# economy.cpp

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    00001 /* $Id: economy.cpp 24986 2013-02-10 19:49:04Z zuu $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "company_func.h"
    00014 #include "command_func.h"
    00015 #include "industry.h"
    00016 #include "town.h"
    00017 #include "news_func.h"
    00018 #include "network/network.h"
    00019 #include "network/network_func.h"
    00020 #include "ai/ai.hpp"
    00021 #include "aircraft.h"
    00022 #include "newgrf_engine.h"
    00023 #include "engine_base.h"
    00024 #include "ground_vehicle.hpp"
    00025 #include "newgrf_cargo.h"
    00026 #include "newgrf_sound.h"
    00027 #include "newgrf_industrytiles.h"
    00028 #include "newgrf_station.h"
    00029 #include "newgrf_airporttiles.h"
    00030 #include "object.h"
    00031 #include "strings_func.h"
    00032 #include "date_func.h"
    00033 #include "vehicle_func.h"
    00034 #include "sound_func.h"
    00035 #include "autoreplace_func.h"
    00036 #include "company_gui.h"
    00037 #include "signs_base.h"
    00038 #include "subsidy_base.h"
    00039 #include "subsidy_func.h"
    00040 #include "station_base.h"
    00041 #include "waypoint_base.h"
    00042 #include "economy_base.h"
    00043 #include "core/pool_func.hpp"
    00044 #include "core/backup_type.hpp"
    00045 #include "water.h"
    00046 #include "game/game.hpp"
    00047 #include "cargomonitor.h"
    00048 #include "goal_base.h"
    00049
    00050 #include "table/strings.h"
    00051 #include "table/pricebase.h"
    00052
    00053
    00054 /* Initialize the cargo payment-pool */
    00055 CargoPaymentPool _cargo_payment_pool("CargoPayment");
    00056 INSTANTIATE_POOL_METHODS(CargoPayment)
    00057
    00058
    00069 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
    00070 {
    00071   return (int32)((int64)a * (int64)b >> shift);
    00072 }
    00073
    00074 typedef SmallVector<Industry *, 16> SmallIndustryList;
    00075
    00079 const ScoreInfo _score_info[] = {
    00080   {     120, 100}, // SCORE_VEHICLES
    00081   {      80, 100}, // SCORE_STATIONS
    00082   {   10000, 100}, // SCORE_MIN_PROFIT
    00083   {   50000,  50}, // SCORE_MIN_INCOME
    00084   {  100000, 100}, // SCORE_MAX_INCOME
    00085   {   40000, 400}, // SCORE_DELIVERED
    00086   {       8,  50}, // SCORE_CARGO
    00087   {10000000,  50}, // SCORE_MONEY
    00088   {  250000,  50}, // SCORE_LOAN
    00089   {       0,   0}  // SCORE_TOTAL
    00090 };
    00091
    00092 int _score_part[MAX_COMPANIES][SCORE_END];
    00093 Economy _economy;
    00094 Prices _price;
    00095 Money _additional_cash_required;
    00096 static PriceMultipliers _price_base_multiplier;
    00097
    00107 Money CalculateCompanyValue(const Company *c, bool including_loan)
    00108 {
    00109   Owner owner = c->index;
    00110
    00111   Station *st;
    00112   uint num = 0;
    00113
    00114   FOR_ALL_STATIONS(st) {
    00115     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00116   }
    00117
    00118   Money value = num * _price[PR_STATION_VALUE] * 25;
    00119
    00120   Vehicle *v;
    00121   FOR_ALL_VEHICLES(v) {
    00122     if (v->owner != owner) continue;
    00123
    00124     if (v->type == VEH_TRAIN ||
    00125         v->type == VEH_ROAD ||
    00126         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00127         v->type == VEH_SHIP) {
    00128       value += v->value * 3 >> 1;
    00129     }
    00130   }
    00131
    00132   /* Add real money value */
    00133   if (including_loan) value -= c->current_loan;
    00134   value += c->money;
    00135
    00136   return max(value, (Money)1);
    00137 }
    00138
    00147 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00148 {
    00149   Owner owner = c->index;
    00150   int score = 0;
    00151
    00152   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00153
    00154   /* Count vehicles */
    00155   {
    00156     Vehicle *v;
    00157     Money min_profit = 0;
    00158     bool min_profit_first = true;
    00159     uint num = 0;
    00160
    00161     FOR_ALL_VEHICLES(v) {
    00162       if (v->owner != owner) continue;
    00163       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00164         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00165         if (v->age > 730) {
    00166           /* Find the vehicle with the lowest amount of profit */
    00167           if (min_profit_first || min_profit > v->profit_last_year) {
    00168             min_profit = v->profit_last_year;
    00169             min_profit_first = false;
    00170           }
    00171         }
    00172       }
    00173     }
    00174
    00175     min_profit >>= 8; // remove the fract part
    00176
    00177     _score_part[owner][SCORE_VEHICLES] = num;
    00178     /* Don't allow negative min_profit to show */
    00179     if (min_profit > 0) {
    00180       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00181     }
    00182   }
    00183
    00184   /* Count stations */
    00185   {
    00186     uint num = 0;
    00187     const Station *st;
    00188
    00189     FOR_ALL_STATIONS(st) {
    00190       /* Only count stations that are actually serviced */
    00191       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00192     }
    00193     _score_part[owner][SCORE_STATIONS] = num;
    00194   }
    00195
    00196   /* Generate statistics depending on recent income statistics */
    00197   {
    00198     int numec = min(c->num_valid_stat_ent, 12);
    00199     if (numec != 0) {
    00200       const CompanyEconomyEntry *cee = c->old_economy;
    00201       Money min_income = cee->income + cee->expenses;
    00202       Money max_income = cee->income + cee->expenses;
    00203
    00204       do {
    00205         min_income = min(min_income, cee->income + cee->expenses);
    00206         max_income = max(max_income, cee->income + cee->expenses);
    00207       } while (++cee, --numec);
    00208
    00209       if (min_income > 0) {
    00210         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00211       }
    00212
    00213       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00214     }
    00215   }
    00216
    00217   /* Generate score depending on amount of transported cargo */
    00218   {
    00219     int numec = min(c->num_valid_stat_ent, 4);
    00220     if (numec != 0) {
    00221       const CompanyEconomyEntry *cee = c->old_economy;
    00222       OverflowSafeInt64 total_delivered = 0;
    00223       do {
    00224         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
    00225       } while (++cee, --numec);
    00226
    00227       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
    00228     }
    00229   }
    00230
    00231   /* Generate score for variety of cargo */
    00232   {
    00233     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
    00234   }
    00235
    00236   /* Generate score for company's money */
    00237   {
    00238     if (c->money > 0) {
    00239       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00240     }
    00241   }
    00242
    00243   /* Generate score for loan */
    00244   {
    00245     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00246   }
    00247
    00248   /* Now we calculate the score for each item.. */
    00249   {
    00250     int total_score = 0;
    00251     int s;
    00252     score = 0;
    00253     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00254       /* Skip the total */
    00255       if (i == SCORE_TOTAL) continue;
    00256       /*  Check the score */
    00257       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00258       score += s;
    00259       total_score += _score_info[i].score;
    00260     }
    00261
    00262     _score_part[owner][SCORE_TOTAL] = score;
    00263
    00264     /*  We always want the score scaled to SCORE_MAX (1000) */
    00265     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00266   }
    00267
    00268   if (update) {
    00269     c->old_economy[0].performance_history = score;
    00270     UpdateCompanyHQ(c->location_of_HQ, score);
    00271     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00272   }
    00273
    00274   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00275   return score;
    00276 }
    00277
    00283 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00284 {
    00285   /* We need to set _current_company to old_owner before we try to move
    00286    * the client. This is needed as it needs to know whether "you" really
    00287    * are the current local company. */
    00288   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
    00289 #ifdef ENABLE_NETWORK
    00290   /* In all cases, make spectators of clients connected to that company */
    00291   if (_networking) NetworkClientsToSpectators(old_owner);
    00292 #endif /* ENABLE_NETWORK */
    00293   if (old_owner == _local_company) {
    00294     /* Single player cheated to AI company.
