOR_ALL_COMPANIES(c) {
00308       if (c->index != old_owner) {
00309         SetLocalCompany(c->index);
00310         break;
00311       }
00312     }
00313     cur_company.Restore();
00314     assert(old_owner != _local_company);
00315   }
00316 
00317   Town *t;
00318 
00319   assert(old_owner != new_owner);
00320 
00321   {
00322     Company *c;
00323     uint i;
00324 
00325     /* See if the old_owner had shares in other companies */
00326     FOR_ALL_COMPANIES(c) {
00327       for (i = 0; i < 4; i++) {
00328         if (c->share_owners[i] == old_owner) {
00329           /* Sell his shares */
00330           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00331           /* Because we are in a DoCommand, we can't just execute another one and
00332            *  expect the money to be removed. We need to do it ourself! */
00333           SubtractMoneyFromCompany(res);
00334         }
00335       }
00336     }
00337 
00338     /* Sell all the shares that people have on this company */
00339     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00340     c = Company::Get(old_owner);
00341     for (i = 0; i < 4; i++) {
00342       cur_company2.Change(c->share_owners[i]);
00343       if (_current_company != INVALID_OWNER) {
00344         /* Sell the shares */
00345         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00346         /* Because we are in a DoCommand, we can't just execute another one and
00347          *  expect the money to be removed. We need to do it ourself! */
00348         SubtractMoneyFromCompany(res);
00349       }
00350     }
00351     cur_company2.Restore();
00352   }
00353 
00354   /* Temporarily increase the company's money, to be sure that
00355    * removing his/her property doesn't fail because of lack of money.
00356    * Not too drastically though, because it could overflow */
00357   if (new_owner == INVALID_OWNER) {
00358     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00359   }
00360 
00361   Subsidy *s;
00362   FOR_ALL_SUBSIDIES(s) {
00363     if (s->awarded == old_owner) {
00364       if (new_owner == INVALID_OWNER) {
00365         delete s;
00366       } else {
00367         s->awarded = new_owner;
00368       }
00369     }
00370   }
00371   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00372 
00373   /* Take care of rating in towns */
00374   FOR_ALL_TOWNS(t) {
00375     /* If a company takes over, give the ratings to that company. */
00376     if (new_owner != INVALID_OWNER) {
00377       if (HasBit(t->have_ratings, old_owner)) {
00378         if (HasBit(t->have_ratings, new_owner)) {
00379           /* use max of the two ratings. */
00380           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00381         } else {
00382           SetBit(t->have_ratings, new_owner);
00383           t->ratings[new_owner] = t->ratings[old_owner];
00384         }
00385       }
00386     }
00387 
00388     /* Reset the ratings for the old owner */
00389     t->ratings[old_owner] = RATING_INITIAL;
00390     ClrBit(t->have_ratings, old_owner);
00391   }
00392 
00393   {
00394     Vehicle *v;
00395     FOR_ALL_VEHICLES(v) {
00396       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00397         if (new_owner == INVALID_OWNER) {
00398           if (v->Previous() == NULL) delete v;
00399         } else {
00400           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00401           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00402         }
00403       }
00404     }
00405   }
00406 
00407   /* In all cases clear replace engine rules.
00408    * Even if it was copied, it could interfere with new owner's rules */
00409   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00410 
00411   if (new_owner == INVALID_OWNER) {
00412     RemoveAllGroupsForCompany(old_owner);
00413   } else {
00414     Group *g;
00415     FOR_ALL_GROUPS(g) {
00416       if (g->owner == old_owner) g->owner = new_owner;
00417     }
00418   }
00419 
00420   {
00421     FreeUnitIDGenerator unitidgen[] = {
00422       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00423       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00424     };
00425 
00426     Vehicle *v;
00427     FOR_ALL_VEHICLES(v) {
00428       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00429         assert(new_owner != INVALID_OWNER);
00430 
00431         v->owner = new_owner;
00432         v->colourmap = PAL_NONE;
00433 
00434         if (v->IsEngineCountable()) {
00435           GroupStatistics::CountEngine(v, 1);
00436         }
00437         if (v->IsPrimaryVehicle()) {
00438           GroupStatistics::CountVehicle(v, 1);
00439           v->unitnumber = unitidgen[v->type].NextID();
00440         }
00441 
00442         /* Invalidate the vehicle's cargo payment "owner cache". */
00443         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00444       }
00445     }
00446 
00447     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00448   }
00449 
00450   /*  Change ownership of tiles */
00451   {
00452     TileIndex tile = 0;
00453     do {
00454       ChangeTileOwner(tile, old_owner, new_owner);
00455     } while (++tile != MapSize());
00456 
00457     if (new_owner != INVALID_OWNER) {
00458       /* Update all signals because there can be new segment that was owned by two companies
00459        * and signals were not propagated
00460        * Similiar with crossings - it is needed to bar crossings that weren't before
00461        * because of different owner of crossing and approaching train */
00462       tile = 0;
00463 
00464       do {
00465         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00466           TrackBits tracks = GetTrackBits(tile);
00467           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00468             Track track = RemoveFirstTrack(&tracks);
00469             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00470           } while (tracks != TRACK_BIT_NONE);
00471         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00472           UpdateLevelCrossing(tile);
00473         }
00474       } while (++tile != MapSize());
00475     }
00476 
00477     /* update signals in buffer */
00478     UpdateSignalsInBuffer();
00479   }
00480 
00481   /* convert owner of stations (including deleted ones, but excluding buoys) */
