economy.cpp

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00001 /* $Id: economy.cpp 24231 2012-05-12 07:46:05Z rubidium $ */
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 and transport rights 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     /* Transfer exclusive rights */
00383     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
00384       if (new_owner != INVALID_OWNER) {
00385         t->exclusivity = new_owner;
00386       } else {
00387         t->exclusive_counter = 0;
00388         t->exclusivity = INVALID_COMPANY;
00389       }
00390     }
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 
00433         /* Owner changes, clear cache */
00434         v->colourmap = PAL_NONE;
00435         v->InvalidateNewGRFCache();
00436 
00437         if (v->IsEngineCountable()) {
00438           GroupStatistics::CountEngine(v, 1);
00439         }
00440         if (v->IsPrimaryVehicle()) {
00441           GroupStatistics::CountVehicle(v, 1);
00442           v->unitnumber = unitidgen[v->type].NextID();
00443         }
00444 
00445         /* Invalidate the vehicle's cargo payment "owner cache". */
00446         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00447       }
00448     }
00449 
00450     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00451   }
00452 
00453   /*  Change ownership of tiles */
00454   {
00455     TileIndex tile = 0;
00456     do {
00457       ChangeTileOwner(tile, old_owner, new_owner);
00458     } while (++tile != MapSize());
00459 
00460     if (new_owner != INVALID_OWNER) {
00461       /* Update all signals because there can be new segment that was owned by two companies
00462        * and signals were not propagated
00463        * Similiar with crossings - it is needed to bar crossings that weren't before
00464        * because of different owner of crossing and approaching train */
00465       tile = 0;
00466 
00467       do {
00468         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00469           TrackBits tracks = GetTrackBits(tile);
00470           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00471             Track track = RemoveFirstTrack(&tracks);
00472             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00473           } while (tracks != TRACK_BIT_NONE);
00474         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00475           UpdateLevelCrossing(tile);
00476         }
00477       } while (++tile != MapSize());
00478     }
00479 
00480     /* update signals in buffer */
00481     UpdateSignalsInBuffer();
00482   }
00483 
00484   /* Add airport infrastructure count of the old company to the new one. */
00485   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00486 
00487   /* convert owner of stations (including deleted ones, but excluding buoys) */
00488   Station *st;
00489   FOR_ALL_STATIONS(st) {
00490     if (st->owner == old_owner) {
00491       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00492        * also, drawing station window would cause reading invalid company's colour */
00493       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00494     }
00495   }
00496 
00497   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00498   Waypoint *wp;
00499   FOR_ALL_WAYPOINTS(wp) {
00500     if (wp->owner == old_owner) {
00501       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00502     }
00503   }
00504 
00505   Sign *si;
00506   FOR_ALL_SIGNS(si) {
00507     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00508   }
00509 
00510   /* Change colour of existing windows */
00511   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00512 
00513   cur_company.Restore();
00514 
00515   MarkWholeScreenDirty();
00516 }
00517 
00522 static void CompanyCheckBankrupt(Company *c)
00523 {
00524   /*  If the company has money again, it does not go bankrupt */
00525   if (c->money >= 0) {
00526     c->quarters_of_bankruptcy = 0;
00527     c->bankrupt_asked = 0;
00528     return;
00529   }
00530 
00531   c->quarters_of_bankruptcy++;
00532 
00533   switch (c->quarters_of_bankruptcy) {
00534     case 0:
00535     case 1:
00536       break;
00537 
00538     case 2: {
00539       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00540       cni->FillData(c);
00541       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00542       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00543       SetDParamStr(2, cni->company_name);
00544       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
00545       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00546       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00547       break;
00548     }
00549 
00550     case 3: {
00551       /* Check if the company has any value.. if not, declare it bankrupt
00552        *  right now */
00553       Money val = CalculateCompanyValue(c, false);
00554       if (val > 0) {
00555         c->bankrupt_value = val;
00556         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00557         c->bankrupt_timeout = 0;
00558         break;
00559       }
00560       /* FALL THROUGH to case 4... */
00561     }
00562     default:
00563     case 4:
00564       if (!_networking && _local_company == c->index) {
00565         /* If we are in offline mode, leave the company playing. Eg. there
00566          * is no THE-END, otherwise mark the client as spectator to make sure
00567          * he/she is no long in control of this company. However... when you
00568          * join another company (cheat) the "unowned" company can bankrupt. */
00569         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00570         break;
00571       }
00572 
00573       /* Actually remove the company, but not when we're a network client.