    00295      * There are no spectators in single player, so we must pick some other company. */
    00296     assert(!_networking);
    00297     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00298     Company *c;
    00299     FOR_ALL_COMPANIES(c) {
    00300       if (c->index != old_owner) {
    00301         SetLocalCompany(c->index);
    00302         break;
    00303       }
    00304     }
    00305     cur_company.Restore();
    00306     assert(old_owner != _local_company);
    00307   }
    00308
    00309   Town *t;
    00310
    00311   assert(old_owner != new_owner);
    00312
    00313   {
    00314     Company *c;
    00315     uint i;
    00316
    00317     /* See if the old_owner had shares in other companies */
    00318     FOR_ALL_COMPANIES(c) {
    00319       for (i = 0; i < 4; i++) {
    00320         if (c->share_owners[i] == old_owner) {
    00321           /* Sell his shares */
    00322           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00323           /* Because we are in a DoCommand, we can't just execute another one and
    00324            *  expect the money to be removed. We need to do it ourself! */
    00325           SubtractMoneyFromCompany(res);
    00326         }
    00327       }
    00328     }
    00329
    00330     /* Sell all the shares that people have on this company */
    00331     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
    00332     c = Company::Get(old_owner);
    00333     for (i = 0; i < 4; i++) {
    00334       cur_company2.Change(c->share_owners[i]);
    00335       if (_current_company != INVALID_OWNER) {
    00336         /* Sell the shares */
    00337         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00338         /* Because we are in a DoCommand, we can't just execute another one and
    00339          *  expect the money to be removed. We need to do it ourself! */
    00340         SubtractMoneyFromCompany(res);
    00341       }
    00342     }
    00343     cur_company2.Restore();
    00344   }
    00345
    00346   /* Temporarily increase the company's money, to be sure that
    00347    * removing his/her property doesn't fail because of lack of money.
    00348    * Not too drastically though, because it could overflow */
    00349   if (new_owner == INVALID_OWNER) {
    00350     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00351   }
    00352
    00353   Subsidy *s;
    00354   FOR_ALL_SUBSIDIES(s) {
    00355     if (s->awarded == old_owner) {
    00356       if (new_owner == INVALID_OWNER) {
    00357         delete s;
    00358       } else {
    00359         s->awarded = new_owner;
    00360       }
    00361     }
    00362   }
    00363   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00364
    00365   /* Take care of rating and transport rights in towns */
    00366   FOR_ALL_TOWNS(t) {
    00367     /* If a company takes over, give the ratings to that company. */
    00368     if (new_owner != INVALID_OWNER) {
    00369       if (HasBit(t->have_ratings, old_owner)) {
    00370         if (HasBit(t->have_ratings, new_owner)) {
    00371           /* use max of the two ratings. */
    00372           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00373         } else {
    00374           SetBit(t->have_ratings, new_owner);
    00375           t->ratings[new_owner] = t->ratings[old_owner];
    00376         }
    00377       }
    00378     }
    00379
    00380     /* Reset the ratings for the old owner */
    00381     t->ratings[old_owner] = RATING_INITIAL;
    00382     ClrBit(t->have_ratings, old_owner);
    00383
    00384     /* Transfer exclusive rights */
    00385     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
    00386       if (new_owner != INVALID_OWNER) {
    00387         t->exclusivity = new_owner;
    00388       } else {
    00389         t->exclusive_counter = 0;
    00390         t->exclusivity = INVALID_COMPANY;
    00391       }
    00392     }
    00393   }
    00394
    00395   {
    00396     Vehicle *v;
    00397     FOR_ALL_VEHICLES(v) {
    00398       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00399         if (new_owner == INVALID_OWNER) {
    00400           if (v->Previous() == NULL) delete v;
    00401         } else {
    00402           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
    00403           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
    00404         }
    00405       }
    00406     }
    00407   }
    00408
    00409   /* In all cases clear replace engine rules.
