economy.cpp

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00001 /* $Id: economy.cpp 26542 2014-04-29 18:21:49Z frosch $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "company_func.h"
00014 #include "command_func.h"
00015 #include "industry.h"
00016 #include "town.h"
00017 #include "news_func.h"
00018 #include "network/network.h"
00019 #include "network/network_func.h"
00020 #include "ai/ai.hpp"
00021 #include "aircraft.h"
00022 #include "newgrf_engine.h"
00023 #include "engine_base.h"
00024 #include "ground_vehicle.hpp"
00025 #include "newgrf_cargo.h"
00026 #include "newgrf_sound.h"
00027 #include "newgrf_industrytiles.h"
00028 #include "newgrf_station.h"
00029 #include "newgrf_airporttiles.h"
00030 #include "object.h"
00031 #include "strings_func.h"
00032 #include "date_func.h"
00033 #include "vehicle_func.h"
00034 #include "sound_func.h"
00035 #include "autoreplace_func.h"
00036 #include "company_gui.h"
00037 #include "signs_base.h"
00038 #include "subsidy_base.h"
00039 #include "subsidy_func.h"
00040 #include "station_base.h"
00041 #include "waypoint_base.h"
00042 #include "economy_base.h"
00043 #include "core/pool_func.hpp"
00044 #include "core/backup_type.hpp"
00045 #include "cargo_type.h"
00046 #include "water.h"
00047 #include "game/game.hpp"
00048 #include "cargomonitor.h"
00049 #include "goal_base.h"
00050 #include "story_base.h"
00051 #include "linkgraph/refresh.h"
00052 
00053 #include "table/strings.h"
00054 #include "table/pricebase.h"
00055 
00056 
00057 /* Initialize the cargo payment-pool */
00058 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00059 INSTANTIATE_POOL_METHODS(CargoPayment)
00060 
00061 
00072 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00073 {
00074   return (int32)((int64)a * (int64)b >> shift);
00075 }
00076 
00077 typedef SmallVector<Industry *, 16> SmallIndustryList;
00078 
00082 const ScoreInfo _score_info[] = {
00083   {     120, 100}, // SCORE_VEHICLES
00084   {      80, 100}, // SCORE_STATIONS
00085   {   10000, 100}, // SCORE_MIN_PROFIT
00086   {   50000,  50}, // SCORE_MIN_INCOME
00087   {  100000, 100}, // SCORE_MAX_INCOME
00088   {   40000, 400}, // SCORE_DELIVERED
00089   {       8,  50}, // SCORE_CARGO
00090   {10000000,  50}, // SCORE_MONEY
00091   {  250000,  50}, // SCORE_LOAN
00092   {       0,   0}  // SCORE_TOTAL
00093 };
00094 
00095 int _score_part[MAX_COMPANIES][SCORE_END];
00096 Economy _economy;
00097 Prices _price;
00098 Money _additional_cash_required;
00099 static PriceMultipliers _price_base_multiplier;
00100 
00110 Money CalculateCompanyValue(const Company *c, bool including_loan)
00111 {
00112   Owner owner = c->index;
00113 
00114   Station *st;
00115   uint num = 0;
00116 
00117   FOR_ALL_STATIONS(st) {
00118     if (st->owner == owner) num += CountBits((byte)st->facilities);
00119   }
00120 
00121   Money value = num * _price[PR_STATION_VALUE] * 25;
00122 
00123   Vehicle *v;
00124   FOR_ALL_VEHICLES(v) {
00125     if (v->owner != owner) continue;
00126 
00127     if (v->type == VEH_TRAIN ||
00128         v->type == VEH_ROAD ||
00129         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00130         v->type == VEH_SHIP) {
00131       value += v->value * 3 >> 1;
00132     }
00133   }
00134 
00135   /* Add real money value */
00136   if (including_loan) value -= c->current_loan;
00137   value += c->money;
00138 
00139   return max(value, (Money)1);
00140 }
00141 
00150 int UpdateCompanyRatingAndValue(Company *c, bool update)
00151 {
00152   Owner owner = c->index;
00153   int score = 0;
00154 
00155   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00156 
00157   /* Count vehicles */
00158   {
00159     Vehicle *v;
00160     Money min_profit = 0;
00161     bool min_profit_first = true;
00162     uint num = 0;
00163 
00164     FOR_ALL_VEHICLES(v) {
00165       if (v->owner != owner) continue;
00166       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00167         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00168         if (v->age > 730) {
00169           /* Find the vehicle with the lowest amount of profit */
00170           if (min_profit_first || min_profit > v->profit_last_year) {
00171             min_profit = v->profit_last_year;
00172             min_profit_first = false;
00173           }
00174         }
00175       }
00176     }
00177 
00178     min_profit >>= 8; // remove the fract part
00179 
00180     _score_part[owner][SCORE_VEHICLES] = num;
00181     /* Don't allow negative min_profit to show */
00182     if (min_profit > 0) {
00183       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00184     }
00185   }
00186 
00187   /* Count stations */
00188   {
00189     uint num = 0;
00190     const Station *st;
00191 
00192     FOR_ALL_STATIONS(st) {
00193       /* Only count stations that are actually serviced */
00194       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00195     }
00196     _score_part[owner][SCORE_STATIONS] = num;
00197   }
00198 
00199   /* Generate statistics depending on recent income statistics */
00200   {
00201     int numec = min(c->num_valid_stat_ent, 12);
00202     if (numec != 0) {
00203       const CompanyEconomyEntry *cee = c->old_economy;
00204       Money min_income = cee->income + cee->expenses;
00205       Money max_income = cee->income + cee->expenses;
00206 
00207       do {
00208         min_income = min(min_income, cee->income + cee->expenses);
00209         max_income = max(max_income, cee->income + cee->expenses);
00210       } while (++cee, --numec);
00211 
00212       if (min_income > 0) {
00213         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00214       }
00215 
00216       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00217     }
00218   }
00219 
00220   /* Generate score depending on amount of transported cargo */
00221   {
00222     int numec = min(c->num_valid_stat_ent, 4);
00223     if (numec != 0) {
00224       const CompanyEconomyEntry *cee = c->old_economy;
00225       OverflowSafeInt64 total_delivered = 0;
00226       do {
00227         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
00228       } while (++cee, --numec);
00229 
00230       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
00231     }
00232   }
00233 
00234   /* Generate score for variety of cargo */
00235   {
00236     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
00237   }
00238 
00239   /* Generate score for company's money */
00240   {
00241     if (c->money > 0) {
00242       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00243     }
00244   }
00245 
00246   /* Generate score for loan */
00247   {
00248     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00249   }
00250 
00251   /* Now we calculate the score for each item.. */
00252   {
00253     int total_score = 0;
00254     int s;
00255     score = 0;
00256     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00257       /* Skip the total */
00258       if (i == SCORE_TOTAL) continue;
00259       /*  Check the score */
00260       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00261       score += s;
00262       total_score += _score_info[i].score;
00263     }
00264 
00265     _score_part[owner][SCORE_TOTAL] = score;
00266 
00267     /*  We always want the score scaled to SCORE_MAX (1000) */
00268     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00269   }
00270 
00271   if (update) {
00272     c->old_economy[0].performance_history = score;
00273     UpdateCompanyHQ(c->location_of_HQ, score);
00274     c->old_economy[0].company_value = CalculateCompanyValue(c);
00275   }
00276 
00277   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00278   return score;
00279 }
00280 
00286 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00287 {
00288   /* We need to set _current_company to old_owner before we try to move
00289    * the client. This is needed as it needs to know whether "you" really
00290    * are the current local company. */
00291   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00292 #ifdef ENABLE_NETWORK
00293   /* In all cases, make spectators of clients connected to that company */
00294   if (_networking) NetworkClientsToSpectators(old_owner);
00295 #endif /* ENABLE_NETWORK */
00296   if (old_owner == _local_company) {
00297     /* Single player cheated to AI company.