00574        * In case of network clients we will be getting a command from the
00575        * server. It is done in this way as we are called from the
00576        * StateGameLoop which can't change the current company, and thus
00577        * updating the local company triggers an assert later on. In the
00578        * case of a network game the command will be processed at a time
00579        * that changing the current company is okay. In case of single
00580        * player we are sure (the above check) that we are not the local
00581        * company and thus we won't be moved. */
00582       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00583       break;
00584   }
00585 }
00586 
00591 static void CompaniesGenStatistics()
00592 {
00593   Station *st;
00594 
00595   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00596   Company *c;
00597 
00598   if (!_settings_game.economy.infrastructure_maintenance) {
00599     FOR_ALL_STATIONS(st) {
00600       cur_company.Change(st->owner);
00601       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00602       SubtractMoneyFromCompany(cost);
00603     }
00604   } else {
00605     /* Improved monthly infrastructure costs. */
00606     FOR_ALL_COMPANIES(c) {
00607       cur_company.Change(c->index);
00608 
00609       CommandCost cost(EXPENSES_PROPERTY);
00610       uint32 rail_total = c->infrastructure.GetRailTotal();
00611       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00612         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
00613       }
00614       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00615       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00616         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00617       }
00618       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00619       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00620       cost.AddCost(AirportMaintenanceCost(c->index));
00621 
00622       SubtractMoneyFromCompany(cost);
00623     }
00624   }
00625   cur_company.Restore();
00626 
00627   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00628   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00629 
00630   FOR_ALL_COMPANIES(c) {
00631     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00632     c->old_economy[0] = c->cur_economy;
00633     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00634 
00635     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00636 
00637     UpdateCompanyRatingAndValue(c, true);
00638     if (c->block_preview != 0) c->block_preview--;
00639     CompanyCheckBankrupt(c);
00640   }
00641 
00642   SetWindowDirty(WC_INCOME_GRAPH, 0);
00643   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00644   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00645   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00646   SetWindowDirty(WC_COMPANY_VALUE, 0);
00647   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00648 }
00649 
00654 void AddInflation(bool check_year)
00655 {
00656   /* The cargo payment inflation differs from the normal inflation, so the
00657    * relative amount of money you make with a transport decreases slowly over
00658    * the 170 years. After a few hundred years we reach a level in which the
00659    * games will become unplayable as the maximum income will be less than
00660    * the minimum running cost.
00661    *
00662    * Furthermore there are a lot of inflation related overflows all over the
00663    * place. Solving them is hardly possible because inflation will always
00664    * reach the overflow threshold some day. So we'll just perform the
00665    * inflation mechanism during the first 170 years (the amount of years that
00666    * one had in the original TTD) and stop doing the inflation after that
00667    * because it only causes problems that can't be solved nicely and the
00668    * inflation doesn't add anything after that either; it even makes playing
00669    * it impossible due to the diverging cost and income rates.
00670    */
00671   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
00672 
00673   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00674    * scaled by 65536
00675    * 12 -> months per year
00676    * This is only a good approxiamtion for small values
00677    */
00678   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
00679   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
00680 }
00681 
00685 void RecomputePrices()
00686 {
00687   /* Setup maximum loan */
00688   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00689 
00690   /* Setup price bases */
00691   for (Price i = PR_BEGIN; i < PR_END; i++) {
00692     Money price = _price_base_specs[i].start_price;
00693 
00694     /* Apply difficulty settings */
00695     uint mod = 1;
00696     switch (_price_base_specs[i].category) {
00697       case PCAT_RUNNING:
00698         mod = _settings_game.difficulty.vehicle_costs;
00699         break;
00700 
00701       case PCAT_CONSTRUCTION:
00702         mod = _settings_game.difficulty.construction_cost;
00703         break;
00704 
00705       default: break;
00706     }
00707     switch (mod) {
00708       case 0: price *= 6; break;
00709       case 1: price *= 8; break; // normalised to 1 below
00710       case 2: price *= 9; break;
00711       default: NOT_REACHED();
00712     }
00713 
00714     /* Apply inflation */
00715     price = (int64)price * _economy.inflation_prices;
00716 
00717     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00718     int shift = _price_base_multiplier[i] - 16 - 3;
00719     if (shift >= 0) {
00720       price <<= shift;
00721     } else {
00722       price >>= -shift;
00723     }
00724 
00725     /* Make sure the price does not get reduced to zero.