    00410    * Even if it was copied, it could interfere with new owner's rules */
    00411   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00412
    00413   if (new_owner == INVALID_OWNER) {
    00414     RemoveAllGroupsForCompany(old_owner);
    00415   } else {
    00416     Group *g;
    00417     FOR_ALL_GROUPS(g) {
    00418       if (g->owner == old_owner) g->owner = new_owner;
    00419     }
    00420   }
    00421
    00422   {
    00423     FreeUnitIDGenerator unitidgen[] = {
    00424       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00425       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00426     };
    00427
    00428     Vehicle *v;
    00429     FOR_ALL_VEHICLES(v) {
    00430       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00431         assert(new_owner != INVALID_OWNER);
    00432
    00433         v->owner = new_owner;
    00434
    00435         /* Owner changes, clear cache */
    00436         v->colourmap = PAL_NONE;
    00437         v->InvalidateNewGRFCache();
    00438
    00439         if (v->IsEngineCountable()) {
    00440           GroupStatistics::CountEngine(v, 1);
    00441         }
    00442         if (v->IsPrimaryVehicle()) {
    00443           GroupStatistics::CountVehicle(v, 1);
    00444           v->unitnumber = unitidgen[v->type].NextID();
    00445         }
    00446
    00447         /* Invalidate the vehicle's cargo payment "owner cache". */
    00448         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
    00449       }
    00450     }
    00451
    00452     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
    00453   }
    00454
    00455   /*  Change ownership of tiles */
    00456   {
    00457     TileIndex tile = 0;
    00458     do {
    00459       ChangeTileOwner(tile, old_owner, new_owner);
    00460     } while (++tile != MapSize());
    00461
    00462     if (new_owner != INVALID_OWNER) {
    00463       /* Update all signals because there can be new segment that was owned by two companies
    00464        * and signals were not propagated
    00465        * Similar with crossings - it is needed to bar crossings that weren't before
    00466        * because of different owner of crossing and approaching train */
    00467       tile = 0;
    00468
    00469       do {
    00470         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
    00471           TrackBits tracks = GetTrackBits(tile);
    00472           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
    00473             Track track = RemoveFirstTrack(&tracks);
    00474             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
    00475           } while (tracks != TRACK_BIT_NONE);
    00476         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
    00477           UpdateLevelCrossing(tile);
    00478         }
    00479       } while (++tile != MapSize());
    00480     }
    00481
    00482     /* update signals in buffer */
    00483     UpdateSignalsInBuffer();
    00484   }
    00485
    00486   /* Add airport infrastructure count of the old company to the new one. */
    00487   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
    00488
    00489   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00490   Station *st;
    00491   FOR_ALL_STATIONS(st) {
    00492     if (st->owner == old_owner) {
    00493       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00494        * also, drawing station window would cause reading invalid company's colour */
    00495       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00496     }
    00497   }
    00498
    00499   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00500   Waypoint *wp;
    00501   FOR_ALL_WAYPOINTS(wp) {
    00502     if (wp->owner == old_owner) {
    00503       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00504     }
    00505   }
    00506
    00507   Sign *si;
    00508   FOR_ALL_SIGNS(si) {
    00509     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00510   }
    00511
    00512   /* Remove Game Script created Goals and CargoMonitors. */
    00513   Goal *g;
    00514   FOR_ALL_GOALS(g) {
    00515     if (g->company == old_owner) delete g;
    00516   }
    00517
    00518   ClearCargoPickupMonitoring(old_owner);
    00519   ClearCargoDeliveryMonitoring(old_owner);
    00520
    00521   /* Change colour of existing windows */
    00522   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00523
    00524   cur_company.Restore();
    00525
    00526   MarkWholeScreenDirty();
    00527 }
    00528
    00533 static void CompanyCheckBankrupt(Company *c)
    00534 {
    00535   /*  If the company has money again, it does not go bankrupt */
    00536   if (c->money - c->current_loan >= -_economy.max_loan) {
    00537     c->months_of_bankruptcy = 0;
    00538     c->bankrupt_asked = 0;
    00539     return;
    00540   }
    00541
    00542   c->months_of_bankruptcy++;
    00543
    00544   switch (c->months_of_bankruptcy) {
    00545     /* All the boring cases (months) with a bad balance where no action is taken */
    00546     case 0:
    00547     case 1:
    00548     case 2:
    00549     case 3:
    00550
    00551     case 5:
    00552     case 6:
    00553
    00554     case 8:
    00555     case 9:
    00556       break;
    00557
    00558     /* Warn about bankruptcy after 3 months */
    00559     case 4: {
    00560       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00561       cni->FillData(c);
    00562       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00563       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00564       SetDParamStr(2, cni->company_name);
    00565       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
    00566       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
    00567       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
    00568       break;
    00569     }
    00570
    00571     /* Offer company for sale after 6 months */
    00572     case 7: {
    00573       /* Don't consider the loan */
    00574       Money val = CalculateCompanyValue(c, false);
    00575
    00576       c->bankrupt_value = val;
    00577       c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00578       c->bankrupt_timeout = 0;
    00579
    00580       /* The company assets should always have some value */
    00581       assert(c->bankrupt_value > 0);
    00582       break;
    00583     }
    00584
    00585     /* Bankrupt company after 6 months (if the company has no value) or latest
    00586      * after 9 months (if it still had value after 6 months) */
    00587     default:
    00588     case 10: {
    00589       if (!_networking && _local_company == c->index) {
    00590         /* If we are in offline mode, leave the company playing. Eg. there
    00591          * is no THE-END, otherwise mark the client as spectator to make sure
    00592          * he/she is no long in control of this company. However... when you
    00593          * join another company (cheat) the "unowned" company can bankrupt. */
    00594         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00595         break;
    00596       }
    00597
    00598       /* Actually remove the company, but not when we're a network client.
    00599        * In case of network clients we will be getting a command from the
    00600        * server. It is done in this way as we are called from the
    00601        * StateGameLoop which can't change the current company, and thus
    00602        * updating the local company triggers an assert later on. In the
    00603        * case of a network game the command will be processed at a time
    00604        * that changing the current company is okay. In case of single
    00605        * player we are sure (the above check) that we are not the local
    00606        * company and thus we won't be moved. */
    00607       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
    00608       break;
    00609     }
    00610   }
    00611 }
    00612
    00617 static void CompaniesGenStatistics()
    00618 {
    00619   Station *st;
    00620
    00621   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00622   Company *c;
    00623
    00624   if (!_settings_game.economy.infrastructure_maintenance) {
    00625     FOR_ALL_STATIONS(st) {
    00626       cur_company.Change(st->owner);
    00627       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00628       SubtractMoneyFromCompany(cost);
    00629     }
    00630   } else {
    00631     /* Improved monthly infrastructure costs. */
    00632     FOR_ALL_COMPANIES(c) {
    00633       cur_company.Change(c->index);
    00634
    00635       CommandCost cost(EXPENSES_PROPERTY);
    00636       uint32 rail_total = c->infrastructure.GetRailTotal();
    00637       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
    00638         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
    00639       }
    00640       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
    00641       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
    00642         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
    00643       }
    00644       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
    00645       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
    00646       cost.AddCost(AirportMaintenanceCost(c->index));
    00647
    00648       SubtractMoneyFromCompany(cost);
    00649     }
    00650   }
    00651   cur_company.Restore();
    00652
    00653   /* Check for bankruptcy each month */
    00654   FOR_ALL_COMPANIES(c) {
    00655     CompanyCheckBankrupt(c);
    00656   }
    00657
    00658   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
    00659   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
    00660
    00661   FOR_ALL_COMPANIES(c) {
    00662     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00663     c->old_economy[0] = c->cur_economy;
    00664     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00665
    00666     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
    00667
    00668     UpdateCompanyRatingAndValue(c, true);
    00669     if (c->block_preview != 0) c->block_preview--;
    00670   }
    00671
    00672   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00673   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00674   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00675   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00676   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00677   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00678 }
    00679
    00685 bool AddInflation(bool check_year)
    00686 {
    00687   /* The cargo payment inflation differs from the normal inflation, so the
    00688    * relative amount of money you make with a transport decreases slowly over
    00689    * the 170 years. After a few hundred years we reach a level in which the
    00690    * games will become unplayable as the maximum income will be less than
    00691    * the minimum running cost.