00482   Station *st;
00483   FOR_ALL_STATIONS(st) {
00484     if (st->owner == old_owner) {
00485       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00486        * also, drawing station window would cause reading invalid company's colour */
00487       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00488     }
00489   }
00490 
00491   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00492   Waypoint *wp;
00493   FOR_ALL_WAYPOINTS(wp) {
00494     if (wp->owner == old_owner) {
00495       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00496     }
00497   }
00498 
00499   Sign *si;
00500   FOR_ALL_SIGNS(si) {
00501     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00502   }
00503 
00504   /* Change colour of existing windows */
00505   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00506 
00507   cur_company.Restore();
00508 
00509   MarkWholeScreenDirty();
00510 }
00511 
00516 static void CompanyCheckBankrupt(Company *c)
00517 {
00518   /*  If the company has money again, it does not go bankrupt */
00519   if (c->money >= 0) {
00520     c->quarters_of_bankruptcy = 0;
00521     c->bankrupt_asked = 0;
00522     return;
00523   }
00524 
00525   c->quarters_of_bankruptcy++;
00526 
00527   switch (c->quarters_of_bankruptcy) {
00528     case 0:
00529     case 1:
00530       break;
00531 
00532     case 2: {
00533       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00534       cni->FillData(c);
00535       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00536       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00537       SetDParamStr(2, cni->company_name);
00538       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00539       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00540       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00541       break;
00542     }
00543 
00544     case 3: {
00545       /* Check if the company has any value.. if not, declare it bankrupt
00546        *  right now */
00547       Money val = CalculateCompanyValue(c, false);
00548       if (val > 0) {
00549         c->bankrupt_value = val;
00550         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00551         c->bankrupt_timeout = 0;
00552         break;
00553       }
00554       /* FALL THROUGH to case 4... */
00555     }
00556     default:
00557     case 4:
00558       if (!_networking && _local_company == c->index) {
00559         /* If we are in offline mode, leave the company playing. Eg. there
00560          * is no THE-END, otherwise mark the client as spectator to make sure
00561          * he/she is no long in control of this company. However... when you
00562          * join another company (cheat) the "unowned" company can bankrupt. */
00563         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00564         break;
00565       }
00566 
00567       /* Actually remove the company, but not when we're a network client.
00568        * In case of network clients we will be getting a command from the
00569        * server. It is done in this way as we are called from the
00570        * StateGameLoop which can't change the current company, and thus
00571        * updating the local company triggers an assert later on. In the
00572        * case of a network game the command will be processed at a time
00573        * that changing the current company is okay. In case of single
00574        * player we are sure (the above check) that we are not the local
00575        * company and thus we won't be moved. */
00576       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00577       break;
00578   }
00579 }
00580 
00585 static void CompaniesGenStatistics()
00586 {
00587   Station *st;
00588 
00589   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00590   Company *c;
00591 
00592   if (!_settings_game.economy.infrastructure_maintenance) {
00593     FOR_ALL_STATIONS(st) {
00594       cur_company.Change(st->owner);
00595       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00596       SubtractMoneyFromCompany(cost);
00597     }
00598   } else {
00599     /* Improved monthly infrastructure costs. */
00600     FOR_ALL_COMPANIES(c) {
00601       cur_company.Change(c->index);
00602 
00603       CommandCost cost(EXPENSES_PROPERTY);
00604       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00605         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt]));
00606       }
00607       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00608       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00609         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00610       }
00611       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00612       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00613       cost.AddCost(AirportMaintenanceCost(c->index));
00614 
00615       SubtractMoneyFromCompany(cost);
00616     }
00617   }
00618   cur_company.Restore();
00619 
00620   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00621   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00622 
00623   FOR_ALL_COMPANIES(c) {
00624     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00625     c->old_economy[0] = c->cur_economy;
00626     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00627 
00628     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00629 
00630     UpdateCompanyRatingAndValue(c, true);
00631     if (c->block_preview != 0) c->block_preview--;
00632     CompanyCheckBankrupt(c);
00633   }
00634 
00635   SetWindowDirty(WC_INCOME_GRAPH, 0);
00636   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00637   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00638   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00639   SetWindowDirty(WC_COMPANY_VALUE, 0);
00640   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00641 }
00642 
00647 void AddInflation(bool check_year)
00648 {
00649   /* The cargo payment inflation differs from the normal inflation, so the
00650    * relative amount of money you make with a transport decreases slowly over
00651    * the 170 years. After a few hundred years we reach a level in which the
00652    * games will become unplayable as the maximum income will be less than
00653    * the minimum running cost.