00298      * There are no spectators in single player, so we must pick some other company. */
00299     assert(!_networking);
00300     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00301     Company *c;
00302     FOR_ALL_COMPANIES(c) {
00303       if (c->index != old_owner) {
00304         SetLocalCompany(c->index);
00305         break;
00306       }
00307     }
00308     cur_company.Restore();
00309     assert(old_owner != _local_company);
00310   }
00311 
00312   Town *t;
00313 
00314   assert(old_owner != new_owner);
00315 
00316   {
00317     Company *c;
00318     uint i;
00319 
00320     /* See if the old_owner had shares in other companies */
00321     FOR_ALL_COMPANIES(c) {
00322       for (i = 0; i < 4; i++) {
00323         if (c->share_owners[i] == old_owner) {
00324           /* Sell his shares */
00325           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00326           /* Because we are in a DoCommand, we can't just execute another one and
00327            *  expect the money to be removed. We need to do it ourself! */
00328           SubtractMoneyFromCompany(res);
00329         }
00330       }
00331     }
00332 
00333     /* Sell all the shares that people have on this company */
00334     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00335     c = Company::Get(old_owner);
00336     for (i = 0; i < 4; i++) {
00337       cur_company2.Change(c->share_owners[i]);
00338       if (_current_company != INVALID_OWNER) {
00339         /* Sell the shares */
00340         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00341         /* Because we are in a DoCommand, we can't just execute another one and
00342          *  expect the money to be removed. We need to do it ourself! */
00343         SubtractMoneyFromCompany(res);
00344       }
00345     }
00346     cur_company2.Restore();
00347   }
00348 
00349   /* Temporarily increase the company's money, to be sure that
00350    * removing his/her property doesn't fail because of lack of money.
00351    * Not too drastically though, because it could overflow */
00352   if (new_owner == INVALID_OWNER) {
00353     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00354   }
00355 
00356   Subsidy *s;
00357   FOR_ALL_SUBSIDIES(s) {
00358     if (s->awarded == old_owner) {
00359       if (new_owner == INVALID_OWNER) {
00360         delete s;
00361       } else {
00362         s->awarded = new_owner;
00363       }
00364     }
00365   }
00366   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00367 
00368   /* Take care of rating and transport rights in towns */
00369   FOR_ALL_TOWNS(t) {
00370     /* If a company takes over, give the ratings to that company. */
00371     if (new_owner != INVALID_OWNER) {
00372       if (HasBit(t->have_ratings, old_owner)) {
00373         if (HasBit(t->have_ratings, new_owner)) {
00374           /* use max of the two ratings. */
00375           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00376         } else {
00377           SetBit(t->have_ratings, new_owner);
00378           t->ratings[new_owner] = t->ratings[old_owner];
00379         }
00380       }
00381     }
00382 
00383     /* Reset the ratings for the old owner */
00384     t->ratings[old_owner] = RATING_INITIAL;
00385     ClrBit(t->have_ratings, old_owner);
00386 
00387     /* Transfer exclusive rights */
00388     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
00389       if (new_owner != INVALID_OWNER) {
00390         t->exclusivity = new_owner;
00391       } else {
00392         t->exclusive_counter = 0;
00393         t->exclusivity = INVALID_COMPANY;
00394       }
00395     }
00396   }
00397 
00398   {
00399     Vehicle *v;
00400     FOR_ALL_VEHICLES(v) {
00401       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00402         if (new_owner == INVALID_OWNER) {
00403           if (v->Previous() == NULL) delete v;
00404         } else {
00405           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00406           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00407         }
00408       }
00409     }
00410   }
00411 
00412   /* In all cases clear replace engine rules.