    00692    *
    00693    * Furthermore there are a lot of inflation related overflows all over the
    00694    * place. Solving them is hardly possible because inflation will always
    00695    * reach the overflow threshold some day. So we'll just perform the
    00696    * inflation mechanism during the first 170 years (the amount of years that
    00697    * one had in the original TTD) and stop doing the inflation after that
    00698    * because it only causes problems that can't be solved nicely and the
    00699    * inflation doesn't add anything after that either; it even makes playing
    00700    * it impossible due to the diverging cost and income rates.
    00701    */
    00702   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
    00703
    00704   if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
    00705
    00706   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00707    * scaled by 65536
    00708    * 12 -> months per year
    00709    * This is only a good approximation for small values
    00710    */
    00711   _economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
    00712   _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
    00713
    00714   if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
    00715   if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
    00716
    00717   return false;
    00718 }
    00719
    00723 void RecomputePrices()
    00724 {
    00725   /* Setup maximum loan */
    00726   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00727
    00728   /* Setup price bases */
    00729   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00730     Money price = _price_base_specs[i].start_price;
    00731
    00732     /* Apply difficulty settings */
    00733     uint mod = 1;
    00734     switch (_price_base_specs[i].category) {
    00735       case PCAT_RUNNING:
    00736         mod = _settings_game.difficulty.vehicle_costs;
    00737         break;
    00738
    00739       case PCAT_CONSTRUCTION:
    00740         mod = _settings_game.difficulty.construction_cost;
    00741         break;
    00742
    00743       default: break;
    00744     }
    00745     switch (mod) {
    00746       case 0: price *= 6; break;
    00747       case 1: price *= 8; break; // normalised to 1 below
    00748       case 2: price *= 9; break;
    00749       default: NOT_REACHED();
    00750     }
    00751
    00752     /* Apply inflation */
    00753     price = (int64)price * _economy.inflation_prices;
    00754
    00755     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
    00756     int shift = _price_base_multiplier[i] - 16 - 3;
    00757     if (shift >= 0) {
    00758       price <<= shift;
    00759     } else {
    00760       price >>= -shift;
    00761     }
    00762
    00763     /* Make sure the price does not get reduced to zero.
    00764      * Zero breaks quite a few commands that use a zero
    00765      * cost to see whether something got changed or not
    00766      * and based on that cause an error. When the price
    00767      * is zero that fails even when things are done. */
    00768     if (price == 0) {
    00769       price = Clamp(_price_base_specs[i].start_price, -1, 1);
    00770       /* No base price should be zero, but be sure. */
    00771       assert(price != 0);
    00772     }
    00773     /* Store value */
    00774     _price[i] = price;
    00775   }
    00776
    00777   /* Setup cargo payment */
    00778   CargoSpec *cs;
    00779   FOR_ALL_CARGOSPECS(cs) {
    00780     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00781   }
    00782
    00783   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00784   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00785   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00786   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
    00787   InvalidateWindowData(WC_PAYMENT_RATES, 0);
    00788 }
    00789
    00791 static void CompaniesPayInterest()
    00792 {
    00793   const Company *c;
    00794
    00795   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00796   FOR_ALL_COMPANIES(c) {
    00797     cur_company.Change(c->index);
    00798
    00799     /* Over a year the paid interest should be "loan * interest percentage",
    00800      * but... as that number is likely not dividable by 12 (pay each month),
    00801      * one needs to account for that in the monthly fee calculations.
    00802      * To easily calculate what one should pay "this" month, you calculate
    00803      * what (total) should have been paid up to this month and you subtract
    00804      * whatever has been paid in the previous months. This will mean one month
    00805      * it'll be a bit more and the other it'll be a bit less than the average
    00806      * monthly fee, but on average it will be exact.
    00807      * In order to prevent cheating or abuse (just not paying interest by not
    00808      * taking a loan we make companies pay interest on negative cash as well
    00809      */
    00810     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00811     if (c->money < 0) {
    00812       yearly_fee += -c->money *_economy.interest_rate / 100;
    00813     }
    00814     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00815     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00816
    00817     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00818
    00819     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00820   }
    00821   cur_company.Restore();
    00822 }
    00823
    00824 static void HandleEconomyFluctuations()
    00825 {
    00826   if (_settings_game.difficulty.economy != 0) {
    00827     /* When economy is Fluctuating, decrease counter */
    00828     _economy.fluct--;
    00829   } else if (EconomyIsInRecession()) {
    00830     /* When it's Steady and we are in recession, end it now */
    00831     _economy.fluct = -12;
    00832   } else {
    00833     /* No need to do anything else in other cases */
    00834     return;
    00835   }
    00836
    00837   if (_economy.fluct == 0) {
    00838     _economy.fluct = -(int)GB(Random(), 0, 2);
    00839     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
    00840   } else if (_economy.fluct == -12) {
    00841     _economy.fluct = GB(Random(), 0, 8) + 312;
    00842     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
    00843   }
    00844 }
    00845
    00846
    00850 void ResetPriceBaseMultipliers()
    00851 {
    00852   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00853 }
    00854
    00862 void SetPriceBaseMultiplier(Price price, int factor)
    00863 {
    00864   assert(price < PR_END);
    00865   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00866 }
    00867
    00872 void StartupIndustryDailyChanges(bool init_counter)
    00873 {
    00874   uint map_size = MapLogX() + MapLogY();
    00875   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00876    * which stands for the days in a month.
    00877    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00878    * would not be needed.