00654    *
00655    * Furthermore there are a lot of inflation related overflows all over the
00656    * place. Solving them is hardly possible because inflation will always
00657    * reach the overflow threshold some day. So we'll just perform the
00658    * inflation mechanism during the first 170 years (the amount of years that
00659    * one had in the original TTD) and stop doing the inflation after that
00660    * because it only causes problems that can't be solved nicely and the
00661    * inflation doesn't add anything after that either; it even makes playing
00662    * it impossible due to the diverging cost and income rates.
00663    */
00664   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00665 
00666   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00667    * scaled by 65536
00668    * 12 -> months per year
00669    * This is only a good approxiamtion for small values
00670    */
00671   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00672   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00673 }
00674 
00678 void RecomputePrices()
00679 {
00680   /* Setup maximum loan */
00681   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00682 
00683   /* Setup price bases */
00684   for (Price i = PR_BEGIN; i < PR_END; i++) {
00685     Money price = _price_base_specs[i].start_price;
00686 
00687     /* Apply difficulty settings */
00688     uint mod = 1;
00689     switch (_price_base_specs[i].category) {
00690       case PCAT_RUNNING:
00691         mod = _settings_game.difficulty.vehicle_costs;
00692         break;
00693 
00694       case PCAT_CONSTRUCTION:
00695         mod = _settings_game.difficulty.construction_cost;
00696         break;
00697 
00698       default: break;
00699     }
00700     switch (mod) {
00701       case 0: price *= 6; break;
00702       case 1: price *= 8; break; // normalised to 1 below
00703       case 2: price *= 9; break;
00704       default: NOT_REACHED();
00705     }
00706 
00707     /* Apply inflation */
00708     price = (int64)price * _economy.inflation_prices;
00709 
00710     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00711     int shift = _price_base_multiplier[i] - 16 - 3;
00712     if (shift >= 0) {
00713       price <<= shift;
00714     } else {
00715       price >>= -shift;
00716     }
00717 
00718     /* Make sure the price does not get reduced to zero.
00719      * Zero breaks quite a few commands that use a zero
00720      * cost to see whether something got changed or not
00721      * and based on that cause an error. When the price
00722      * is zero that fails even when things are done. */
00723     if (price == 0) {
00724       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00725       /* No base price should be zero, but be sure. */
00726       assert(price != 0);
00727     }
00728     /* Store value */
00729     _price[i] = price;
00730   }
00731 
00732   /* Setup cargo payment */
00733   CargoSpec *cs;
00734   FOR_ALL_CARGOSPECS(cs) {
00735     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00736   }
00737 
00738   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00739   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00740   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00741   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00742   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00743 }
00744 
00746 static void CompaniesPayInterest()
00747 {
00748   const Company *c;
00749 
00750   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00751   FOR_ALL_COMPANIES(c) {
00752     cur_company.Change(c->index);
00753 
00754     /* Over a year the paid interest should be "loan * interest percentage",
00755      * but... as that number is likely not dividable by 12 (pay each month),
00756      * one needs to account for that in the monthly fee calculations.
00757      * To easily calculate what one should pay "this" month, you calculate
00758      * what (total) should have been paid up to this month and you subtract
00759      * whatever has been paid in the previous months. This will mean one month
00760      * it'll be a bit more and the other it'll be a bit less than the average
00761      * monthly fee, but on average it will be exact. */
00762     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00763     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00764     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00765 
00766     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00767 
00768     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00769   }
00770   cur_company.Restore();
00771 }
00772 
00773 static void HandleEconomyFluctuations()
00774 {
00775   if (_settings_game.difficulty.economy != 0) {
00776     /* When economy is Fluctuating, decrease counter */
00777     _economy.fluct--;
00778   } else if (EconomyIsInRecession()) {
00779     /* When it's Steady and we are in recession, end it now */
00780     _economy.fluct = -12;
00781   } else {
00782     /* No need to do anything else in other cases */
00783     return;
00784   }
00785 
00786   if (_economy.fluct == 0) {
00787     _economy.fluct = -(int)GB(Random(), 0, 2);
00788     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00789   } else if (_economy.fluct == -12) {
00790     _economy.fluct = GB(Random(), 0, 8) + 312;
00791     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00792   }
00793 }
00794 
00795 
00799 void ResetPriceBaseMultipliers()
00800 {
00801   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00802 }
00803 
00811 void SetPriceBaseMultiplier(Price price, int factor)
00812 {
00813   assert(price < PR_END);
00814   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00815 }
00816 
00821 void StartupIndustryDailyChanges(bool init_counter)
00822 {
00823   uint map_size = MapLogX() + MapLogY();
00824   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00825    * which stands for the days in a month.