00726      * Zero breaks quite a few commands that use a zero
00727      * cost to see whether something got changed or not
00728      * and based on that cause an error. When the price
00729      * is zero that fails even when things are done. */
00730     if (price == 0) {
00731       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00732       /* No base price should be zero, but be sure. */
00733       assert(price != 0);
00734     }
00735     /* Store value */
00736     _price[i] = price;
00737   }
00738 
00739   /* Setup cargo payment */
00740   CargoSpec *cs;
00741   FOR_ALL_CARGOSPECS(cs) {
00742     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00743   }
00744 
00745   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00746   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00747   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00748   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00749   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00750 }
00751 
00753 static void CompaniesPayInterest()
00754 {
00755   const Company *c;
00756 
00757   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00758   FOR_ALL_COMPANIES(c) {
00759     cur_company.Change(c->index);
00760 
00761     /* Over a year the paid interest should be "loan * interest percentage",
00762      * but... as that number is likely not dividable by 12 (pay each month),
00763      * one needs to account for that in the monthly fee calculations.
00764      * To easily calculate what one should pay "this" month, you calculate
00765      * what (total) should have been paid up to this month and you subtract
00766      * whatever has been paid in the previous months. This will mean one month
00767      * it'll be a bit more and the other it'll be a bit less than the average
00768      * monthly fee, but on average it will be exact. */
00769     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00770     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00771     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00772 
00773     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00774 
00775     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00776   }
00777   cur_company.Restore();
00778 }
00779 
00780 static void HandleEconomyFluctuations()
00781 {
00782   if (_settings_game.difficulty.economy != 0) {
00783     /* When economy is Fluctuating, decrease counter */
00784     _economy.fluct--;
00785   } else if (EconomyIsInRecession()) {
00786     /* When it's Steady and we are in recession, end it now */
00787     _economy.fluct = -12;
00788   } else {
00789     /* No need to do anything else in other cases */
00790     return;
00791   }
00792 
00793   if (_economy.fluct == 0) {
00794     _economy.fluct = -(int)GB(Random(), 0, 2);
00795     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
00796   } else if (_economy.fluct == -12) {
00797     _economy.fluct = GB(Random(), 0, 8) + 312;
00798     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
00799   }
00800 }
00801 
00802 
00806 void ResetPriceBaseMultipliers()
00807 {
00808   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00809 }
00810 
00818 void SetPriceBaseMultiplier(Price price, int factor)
00819 {
00820   assert(price < PR_END);
00821   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00822 }
00823 
00828 void StartupIndustryDailyChanges(bool init_counter)
00829 {
00830   uint map_size = MapLogX() + MapLogY();
00831   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00832    * which stands for the days in a month.
00833    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00834    * would not be needed.
00835    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00836    * on the overall total number of changes performed */
00837   _economy.industry_daily_increment = (1 << map_size) / 31;
00838 
00839   if (init_counter) {
00840     /* A new game or a savegame from an older version will require the counter to be initialized */
00841     _economy.industry_daily_change_counter = 0;
00842   }
00843 }
00844 
00845 void StartupEconomy()
00846 {
00847   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00848   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00849   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00850   _economy.fluct = GB(Random(), 0, 8) + 168;
00851 
00852   /* Set up prices */
00853   RecomputePrices();
00854 
00855   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00856 
00857 }
00858 
00862 void InitializeEconomy()
00863 {
00864   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00865 }
00866 
00875 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00876 {
00877   if (index >= PR_END) return 0;
00878 
00879   Money cost = _price[index] * cost_factor;
00880   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00881 
00882   if (shift >= 0) {
00883     cost <<= shift;
00884   } else {
00885     cost >>= -shift;
00886   }
00887 
00888   return cost;
00889 }
00890 
00891 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00892 {
00893   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00894   if (!cs->IsValid()) {
00895     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00896     return 0;
00897   }
00898 
00899   /* Use callback to calculate cargo profit, if available */
00900   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00901     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00902     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00903     if (callback != CALLBACK_FAILED) {
00904       int result = GB(callback, 0, 14);
00905 
00906       /* Simulate a 15 bit signed value */
00907       if (HasBit(callback, 14)) result -= 0x4000;
00908 
00909       /* "The result should be a signed multiplier that gets multiplied