    00879    * Since it is based on "fractional parts", the leftover days will not make much of a difference
    00880    * on the overall total number of changes performed */
    00881   _economy.industry_daily_increment = (1 << map_size) / 31;
    00882
    00883   if (init_counter) {
    00884     /* A new game or a savegame from an older version will require the counter to be initialized */
    00885     _economy.industry_daily_change_counter = 0;
    00886   }
    00887 }
    00888
    00889 void StartupEconomy()
    00890 {
    00891   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00892   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00893   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00894   _economy.fluct = GB(Random(), 0, 8) + 168;
    00895
    00896   /* Set up prices */
    00897   RecomputePrices();
    00898
    00899   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00900
    00901 }
    00902
    00906 void InitializeEconomy()
    00907 {
    00908   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00909   ClearCargoPickupMonitoring();
    00910   ClearCargoDeliveryMonitoring();
    00911 }
    00912
    00921 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00922 {
    00923   if (index >= PR_END) return 0;
    00924
    00925   Money cost = _price[index] * cost_factor;
    00926   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00927
    00928   if (shift >= 0) {
    00929     cost <<= shift;
    00930   } else {
    00931     cost >>= -shift;
    00932   }
    00933
    00934   return cost;
    00935 }
    00936
    00937 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00938 {
    00939   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00940   if (!cs->IsValid()) {
    00941     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00942     return 0;
    00943   }
    00944
    00945   /* Use callback to calculate cargo profit, if available */
    00946   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00947     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00948     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00949     if (callback != CALLBACK_FAILED) {
    00950       int result = GB(callback, 0, 14);
    00951
    00952       /* Simulate a 15 bit signed value */
    00953       if (HasBit(callback, 14)) result -= 0x4000;
    00954
    00955       /* "The result should be a signed multiplier that gets multiplied
    00956        * by the amount of cargo moved and the price factor, then gets
    00957        * divided by 8192." */
    00958       return result * num_pieces * cs->current_payment / 8192;
    00959     }
    00960   }
    00961
    00962   static const int MIN_TIME_FACTOR = 31;
    00963   static const int MAX_TIME_FACTOR = 255;
    00964
    00965   const int days1 = cs->transit_days[0];
    00966   const int days2 = cs->transit_days[1];
    00967   const int days_over_days1 = max(   transit_days - days1, 0);
    00968   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00969
    00970   /*
    00971    * The time factor is calculated based on the time it took
    00972    * (transit_days) compared two cargo-depending values. The
    00973    * range is divided into three parts:
    00974    *
    00975    *  - constant for fast transits
    00976    *  - linear decreasing with time with a slope of -1 for medium transports
    00977    *  - linear decreasing with time with a slope of -2 for slow transports
    00978    *
    00979    */
    00980   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00981
    00982   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00983 }
    00984
    00986 static SmallIndustryList _cargo_delivery_destinations;
    00987
    00997 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00998 {
    00999   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    01000    * This fails in three cases:
    01001    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    01002    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    01003    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    01004    */
    01005
    01006   uint accepted = 0;
    01007
    01008   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    01009     Industry *ind = st->industries_near[i];
    01010     if (ind->index == source) continue;
    01011
    01012     uint cargo_index;
    01013     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    01014       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    01015     }
    01016     /* Check if matching cargo has been found */
    01017     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    01018
    01019     /* Check if industry temporarily refuses acceptance */
    01020     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
    01021
    01022     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    01023     _cargo_delivery_destinations.Include(ind);
    01024
    01025     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    01026     ind->incoming_cargo_waiting[cargo_index] += amount;
    01027     num_pieces -= amount;
    01028     accepted += amount;
    01029   }
    01030
    01031   return accepted;
    01032 }
    01033
    01047 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)
    01048 {
    01049   assert(num_pieces > 0);
    01050
    01051   Station *st = Station::Get(dest);
    01052
    01053   /* Give the goods to the industry. */
    01054   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    01055
    01056   /* If this cargo type is always accepted, accept all */
    01057   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    01058
    01059   /* Update station statistics */
    01060   if (accepted > 0) {
    01061     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
    01062     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
    01063     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
    01064   }
    01065
    01066   /* Update company statistics */
    01067   company->cur_economy.delivered_cargo[cargo_type] += accepted;
    01068
    01069   /* Increase town's counter for town effects */
    01070   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    01071   st->town->received[cs->town_effect].new_act += accepted;
    01072
    01073   /* Determine profit */
    01074   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    01075
    01076   /* Update the cargo monitor. */
    01077   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
    01078
    01079   /* Modify profit if a subsidy is in effect */
    01080   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    01081     switch (_settings_game.difficulty.subsidy_multiplier) {
    01082       case 0:  profit += profit >> 1; break;
    01083       case 1:  profit *= 2; break;
    01084       case 2:  profit *= 3; break;
    01085       default: profit *= 4; break;
    01086     }
    01087   }
    01088
    01089   return profit;
    01090 }
    01091
    01097 static void TriggerIndustryProduction(Industry *i)
    01098 {
    01099   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    01100   uint16 callback = indspec->callback_mask;
    01101
    01102   i->was_cargo_delivered = true;
    01103   i->last_cargo_accepted_at = _date;
    01104
    01105   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    01106     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    01107       IndustryProductionCallback(i, 0);
    01108     } else {
    01109       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01110     }
    01111   } else {
    01112     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    01113       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    01114       if (cargo_waiting == 0) continue;
    01115
    01116       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    01117       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01118
    01119       i->incoming_cargo_waiting[cargo_index] = 0;
    01120     }
    01121   }
    01122
    01123   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01124   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01125 }
    01126
    01131 CargoPayment::CargoPayment(Vehicle *front) :
    01132   front(front),
    01133   current_station(front->last_station_visited)
    01134 {
    01135 }
    01136
    01137 CargoPayment::~CargoPayment()
    01138 {
    01139   if (this->CleaningPool()) return;
    01140
    01141   this->front->cargo_payment = NULL;
    01142
    01143   if (this->visual_profit == 0) return;
    01144
    01145   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
    01146
    01147   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01148   this->front->profit_this_year += this->visual_profit << 8;
    01149
    01150   if (this->route_profit != 0) {
    01151     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01152       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01153     }
    01154
    01155     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
    01156   } else {
    01157     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
    01158   }
    01159
    01160   cur_company.Restore();
    01161 }
    01162
    01168 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01169 {
    01170   if (this->owner == NULL) {
    01171     this->owner = Company::Get(this->front->owner);
    01172   }
    01173
    01174   /* Handle end of route payment */
    01175   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01176   this->route_profit += profit;
    01177
    01178   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01179   this->visual_profit += profit - cp->FeederShare();
    01180 }
    01181
    01188 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01189 {
    01190   Money profit = GetTransportedGoodsIncome(
    01191       count,
    01192       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01193       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01194       cp->DaysInTransit(),
    01195       this->ct);
    01196
    01197   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01198
    01199   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
    01200   return profit; // account for the (virtual) profit already made for the cargo packet
    01201 }
    01202
    01207 void PrepareUnload(Vehicle *front_v)
    01208 {
    01209   /* At this moment loading cannot be finished */
    01210   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01211