00826    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00827    * would not be needed.
00828    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00829    * on the overall total number of changes performed */
00830   _economy.industry_daily_increment = (1 << map_size) / 31;
00831 
00832   if (init_counter) {
00833     /* A new game or a savegame from an older version will require the counter to be initialized */
00834     _economy.industry_daily_change_counter = 0;
00835   }
00836 }
00837 
00838 void StartupEconomy()
00839 {
00840   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00841   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00842   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00843   _economy.fluct = GB(Random(), 0, 8) + 168;
00844 
00845   /* Set up prices */
00846   RecomputePrices();
00847 
00848   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00849 
00850 }
00851 
00855 void InitializeEconomy()
00856 {
00857   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00858 }
00859 
00868 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00869 {
00870   if (index >= PR_END) return 0;
00871 
00872   Money cost = _price[index] * cost_factor;
00873   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00874 
00875   if (shift >= 0) {
00876     cost <<= shift;
00877   } else {
00878     cost >>= -shift;
00879   }
00880 
00881   return cost;
00882 }
00883 
00884 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00885 {
00886   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00887   if (!cs->IsValid()) {
00888     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00889     return 0;
00890   }
00891 
00892   /* Use callback to calculate cargo profit, if available */
00893   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00894     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00895     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00896     if (callback != CALLBACK_FAILED) {
00897       int result = GB(callback, 0, 14);
00898 
00899       /* Simulate a 15 bit signed value */
00900       if (HasBit(callback, 14)) result -= 0x4000;
00901 
00902       /* "The result should be a signed multiplier that gets multiplied
00903        * by the amount of cargo moved and the price factor, then gets
00904        * divided by 8192." */
00905       return result * num_pieces * cs->current_payment / 8192;
00906     }
00907   }
00908 
00909   static const int MIN_TIME_FACTOR = 31;
00910   static const int MAX_TIME_FACTOR = 255;
00911 
00912   const int days1 = cs->transit_days[0];
00913   const int days2 = cs->transit_days[1];
00914   const int days_over_days1 = max(   transit_days - days1, 0);
00915   const int days_over_days2 = max(days_over_days1 - days2, 0);
00916 
00917   /*
00918    * The time factor is calculated based on the time it took
00919    * (transit_days) compared two cargo-depending values. The
00920    * range is divided into three parts:
00921    *
00922    *  - constant for fast transits
00923    *  - linear decreasing with time with a slope of -1 for medium transports
00924    *  - linear decreasing with time with a slope of -2 for slow transports
00925    *
00926    */
00927   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00928 
00929   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00930 }
00931 
00933 static SmallIndustryList _cargo_delivery_destinations;
00934 
00944 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00945 {
00946   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00947    * This fails in three cases:
00948    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00949    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00950    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00951    */
00952 
00953   uint accepted = 0;
00954 
00955   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00956     Industry *ind = st->industries_near[i];
00957     if (ind->index == source) continue;
00958 
00959     uint cargo_index;
00960     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00961       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00962     }
00963     /* Check if matching cargo has been found */
00964     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00965 
00966     /* Check if industry temporarily refuses acceptance */
00967     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00968 
00969     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00970     _cargo_delivery_destinations.Include(ind);
00971 
00972     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00973     ind->incoming_cargo_waiting[cargo_index] += amount;
00974     num_pieces -= amount;
00975     accepted += amount;
00976   }
00977 
00978   return accepted;
00979 }
00980 
00994 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)
00995 {
00996   assert(num_pieces > 0);
00997 
00998   Station *st = Station::Get(dest);
00999 
01000   /* Give the goods to the industry. */
01001   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01002 
01003   /* If this cargo type is always accepted, accept all */
01004   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01005 
01006   /* Update station statistics */
01007   if (accepted > 0) {
01008     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01009     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01010     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01011   }
01012 
01013   /* Update company statistics */
01014   company->cur_economy.delivered_cargo += accepted;
01015   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
01016 
01017   /* Increase town's counter for town effects */
01018   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01019   st->town->received[cs->town_effect].new_act += accepted;
01020 
01021   /* Determine profit */
01022   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01023 
01024   /* Modify profit if a subsidy is in effect */
01025   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01026     switch (_settings_game.difficulty.subsidy_multiplier) {
01027       case 0:  profit += profit >> 1; break;
01028       case 1:  profit *= 2; break;
01029       case 2:  profit *= 3; break;
01030       default: profit *= 4; break;
01031     }
01032   }
01033 
01034   return profit;
01035 }
01036 
01042 static void TriggerIndustryProduction(Industry *i)
01043 {
01044   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01045   uint16 callback = indspec->callback_mask;
01046 
01047   i->was_cargo_delivered = true;
01048   i->last_cargo_accepted_at = _date;
01049 
01050   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01051     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01052       IndustryProductionCallback(i, 0);
01053     } else {
01054       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01055     }
01056   } else {