00413    * Even if it was copied, it could interfere with new owner's rules */
00414   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00415 
00416   if (new_owner == INVALID_OWNER) {
00417     RemoveAllGroupsForCompany(old_owner);
00418   } else {
00419     Group *g;
00420     FOR_ALL_GROUPS(g) {
00421       if (g->owner == old_owner) g->owner = new_owner;
00422     }
00423   }
00424 
00425   {
00426     FreeUnitIDGenerator unitidgen[] = {
00427       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00428       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00429     };
00430 
00431     Vehicle *v;
00432     FOR_ALL_VEHICLES(v) {
00433       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00434         assert(new_owner != INVALID_OWNER);
00435 
00436         v->owner = new_owner;
00437 
00438         /* Owner changes, clear cache */
00439         v->colourmap = PAL_NONE;
00440         v->InvalidateNewGRFCache();
00441 
00442         if (v->IsEngineCountable()) {
00443           GroupStatistics::CountEngine(v, 1);
00444         }
00445         if (v->IsPrimaryVehicle()) {
00446           GroupStatistics::CountVehicle(v, 1);
00447           v->unitnumber = unitidgen[v->type].NextID();
00448         }
00449 
00450         /* Invalidate the vehicle's cargo payment "owner cache". */
00451         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00452       }
00453     }
00454 
00455     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00456   }
00457 
00458   /*  Change ownership of tiles */
00459   {
00460     TileIndex tile = 0;
00461     do {
00462       ChangeTileOwner(tile, old_owner, new_owner);
00463     } while (++tile != MapSize());
00464 
00465     if (new_owner != INVALID_OWNER) {
00466       /* Update all signals because there can be new segment that was owned by two companies
00467        * and signals were not propagated
00468        * Similar with crossings - it is needed to bar crossings that weren't before
00469        * because of different owner of crossing and approaching train */
00470       tile = 0;
00471 
00472       do {
00473         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00474           TrackBits tracks = GetTrackBits(tile);
00475           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00476             Track track = RemoveFirstTrack(&tracks);
00477             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00478           } while (tracks != TRACK_BIT_NONE);
00479         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00480           UpdateLevelCrossing(tile);
00481         }
00482       } while (++tile != MapSize());
00483     }
00484 
00485     /* update signals in buffer */
00486     UpdateSignalsInBuffer();
00487   }
00488 
00489   /* Add airport infrastructure count of the old company to the new one. */
00490   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00491 
00492   /* convert owner of stations (including deleted ones, but excluding buoys) */
00493   Station *st;
00494   FOR_ALL_STATIONS(st) {
00495     if (st->owner == old_owner) {
00496       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00497        * also, drawing station window would cause reading invalid company's colour */
00498       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00499     }
00500   }
00501 
00502   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00503   Waypoint *wp;
00504   FOR_ALL_WAYPOINTS(wp) {
00505     if (wp->owner == old_owner) {
00506       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00507     }
00508   }
00509 
00510   Sign *si;
00511   FOR_ALL_SIGNS(si) {
00512     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00513   }
00514 
00515   /* Remove Game Script created Goals, CargoMonitors and Story pages. */
00516   Goal *g;
00517   FOR_ALL_GOALS(g) {
00518     if (g->company == old_owner) delete g;
00519   }
00520 
00521   ClearCargoPickupMonitoring(old_owner);
00522   ClearCargoDeliveryMonitoring(old_owner);
00523 
00524   StoryPage *sp;
00525   FOR_ALL_STORY_PAGES(sp) {
00526     if (sp->company == old_owner) delete sp;
00527   }
00528 
00529   /* Change colour of existing windows */
00530   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00531 
00532   cur_company.Restore();
00533 
00534   MarkWholeScreenDirty();
00535 }
00536 
00541 static void CompanyCheckBankrupt(Company *c)
00542 {
00543   /*  If the company has money again, it does not go bankrupt */
00544   if (c->money - c->current_loan >= -_economy.max_loan) {
00545     c->months_of_bankruptcy = 0;
00546     c->bankrupt_asked = 0;
00547     return;
00548   }
00549 
00550   c->months_of_bankruptcy++;
00551 
00552   switch (c->months_of_bankruptcy) {
00553     /* All the boring cases (months) with a bad balance where no action is taken */
00554     case 0:
00555     case 1:
00556     case 2:
00557     case 3:
00558 
00559     case 5:
00560     case 6:
00561 
00562     case 8:
00563     case 9:
00564       break;
00565 
00566     /* Warn about bankruptcy after 3 months */
00567     case 4: {
00568       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00569       cni->FillData(c);
00570       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00571       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00572       SetDParamStr(2, cni->company_name);
00573       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
00574       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00575       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00576       break;
00577     }
00578 
00579     /* Offer company for sale after 6 months */
00580     case 7: {
00581       /* Don't consider the loan */
00582       Money val = CalculateCompanyValue(c, false);
00583 
00584       c->bankrupt_value = val;
00585       c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00586       c->bankrupt_timeout = 0;
00587 
00588       /* The company assets should always have some value */
00589       assert(c->bankrupt_value > 0);
00590       break;
00591     }
00592 
00593     /* Bankrupt company after 6 months (if the company has no value) or latest
00594      * after 9 months (if it still had value after 6 months) */
00595     default:
00596     case 10: {
00597       if (!_networking && _local_company == c->index) {
00598         /* If we are in offline mode, leave the company playing. Eg. there
00599          * is no THE-END, otherwise mark the client as spectator to make sure
00600          * he/she is no long in control of this company. However... when you
00601          * join another company (cheat) the "unowned" company can bankrupt. */
00602         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00603         break;
00604       }
00605 
00606       /* Actually remove the company, but not when we're a network client.
00607        * In case of network clients we will be getting a command from the
00608        * server. It is done in this way as we are called from the
00609        * StateGameLoop which can't change the current company, and thus
00610        * updating the local company triggers an assert later on. In the
00611        * case of a network game the command will be processed at a time
00612        * that changing the current company is okay. In case of single
00613        * player we are sure (the above check) that we are not the local
00614        * company and thus we won't be moved. */
00615       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00616       break;
00617     }
00618   }
00619 }
00620 
00625 static void CompaniesGenStatistics()
00626 {
00627   Station *st;
00628 
00629   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00630   Company *c;
00631 
00632   if (!_settings_game.economy.infrastructure_maintenance) {
00633     FOR_ALL_STATIONS(st) {
00634       cur_company.Change(st->owner);
00635       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00636       SubtractMoneyFromCompany(cost);
00637     }
00638   } else {
00639     /* Improved monthly infrastructure costs. */
00640     FOR_ALL_COMPANIES(c) {
00641       cur_company.Change(c->index);
00642 
00643       CommandCost cost(EXPENSES_PROPERTY);
00644       uint32 rail_total = c->infrastructure.GetRailTotal();
00645       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00646         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
00647       }
00648       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00649       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00650         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00651       }
00652       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00653       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00654       cost.AddCost(AirportMaintenanceCost(c->index));
00655 
00656       SubtractMoneyFromCompany(cost);
00657     }
00658   }
00659   cur_company.Restore();
00660 
00661   /* Check for bankruptcy each month */
00662   FOR_ALL_COMPANIES(c) {
00663     CompanyCheckBankrupt(c);
00664   }
00665 
00666   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00667   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00668 
00669   FOR_ALL_COMPANIES(c) {
00670     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00671     c->old_economy[0] = c->cur_economy;
00672     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00673 
00674     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00675 
00676     UpdateCompanyRatingAndValue(c, true);
00677     if (c->block_preview != 0) c->block_preview--;
00678   }
00679 
00680   SetWindowDirty(WC_INCOME_GRAPH, 0);
00681   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00682   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00683   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00684   SetWindowDirty(WC_COMPANY_VALUE, 0);
00685   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00686 }
00687 
00693 bool AddInflation(bool check_year)
00694 {
00695   /* The cargo payment inflation differs from the normal inflation, so the
00696    * relative amount of money you make with a transport decreases slowly over
00697    * the 170 years. After a few hundred years we reach a level in which the
00698    * games will become unplayable as the maximum income will be less than
00699    * the minimum running cost.
00700    *
00701    * Furthermore there are a lot of inflation related overflows all over the
00702    * place. Solving them is hardly possible because inflation will always
00703    * reach the overflow threshold some day. So we'll just perform the
00704    * inflation mechanism during the first 170 years (the amount of years that
00705    * one had in the original TTD) and stop doing the inflation after that
00706    * because it only causes problems that can't be solved nicely and the
00707    * inflation doesn't add anything after that either; it even makes playing
00708    * it impossible due to the diverging cost and income rates.