    01212   /* Start unloading in at the first possible moment */
    01213   front_v->load_unload_ticks = 1;
    01214
    01215   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01216     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01217       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01218         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01219       }
    01220     }
    01221   }
    01222
    01223   assert(front_v->cargo_payment == NULL);
    01224   /* One CargoPayment per vehicle and the vehicle limit equals the
    01225    * limit in number of CargoPayments. Can't go wrong. */
    01226   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
    01227   assert(CargoPayment::CanAllocateItem());
    01228   front_v->cargo_payment = new CargoPayment(front_v);
    01229 }
    01230
    01236 static bool IsArticulatedVehicleEmpty(Vehicle *v)
    01237 {
    01238   v = v->GetFirstEnginePart();
    01239
    01240   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
    01241     if (v->cargo.Count() != 0) return false;
    01242   }
    01243
    01244   return true;
    01245 }
    01246
    01255 static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
    01256 {
    01257   assert(front->current_order.IsType(OT_LOADING));
    01258
    01259   /* We have not waited enough time till the next round of loading/unloading */
    01260   if (front->load_unload_ticks != 0) {
    01261     if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01262       /* 'Reserve' this cargo for this vehicle, because we were first. */
    01263       for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01264         int cap_left = v->cargo_cap;
    01265         if (!HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) cap_left -= v->cargo.Count();
    01266         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01267       }
    01268     }
    01269     return;
    01270   }
    01271
    01272   StationID last_visited = front->last_station_visited;
    01273   Station *st = Station::Get(last_visited);
    01274
    01275   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
    01276     /* The train reversed in the station. Take the "easy" way
    01277      * out and let the train just leave as it always did. */
    01278     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
    01279     front->load_unload_ticks = 1;
    01280     return;
    01281   }
    01282
    01283   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
    01284   CargoArray consist_capleft;
    01285   if (use_autorefit) {
    01286     /* Sum cargo, that can be loaded without refitting */
    01287     for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01288       int cap_left = v->cargo_cap - v->cargo.Count();
    01289       if (cap_left > 0) consist_capleft[v->cargo_type] += cap_left;
    01290     }
    01291   }
    01292
    01293   int unloading_time = 0;
    01294   bool dirty_vehicle = false;
    01295   bool dirty_station = false;
    01296
    01297   bool completely_emptied = true;
    01298   bool anything_unloaded  = false;
    01299   bool anything_loaded    = false;
    01300   uint32 full_load_amount = 0;
    01301   uint32 cargo_not_full   = 0;
    01302   uint32 cargo_full       = 0;
    01303   uint32 reservation_left = 0;
    01304
    01305   front->cur_speed = 0;
    01306
    01307   CargoPayment *payment = front->cargo_payment;
    01308
    01309   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
    01310   for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01311     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
    01312     if (v->cargo_cap == 0) continue;
    01313     artic_part++;
    01314
    01315     const Engine *e = v->GetEngine();
    01316     byte load_amount = e->info.load_amount;
    01317
    01318     /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01319     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
    01320
    01321     if (_settings_game.order.gradual_loading) {
    01322       uint16 cb_load_amount = CALLBACK_FAILED;
    01323       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
    01324         /* Use callback 36 */
    01325         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
    01326       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01327         /* Use callback 12 */
    01328         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01329       }
    01330       if (cb_load_amount != CALLBACK_FAILED) {
    01331         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
    01332         if (cb_load_amount >= 0x100) {
    01333           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
    01334         } else if (cb_load_amount != 0) {
    01335           load_amount = cb_load_amount;
    01336         }
    01337       }
    01338     }
    01339
    01340     GoodsEntry *ge = &st->goods[v->cargo_type];
    01341
    01342     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01343       uint cargo_count = v->cargo.Count();
    01344       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01345       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
    01346       bool accepted  = false; // Is the cargo accepted by the station?
    01347
    01348       payment->SetCargo(v->cargo_type);
    01349
    01350       if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
    01351         /* The cargo has reached its final destination, the packets may now be destroyed */
    01352         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
    01353
    01354         dirty_vehicle = true;
    01355         accepted = true;
    01356       }
    01357
    01358       /* The !accepted || v->cargo.Count == cargo_count clause is there
    01359        * to make it possible to force unload vehicles at the station where
    01360        * they were loaded, but to not force unload the vehicle when the
    01361        * station is still accepting the cargo in the vehicle. It doesn't
    01362        * accept cargo that was loaded at the same station. */
    01363       if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
    01364         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
    01365         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
    01366           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
    01367           InvalidateWindowData(WC_STATION_LIST, last_visited);
    01368         }
    01369
    01370         dirty_vehicle = dirty_station = true;
    01371       } else if (!accepted) {
    01372         /* The order changed while unloading (unset unload/transfer) or the
    01373          * station does not accept our goods. */
    01374         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01375
    01376         /* Say we loaded something, otherwise we'll think we didn't unload
    01377          * something and we didn't load something, so we must be finished
    01378          * at this station. Setting the unloaded means that we will get a
    01379          * retry for loading in the next cycle. */
    01380         anything_unloaded = true;
    01381         continue;
    01382       }
    01383
    01384       /* Deliver goods to the station */
    01385       st->time_since_unload = 0;
    01386
    01387       unloading_time += amount_unloaded;
    01388
    01389       anything_unloaded = true;
    01390       if (_settings_game.order.gradual_loading && remaining) {
    01391         completely_emptied = false;
    01392       } else {
    01393         /* We have finished unloading (cargo count == 0) */
    01394         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01395       }
    01396
    01397       continue;
    01398     }
    01399
    01400     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01401     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
    01402
    01403     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
    01404     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
    01405         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
    01406       Vehicle *v_start = v->GetFirstEnginePart();
    01407       CargoID new_cid = front->current_order.GetRefitCargo();
    01408       byte new_subtype = front->current_order.GetRefitSubtype();
    01409
    01410       /* Remove old capacity from consist capacity */
    01411       consist_capleft[v_start->cargo_type] -= v_start->cargo_cap;
    01412       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
    01413         w = w->GetNextArticulatedPart();
    01414         consist_capleft[w->cargo_type] -= w->cargo_cap;
    01415       }
    01416
    01417       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
    01418
    01419       /* Check if all articulated parts are empty and collect refit mask. */
    01420       uint32 refit_mask = e->info.refit_mask;
    01421       Vehicle *w = v_start;
    01422       while (w->HasArticulatedPart()) {
    01423         w = w->GetNextArticulatedPart();
    01424         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
    01425         refit_mask |= EngInfo(w->engine_type)->refit_mask;
    01426       }
    01427
    01428       if (new_cid == CT_AUTO_REFIT) {
    01429         /* Get refittable cargo type with the most waiting cargo. */
    01430         int amount = 0;
    01431         CargoID cid;
    01432         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
    01433           /* Consider refitting to this cargo, if other vehicles of the consist cannot
    01434            * already take the cargo without refitting */
    01435           if (cargo_left[cid] > (int)consist_capleft[cid] + amount) {
    01436             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
    01437              * the returned refit capacity will be greater than zero. */
    01438             new_subtype = GetBestFittingSubType(v, v, cid);
    01439             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.
    01440             if (_returned_refit_capacity > 0) {
    01441               amount = cargo_left[cid] - consist_capleft[cid];
    01442               new_cid = cid;
    01443             }
    01444           }
    01445         }
    01446       }
    01447
    01448       /* Refit if given a valid cargo. */
    01449       if (new_cid < NUM_CARGO) {
    01450         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.
