# economy.cpp

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    00001 /* $Id: economy.cpp 26596 2014-05-18 11:26:09Z frosch $ */
    00002
    00003 /*
    00004  * This file is part of OpenTTD.
    00005  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
    00006  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
    00007  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
    00008  */
    00009
    00012 #include "stdafx.h"
    00013 #include "company_func.h"
    00014 #include "command_func.h"
    00015 #include "industry.h"
    00016 #include "town.h"
    00017 #include "news_func.h"
    00018 #include "network/network.h"
    00019 #include "network/network_func.h"
    00020 #include "ai/ai.hpp"
    00021 #include "aircraft.h"
    00022 #include "train.h"
    00023 #include "newgrf_engine.h"
    00024 #include "engine_base.h"
    00025 #include "ground_vehicle.hpp"
    00026 #include "newgrf_cargo.h"
    00027 #include "newgrf_sound.h"
    00028 #include "newgrf_industrytiles.h"
    00029 #include "newgrf_station.h"
    00030 #include "newgrf_airporttiles.h"
    00031 #include "object.h"
    00032 #include "strings_func.h"
    00033 #include "date_func.h"
    00034 #include "vehicle_func.h"
    00035 #include "sound_func.h"
    00036 #include "autoreplace_func.h"
    00037 #include "company_gui.h"
    00038 #include "signs_base.h"
    00039 #include "subsidy_base.h"
    00040 #include "subsidy_func.h"
    00041 #include "station_base.h"
    00042 #include "waypoint_base.h"
    00043 #include "economy_base.h"
    00044 #include "core/pool_func.hpp"
    00045 #include "core/backup_type.hpp"
    00046 #include "cargo_type.h"
    00047 #include "water.h"
    00048 #include "game/game.hpp"
    00049 #include "cargomonitor.h"
    00050 #include "goal_base.h"
    00051 #include "story_base.h"
    00052 #include "linkgraph/refresh.h"
    00053
    00054 #include "table/strings.h"
    00055 #include "table/pricebase.h"
    00056
    00057
    00058 /* Initialize the cargo payment-pool */
    00059 CargoPaymentPool _cargo_payment_pool("CargoPayment");
    00060 INSTANTIATE_POOL_METHODS(CargoPayment)
    00061
    00062
    00073 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
    00074 {
    00075   return (int32)((int64)a * (int64)b >> shift);
    00076 }
    00077
    00078 typedef SmallVector<Industry *, 16> SmallIndustryList;
    00079
    00083 const ScoreInfo _score_info[] = {
    00084   {     120, 100}, // SCORE_VEHICLES
    00085   {      80, 100}, // SCORE_STATIONS
    00086   {   10000, 100}, // SCORE_MIN_PROFIT
    00087   {   50000,  50}, // SCORE_MIN_INCOME
    00088   {  100000, 100}, // SCORE_MAX_INCOME
    00089   {   40000, 400}, // SCORE_DELIVERED
    00090   {       8,  50}, // SCORE_CARGO
    00091   {10000000,  50}, // SCORE_MONEY
    00092   {  250000,  50}, // SCORE_LOAN
    00093   {       0,   0}  // SCORE_TOTAL
    00094 };
    00095
    00096 int _score_part[MAX_COMPANIES][SCORE_END];
    00097 Economy _economy;
    00098 Prices _price;
    00099 Money _additional_cash_required;
    00100 static PriceMultipliers _price_base_multiplier;
    00101
    00111 Money CalculateCompanyValue(const Company *c, bool including_loan)
    00112 {
    00113   Owner owner = c->index;
    00114
    00115   Station *st;
    00116   uint num = 0;
    00117
    00118   FOR_ALL_STATIONS(st) {
    00119     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00120   }
    00121
    00122   Money value = num * _price[PR_STATION_VALUE] * 25;
    00123
    00124   Vehicle *v;
    00125   FOR_ALL_VEHICLES(v) {
    00126     if (v->owner != owner) continue;
    00127
    00128     if (v->type == VEH_TRAIN ||
    00129         v->type == VEH_ROAD ||
    00130         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00131         v->type == VEH_SHIP) {
    00132       value += v->value * 3 >> 1;
    00133     }
    00134   }
    00135
    00136   /* Add real money value */
    00137   if (including_loan) value -= c->current_loan;
    00138   value += c->money;
    00139
    00140   return max(value, (Money)1);
    00141 }
    00142
    00151 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00152 {
    00153   Owner owner = c->index;
    00154   int score = 0;
    00155
    00156   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00157
    00158   /* Count vehicles */
    00159   {
    00160     Vehicle *v;
    00161     Money min_profit = 0;
    00162     bool min_profit_first = true;
    00163     uint num = 0;
    00164
    00165     FOR_ALL_VEHICLES(v) {
    00166       if (v->owner != owner) continue;
    00167       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00168         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00169         if (v->age > 730) {
