# economy.cpp

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    00001 /* $Id: economy.cpp 26327 2014-02-09 21:10:25Z fonsinchen $ */
    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. */
    01405         if (_returned_refit_capacity > 0 && consist_capleft[cid] < consist_capleft[new_cid]) {
    01406           new_cid = cid;
    01407         }
    01408       }
    01409     }
    01410   }
    01411
    01412   /* Refit if given a valid cargo. */
    01413   if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
    01414     StationID next_one = StationIDStack(next_station).Pop();
    01415     v_start->cargo.Return(UINT_MAX, &st->goods[v_start->cargo_type].cargo, next_one);
    01416     for (w = v_start; w->HasArticulatedPart();) {
    01417       w = w->GetNextArticulatedPart();
    01418       w->cargo.Return(UINT_MAX, &st->goods[w->cargo_type].cargo, next_one);
    01419     }
    01420     if (is_normal_aircraft) {
    01421       v->Next()->cargo.Return(UINT_MAX, &st->goods[v->Next()->cargo_type].cargo, next_one);
    01422     }
    01423     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.
    01424     if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
    01425   }
    01426
    01427   /* Add new capacity to consist capacity and reserve cargo */
    01428   w = v_start;
    01429   do {
    01430     st->goods[w->cargo_type].cargo.Reserve(w->cargo_cap - w->cargo.RemainingCount(), &w->cargo, st->xy, next_station);
    01431     consist_capleft[w->cargo_type] += w->cargo_cap - w->cargo.RemainingCount();
    01432     w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL;
    01433   } while (w != NULL);
    01434   if (is_normal_aircraft) {
    01435     w = v->Next();
    01436     st->goods[w->cargo_type].cargo.Reserve(w->cargo_cap - w->cargo.RemainingCount(), &w->cargo, st->xy, next_station);
    01437     consist_capleft[w->cargo_type] += w->cargo_cap - w->cargo.RemainingCount();
    01438   }
    01439
    01440   cur_company.Restore();
    01441 }
    01442
    01447 static void LoadUnloadVehicle(Vehicle *front)
    01448 {
    01449   assert(front->current_order.IsType(OT_LOADING));
    01450
    01451   StationID last_visited = front->last_station_visited;
    01452   Station *st = Station::Get(last_visited);
    01453
    01454   StationIDStack next_station = front->GetNextStoppingStation();
    01455   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
    01456   CargoArray consist_capleft;
    01457   if (_settings_game.order.improved_load &&
    01458       ((front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0 || use_autorefit)) {
    01459     ReserveConsist(st, front,
    01460         (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL,
    01461         next_station);
    01462   }
    01463
    01464   /* We have not waited enough time till the next round of loading/unloading */
    01465   if (front->load_unload_ticks != 0) return;
    01466
    01467   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
    01468     /* The train reversed in the station. Take the "easy" way
    01469      * out and let the train just leave as it always did. */
    01470     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
    01471     front->load_unload_ticks = 1;
    01472     return;
    01473   }
    01474
    01475   int unloading_time = 0;
    01476   bool dirty_vehicle = false;
    01477   bool dirty_station = false;
    01478
    01479   bool completely_emptied = true;
    01480   bool anything_unloaded  = false;
    01481   bool anything_loaded    = false;
    01482   uint32 full_load_amount = 0;
    01483   uint32 cargo_not_full   = 0;
    01484   uint32 cargo_full       = 0;
    01485   uint32 reservation_left = 0;
    01486
    01487   front->cur_speed = 0;
    01488
    01489   CargoPayment *payment = front->cargo_payment;
    01490
    01491   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
    01492   for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01493     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
    01494     if (v->cargo_cap == 0) continue;
    01495     artic_part++;
    01496
    01497     uint load_amount = GetLoadAmount(v);
    01498
    01499     GoodsEntry *ge = &st->goods[v->cargo_type];
    01500
    01501     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01502       uint cargo_count = v->cargo.UnloadCount();
    01503       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01504       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
    01505
    01506       payment->SetCargo(v->cargo_type);
    01507
    01508       if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
    01509         /* The station does not accept our goods anymore. */
    01510         if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
    01511           /* Transfer instead of delivering. */
    01512           v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER>(
    01513               v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), INVALID_STATION);
    01514         } else {
    01515           uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
    01516           if (v->cargo_cap < new_remaining) {
    01517             /* Return some of the reserved cargo to not overload the vehicle. */
    01518             v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION);
    01519           }
    01520
    01521           /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
    01522           v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP>(