    01451         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
    01452         ge = &st->goods[v->cargo_type];
    01453       }
    01454
    01455       /* Add new capacity to consist capacity */
    01456       consist_capleft[v_start->cargo_type] += v_start->cargo_cap;
    01457       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
    01458         w = w->GetNextArticulatedPart();
    01459         consist_capleft[w->cargo_type] += w->cargo_cap;
    01460       }
    01461
    01462       cur_company.Restore();
    01463     }
    01464
    01465     /* update stats */
    01466     int t;
    01467     switch (front->type) {
    01468       case VEH_TRAIN: /* FALL THROUGH */
    01469       case VEH_SHIP:
    01470         t = front->vcache.cached_max_speed;
    01471         break;
    01472
    01473       case VEH_ROAD:
    01474         t = front->vcache.cached_max_speed / 2;
    01475         break;
    01476
    01477       case VEH_AIRCRAFT:
    01478         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
    01479         break;
    01480
    01481       default: NOT_REACHED();
    01482     }
    01483
    01484     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01485     ge->last_speed = min(t, 255);
    01486     ge->last_age = min(_cur_year - front->build_year, 255);
    01487     ge->time_since_pickup = 0;
    01488
    01489     /* If there's goods waiting at the station, and the vehicle
    01490      * has capacity for it, load it on the vehicle. */
    01491     int cap_left = v->cargo_cap - v->cargo.Count();
    01492     if (!ge->cargo.Empty() && cap_left > 0) {
    01493       uint cap = cap_left;
    01494       uint count = ge->cargo.Count();
    01495
    01496       /* Skip loading this vehicle if another train/vehicle is already handling
    01497        * the same cargo type at this station */
    01498       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
    01499         SetBit(cargo_not_full, v->cargo_type);
    01500         continue;
    01501       }
    01502
    01503       if (cap > count) cap = count;
    01504       if (_settings_game.order.gradual_loading) {
    01505         cap = min(cap, load_amount);
    01506         cap_left = min(cap_left, load_amount);
    01507       }
    01508       if (_settings_game.order.improved_load) {
    01509         /* Don't load stuff that is already 'reserved' for other vehicles */
    01510         cap = min((uint)cargo_left[v->cargo_type], cap);
    01511         count = cargo_left[v->cargo_type];
    01512         if (use_autorefit) {
    01513           /* When using autorefit, reserve all cargo for this wagon to prevent other wagons
    01514            * from feeling the need to refit. */
    01515           uint total_cap_left = v->cargo_cap - v->cargo.Count();
    01516           cargo_left[v->cargo_type] -= total_cap_left;
    01517           consist_capleft[v->cargo_type] -= total_cap_left;
    01518           if (total_cap_left > cap && count > cap) {
    01519             /* Remember if there are reservations left so that we don't stop
    01520              * loading before they're loaded. */
    01521             SetBit(reservation_left, v->cargo_type);
    01522           }
    01523         } else {
    01524           /* Update cargo left; but don't reserve everything yet, so other wagons
    01525            * of the same consist load in parallel. */
    01526           cargo_left[v->cargo_type] -= cap;
    01527         }
    01528       }
    01529
    01530       /* Store whether the maximum possible load amount was loaded or not.*/
    01531       if (count >= (uint)cap_left) {
    01532         SetBit(full_load_amount, v->cargo_type);
    01533       } else {
    01534         ClrBit(full_load_amount, v->cargo_type);
    01535       }
    01536
    01537       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01538
    01539       /* TODO: Regarding this, when we do gradual loading, we
    01540        * should first unload all vehicles and then start
    01541        * loading them. Since this will cause
    01542        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01543        * the whole vehicle chain is really totally empty, the
    01544        * completely_emptied assignment can then be safely
    01545        * removed; that's how TTDPatch behaves too. --pasky */
    01546       completely_emptied = false;
    01547       anything_loaded = true;
    01548
    01549       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
    01550
    01551       st->time_since_load = 0;
    01552       st->last_vehicle_type = v->type;
    01553
    01554       if (ge->cargo.Empty()) {
    01555         TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
    01556         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01557         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01558       }
    01559
    01560       unloading_time += cap;
    01561
    01562       dirty_vehicle = dirty_station = true;
    01563     }
    01564
    01565     if (v->cargo.Count() >= v->cargo_cap) {
    01566       SetBit(cargo_full, v->cargo_type);
    01567     } else {
    01568       SetBit(cargo_not_full, v->cargo_type);
    01569     }
    01570   }
    01571
    01572   if (anything_loaded || anything_unloaded) {
    01573     if (front->type == VEH_TRAIN) {
    01574       TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
    01575       TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
    01576     }
    01577   }
    01578
    01579   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01580   completely_emptied &= anything_unloaded;
    01581
    01582   /* For consists without autorefit-order we adjust the reserved cargo at the station after loading,
    01583    * so that all wagons start loading if the consist is the first consist.
    01584    *
    01585    * If we use autorefit otoh, we only want to load/refit a vehicle if the other wagons cannot already hold the cargo,
    01586    * to keep the option to still refit the vehicle when new cargo of different type shows up.