    00170           /* Find the vehicle with the lowest amount of profit */
    00171           if (min_profit_first || min_profit > v->profit_last_year) {
    00172             min_profit = v->profit_last_year;
    00173             min_profit_first = false;
    00174           }
    00175         }
    00176       }
    00177     }
    00178
    00179     min_profit >>= 8; // remove the fract part
    00180
    00181     _score_part[owner][SCORE_VEHICLES] = num;
    00182     /* Don't allow negative min_profit to show */
    00183     if (min_profit > 0) {
    00184       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00185     }
    00186   }
    00187
    00188   /* Count stations */
    00189   {
    00190     uint num = 0;
    00191     const Station *st;
    00192
    00193     FOR_ALL_STATIONS(st) {
    00194       /* Only count stations that are actually serviced */
    00195       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00196     }
    00197     _score_part[owner][SCORE_STATIONS] = num;
    00198   }
    00199
    00200   /* Generate statistics depending on recent income statistics */
    00201   {
    00202     int numec = min(c->num_valid_stat_ent, 12);
    00203     if (numec != 0) {
    00204       const CompanyEconomyEntry *cee = c->old_economy;
    00205       Money min_income = cee->income + cee->expenses;
    00206       Money max_income = cee->income + cee->expenses;
    00207
    00208       do {
    00209         min_income = min(min_income, cee->income + cee->expenses);
    00210         max_income = max(max_income, cee->income + cee->expenses);
    00211       } while (++cee, --numec);
    00212
    00213       if (min_income > 0) {
    00214         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00215       }
    00216
    00217       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00218     }
    00219   }
    00220
    00221   /* Generate score depending on amount of transported cargo */
    00222   {
    00223     int numec = min(c->num_valid_stat_ent, 4);
    00224     if (numec != 0) {
    00225       const CompanyEconomyEntry *cee = c->old_economy;
    00226       OverflowSafeInt64 total_delivered = 0;
    00227       do {
    00228         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
    00229       } while (++cee, --numec);
    00230
    00231       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
    00232     }
    00233   }
    00234
    00235   /* Generate score for variety of cargo */
    00236   {
    00237     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
    00238   }
    00239
    00240   /* Generate score for company's money */
    00241   {
    00242     if (c->money > 0) {
    00243       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00244     }
    00245   }
    00246
    00247   /* Generate score for loan */
    00248   {
    00249     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00250   }
    00251
    00252   /* Now we calculate the score for each item.. */
    00253   {
    00254     int total_score = 0;
    00255     int s;
    00256     score = 0;
    00257     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00258       /* Skip the total */
    00259       if (i == SCORE_TOTAL) continue;
    00260       /*  Check the score */
    00261       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00262       score += s;
    00263       total_score += _score_info[i].score;
    00264     }
    00265
    00266     _score_part[owner][SCORE_TOTAL] = score;
    00267
    00268     /*  We always want the score scaled to SCORE_MAX (1000) */
    00269     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00270   }
    00271
    00272   if (update) {
    00273     c->old_economy[0].performance_history = score;
    00274     UpdateCompanyHQ(c->location_of_HQ, score);
    00275     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00276   }
    00277
    00278   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00279   return score;
    00280 }
    00281
    00287 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00288 {
    00289   /* We need to set _current_company to old_owner before we try to move
    00290    * the client. This is needed as it needs to know whether "you" really
    00291    * are the current local company. */
    00292   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
    00293 #ifdef ENABLE_NETWORK
    00294   /* In all cases, make spectators of clients connected to that company */
    00295   if (_networking) NetworkClientsToSpectators(old_owner);
    00296 #endif /* ENABLE_NETWORK */
    00297   if (old_owner == _local_company) {
    00298     /* Single player cheated to AI company.