    01523               v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));
    01524
    01525           /* ... say we unloaded something, otherwise we'll think we didn't unload
    01526            * something and we didn't load something, so we must be finished
    01527            * at this station. Setting the unloaded means that we will get a
    01528            * retry for loading in the next cycle. */
    01529           anything_unloaded = true;
    01530         }
    01531       }
    01532
    01533       /* Mark the station dirty if we transfer, but not if we only deliver. */
    01534       dirty_station = v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0;
    01535       amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
    01536       remaining = v->cargo.UnloadCount() > 0;
    01537       if (amount_unloaded > 0) {
    01538         dirty_vehicle = true;
    01539         anything_unloaded = true;
    01540         unloading_time += amount_unloaded;
    01541
    01542         /* Deliver goods to the station */
    01543         st->time_since_unload = 0;
    01544       }
    01545
    01546       if (_settings_game.order.gradual_loading && remaining) {
    01547         completely_emptied = false;
    01548       } else {
    01549         /* We have finished unloading (cargo count == 0) */
    01550         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01551       }
    01552
    01553       continue;
    01554     }
    01555
    01556     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01557     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
    01558
    01559     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
    01560     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v)) {
    01561       HandleStationRefit(v, consist_capleft, st, next_station, front->current_order.GetRefitCargo());
    01562       ge = &st->goods[v->cargo_type];
    01563     }
    01564
    01565     /* As we're loading here the following link can carry the full capacity of the vehicle. */
    01566     v->refit_cap = v->cargo_cap;
    01567
    01568     /* update stats */
    01569     int t;
    01570     switch (front->type) {
    01571       case VEH_TRAIN: /* FALL THROUGH */
    01572       case VEH_SHIP:
    01573         t = front->vcache.cached_max_speed;
    01574         break;
    01575
    01576       case VEH_ROAD:
    01577         t = front->vcache.cached_max_speed / 2;
    01578         break;
    01579
    01580       case VEH_AIRCRAFT:
    01581         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
    01582         break;
    01583
    01584       default: NOT_REACHED();
    01585     }
    01586
    01587     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01588     ge->last_speed = min(t, 255);
    01589     ge->last_age = min(_cur_year - front->build_year, 255);
    01590     ge->time_since_pickup = 0;
    01591
    01592     assert(v->cargo_cap >= v->cargo.StoredCount());
    01593     /* If there's goods waiting at the station, and the vehicle
    01594      * has capacity for it, load it on the vehicle. */
    01595     uint cap_left = v->cargo_cap - v->cargo.StoredCount();
    01596     if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0)) {
    01597       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
    01598       if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01599
    01600       uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
    01601       if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
    01602         /* Remember if there are reservations left so that we don't stop
    01603          * loading before they're loaded. */
    01604         SetBit(reservation_left, v->cargo_type);
    01605       }
    01606
    01607       /* Store whether the maximum possible load amount was loaded or not.*/
    01608       if (loaded == cap_left) {
    01609         SetBit(full_load_amount, v->cargo_type);
    01610       } else {
    01611         ClrBit(full_load_amount, v->cargo_type);
    01612       }
    01613
    01614       /* TODO: Regarding this, when we do gradual loading, we
    01615        * should first unload all vehicles and then start
    01616        * loading them. Since this will cause
    01617        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01618        * the whole vehicle chain is really totally empty, the
    01619        * completely_emptied assignment can then be safely
    01620        * removed; that's how TTDPatch behaves too. --pasky */
    01621       if (loaded > 0) {
    01622         completely_emptied = false;
    01623         anything_loaded = true;
    01624
    01625         st->time_since_load = 0;
    01626         st->last_vehicle_type = v->type;
    01627
    01628         if (ge->cargo.TotalCount() == 0) {
    01629           TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
    01630           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01631           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01632         }
    01633
    01634         unloading_time += loaded;
    01635
    01636         dirty_vehicle = dirty_station = true;
    01637       }
    01638     }
    01639
    01640     if (v->cargo.StoredCount() >= v->cargo_cap) {
    01641       SetBit(cargo_full, v->cargo_type);
    01642     } else {
    01643       SetBit(cargo_not_full, v->cargo_type);
    01644     }
    01645   }
    01646
    01647   if (anything_loaded || anything_unloaded) {
    01648     if (front->type == VEH_TRAIN) {