01057     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01058       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01059       if (cargo_waiting == 0) continue;
01060 
01061       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01062       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01063 
01064       i->incoming_cargo_waiting[cargo_index] = 0;
01065     }
01066   }
01067 
01068   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01069   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01070 }
01071 
01076 CargoPayment::CargoPayment(Vehicle *front) :
01077   front(front),
01078   current_station(front->last_station_visited)
01079 {
01080 }
01081 
01082 CargoPayment::~CargoPayment()
01083 {
01084   if (this->CleaningPool()) return;
01085 
01086   this->front->cargo_payment = NULL;
01087 
01088   if (this->visual_profit == 0) return;
01089 
01090   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01091 
01092   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01093   this->front->profit_this_year += this->visual_profit << 8;
01094 
01095   if (this->route_profit != 0) {
01096     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01097       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01098     }
01099 
01100     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01101   } else {
01102     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01103   }
01104 
01105   cur_company.Restore();
01106 }
01107 
01113 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01114 {
01115   if (this->owner == NULL) {
01116     this->owner = Company::Get(this->front->owner);
01117   }
01118 
01119   /* Handle end of route payment */
01120   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01121   this->route_profit += profit;
01122 
01123   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01124   this->visual_profit += profit - cp->FeederShare();
01125 }
01126 
01133 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01134 {
01135   Money profit = GetTransportedGoodsIncome(
01136       count,
01137       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01138       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01139       cp->DaysInTransit(),
01140       this->ct);
01141 
01142   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01143 
01144   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01145   return profit; // account for the (virtual) profit already made for the cargo packet
01146 }
01147 
01152 void PrepareUnload(Vehicle *front_v)
01153 {
01154   /* At this moment loading cannot be finished */
01155   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01156 
01157   /* Start unloading in at the first possible moment */
01158   front_v->load_unload_ticks = 1;
01159 
01160   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01161     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01162       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01163         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01164       }
01165     }
01166   }
01167 
01168   assert(front_v->cargo_payment == NULL);
01169   /* One CargoPayment per vehicle and the vehicle limit equals the
01170    * limit in number of CargoPayments. Can't go wrong. */
01171   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01172   assert(CargoPayment::CanAllocateItem());
01173   front_v->cargo_payment = new CargoPayment(front_v);
01174 }
01175 
01181 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01182 {
01183   v = v->GetFirstEnginePart();
01184 
01185   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01186     if (v->cargo.Count() != 0) return false;
01187   }
01188 
01189   return true;
01190 }
01191 
01200 static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
01201 {
01202   assert(front->current_order.IsType(OT_LOADING));
01203 
01204   /* We have not waited enough time till the next round of loading/unloading */
01205   if (front->load_unload_ticks != 0) {
01206     if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01207       /* 'Reserve' this cargo for this vehicle, because we were first. */
01208       for (Vehicle *v = front; v != NULL; v = v->Next()) {
01209         int cap_left = v->cargo_cap - v->cargo.Count();
01210         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01211       }
01212     }
01213     return;
01214   }
01215 
01216   StationID last_visited = front->last_station_visited;
01217   Station *st = Station::Get(last_visited);
01218 
01219   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01220     /* The train reversed in the station. Take the "easy" way
01221      * out and let the train just leave as it always did. */
01222     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01223     front->load_unload_ticks = 1;
01224     return;
01225   }
01226 
01227   int unloading_time = 0;
01228   bool dirty_vehicle = false;
01229   bool dirty_station = false;
01230 
01231   bool completely_emptied = true;
01232   bool anything_unloaded = false;
01233   bool anything_loaded   = false;
01234   uint32 full_load_amount = 0;
01235   uint32 cargo_not_full  = 0;
01236   uint32 cargo_full      = 0;
01237 
01238   front->cur_speed = 0;
01239 
01240   CargoPayment *payment = front->cargo_payment;
01241 
01242   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01243   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01244     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01245     if (v->cargo_cap == 0) continue;
01246     artic_part++;
01247 
01248     const Engine *e = v->GetEngine();
01249     byte load_amount = e->info.load_amount;
01250 
01251     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01252     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01253 
01254     if (_settings_game.order.gradual_loading) {
01255       uint16 cb_load_amount = CALLBACK_FAILED;
01256       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01257         /* Use callback 36 */
01258         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01259       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01260         /* Use callback 12 */
01261         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01262       }
01263       if (cb_load_amount != CALLBACK_FAILED) {
01264         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01265         if (cb_load_amount >= 0x100) {
01266           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01267         } else if (cb_load_amount != 0) {
01268           load_amount = cb_load_amount;
01269         }
01270       }
01271     }
01272 
01273     GoodsEntry *ge = &st->goods[v->cargo_type];
01274 
01275     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01276       uint cargo_count = v->cargo.Count();
01277       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01278       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01279       bool accepted  = false; // Is the cargo accepted by the station?