00910        * by the amount of cargo moved and the price factor, then gets
00911        * divided by 8192." */
00912       return result * num_pieces * cs->current_payment / 8192;
00913     }
00914   }
00915 
00916   static const int MIN_TIME_FACTOR = 31;
00917   static const int MAX_TIME_FACTOR = 255;
00918 
00919   const int days1 = cs->transit_days[0];
00920   const int days2 = cs->transit_days[1];
00921   const int days_over_days1 = max(   transit_days - days1, 0);
00922   const int days_over_days2 = max(days_over_days1 - days2, 0);
00923 
00924   /*
00925    * The time factor is calculated based on the time it took
00926    * (transit_days) compared two cargo-depending values. The
00927    * range is divided into three parts:
00928    *
00929    *  - constant for fast transits
00930    *  - linear decreasing with time with a slope of -1 for medium transports
00931    *  - linear decreasing with time with a slope of -2 for slow transports
00932    *
00933    */
00934   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00935 
00936   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00937 }
00938 
00940 static SmallIndustryList _cargo_delivery_destinations;
00941 
00951 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00952 {
00953   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00954    * This fails in three cases:
00955    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00956    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00957    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00958    */
00959 
00960   uint accepted = 0;
00961 
00962   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00963     Industry *ind = st->industries_near[i];
00964     if (ind->index == source) continue;
00965 
00966     uint cargo_index;
00967     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00968       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00969     }
00970     /* Check if matching cargo has been found */
00971     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00972 
00973     /* Check if industry temporarily refuses acceptance */
00974     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00975 
00976     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00977     _cargo_delivery_destinations.Include(ind);
00978 
00979     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00980     ind->incoming_cargo_waiting[cargo_index] += amount;
00981     num_pieces -= amount;
00982     accepted += amount;
00983   }
00984 
00985   return accepted;
00986 }
00987 
01001 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)
01002 {
01003   assert(num_pieces > 0);
01004 
01005   Station *st = Station::Get(dest);
01006 
01007   /* Give the goods to the industry. */
01008   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01009 
01010   /* If this cargo type is always accepted, accept all */
01011   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01012 
01013   /* Update station statistics */
01014   if (accepted > 0) {
01015     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01016     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01017     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01018   }
01019 
01020   /* Update company statistics */
01021   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01022 
01023   /* Increase town's counter for town effects */
01024   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01025   st->town->received[cs->town_effect].new_act += accepted;
01026 
01027   /* Determine profit */
01028   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01029 
01030   /* Modify profit if a subsidy is in effect */
01031   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01032     switch (_settings_game.difficulty.subsidy_multiplier) {
01033       case 0:  profit += profit >> 1; break;
01034       case 1:  profit *= 2; break;
01035       case 2:  profit *= 3; break;
01036       default: profit *= 4; break;
01037     }
01038   }
01039 
01040   return profit;
01041 }
01042 
01048 static void TriggerIndustryProduction(Industry *i)
01049 {
01050   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01051   uint16 callback = indspec->callback_mask;
01052 
01053   i->was_cargo_delivered = true;
01054   i->last_cargo_accepted_at = _date;
01055 
01056   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01057     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01058       IndustryProductionCallback(i, 0);
01059     } else {
01060       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01061     }
01062   } else {
01063     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01064       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01065       if (cargo_waiting == 0) continue;
01066 
01067       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01068       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01069 
01070       i->incoming_cargo_waiting[cargo_index] = 0;
01071     }
01072   }
01073 
01074   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01075   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01076 }
01077 
01082 CargoPayment::CargoPayment(Vehicle *front) :
01083   front(front),
01084   current_station(front->last_station_visited)
01085 {
01086 }
01087 
01088 CargoPayment::~CargoPayment()
01089 {
01090   if (this->CleaningPool()) return;
01091 
01092   this->front->cargo_payment = NULL;
01093 
01094   if (this->visual_profit == 0) return;
01095 
01096   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01097 
01098   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01099   this->front->profit_this_year += this->visual_profit << 8;
01100 
01101   if (this->route_profit != 0) {
01102     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01103       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01104     }