00709    */
00710   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
00711 
00712   if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
00713 
00714   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00715    * scaled by 65536
00716    * 12 -> months per year
00717    * This is only a good approximation for small values
00718    */
00719   _economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
00720   _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
00721 
00722   if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
00723   if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
00724 
00725   return false;
00726 }
00727 
00731 void RecomputePrices()
00732 {
00733   /* Setup maximum loan */
00734   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00735 
00736   /* Setup price bases */
00737   for (Price i = PR_BEGIN; i < PR_END; i++) {
00738     Money price = _price_base_specs[i].start_price;
00739 
00740     /* Apply difficulty settings */
00741     uint mod = 1;
00742     switch (_price_base_specs[i].category) {
00743       case PCAT_RUNNING:
00744         mod = _settings_game.difficulty.vehicle_costs;
00745         break;
00746 
00747       case PCAT_CONSTRUCTION:
00748         mod = _settings_game.difficulty.construction_cost;
00749         break;
00750 
00751       default: break;
00752     }
00753     switch (mod) {
00754       case 0: price *= 6; break;
00755       case 1: price *= 8; break; // normalised to 1 below
00756       case 2: price *= 9; break;
00757       default: NOT_REACHED();
00758     }
00759 
00760     /* Apply inflation */
00761     price = (int64)price * _economy.inflation_prices;
00762 
00763     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00764     int shift = _price_base_multiplier[i] - 16 - 3;
00765     if (shift >= 0) {
00766       price <<= shift;
00767     } else {
00768       price >>= -shift;
00769     }
00770 
00771     /* Make sure the price does not get reduced to zero.
00772      * Zero breaks quite a few commands that use a zero
00773      * cost to see whether something got changed or not
00774      * and based on that cause an error. When the price
00775      * is zero that fails even when things are done. */
00776     if (price == 0) {
00777       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00778       /* No base price should be zero, but be sure. */
00779       assert(price != 0);
00780     }
00781     /* Store value */
00782     _price[i] = price;
00783   }
00784 
00785   /* Setup cargo payment */
00786   CargoSpec *cs;
00787   FOR_ALL_CARGOSPECS(cs) {
00788     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00789   }
00790 
00791   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00792   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00793   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00794   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00795   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00796 }
00797 
00799 static void CompaniesPayInterest()
00800 {
00801   const Company *c;
00802 
00803   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00804   FOR_ALL_COMPANIES(c) {
00805     cur_company.Change(c->index);
00806 
00807     /* Over a year the paid interest should be "loan * interest percentage",
00808      * but... as that number is likely not dividable by 12 (pay each month),
00809      * one needs to account for that in the monthly fee calculations.
00810      * To easily calculate what one should pay "this" month, you calculate
00811      * what (total) should have been paid up to this month and you subtract
00812      * whatever has been paid in the previous months. This will mean one month
00813      * it'll be a bit more and the other it'll be a bit less than the average
00814      * monthly fee, but on average it will be exact.
00815      * In order to prevent cheating or abuse (just not paying interest by not
00816      * taking a loan we make companies pay interest on negative cash as well
00817      */
00818     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00819     if (c->money < 0) {
00820       yearly_fee += -c->money *_economy.interest_rate / 100;
00821     }
00822     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00823     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00824 
00825     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00826 
00827     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00828   }
00829   cur_company.Restore();
00830 }
00831 
00832 static void HandleEconomyFluctuations()
00833 {
00834   if (_settings_game.difficulty.economy != 0) {
00835     /* When economy is Fluctuating, decrease counter */
00836     _economy.fluct--;
00837   } else if (EconomyIsInRecession()) {
00838     /* When it's Steady and we are in recession, end it now */
00839     _economy.fluct = -12;
00840   } else {
00841     /* No need to do anything else in other cases */
00842     return;
00843   }
00844 
00845   if (_economy.fluct == 0) {
00846     _economy.fluct = -(int)GB(Random(), 0, 2);
00847     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00848   } else if (_economy.fluct == -12) {
00849     _economy.fluct = GB(Random(), 0, 8) + 312;
00850     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00851   }
00852 }
00853 
00854 
00858 void ResetPriceBaseMultipliers()
00859 {
00860   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00861 }
00862 
00870 void SetPriceBaseMultiplier(Price price, int factor)
00871 {
00872   assert(price < PR_END);
00873   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00874 }
00875 
00880 void StartupIndustryDailyChanges(bool init_counter)
00881 {
00882   uint map_size = MapLogX() + MapLogY();
00883   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00884    * which stands for the days in a month.
00885    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00886    * would not be needed.
00887    * Since it is based on "fractional parts", the leftover days will not make much of a difference
00888    * on the overall total number of changes performed */
00889   _economy.industry_daily_increment = (1 << map_size) / 31;
00890 
00891   if (init_counter) {
00892     /* A new game or a savegame from an older version will require the counter to be initialized */
00893     _economy.industry_daily_change_counter = 0;
00894   }
00895 }
00896 
00897 void StartupEconomy()
00898 {
00899   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00900   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00901   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00902   _economy.fluct = GB(Random(), 0, 8) + 168;
00903 
00904   /* Set up prices */
00905   RecomputePrices();
00906 
00907   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00908 
00909 }
00910 
00914 void InitializeEconomy()
00915 {
00916   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00917   ClearCargoPickupMonitoring();
00918   ClearCargoDeliveryMonitoring();
00919 }
00920 
00929 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00930 {
00931   if (index >= PR_END) return 0;
00932 
00933   Money cost = _price[index] * cost_factor;
00934   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00935 
00936   if (shift >= 0) {
00937     cost <<= shift;
00938   } else {
00939     cost >>= -shift;
00940   }
00941 
00942   return cost;
00943 }
00944 
00945 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00946 {
00947   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00948   if (!cs->IsValid()) {
00949     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00950     return 0;
00951   }
00952 
00953   /* Use callback to calculate cargo profit, if available */
00954   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00955     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00956     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00957     if (callback != CALLBACK_FAILED) {
00958       int result = GB(callback, 0, 14);
00959 
00960       /* Simulate a 15 bit signed value */
00961       if (HasBit(callback, 14)) result -= 0x4000;
00962 
00963       /* "The result should be a signed multiplier that gets multiplied
00964        * by the amount of cargo moved and the price factor, then gets
00965        * divided by 8192." */
00966       return result * num_pieces * cs->current_payment / 8192;
00967     }
00968   }
00969 
00970   static const int MIN_TIME_FACTOR = 31;
00971   static const int MAX_TIME_FACTOR = 255;
00972 
00973   const int days1 = cs->transit_days[0];
00974   const int days2 = cs->transit_days[1];
00975   const int days_over_days1 = max(   transit_days - days1, 0);
00976   const int days_over_days2 = max(days_over_days1 - days2, 0);
00977 
00978   /*
00979    * The time factor is calculated based on the time it took
00980    * (transit_days) compared two cargo-depending values. The
00981    * range is divided into three parts:
00982    *
00983    *  - constant for fast transits
00984    *  - linear decreasing with time with a slope of -1 for medium transports
00985    *  - linear decreasing with time with a slope of -2 for slow transports
00986    *
00987    */
00988   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00989 
00990   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00991 }
00992 
00994 static SmallIndustryList _cargo_delivery_destinations;
00995 
01005 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
01006 {
01007   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