01280 
01281       payment->SetCargo(v->cargo_type);
01282 
01283       if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01284         /* The cargo has reached its final destination, the packets may now be destroyed */
01285         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01286 
01287         dirty_vehicle = true;
01288         accepted = true;
01289       }
01290 
01291       /* The !accepted || v->cargo.Count == cargo_count clause is there
01292        * to make it possible to force unload vehicles at the station where
01293        * they were loaded, but to not force unload the vehicle when the
01294        * station is still accepting the cargo in the vehicle. It doesn't
01295        * accept cargo that was loaded at the same station. */
01296       if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01297         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01298         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01299           InvalidateWindowData(WC_STATION_LIST, last_visited);
01300           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01301         }
01302 
01303         dirty_vehicle = dirty_station = true;
01304       } else if (!accepted) {
01305         /* The order changed while unloading (unset unload/transfer) or the
01306          * station does not accept our goods. */
01307         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01308 
01309         /* Say we loaded something, otherwise we'll think we didn't unload
01310          * something and we didn't load something, so we must be finished
01311          * at this station. Setting the unloaded means that we will get a
01312          * retry for loading in the next cycle. */
01313         anything_unloaded = true;
01314         continue;
01315       }
01316 
01317       /* Deliver goods to the station */
01318       st->time_since_unload = 0;
01319 
01320       unloading_time += amount_unloaded;
01321 
01322       anything_unloaded = true;
01323       if (_settings_game.order.gradual_loading && remaining) {
01324         completely_emptied = false;
01325       } else {
01326         /* We have finished unloading (cargo count == 0) */
01327         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01328       }
01329 
01330       continue;
01331     }
01332 
01333     /* Do not pick up goods when we have no-load set or loading is stopped. */
01334     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01335 
01336     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01337     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01338         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01339       Vehicle *v_start = v->GetFirstEnginePart();
01340       CargoID new_cid = front->current_order.GetRefitCargo();
01341       byte new_subtype = front->current_order.GetRefitSubtype();
01342 
01343       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01344 
01345       /* Check if all articulated parts are empty and collect refit mask. */
01346       uint32 refit_mask = e->info.refit_mask;
01347       Vehicle *w = v_start;
01348       while (w->HasArticulatedPart()) {
01349         w = w->GetNextArticulatedPart();
01350         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01351         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01352       }
01353 
01354       if (new_cid == CT_AUTO_REFIT) {
01355         /* Get refittable cargo type with the most waiting cargo. */
01356         int amount = 0;
01357         CargoID cid;
01358         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01359           if (cargo_left[cid] > amount) {
01360             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01361              * the returned refit capacity will be greater than zero. */
01362             new_subtype = GetBestFittingSubType(v, v, cid);
01363             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.
01364             if (_returned_refit_capacity > 0) {
01365               amount = cargo_left[cid];
01366               new_cid = cid;
01367             }
01368           }
01369         }
01370       }
01371 
01372       /* Refit if given a valid cargo. */
01373       if (new_cid < NUM_CARGO) {
01374         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.
01375         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01376         ge = &st->goods[v->cargo_type];
01377       }
01378 
01379       cur_company.Restore();
01380     }
01381 
01382     /* update stats */
01383     int t;
01384     switch (front->type) {
01385       case VEH_TRAIN: /* FALL THROUGH */
01386       case VEH_SHIP:
01387         t = front->vcache.cached_max_speed;
01388         break;
01389 
01390       case VEH_ROAD:
01391         t = front->vcache.cached_max_speed / 2;
01392         break;
01393 
01394       case VEH_AIRCRAFT:
01395         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01396         break;
01397 
01398       default: NOT_REACHED();
01399     }
01400 
01401     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01402     ge->last_speed = min(t, 255);
01403     ge->last_age = _cur_year - front->build_year;
01404     ge->days_since_pickup = 0;
01405 
01406     /* If there's goods waiting at the station, and the vehicle
01407      * has capacity for it, load it on the vehicle. */
01408     int cap_left = v->cargo_cap - v->cargo.Count();
01409     if (!ge->cargo.Empty() && cap_left > 0) {
01410       uint cap = cap_left;
01411       uint count = ge->cargo.Count();
01412 
01413       /* Skip loading this vehicle if another train/vehicle is already handling
01414        * the same cargo type at this station */
01415       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01416         SetBit(cargo_not_full, v->cargo_type);
01417         continue;
01418       }
01419 
01420       if (cap > count) cap = count;
01421       if (_settings_game.order.gradual_loading) {
01422         cap = min(cap, load_amount);
01423         cap_left = min(cap_left, load_amount);
01424       }
01425       if (_settings_game.order.improved_load) {
01426         /* Don't load stuff that is already 'reserved' for other vehicles */
01427         cap = min((uint)cargo_left[v->cargo_type], cap);
01428         count = cargo_left[v->cargo_type];
01429         cargo_left[v->cargo_type] -= cap;
01430       }
01431 