    01649       TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
    01650       TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
    01651     }
    01652   }
    01653
    01654   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01655   completely_emptied &= anything_unloaded;
    01656
    01657   if (!anything_unloaded) delete payment;
    01658
    01659   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
    01660   if (anything_loaded || anything_unloaded) {
    01661     if (_settings_game.order.gradual_loading) {
    01662       /* The time it takes to load one 'slice' of cargo or passengers depends
    01663        * on the vehicle type - the values here are those found in TTDPatch */
    01664       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01665
    01666       unloading_time = gradual_loading_wait_time[front->type];
    01667     }
    01668     /* We loaded less cargo than possible for all cargo types and it's not full
    01669      * load and we're not supposed to wait any longer: stop loading. */
    01670     if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01671         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
    01672       SetBit(front->vehicle_flags, VF_STOP_LOADING);
    01673     }
    01674   } else {
    01675     bool finished_loading = true;
    01676     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01677       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01678         /* if the aircraft carries passengers and is NOT full, then
    01679          * continue loading, no matter how much mail is in */
    01680         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) ||
    01681             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01682           finished_loading = false;
    01683         }
    01684       } else if (cargo_not_full != 0) {
    01685         finished_loading = false;
    01686       }
    01687
    01688       /* Refresh next hop stats if we're full loading to make the links
    01689        * known to the distribution algorithm and allow cargo to be sent
    01690        * along them. Otherwise the vehicle could wait for cargo
    01691        * indefinitely if it hasn't visited the other links yet, or if the
    01692        * links die while it's loading. */
    01693       if (!finished_loading) LinkRefresher::Run(front);
    01694     }
    01695     unloading_time = 20;
    01696
    01697     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01698   }
    01699
    01700   if (front->type == VEH_TRAIN) {
    01701     /* Each platform tile is worth 2 rail vehicles. */
    01702     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
    01703     if (overhang > 0) {
    01704       unloading_time <<= 1;
    01705       unloading_time += (overhang * unloading_time) / 8;
    01706     }
    01707   }
    01708
    01709   /* Calculate the loading indicator fill percent and display
    01710    * In the Game Menu do not display indicators
    01711    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01712    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01713    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01714    */
    01715   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01716     StringID percent_up_down = STR_NULL;
    01717     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
    01718     if (front->fill_percent_te_id == INVALID_TE_ID) {
    01719       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
    01720     } else {
    01721       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
    01722     }
    01723   }
    01724
    01725   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01726   front->load_unload_ticks = max(1, unloading_time);
    01727
    01728   if (completely_emptied) {
    01729     /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
    01730      * properties such as weight, power and TE whenever the trigger runs. */
    01731     dirty_vehicle = true;
    01732     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
    01733   }
    01734
    01735   if (dirty_vehicle) {
    01736     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
    01737     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01738     front->MarkDirty();
    01739   }
    01740   if (dirty_station) {
    01741     st->MarkTilesDirty(true);
    01742     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01743   }
    01744 }
    01745
    01751 void LoadUnloadStation(Station *st)
    01752 {
    01753   /* No vehicle is here... */
    01754   if (st->loading_vehicles.empty()) return;
    01755
    01756   Vehicle *last_loading = NULL;
    01757   std::list<Vehicle *>::iterator iter;
    01758
    01759   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01760   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01761     Vehicle *v = *iter;
    01762
    01763     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01764
    01765     assert(v->load_unload_ticks != 0);
    01766     if (--v->load_unload_ticks == 0) last_loading = v;
    01767   }
    01768
    01769   /* We only need to reserve and load/unload up to the last loading vehicle.
    01770    * Anything else will be forgotten anyway after returning from this function.
    01771    *
    01772    * Especially this means we do _not_ need to reserve cargo for a single
    01773    * consist in a station which is not allowed to load yet because its
    01774    * load_unload_ticks is still not 0.