01008    * This fails in three cases:
01009    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
01010    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
01011    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
01012    */
01013 
01014   uint accepted = 0;
01015 
01016   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
01017     Industry *ind = st->industries_near[i];
01018     if (ind->index == source) continue;
01019 
01020     uint cargo_index;
01021     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
01022       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
01023     }
01024     /* Check if matching cargo has been found */
01025     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
01026 
01027     /* Check if industry temporarily refuses acceptance */
01028     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
01029 
01030     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
01031     _cargo_delivery_destinations.Include(ind);
01032 
01033     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
01034     ind->incoming_cargo_waiting[cargo_index] += amount;
01035     num_pieces -= amount;
01036     accepted += amount;
01037   }
01038 
01039   return accepted;
01040 }
01041 
01055 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)
01056 {
01057   assert(num_pieces > 0);
01058 
01059   Station *st = Station::Get(dest);
01060 
01061   /* Give the goods to the industry. */
01062   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01063 
01064   /* If this cargo type is always accepted, accept all */
01065   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01066 
01067   /* Update station statistics */
01068   if (accepted > 0) {
01069     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01070     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01071     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01072   }
01073 
01074   /* Update company statistics */
01075   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01076 
01077   /* Increase town's counter for town effects */
01078   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01079   st->town->received[cs->town_effect].new_act += accepted;
01080 
01081   /* Determine profit */
01082   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01083 
01084   /* Update the cargo monitor. */
01085   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
01086 
01087   /* Modify profit if a subsidy is in effect */
01088   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01089     switch (_settings_game.difficulty.subsidy_multiplier) {
01090       case 0:  profit += profit >> 1; break;
01091       case 1:  profit *= 2; break;
01092       case 2:  profit *= 3; break;
01093       default: profit *= 4; break;
01094     }
01095   }
01096 
01097   return profit;
01098 }
01099 
01105 static void TriggerIndustryProduction(Industry *i)
01106 {
01107   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01108   uint16 callback = indspec->callback_mask;
01109 
01110   i->was_cargo_delivered = true;
01111   i->last_cargo_accepted_at = _date;
01112 
01113   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01114     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01115       IndustryProductionCallback(i, 0);
01116     } else {
01117       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01118     }
01119   } else {
01120     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01121       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01122       if (cargo_waiting == 0) continue;
01123 
01124       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01125       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01126 
01127       i->incoming_cargo_waiting[cargo_index] = 0;
01128     }
01129   }
01130 
01131   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01132   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01133 }
01134 
01139 CargoPayment::CargoPayment(Vehicle *front) :
01140   front(front),
01141   current_station(front->last_station_visited)
01142 {
01143 }
01144 
01145 CargoPayment::~CargoPayment()
01146 {
01147   if (this->CleaningPool()) return;
01148 
01149   this->front->cargo_payment = NULL;
01150 
01151   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
01152 
01153   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01154 
01155   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01156   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
01157 
01158   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01159     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01160   }
01161 
01162   if (this->visual_transfer != 0) {
01163     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
01164         this->front->z_pos, this->visual_transfer, -this->visual_profit);
01165   } else if (this->visual_profit != 0) {
01166     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
01167         this->front->z_pos, -this->visual_profit);
01168   }
01169 
01170   cur_company.Restore();
01171 }
01172 
01178 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01179 {
01180   if (this->owner == NULL) {
01181     this->owner = Company::Get(this->front->owner);
01182   }
01183 
01184   /* Handle end of route payment */
01185   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01186   this->route_profit += profit;
01187 
01188   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01189   this->visual_profit += profit - cp->FeederShare(count);
01190 }
01191 
01198 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01199 {
01200   Money profit = GetTransportedGoodsIncome(
01201       count,
01202       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01203       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01204       cp->DaysInTransit(),
01205       this->ct);
01206 
01207   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01208 
01209   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
01210   return profit; // account for the (virtual) profit already made for the cargo packet
01211 }
01212 
01218 void PrepareUnload(Vehicle *front_v)
01219 {
01220   Station *curr_station = Station::Get(front_v->last_station_visited);
01221   curr_station->loading_vehicles.push_back(front_v);
01222 
01223   /* At this moment loading cannot be finished */
01224   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01225 
01226   /* Start unloading at the first possible moment */
01227   front_v->load_unload_ticks = 1;
01228 
01229   assert(front_v->cargo_payment == NULL);
01230   /* One CargoPayment per vehicle and the vehicle limit equals the
01231    * limit in number of CargoPayments. Can't go wrong. */
01232   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01233   assert(CargoPayment::CanAllocateItem());
01234   front_v->cargo_payment = new CargoPayment(front_v);
01235 
01236   StationIDStack next_station = front_v->GetNextStoppingStation();
01237   if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01238     Station *st = Station::Get(front_v->last_station_visited);
01239     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01240       const GoodsEntry *ge = &st->goods[v->cargo_type];
01241       if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) {
01242         v->cargo.Stage(
01243             HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE),
01244             front_v->last_station_visited, next_station,
01245             front_v->current_order.GetUnloadType(), ge,
01246             front_v->cargo_payment);
01247         if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01248       }
01249     }
01250   }
01251 }
01252 
01259 static uint GetLoadAmount(Vehicle *v)
01260 {
01261   const Engine *e = v->GetEngine();
01262   uint load_amount = e->info.load_amount;
01263 
01264   /* The default loadamount for mail is 1/4 of the load amount for passengers */
01265   bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft();
01266   if (air_mail) load_amount = CeilDiv(load_amount, 4);
01267 
01268   if (_settings_game.order.gradual_loading) {
01269     uint16 cb_load_amount = CALLBACK_FAILED;
01270     if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01271       /* Use callback 36 */
01272       cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01273     } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01274       /* Use callback 12 */
01275       cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01276     }
01277     if (cb_load_amount != CALLBACK_FAILED) {
01278       if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01279       if (cb_load_amount >= 0x100) {
01280         ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01281       } else if (cb_load_amount != 0) {
01282         load_amount = cb_load_amount;
01283       }
01284     }
01285   }
01286 
01287   /* Scale load amount the same as capacity */
01288   if (HasBit(e->info.misc_flags, EF_NO_DEFAULT_CARGO_MULTIPLIER) && !air_mail) load_amount = CeilDiv(load_amount * CargoSpec::Get(v->cargo_type)->multiplier, 0x100);
01289 
01290   return load_amount;
01291 }
01292 
01301 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack next_station)
01302 {
01303   Vehicle *next_cargo = u;
01304   uint32 seen_cargos = 0;
01305 
01306   while (next_cargo != NULL) {
01307     if (next_cargo->cargo_cap == 0) {
01308       /* No need to reserve for vehicles without capacity. */