01105 
01106     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01107   } else {
01108     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01109   }
01110 
01111   cur_company.Restore();
01112 }
01113 
01119 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01120 {
01121   if (this->owner == NULL) {
01122     this->owner = Company::Get(this->front->owner);
01123   }
01124 
01125   /* Handle end of route payment */
01126   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01127   this->route_profit += profit;
01128 
01129   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01130   this->visual_profit += profit - cp->FeederShare();
01131 }
01132 
01139 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01140 {
01141   Money profit = GetTransportedGoodsIncome(
01142       count,
01143       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01144       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01145       cp->DaysInTransit(),
01146       this->ct);
01147 
01148   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01149 
01150   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01151   return profit; // account for the (virtual) profit already made for the cargo packet
01152 }
01153 
01158 void PrepareUnload(Vehicle *front_v)
01159 {
01160   /* At this moment loading cannot be finished */
01161   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01162 
01163   /* Start unloading in at the first possible moment */
01164   front_v->load_unload_ticks = 1;
01165 
01166   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01167     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01168       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01169         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01170       }
01171     }
01172   }
01173 
01174   assert(front_v->cargo_payment == NULL);
01175   /* One CargoPayment per vehicle and the vehicle limit equals the
01176    * limit in number of CargoPayments. Can't go wrong. */
01177   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01178   assert(CargoPayment::CanAllocateItem());
01179   front_v->cargo_payment = new CargoPayment(front_v);
01180 }
01181 
01187 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01188 {
01189   v = v->GetFirstEnginePart();
01190 
01191   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01192     if (v->cargo.Count() != 0) return false;
01193   }
01194 
01195   return true;
01196 }
01197 
01206 static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
01207 {
01208   assert(front->current_order.IsType(OT_LOADING));
01209 
01210   /* We have not waited enough time till the next round of loading/unloading */
01211   if (front->load_unload_ticks != 0) {
01212     if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01213       /* 'Reserve' this cargo for this vehicle, because we were first. */
01214       for (Vehicle *v = front; v != NULL; v = v->Next()) {
01215         int cap_left = v->cargo_cap - v->cargo.Count();
01216         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01217       }
01218     }
01219     return;
01220   }
01221 
01222   StationID last_visited = front->last_station_visited;
01223   Station *st = Station::Get(last_visited);
01224 
01225   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01226     /* The train reversed in the station. Take the "easy" way
01227      * out and let the train just leave as it always did. */
01228     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01229     front->load_unload_ticks = 1;
01230     return;
01231   }
01232 
01233   int unloading_time = 0;
01234   bool dirty_vehicle = false;
01235   bool dirty_station = false;
01236 
01237   bool completely_emptied = true;
01238   bool anything_unloaded = false;
01239   bool anything_loaded   = false;
01240   uint32 full_load_amount = 0;
01241   uint32 cargo_not_full  = 0;
01242   uint32 cargo_full      = 0;
01243 
01244   front->cur_speed = 0;
01245 
01246   CargoPayment *payment = front->cargo_payment;
01247 
01248   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01249   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01250     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01251     if (v->cargo_cap == 0) continue;
01252     artic_part++;
01253 
01254     const Engine *e = v->GetEngine();
01255     byte load_amount = e->info.load_amount;
01256 
01257     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01258     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01259 
01260     if (_settings_game.order.gradual_loading) {
01261       uint16 cb_load_amount = CALLBACK_FAILED;
01262       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01263         /* Use callback 36 */
01264         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01265       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01266         /* Use callback 12 */
01267         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01268       }
01269       if (cb_load_amount != CALLBACK_FAILED) {
01270         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01271         if (cb_load_amount >= 0x100) {
01272           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01273         } else if (cb_load_amount != 0) {
01274           load_amount = cb_load_amount;
01275         }
01276       }
01277     }
01278 
01279     GoodsEntry *ge = &st->goods[v->cargo_type];
01280 
01281     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01282       uint cargo_count = v->cargo.Count();
01283       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01284       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01285       bool accepted  = false; // Is the cargo accepted by the station?