    01775    */
    01776   if (last_loading == NULL) return;
    01777
    01778   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01779     Vehicle *v = *iter;
    01780     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
    01781     if (v == last_loading) break;
    01782   }
    01783
    01784   /* Call the production machinery of industries */
    01785   const Industry * const *isend = _cargo_delivery_destinations.End();
    01786   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01787     TriggerIndustryProduction(*iid);
    01788   }
    01789   _cargo_delivery_destinations.Clear();
    01790 }
    01791
    01795 void CompaniesMonthlyLoop()
    01796 {
    01797   CompaniesGenStatistics();
    01798   if (_settings_game.economy.inflation) {
    01799     AddInflation();
    01800     RecomputePrices();
    01801   }
    01802   CompaniesPayInterest();
    01803   HandleEconomyFluctuations();
    01804 }
    01805
    01806 static void DoAcquireCompany(Company *c)
    01807 {
    01808   CompanyID ci = c->index;
    01809
    01810   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01811   cni->FillData(c, Company::Get(_current_company));
    01812
    01813   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01814   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01815   SetDParamStr(2, cni->company_name);
    01816   SetDParamStr(3, cni->other_company_name);
    01817   SetDParam(4, c->bankrupt_value);
    01818   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
    01819   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01820   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01821
    01822   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01823
    01824   if (c->bankrupt_value == 0) {
    01825     Company *owner = Company::Get(_current_company);
    01826     owner->current_loan += c->current_loan;
    01827   }
    01828
    01829   if (c->is_ai) AI::Stop(c->index);
    01830
    01831   DeleteCompanyWindows(ci);
    01832   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01833   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01834   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01835   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01836
    01837   delete c;
    01838 }
    01839
    01840 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01841
    01851 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01852 {
    01853   CommandCost cost(EXPENSES_OTHER);
    01854   CompanyID target_company = (CompanyID)p1;
    01855   Company *c = Company::GetIfValid(target_company);
    01856
    01857   /* Check if buying shares is allowed (protection against modified clients)
    01858    * Cannot buy own shares */
    01859   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01860
    01861   /* Protect new companies from hostile takeovers */
    01862   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01863
    01864   /* Those lines are here for network-protection (clients can be slow) */
    01865   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01866
    01867   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01868     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01869
    01870     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01871   }
    01872
    01873
    01874   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01875   if (flags & DC_EXEC) {
    01876     OwnerByte *b = c->share_owners;
    01877
    01878     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01879     *b = _current_company;
    01880
    01881     for (int i = 0; c->share_owners[i] == _current_company;) {
    01882       if (++i == 4) {
    01883         c->bankrupt_value = 0;
    01884         DoAcquireCompany(c);
    01885         break;
    01886       }
    01887     }
    01888     InvalidateWindowData(WC_COMPANY, target_company);
    01889     CompanyAdminUpdate(c);
    01890   }
    01891   return cost;
    01892 }
    01893
    01903 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01904 {
    01905   CompanyID target_company = (CompanyID)p1;
    01906   Company *c = Company::GetIfValid(target_company);
    01907
    01908   /* Cannot sell own shares */
    01909   if (c == NULL || _current_company == target_company) return CMD_ERROR;
    01910
    01911   /* Check if selling shares is allowed (protection against modified clients).
    01912    * However, we must sell shares of companies being closed down. */
    01913   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
    01914
    01915   /* Those lines are here for network-protection (clients can be slow) */
    01916   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01917
    01918   /* adjust it a little to make it less profitable to sell and buy */
    01919   Money cost = CalculateCompanyValue(c) >> 2;
    01920   cost = -(cost - (cost >> 7));
    01921
    01922   if (flags & DC_EXEC) {
    01923     OwnerByte *b = c->share_owners;
    01924     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01925     *b = COMPANY_SPECTATOR;
    01926     InvalidateWindowData(WC_COMPANY, target_company);
    01927     CompanyAdminUpdate(c);
    01928   }
    01929   return CommandCost(EXPENSES_OTHER, cost);
    01930 }
    01931
    01944 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01945 {
    01946   CompanyID target_company = (CompanyID)p1;
    01947   Company *c = Company::GetIfValid(target_company);
    01948   if (c == NULL) return CMD_ERROR;
    01949
    01950   /* Disable takeovers when not asked */
    01951   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01952
    01953   /* Disable taking over the local company in single player */
    01954   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01955
    01956   /* Do not allow companies to take over themselves */
    01957   if (target_company == _current_company) return CMD_ERROR;
    01958
    01959   /* Disable taking over when not allowed. */
    01960   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    01961
    01962   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01963   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01964
    01965   if (flags & DC_EXEC) {
    01966     DoAcquireCompany(c);
    01967   }
    01968   return cost;
    01969 }