01309       next_cargo = next_cargo->Next();
01310       continue;
01311     }
01312 
01313     CargoID current_cargo = next_cargo->cargo_type;
01314 
01315     Vehicle *v = next_cargo;
01316     SetBit(seen_cargos, current_cargo);
01317     next_cargo = NULL;
01318     for (; v != NULL; v = v->Next()) {
01319       if (v->cargo_type != current_cargo) {
01320         /* Save start point for next cargo type. */
01321         if (next_cargo == NULL && !HasBit(seen_cargos, v->cargo_type)) next_cargo = v;
01322         continue;
01323       }
01324 
01325       assert(v->cargo_cap >= v->cargo.RemainingCount());
01326       uint cap = v->cargo_cap - v->cargo.RemainingCount();
01327 
01328       /* Nothing to do if the vehicle is full */
01329       if (cap > 0) {
01330         cap -= st->goods[v->cargo_type].cargo.Reserve(cap, &v->cargo, st->xy, next_station);
01331       }
01332 
01333       if (consist_capleft != NULL) {
01334         (*consist_capleft)[current_cargo] += cap;
01335       }
01336     }
01337   }
01338 }
01339 
01345 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01346 {
01347   v = v->GetFirstEnginePart();
01348 
01349   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01350     if (v->cargo.StoredCount() != 0) return false;
01351   }
01352 
01353   return true;
01354 }
01355 
01364 static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station *st, StationIDStack next_station, CargoID new_cid)
01365 {
01366   if (v->type == VEH_AIRCRAFT && (!Aircraft::From(v)->IsNormalAircraft() || v->Next()->cargo.StoredCount() > 0)) {
01367     return;
01368   }
01369 
01370   bool is_normal_aircraft = (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft());
01371   Vehicle *v_start = v->GetFirstEnginePart();
01372 
01373   /* Remove old capacity from consist capacity */
01374   consist_capleft[v_start->cargo_type] -= (v_start->cargo_cap - v_start->cargo.ReservedCount());
01375   for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
01376     w = w->GetNextArticulatedPart();
01377     consist_capleft[w->cargo_type] -= (w->cargo_cap - w->cargo.ReservedCount());
01378   }
01379   if (is_normal_aircraft) {
01380     consist_capleft[v->Next()->cargo_type] -= (v->Next()->cargo_cap - v->Next()->cargo.ReservedCount());
01381   }
01382 
01383   Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01384 
01385   /* Check if all articulated parts are empty and collect refit mask. */
01386   uint32 refit_mask = v->GetEngine()->info.refit_mask;
01387   Vehicle *w = v_start;
01388   while (w->HasArticulatedPart()) {
01389     w = w->GetNextArticulatedPart();
01390     refit_mask |= EngInfo(w->engine_type)->refit_mask;
01391   }
01392 
01393   if (new_cid == CT_AUTO_REFIT) {
01394     /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
01395     CargoID cid;
01396     new_cid = v_start->cargo_type;
01397     FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01398       if (st->goods[cid].cargo.HasCargoFor(next_station)) {
01399         /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01400          * the returned refit capacity will be greater than zero. */
01401         DoCommand(v_start->tile, v_start->index, cid | 1U << 6 | 0xFF << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
01402         /* Try to balance different loadable cargoes between parts of the consist, so that
01403          * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
01404          * to the first loadable cargo for which there is only one packet. If the capacities
01405          * are equal refit to the cargo of which most is available. This is important for
01406          * consists of only a single vehicle as those will generally have a consist_capleft
01407          * of 0 for all cargoes. */
01408         if (_returned_refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] ||
01409             (consist_capleft[cid] == consist_capleft[new_cid] &&
01410             st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) {
01411           new_cid = cid;
01412         }
01413       }
01414     }
01415   }
01416 
01417   /* Refit if given a valid cargo. */
01418   if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
01419     StationID next_one = StationIDStack(next_station).Pop();
01420     v_start->cargo.Return(UINT_MAX, &st->goods[v_start->cargo_type].cargo, next_one);
01421     for (w = v_start; w->HasArticulatedPart();) {
01422       w = w->GetNextArticulatedPart();
01423       w->cargo.Return(UINT_MAX, &st->goods[w->cargo_type].cargo, next_one);
01424     }
01425     if (is_normal_aircraft) {
01426       v->Next()->cargo.Return(UINT_MAX, &st->goods[v->Next()->cargo_type].cargo, next_one);
01427     }
01428     CommandCost cost = DoCommand(v_start->tile, v_start->index, new_cid | 1U << 6 | 0xFF << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
01429     if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
01430   }
01431 
01432   /* Add new capacity to consist capacity and reserve cargo */
01433   w = v_start;
01434   do {
01435     st->goods[w->cargo_type].cargo.Reserve(w->cargo_cap - w->cargo.RemainingCount(), &w->cargo, st->xy, next_station);
01436     consist_capleft[w->cargo_type] += w->cargo_cap - w->cargo.RemainingCount();
01437     w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL;
01438   } while (w != NULL);
01439   if (is_normal_aircraft) {
01440     w = v->Next();
01441     st->goods[w->cargo_type].cargo.Reserve(w->cargo_cap - w->cargo.RemainingCount(), &w->cargo, st->xy, next_station);
01442     consist_capleft[w->cargo_type] += w->cargo_cap - w->cargo.RemainingCount();
01443   }
01444 
01445   cur_company.Restore();
01446 }
01447 
01452 static void LoadUnloadVehicle(Vehicle *front)
01453 {
01454   assert(front->current_order.IsType(OT_LOADING));
01455 
01456   StationID last_visited = front->last_station_visited;
01457   Station *st = Station::Get(last_visited);
01458 
01459   StationIDStack next_station = front->GetNextStoppingStation();
01460   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
01461   CargoArray consist_capleft;
01462   if (_settings_game.order.improved_load &&
01463       ((front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0 || use_autorefit)) {
01464     ReserveConsist(st, front,
01465         (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL,
01466         next_station);
01467   }
01468 
01469   /* We have not waited enough time till the next round of loading/unloading */
01470   if (front->load_unload_ticks != 0) return;
01471 
01472   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01473     /* The train reversed in the station. Take the "easy" way
01474      * out and let the train just leave as it always did. */
01475     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01476     front->load_unload_ticks = 1;
01477     return;
01478   }
01479 
01480   int unloading_time = 0;
01481   bool dirty_vehicle = false;
01482   bool dirty_station = false;
01483 
01484   bool completely_emptied = true;
01485   bool anything_unloaded  = false;
01486   bool anything_loaded    = false;
01487   uint32 full_load_amount = 0;
01488   uint32 cargo_not_full   = 0;
01489   uint32 cargo_full       = 0;
01490   uint32 reservation_left = 0;
01491 
01492   front->cur_speed = 0;
01493 
01494   CargoPayment *payment = front->cargo_payment;
01495 
01496   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01497   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01498     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01499     if (v->cargo_cap == 0) continue;
01500     artic_part++;
01501 
01502     uint load_amount = GetLoadAmount(v);
01503 
01504     GoodsEntry *ge = &st->goods[v->cargo_type];
01505 
01506     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01507       uint cargo_count = v->cargo.UnloadCount();
01508       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01509       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01510 
01511       payment->SetCargo(v->cargo_type);
01512 
01513       if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
01514         /* The station does not accept our goods anymore. */
01515         if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
01516           /* Transfer instead of delivering. */
01517           v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER>(
01518               v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), INVALID_STATION);
01519         } else {
01520           uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
01521           if (v->cargo_cap < new_remaining) {
01522             /* Return some of the reserved cargo to not overload the vehicle. */
01523             v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION);
01524           }
01525 
01526           /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
01527           v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP>(
01528               v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));
01529 
01530           /* ... say we unloaded something, otherwise we'll think we didn't unload
01531            * something and we didn't load something, so we must be finished
01532            * at this station. Setting the unloaded means that we will get a
01533            * retry for loading in the next cycle. */
01534           anything_unloaded = true;
01535         }
01536       }
01537 
01538       /* Mark the station dirty if we transfer, but not if we only deliver. */