01432       /* Store whether the maximum possible load amount was loaded or not.*/
01433       if (count >= (uint)cap_left) {
01434         SetBit(full_load_amount, v->cargo_type);
01435       } else {
01436         ClrBit(full_load_amount, v->cargo_type);
01437       }
01438 
01439       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01440 
01441       /* TODO: Regarding this, when we do gradual loading, we
01442        * should first unload all vehicles and then start
01443        * loading them. Since this will cause
01444        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01445        * the whole vehicle chain is really totally empty, the
01446        * completely_emptied assignment can then be safely
01447        * removed; that's how TTDPatch behaves too. --pasky */
01448       completely_emptied = false;
01449       anything_loaded = true;
01450 
01451       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01452 
01453       st->time_since_load = 0;
01454       st->last_vehicle_type = v->type;
01455 
01456       if (ge->cargo.Empty()) {
01457         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01458         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01459       }
01460 
01461       unloading_time += cap;
01462 
01463       dirty_vehicle = dirty_station = true;
01464     }
01465 
01466     if (v->cargo.Count() >= v->cargo_cap) {
01467       SetBit(cargo_full, v->cargo_type);
01468     } else {
01469       SetBit(cargo_not_full, v->cargo_type);
01470     }
01471   }
01472 
01473   if (anything_loaded || anything_unloaded) {
01474     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01475   }
01476 
01477   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01478   completely_emptied &= anything_unloaded;
01479 
01480   /* We update these variables here, so gradual loading still fills
01481    * all wagons at the same time instead of using the same 'improved'
01482    * loading algorithm for the wagons (only fill wagon when there is
01483    * enough to fill the previous wagons) */
01484   if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01485     /* Update left cargo */
01486     for (Vehicle *v = front; v != NULL; v = v->Next()) {
01487       int cap_left = v->cargo_cap - v->cargo.Count();
01488       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01489     }
01490   }
01491 
01492   if (!anything_unloaded) delete payment;
01493 
01494   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01495   if (anything_loaded || anything_unloaded) {
01496     if (_settings_game.order.gradual_loading) {
01497       /* The time it takes to load one 'slice' of cargo or passengers depends
01498        * on the vehicle type - the values here are those found in TTDPatch */
01499       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01500 
01501       unloading_time = gradual_loading_wait_time[front->type];
01502     }
01503     /* We loaded less cargo than possible for all cargo types and it's not full
01504      * load and we're not supposed to wait any longer: stop loading. */
01505     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01506         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01507       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01508     }
01509   } else {
01510     bool finished_loading = true;
01511     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01512       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01513         /* if the aircraft carries passengers and is NOT full, then
01514          * continue loading, no matter how much mail is in */
01515         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
01516             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01517           finished_loading = false;
01518         }
01519       } else if (cargo_not_full != 0) {
01520         finished_loading = false;
01521       }
01522     }
01523     unloading_time = 20;
01524 
01525     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01526   }
01527 
01528   if (front->type == VEH_TRAIN) {
01529     /* Each platform tile is worth 2 rail vehicles. */
01530     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01531     if (overhang > 0) {
01532       unloading_time <<= 1;
01533       unloading_time += (overhang * unloading_time) / 8;
01534     }
01535   }
01536 
01537   /* Calculate the loading indicator fill percent and display
01538    * In the Game Menu do not display indicators
01539    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01540    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01541    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01542    */
01543   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01544     StringID percent_up_down = STR_NULL;
01545     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01546     if (front->fill_percent_te_id == INVALID_TE_ID) {
01547       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01548     } else {
01549       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01550     }
01551   }
01552 
01553   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01554   front->load_unload_ticks = max(1, unloading_time);
01555 
01556   if (completely_emptied) {
01557     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01558   }
01559 
01560   if (dirty_vehicle) {
01561     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01562     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01563     front->MarkDirty();
01564   }
01565   if (dirty_station) {
01566     st->MarkTilesDirty(true);
01567     SetWindowDirty(WC_STATION_VIEW, last_visited);
01568   }
01569 }
01570 
01576 void LoadUnloadStation(Station *st)
01577 {
01578   /* No vehicle is here... */
01579   if (st->loading_vehicles.empty()) return;
01580 
01581   Vehicle *last_loading = NULL;
01582   std::list<Vehicle *>::iterator iter;
01583 
01584   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01585   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01586     Vehicle *v = *iter;
01587 
01588     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01589 
01590     assert(v->load_unload_ticks != 0);
01591     if (--v->load_unload_ticks == 0) last_loading = v;
01592   }
01593 
01594   /* We only need to reserve and load/unload up to the last loading vehicle.
01595    * Anything else will be forgotten anyway after returning from this function.