01286 
01287       payment->SetCargo(v->cargo_type);
01288 
01289       if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01290         /* The cargo has reached its final destination, the packets may now be destroyed */
01291         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01292 
01293         dirty_vehicle = true;
01294         accepted = true;
01295       }
01296 
01297       /* The !accepted || v->cargo.Count == cargo_count clause is there
01298        * to make it possible to force unload vehicles at the station where
01299        * they were loaded, but to not force unload the vehicle when the
01300        * station is still accepting the cargo in the vehicle. It doesn't
01301        * accept cargo that was loaded at the same station. */
01302       if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01303         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01304         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01305           InvalidateWindowData(WC_STATION_LIST, last_visited);
01306           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01307         }
01308 
01309         dirty_vehicle = dirty_station = true;
01310       } else if (!accepted) {
01311         /* The order changed while unloading (unset unload/transfer) or the
01312          * station does not accept our goods. */
01313         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01314 
01315         /* Say we loaded something, otherwise we'll think we didn't unload
01316          * something and we didn't load something, so we must be finished
01317          * at this station. Setting the unloaded means that we will get a
01318          * retry for loading in the next cycle. */
01319         anything_unloaded = true;
01320         continue;
01321       }
01322 
01323       /* Deliver goods to the station */
01324       st->time_since_unload = 0;
01325 
01326       unloading_time += amount_unloaded;
01327 
01328       anything_unloaded = true;
01329       if (_settings_game.order.gradual_loading && remaining) {
01330         completely_emptied = false;
01331       } else {
01332         /* We have finished unloading (cargo count == 0) */
01333         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01334       }
01335 
01336       continue;
01337     }
01338 
01339     /* Do not pick up goods when we have no-load set or loading is stopped. */
01340     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01341 
01342     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01343     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01344         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01345       Vehicle *v_start = v->GetFirstEnginePart();
01346       CargoID new_cid = front->current_order.GetRefitCargo();
01347       byte new_subtype = front->current_order.GetRefitSubtype();
01348 
01349       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01350 
01351       /* Check if all articulated parts are empty and collect refit mask. */
01352       uint32 refit_mask = e->info.refit_mask;
01353       Vehicle *w = v_start;
01354       while (w->HasArticulatedPart()) {
01355         w = w->GetNextArticulatedPart();
01356         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01357         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01358       }
01359 
01360       if (new_cid == CT_AUTO_REFIT) {
01361         /* Get refittable cargo type with the most waiting cargo. */
01362         int amount = 0;
01363         CargoID cid;
01364         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01365           if (cargo_left[cid] > amount) {
01366             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01367              * the returned refit capacity will be greater than zero. */
01368             new_subtype = GetBestFittingSubType(v, v, cid);
01369             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.
01370             if (_returned_refit_capacity > 0) {
01371               amount = cargo_left[cid];
01372               new_cid = cid;
01373             }
01374           }
01375         }
01376       }
01377 
01378       /* Refit if given a valid cargo. */
01379       if (new_cid < NUM_CARGO) {
01380         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.
01381         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01382         ge = &st->goods[v->cargo_type];
01383       }
01384 
01385       cur_company.Restore();
01386     }
01387 
01388     /* update stats */
01389     int t;
01390     switch (front->type) {
01391       case VEH_TRAIN: /* FALL THROUGH */
01392       case VEH_SHIP:
01393         t = front->vcache.cached_max_speed;
01394         break;
01395 
01396       case VEH_ROAD:
01397         t = front->vcache.cached_max_speed / 2;
01398         break;
01399 
01400       case VEH_AIRCRAFT:
01401         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01402         break;
01403 
01404       default: NOT_REACHED();
01405     }
01406 
01407     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01408     ge->last_speed = min(t, 255);
01409     ge->last_age = _cur_year - front->build_year;
01410     ge->days_since_pickup = 0;
01411 
01412     /* If there's goods waiting at the station, and the vehicle
01413      * has capacity for it, load it on the vehicle. */
01414     int cap_left = v->cargo_cap - v->cargo.Count();
01415     if (!ge->cargo.Empty() && cap_left > 0) {
01416       uint cap = cap_left;
01417       uint count = ge->cargo.Count();
01418 
01419       /* Skip loading this vehicle if another train/vehicle is already handling
01420        * the same cargo type at this station */
01421       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01422         SetBit(cargo_not_full, v->cargo_type);
01423         continue;
01424       }
01425 
01426       if (cap > count) cap = count;
01427       if (_settings_game.order.gradual_loading) {
01428         cap = min(cap, load_amount);
01429         cap_left = min(cap_left, load_amount);
01430       }
01431       if (_settings_game.order.improved_load) {
01432         /* Don't load stuff that is already 'reserved' for other vehicles */
01433         cap = min((uint)cargo_left[v->cargo_type], cap);
01434         count = cargo_left[v->cargo_type];
01435         cargo_left[v->cargo_type] -= cap;
01436       }
01437 
01438       /* Store whether the maximum possible load amount was loaded or not.*/
01439       if (count >= (uint)cap_left) {