01539       dirty_station = v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0;
01540       amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
01541       remaining = v->cargo.UnloadCount() > 0;
01542       if (amount_unloaded > 0) {
01543         dirty_vehicle = true;
01544         anything_unloaded = true;
01545         unloading_time += amount_unloaded;
01546 
01547         /* Deliver goods to the station */
01548         st->time_since_unload = 0;
01549       }
01550 
01551       if (_settings_game.order.gradual_loading && remaining) {
01552         completely_emptied = false;
01553       } else {
01554         /* We have finished unloading (cargo count == 0) */
01555         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01556       }
01557 
01558       continue;
01559     }
01560 
01561     /* Do not pick up goods when we have no-load set or loading is stopped. */
01562     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01563 
01564     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01565     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v)) {
01566       HandleStationRefit(v, consist_capleft, st, next_station, front->current_order.GetRefitCargo());
01567       ge = &st->goods[v->cargo_type];
01568     }
01569 
01570     /* As we're loading here the following link can carry the full capacity of the vehicle. */
01571     v->refit_cap = v->cargo_cap;
01572 
01573     /* update stats */
01574     int t;
01575     switch (front->type) {
01576       case VEH_TRAIN: /* FALL THROUGH */
01577       case VEH_SHIP:
01578         t = front->vcache.cached_max_speed;
01579         break;
01580 
01581       case VEH_ROAD:
01582         t = front->vcache.cached_max_speed / 2;
01583         break;
01584 
01585       case VEH_AIRCRAFT:
01586         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01587         break;
01588 
01589       default: NOT_REACHED();
01590     }
01591 
01592     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01593     ge->last_speed = min(t, 255);
01594     ge->last_age = min(_cur_year - front->build_year, 255);
01595     ge->time_since_pickup = 0;
01596 
01597     assert(v->cargo_cap >= v->cargo.StoredCount());
01598     /* If there's goods waiting at the station, and the vehicle
01599      * has capacity for it, load it on the vehicle. */
01600     uint cap_left = v->cargo_cap - v->cargo.StoredCount();
01601     if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0)) {
01602       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01603       if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01604 
01605       uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
01606       if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
01607         /* Remember if there are reservations left so that we don't stop
01608          * loading before they're loaded. */
01609         SetBit(reservation_left, v->cargo_type);
01610       }
01611 
01612       /* Store whether the maximum possible load amount was loaded or not.*/
01613       if (loaded == cap_left) {
01614         SetBit(full_load_amount, v->cargo_type);
01615       } else {
01616         ClrBit(full_load_amount, v->cargo_type);
01617       }
01618 
01619       /* TODO: Regarding this, when we do gradual loading, we
01620        * should first unload all vehicles and then start
01621        * loading them. Since this will cause
01622        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01623        * the whole vehicle chain is really totally empty, the
01624        * completely_emptied assignment can then be safely
01625        * removed; that's how TTDPatch behaves too. --pasky */
01626       if (loaded > 0) {
01627         completely_emptied = false;
01628         anything_loaded = true;
01629 
01630         st->time_since_load = 0;
01631         st->last_vehicle_type = v->type;
01632 
01633         if (ge->cargo.TotalCount() == 0) {
01634           TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
01635           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01636           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01637         }
01638 
01639         unloading_time += loaded;
01640 
01641         dirty_vehicle = dirty_station = true;
01642       }
01643     }
01644 
01645     if (v->cargo.StoredCount() >= v->cargo_cap) {
01646       SetBit(cargo_full, v->cargo_type);
01647     } else {
01648       SetBit(cargo_not_full, v->cargo_type);
01649     }
01650   }
01651 
01652   if (anything_loaded || anything_unloaded) {
01653     if (front->type == VEH_TRAIN) {
01654       TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
01655       TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
01656     }
01657   }
01658 
01659   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01660   completely_emptied &= anything_unloaded;
01661 
01662   if (!anything_unloaded) delete payment;
01663 
01664   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01665   if (anything_loaded || anything_unloaded) {
01666     if (_settings_game.order.gradual_loading) {
01667       /* The time it takes to load one 'slice' of cargo or passengers depends
01668        * on the vehicle type - the values here are those found in TTDPatch */
01669       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01670 
01671       unloading_time = gradual_loading_wait_time[front->type];
01672     }
01673     /* We loaded less cargo than possible for all cargo types and it's not full
01674      * load and we're not supposed to wait any longer: stop loading. */
01675     if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01676         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01677       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01678     }
01679   } else {
01680     bool finished_loading = true;
01681     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01682       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01683         /* if the aircraft carries passengers and is NOT full, then
01684          * continue loading, no matter how much mail is in */
01685         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) ||
01686             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01687           finished_loading = false;
01688         }
01689       } else if (cargo_not_full != 0) {
01690         finished_loading = false;
01691       }
01692 
01693       /* Refresh next hop stats if we're full loading to make the links
01694        * known to the distribution algorithm and allow cargo to be sent
01695        * along them. Otherwise the vehicle could wait for cargo
01696        * indefinitely if it hasn't visited the other links yet, or if the
01697        * links die while it's loading. */
01698       if (!finished_loading) LinkRefresher::Run(front);
01699     }
01700     unloading_time = 20;
01701 
01702     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01703   }
01704 
01705   if (front->type == VEH_TRAIN) {
01706     /* Each platform tile is worth 2 rail vehicles. */
01707     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01708     if (overhang > 0) {
01709       unloading_time <<= 1;
01710       unloading_time += (overhang * unloading_time) / 8;
01711     }
01712   }
01713 
01714   /* Calculate the loading indicator fill percent and display
01715    * In the Game Menu do not display indicators
01716    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01717    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01718    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01719    */
01720   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01721     StringID percent_up_down = STR_NULL;
01722     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01723     if (front->fill_percent_te_id == INVALID_TE_ID) {
01724       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01725     } else {
01726       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01727     }
01728   }
01729 
01730   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01731   front->load_unload_ticks = max(1, unloading_time);
01732 
01733   if (completely_emptied) {
01734     /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
01735      * properties such as weight, power and TE whenever the trigger runs. */
01736     dirty_vehicle = true;
01737     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01738   }
01739 
01740   if (dirty_vehicle) {
01741     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01742     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01743     front->MarkDirty();
01744   }
01745   if (dirty_station) {
01746     st->MarkTilesDirty(true);
01747     SetWindowDirty(WC_STATION_VIEW, last_visited);
01748   }
01749 }
01750 
01756 void LoadUnloadStation(Station *st)
01757 {
01758   /* No vehicle is here... */
01759   if (st->loading_vehicles.empty()) return;
01760 
01761   Vehicle *last_loading = NULL;
01762   std::list<Vehicle *>::iterator iter;
01763 
01764   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01765   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01766     Vehicle *v = *iter;
01767 
01768     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01769 
01770     assert(v->load_unload_ticks != 0);
01771     if (--v->load_unload_ticks == 0) last_loading = v;
01772   }
01773 
01774   /* We only need to reserve and load/unload up to the last loading vehicle.