01596    *
01597    * Especially this means we do _not_ need to reserve cargo for a single
01598    * consist in a station which is not allowed to load yet because its
01599    * load_unload_ticks is still not 0.
01600    */
01601   if (last_loading == NULL) return;
01602 
01603   int cargo_left[NUM_CARGO];
01604 
01605   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01606 
01607   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01608     Vehicle *v = *iter;
01609     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01610     if (v == last_loading) break;
01611   }
01612 
01613   /* Call the production machinery of industries */
01614   const Industry * const *isend = _cargo_delivery_destinations.End();
01615   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01616     TriggerIndustryProduction(*iid);
01617   }
01618   _cargo_delivery_destinations.Clear();
01619 }
01620 
01624 void CompaniesMonthlyLoop()
01625 {
01626   CompaniesGenStatistics();
01627   if (_settings_game.economy.inflation) {
01628     AddInflation();
01629     RecomputePrices();
01630   }
01631   CompaniesPayInterest();
01632   HandleEconomyFluctuations();
01633 }
01634 
01635 static void DoAcquireCompany(Company *c)
01636 {
01637   CompanyID ci = c->index;
01638 
01639   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01640   cni->FillData(c, Company::Get(_current_company));
01641 
01642   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01643   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01644   SetDParamStr(2, cni->company_name);
01645   SetDParamStr(3, cni->other_company_name);
01646   SetDParam(4, c->bankrupt_value);
01647   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01648   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01649   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01650 
01651   ChangeOwnershipOfCompanyItems(ci, _current_company);
01652 
01653   if (c->bankrupt_value == 0) {
01654     Company *owner = Company::Get(_current_company);
01655     owner->current_loan += c->current_loan;
01656   }
01657 
01658   if (c->is_ai) AI::Stop(c->index);
01659 
01660   DeleteCompanyWindows(ci);
01661   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01662   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01663   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01664   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01665 
01666   delete c;
01667 }
01668 
01669 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01670 
01680 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01681 {
01682   CommandCost cost(EXPENSES_OTHER);
01683   CompanyID target_company = (CompanyID)p1;
01684   Company *c = Company::GetIfValid(target_company);
01685 
01686   /* Check if buying shares is allowed (protection against modified clients)
01687    * Cannot buy own shares */
01688   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01689 
01690   /* Protect new companies from hostile takeovers */
01691   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01692 
01693   /* Those lines are here for network-protection (clients can be slow) */
01694   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01695 
01696   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01697     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01698 
01699     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01700   }
01701 
01702 
01703   cost.AddCost(CalculateCompanyValue(c) >> 2);
01704   if (flags & DC_EXEC) {
01705     OwnerByte *b = c->share_owners;
01706 
01707     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01708     *b = _current_company;
01709 
01710     for (int i = 0; c->share_owners[i] == _current_company;) {
01711       if (++i == 4) {
01712         c->bankrupt_value = 0;
01713         DoAcquireCompany(c);
01714         break;
01715       }
01716     }
01717     SetWindowDirty(WC_COMPANY, target_company);
01718     CompanyAdminUpdate(c);
01719   }
01720   return cost;
01721 }
01722 
01732 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01733 {
01734   CompanyID target_company = (CompanyID)p1;
01735   Company *c = Company::GetIfValid(target_company);
01736 
01737   /* Cannot sell own shares */
01738   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01739 
01740   /* Check if selling shares is allowed (protection against modified clients).
01741    * However, we must sell shares of companies being closed down. */
01742   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01743 
01744   /* Those lines are here for network-protection (clients can be slow) */
01745   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01746 
01747   /* adjust it a little to make it less profitable to sell and buy */
01748   Money cost = CalculateCompanyValue(c) >> 2;
01749   cost = -(cost - (cost >> 7));
01750 
01751   if (flags & DC_EXEC) {
01752     OwnerByte *b = c->share_owners;
01753     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01754     *b = COMPANY_SPECTATOR;
01755     SetWindowDirty(WC_COMPANY, target_company);
01756     CompanyAdminUpdate(c);
01757   }
01758   return CommandCost(EXPENSES_OTHER, cost);
01759 }
01760 
01773 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01774 {
01775   CompanyID target_company = (CompanyID)p1;
01776   Company *c = Company::GetIfValid(target_company);
01777   if (c == NULL) return CMD_ERROR;
01778 
01779   /* Disable takeovers when not asked */
01780   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01781 
01782   /* Disable taking over the local company in single player */
01783   if (!_networking && _local_company == c->index) return CMD_ERROR;
01784 
01785   /* Do not allow companies to take over themselves */
01786   if (target_company == _current_company) return CMD_ERROR;
01787 
01788   /* Disable taking over when not allowed. */
01789   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01790 
01791   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01792   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01793 
01794   if (flags & DC_EXEC) {
01795     DoAcquireCompany(c);
01796   }
01797   return cost;
01798 }