01440         SetBit(full_load_amount, v->cargo_type);
01441       } else {
01442         ClrBit(full_load_amount, v->cargo_type);
01443       }
01444 
01445       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01446 
01447       /* TODO: Regarding this, when we do gradual loading, we
01448        * should first unload all vehicles and then start
01449        * loading them. Since this will cause
01450        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01451        * the whole vehicle chain is really totally empty, the
01452        * completely_emptied assignment can then be safely
01453        * removed; that's how TTDPatch behaves too. --pasky */
01454       completely_emptied = false;
01455       anything_loaded = true;
01456 
01457       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01458 
01459       st->time_since_load = 0;
01460       st->last_vehicle_type = v->type;
01461 
01462       if (ge->cargo.Empty()) {
01463         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01464         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01465       }
01466 
01467       unloading_time += cap;
01468 
01469       dirty_vehicle = dirty_station = true;
01470     }
01471 
01472     if (v->cargo.Count() >= v->cargo_cap) {
01473       SetBit(cargo_full, v->cargo_type);
01474     } else {
01475       SetBit(cargo_not_full, v->cargo_type);
01476     }
01477   }
01478 
01479   if (anything_loaded || anything_unloaded) {
01480     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01481   }
01482 
01483   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01484   completely_emptied &= anything_unloaded;
01485 
01486   /* We update these variables here, so gradual loading still fills
01487    * all wagons at the same time instead of using the same 'improved'
01488    * loading algorithm for the wagons (only fill wagon when there is
01489    * enough to fill the previous wagons) */
01490   if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01491     /* Update left cargo */
01492     for (Vehicle *v = front; v != NULL; v = v->Next()) {
01493       int cap_left = v->cargo_cap - v->cargo.Count();
01494       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01495     }
01496   }
01497 
01498   if (!anything_unloaded) delete payment;
01499 
01500   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01501   if (anything_loaded || anything_unloaded) {
01502     if (_settings_game.order.gradual_loading) {
01503       /* The time it takes to load one 'slice' of cargo or passengers depends
01504        * on the vehicle type - the values here are those found in TTDPatch */
01505       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01506 
01507       unloading_time = gradual_loading_wait_time[front->type];
01508     }
01509     /* We loaded less cargo than possible for all cargo types and it's not full
01510      * load and we're not supposed to wait any longer: stop loading. */
01511     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01512         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01513       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01514     }
01515   } else {
01516     bool finished_loading = true;
01517     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01518       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01519         /* if the aircraft carries passengers and is NOT full, then
01520          * continue loading, no matter how much mail is in */
01521         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
01522             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01523           finished_loading = false;
01524         }
01525       } else if (cargo_not_full != 0) {
01526         finished_loading = false;
01527       }
01528     }
01529     unloading_time = 20;
01530 
01531     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01532   }
01533 
01534   if (front->type == VEH_TRAIN) {
01535     /* Each platform tile is worth 2 rail vehicles. */
01536     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01537     if (overhang > 0) {
01538       unloading_time <<= 1;
01539       unloading_time += (overhang * unloading_time) / 8;
01540     }
01541   }
01542 
01543   /* Calculate the loading indicator fill percent and display
01544    * In the Game Menu do not display indicators
01545    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01546    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01547    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01548    */
01549   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01550     StringID percent_up_down = STR_NULL;
01551     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01552     if (front->fill_percent_te_id == INVALID_TE_ID) {
01553       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01554     } else {
01555       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01556     }
01557   }
01558 
01559   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01560   front->load_unload_ticks = max(1, unloading_time);
01561 
01562   if (completely_emptied) {
01563     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01564   }
01565 
01566   if (dirty_vehicle) {
01567     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01568     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01569     front->MarkDirty();
01570   }
01571   if (dirty_station) {
01572     st->MarkTilesDirty(true);
01573     SetWindowDirty(WC_STATION_VIEW, last_visited);
01574   }
01575 }
01576 
01582 void LoadUnloadStation(Station *st)
01583 {
01584   /* No vehicle is here... */
01585   if (st->loading_vehicles.empty()) return;
01586 
01587   Vehicle *last_loading = NULL;
01588   std::list<Vehicle *>::iterator iter;
01589 
01590   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01591   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01592     Vehicle *v = *iter;
01593 
01594     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01595 
01596     assert(v->load_unload_ticks != 0);
01597     if (--v->load_unload_ticks == 0) last_loading = v;
01598   }
01599 
01600   /* We only need to reserve and load/unload up to the last loading vehicle.
01601    * Anything else will be forgotten anyway after returning from this function.
01602    *
01603    * Especially this means we do _not_ need to reserve cargo for a single
01604    * consist in a station which is not allowed to load yet because its
01605    * load_unload_ticks is still not 0.