01775    * Anything else will be forgotten anyway after returning from this function.
01776    *
01777    * Especially this means we do _not_ need to reserve cargo for a single
01778    * consist in a station which is not allowed to load yet because its
01779    * load_unload_ticks is still not 0.
01780    */
01781   if (last_loading == NULL) return;
01782 
01783   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01784     Vehicle *v = *iter;
01785     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
01786     if (v == last_loading) break;
01787   }
01788 
01789   /* Call the production machinery of industries */
01790   const Industry * const *isend = _cargo_delivery_destinations.End();
01791   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01792     TriggerIndustryProduction(*iid);
01793   }
01794   _cargo_delivery_destinations.Clear();
01795 }
01796 
01800 void CompaniesMonthlyLoop()
01801 {
01802   CompaniesGenStatistics();
01803   if (_settings_game.economy.inflation) {
01804     AddInflation();
01805     RecomputePrices();
01806   }
01807   CompaniesPayInterest();
01808   HandleEconomyFluctuations();
01809 }
01810 
01811 static void DoAcquireCompany(Company *c)
01812 {
01813   CompanyID ci = c->index;
01814 
01815   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01816   cni->FillData(c, Company::Get(_current_company));
01817 
01818   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01819   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01820   SetDParamStr(2, cni->company_name);
01821   SetDParamStr(3, cni->other_company_name);
01822   SetDParam(4, c->bankrupt_value);
01823   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
01824   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01825   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01826 
01827   ChangeOwnershipOfCompanyItems(ci, _current_company);
01828 
01829   if (c->bankrupt_value == 0) {
01830     Company *owner = Company::Get(_current_company);
01831     owner->current_loan += c->current_loan;
01832   }
01833 
01834   if (c->is_ai) AI::Stop(c->index);
01835 
01836   DeleteCompanyWindows(ci);
01837   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01838   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01839   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01840   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01841 
01842   delete c;
01843 }
01844 
01845 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01846 
01856 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01857 {
01858   CommandCost cost(EXPENSES_OTHER);
01859   CompanyID target_company = (CompanyID)p1;
01860   Company *c = Company::GetIfValid(target_company);
01861 
01862   /* Check if buying shares is allowed (protection against modified clients)
01863    * Cannot buy own shares */
01864   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01865 
01866   /* Protect new companies from hostile takeovers */
01867   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01868 
01869   /* Those lines are here for network-protection (clients can be slow) */
01870   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01871 
01872   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01873     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01874 
01875     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01876   }
01877 
01878 
01879   cost.AddCost(CalculateCompanyValue(c) >> 2);
01880   if (flags & DC_EXEC) {
01881     OwnerByte *b = c->share_owners;
01882 
01883     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01884     *b = _current_company;
01885 
01886     for (int i = 0; c->share_owners[i] == _current_company;) {
01887       if (++i == 4) {
01888         c->bankrupt_value = 0;
01889         DoAcquireCompany(c);
01890         break;
01891       }
01892     }
01893     InvalidateWindowData(WC_COMPANY, target_company);
01894     CompanyAdminUpdate(c);
01895   }
01896   return cost;
01897 }
01898 
01908 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01909 {
01910   CompanyID target_company = (CompanyID)p1;
01911   Company *c = Company::GetIfValid(target_company);
01912 
01913   /* Cannot sell own shares */
01914   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01915 
01916   /* Check if selling shares is allowed (protection against modified clients).
01917    * However, we must sell shares of companies being closed down. */
01918   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01919 
01920   /* Those lines are here for network-protection (clients can be slow) */
01921   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01922 
01923   /* adjust it a little to make it less profitable to sell and buy */
01924   Money cost = CalculateCompanyValue(c) >> 2;
01925   cost = -(cost - (cost >> 7));
01926 
01927   if (flags & DC_EXEC) {
01928     OwnerByte *b = c->share_owners;
01929     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01930     *b = COMPANY_SPECTATOR;
01931     InvalidateWindowData(WC_COMPANY, target_company);
01932     CompanyAdminUpdate(c);
01933   }
01934   return CommandCost(EXPENSES_OTHER, cost);
01935 }
01936 
01949 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01950 {
01951   CompanyID target_company = (CompanyID)p1;
01952   Company *c = Company::GetIfValid(target_company);
01953   if (c == NULL) return CMD_ERROR;
01954 
01955   /* Disable takeovers when not asked */
01956   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01957 
01958   /* Disable taking over the local company in single player */
01959   if (!_networking && _local_company == c->index) return CMD_ERROR;
01960 
01961   /* Do not allow companies to take over themselves */
01962   if (target_company == _current_company) return CMD_ERROR;
01963 
01964   /* Disable taking over when not allowed. */
01965   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01966 
01967   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01968   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01969 
01970   if (flags & DC_EXEC) {
01971     DoAcquireCompany(c);
01972   }
01973   return cost;
01974 }