    01587    */
    01588   if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01589     /* Update left cargo */
    01590     for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01591       int cap_left = v->cargo_cap;
    01592       if (!HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
    01593         if (use_autorefit) {
    01594           continue;
    01595         } else {
    01596           cap_left -= v->cargo.Count();
    01597         }
    01598       }
    01599       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01600     }
    01601   }
    01602
    01603   if (!anything_unloaded) delete payment;
    01604
    01605   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
    01606   if (anything_loaded || anything_unloaded) {
    01607     if (_settings_game.order.gradual_loading) {
    01608       /* The time it takes to load one 'slice' of cargo or passengers depends
    01609        * on the vehicle type - the values here are those found in TTDPatch */
    01610       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01611
    01612       unloading_time = gradual_loading_wait_time[front->type];
    01613     }
    01614     /* We loaded less cargo than possible for all cargo types and it's not full
    01615      * load and we're not supposed to wait any longer: stop loading. */
    01616     if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01617         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
    01618       SetBit(front->vehicle_flags, VF_STOP_LOADING);
    01619     }
    01620   } else {
    01621     bool finished_loading = true;
    01622     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01623       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01624         /* if the aircraft carries passengers and is NOT full, then
    01625          * continue loading, no matter how much mail is in */
    01626         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
    01627             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01628           finished_loading = false;
    01629         }
    01630       } else if (cargo_not_full != 0) {
    01631         finished_loading = false;
    01632       }
    01633     }
    01634     unloading_time = 20;
    01635
    01636     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01637   }
    01638
    01639   if (front->type == VEH_TRAIN) {
    01640     /* Each platform tile is worth 2 rail vehicles. */
    01641     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
    01642     if (overhang > 0) {
    01643       unloading_time <<= 1;
    01644       unloading_time += (overhang * unloading_time) / 8;
    01645     }
    01646   }
    01647
    01648   /* Calculate the loading indicator fill percent and display
    01649    * In the Game Menu do not display indicators
    01650    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01651    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01652    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01653    */
    01654   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01655     StringID percent_up_down = STR_NULL;
    01656     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
    01657     if (front->fill_percent_te_id == INVALID_TE_ID) {
    01658       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
    01659     } else {
    01660       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
    01661     }
    01662   }
    01663
    01664   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01665   front->load_unload_ticks = max(1, unloading_time);
    01666
    01667   if (completely_emptied) {
    01668     /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
    01669      * properties such as weight, power and TE whenever the trigger runs. */
    01670     dirty_vehicle = true;
    01671     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
    01672   }
    01673
    01674   if (dirty_vehicle) {
    01675     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
    01676     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01677     front->MarkDirty();
    01678   }
    01679   if (dirty_station) {
    01680     st->MarkTilesDirty(true);
    01681     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01682   }
    01683 }
    01684
    01690 void LoadUnloadStation(Station *st)
    01691 {
    01692   /* No vehicle is here... */
    01693   if (st->loading_vehicles.empty()) return;
    01694
    01695   Vehicle *last_loading = NULL;
    01696   std::list<Vehicle *>::iterator iter;
    01697
    01698   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01699   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01700     Vehicle *v = *iter;
    01701
    01702     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01703
    01704     assert(v->load_unload_ticks != 0);
    01705     if (--v->load_unload_ticks == 0) last_loading = v;
    01706   }
    01707
    01708   /* We only need to reserve and load/unload up to the last loading vehicle.
    01709    * Anything else will be forgotten anyway after returning from this function.
    01710    *
    01711    * Especially this means we do _not_ need to reserve cargo for a single
    01712    * consist in a station which is not allowed to load yet because its
    01713    * load_unload_ticks is still not 0.
    01714    */
    01715   if (last_loading == NULL) return;
    01716
    01717   int cargo_left[NUM_CARGO];
    01718
    01719   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
    01720
    01721   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01722     Vehicle *v = *iter;
    01723     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
    01724     if (v == last_loading) break;
    01725   }
    01726
    01727   /* Call the production machinery of industries */
    01728   const Industry * const *isend = _cargo_delivery_destinations.End();
    01729   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01730     TriggerIndustryProduction(*iid);
    01731   }
    01732   _cargo_delivery_destinations.Clear();
    01733 }
    01734
    01738 void CompaniesMonthlyLoop()
    01739 {
    01740   CompaniesGenStatistics();
    01741   if (_settings_game.economy.inflation) {
    01742     AddInflation();
    01743     RecomputePrices();
    01744   }
    01745   CompaniesPayInterest();
    01746   HandleEconomyFluctuations();
    01747 }
    01748
    01749 static void DoAcquireCompany(Company *c)
    01750 {
    01751   CompanyID ci = c->index;
    01752
    01753   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01754   cni->FillData(c, Company::Get(_current_company));
    01755
    01756   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01757   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01758   SetDParamStr(2, cni->company_name);
    01759   SetDParamStr(3, cni->other_company_name);
    01760   SetDParam(4, c->bankrupt_value);
    01761   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
    01762   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01763   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01764
    01765   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01766
    01767   if (c->bankrupt_value == 0) {
    01768     Company *owner = Company::Get(_current_company);
    01769     owner->current_loan += c->current_loan;
    01770   }
    01771
    01772   if (c->is_ai) AI::Stop(c->index);
    01773
    01774   DeleteCompanyWindows(ci);
    01775   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01776   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01777   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01778   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01779
    01780   delete c;
    01781 }
    01782
    01783 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01784
    01794 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01795 {
    01796   CommandCost cost(EXPENSES_OTHER);
    01797   CompanyID target_company = (CompanyID)p1;
    01798   Company *c = Company::GetIfValid(target_company);
    01799
    01800   /* Check if buying shares is allowed (protection against modified clients)
    01801    * Cannot buy own shares */
    01802   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01803
    01804   /* Protect new companies from hostile takeovers */
    01805   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01806
    01807   /* Those lines are here for network-protection (clients can be slow) */
    01808   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01809
    01810   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01811     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01812
    01813     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01814   }
    01815
    01816
    01817   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01818   if (flags & DC_EXEC) {
    01819     OwnerByte *b = c->share_owners;
    01820
    01821     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01822     *b = _current_company;
    01823
    01824     for (int i = 0; c->share_owners[i] == _current_company;) {
    01825       if (++i == 4) {
    01826         c->bankrupt_value = 0;
    01827         DoAcquireCompany(c);
    01828         break;
    01829       }
    01830     }
    01831     InvalidateWindowData(WC_COMPANY, target_company);
    01832     CompanyAdminUpdate(c);
    01833   }
    01834   return cost;
    01835 }
    01836
    01846 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01847 {
    01848   CompanyID target_company = (CompanyID)p1;
    01849   Company *c = Company::GetIfValid(target_company);
    01850
    01851   /* Cannot sell own shares */
    01852   if (c == NULL || _current_company == target_company) return CMD_ERROR;
    01853
    01854   /* Check if selling shares is allowed (protection against modified clients).
    01855    * However, we must sell shares of companies being closed down. */
    01856   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
    01857
    01858   /* Those lines are here for network-protection (clients can be slow) */
    01859   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01860
    01861   /* adjust it a little to make it less profitable to sell and buy */
    01862   Money cost = CalculateCompanyValue(c) >> 2;
    01863   cost = -(cost - (cost >> 7));
    01864
    01865   if (flags & DC_EXEC) {
    01866     OwnerByte *b = c->share_owners;
    01867     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01868     *b = COMPANY_SPECTATOR;
    01869     InvalidateWindowData(WC_COMPANY, target_company);
    01870     CompanyAdminUpdate(c);
    01871   }
    01872   return CommandCost(EXPENSES_OTHER, cost);
    01873 }
    01874
    01887 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01888 {
    01889   CompanyID target_company = (CompanyID)p1;
    01890   Company *c = Company::GetIfValid(target_company);
    01891   if (c == NULL) return CMD_ERROR;
    01892
    01893   /* Disable takeovers when not asked */
    01894   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01895
    01896   /* Disable taking over the local company in single player */
    01897   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01898
    01899   /* Do not allow companies to take over themselves */
    01900   if (target_company == _current_company) return CMD_ERROR;
    01901
    01902   /* Disable taking over when not allowed. */
    01903   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    01904
    01905   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01906   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01907
    01908   if (flags & DC_EXEC) {
    01909     DoAcquireCompany(c);
    01910   }
    01911   return cost;
    01912 }