01606    */
01607   if (last_loading == NULL) return;
01608 
01609   int cargo_left[NUM_CARGO];
01610 
01611   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01612 
01613   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01614     Vehicle *v = *iter;
01615     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01616     if (v == last_loading) break;
01617   }
01618 
01619   /* Call the production machinery of industries */
01620   const Industry * const *isend = _cargo_delivery_destinations.End();
01621   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01622     TriggerIndustryProduction(*iid);
01623   }
01624   _cargo_delivery_destinations.Clear();
01625 }
01626 
01630 void CompaniesMonthlyLoop()
01631 {
01632   CompaniesGenStatistics();
01633   if (_settings_game.economy.inflation) {
01634     AddInflation();
01635     RecomputePrices();
01636   }
01637   CompaniesPayInterest();
01638   HandleEconomyFluctuations();
01639 }
01640 
01641 static void DoAcquireCompany(Company *c)
01642 {
01643   CompanyID ci = c->index;
01644 
01645   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01646   cni->FillData(c, Company::Get(_current_company));
01647 
01648   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01649   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01650   SetDParamStr(2, cni->company_name);
01651   SetDParamStr(3, cni->other_company_name);
01652   SetDParam(4, c->bankrupt_value);
01653   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
01654   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01655   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01656 
01657   ChangeOwnershipOfCompanyItems(ci, _current_company);
01658 
01659   if (c->bankrupt_value == 0) {
01660     Company *owner = Company::Get(_current_company);
01661     owner->current_loan += c->current_loan;
01662   }
01663 
01664   if (c->is_ai) AI::Stop(c->index);
01665 
01666   DeleteCompanyWindows(ci);
01667   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01668   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01669   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01670   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01671 
01672   delete c;
01673 }
01674 
01675 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01676 
01686 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01687 {
01688   CommandCost cost(EXPENSES_OTHER);
01689   CompanyID target_company = (CompanyID)p1;
01690   Company *c = Company::GetIfValid(target_company);
01691 
01692   /* Check if buying shares is allowed (protection against modified clients)
01693    * Cannot buy own shares */
01694   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01695 
01696   /* Protect new companies from hostile takeovers */
01697   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01698 
01699   /* Those lines are here for network-protection (clients can be slow) */
01700   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01701 
01702   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01703     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01704 
01705     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01706   }
01707 
01708 
01709   cost.AddCost(CalculateCompanyValue(c) >> 2);
01710   if (flags & DC_EXEC) {
01711     OwnerByte *b = c->share_owners;
01712 
01713     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01714     *b = _current_company;
01715 
01716     for (int i = 0; c->share_owners[i] == _current_company;) {
01717       if (++i == 4) {
01718         c->bankrupt_value = 0;
01719         DoAcquireCompany(c);
01720         break;
01721       }
01722     }
01723     SetWindowDirty(WC_COMPANY, target_company);
01724     CompanyAdminUpdate(c);
01725   }
01726   return cost;
01727 }
01728 
01738 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01739 {
01740   CompanyID target_company = (CompanyID)p1;
01741   Company *c = Company::GetIfValid(target_company);
01742 
01743   /* Cannot sell own shares */
01744   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01745 
01746   /* Check if selling shares is allowed (protection against modified clients).
01747    * However, we must sell shares of companies being closed down. */
01748   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01749 
01750   /* Those lines are here for network-protection (clients can be slow) */
01751   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01752 
01753   /* adjust it a little to make it less profitable to sell and buy */
01754   Money cost = CalculateCompanyValue(c) >> 2;
01755   cost = -(cost - (cost >> 7));
01756 
01757   if (flags & DC_EXEC) {
01758     OwnerByte *b = c->share_owners;
01759     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01760     *b = COMPANY_SPECTATOR;
01761     SetWindowDirty(WC_COMPANY, target_company);
01762     CompanyAdminUpdate(c);
01763   }
01764   return CommandCost(EXPENSES_OTHER, cost);
01765 }
01766 
01779 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01780 {
01781   CompanyID target_company = (CompanyID)p1;
01782   Company *c = Company::GetIfValid(target_company);
01783   if (c == NULL) return CMD_ERROR;
01784 
01785   /* Disable takeovers when not asked */
01786   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01787 
01788   /* Disable taking over the local company in single player */
01789   if (!_networking && _local_company == c->index) return CMD_ERROR;
01790 
01791   /* Do not allow companies to take over themselves */
01792   if (target_company == _current_company) return CMD_ERROR;
01793 
01794   /* Disable taking over when not allowed. */
01795   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01796 
01797   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01798   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01799 
01800   if (flags & DC_EXEC) {
01801     DoAcquireCompany(c);
01802   }
01803   return cost;
01804 }