    00299      * There are no spectators in single player, so we must pick some other company. */
    00300     assert(!_networking);
    00301     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00302     Company *c;
    00303     FOR_ALL_COMPANIES(c) {
    00304       if (c->index != old_owner) {
    00305         SetLocalCompany(c->index);
    00306         break;
    00307       }
    00308     }
    00309     cur_company.Restore();
    00310     assert(old_owner != _local_company);
    00311   }
    00312
    00313   Town *t;
    00314
    00315   assert(old_owner != new_owner);
    00316
    00317   {
    00318     Company *c;
    00319     uint i;
    00320
    00321     /* See if the old_owner had shares in other companies */
    00322     FOR_ALL_COMPANIES(c) {
    00323       for (i = 0; i < 4; i++) {
    00324         if (c->share_owners[i] == old_owner) {
    00325           /* Sell his shares */
    00326           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00327           /* Because we are in a DoCommand, we can't just execute another one and
    00328            *  expect the money to be removed. We need to do it ourself! */
    00329           SubtractMoneyFromCompany(res);
    00330         }
    00331       }
    00332     }
    00333
    00334     /* Sell all the shares that people have on this company */
    00335     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
    00336     c = Company::Get(old_owner);
    00337     for (i = 0; i < 4; i++) {
    00338       cur_company2.Change(c->share_owners[i]);
    00339       if (_current_company != INVALID_OWNER) {
    00340         /* Sell the shares */
    00341         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00342         /* Because we are in a DoCommand, we can't just execute another one and
    00343          *  expect the money to be removed. We need to do it ourself! */
    00344         SubtractMoneyFromCompany(res);
    00345       }
    00346     }
    00347     cur_company2.Restore();
    00348   }
    00349
    00350   /* Temporarily increase the company's money, to be sure that
    00351    * removing his/her property doesn't fail because of lack of money.
    00352    * Not too drastically though, because it could overflow */
    00353   if (new_owner == INVALID_OWNER) {
    00354     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00355   }
    00356
    00357   Subsidy *s;
    00358   FOR_ALL_SUBSIDIES(s) {
    00359     if (s->awarded == old_owner) {
    00360       if (new_owner == INVALID_OWNER) {
    00361         delete s;
    00362       } else {
    00363         s->awarded = new_owner;
    00364       }
    00365     }
    00366   }
    00367   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00368
    00369   /* Take care of rating and transport rights in towns */
    00370   FOR_ALL_TOWNS(t) {
    00371     /* If a company takes over, give the ratings to that company. */
    00372     if (new_owner != INVALID_OWNER) {
    00373       if (HasBit(t->have_ratings, old_owner)) {
    00374         if (HasBit(t->have_ratings, new_owner)) {
    00375           /* use max of the two ratings. */
    00376           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00377         } else {
    00378           SetBit(t->have_ratings, new_owner);
    00379           t->ratings[new_owner] = t->ratings[old_owner];
    00380         }
    00381       }
    00382     }
    00383
    00384     /* Reset the ratings for the old owner */
    00385     t->ratings[old_owner] = RATING_INITIAL;
    00386     ClrBit(t->have_ratings, old_owner);
    00387
    00388     /* Transfer exclusive rights */
    00389     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
    00390       if (new_owner != INVALID_OWNER) {
    00391         t->exclusivity = new_owner;
    00392       } else {
    00393         t->exclusive_counter = 0;
    00394         t->exclusivity = INVALID_COMPANY;
    00395       }
    00396     }
    00397   }
    00398
    00399   {
    00400     Vehicle *v;
    00401     FOR_ALL_VEHICLES(v) {
    00402       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00403         if (new_owner == INVALID_OWNER) {
    00404           if (v->Previous() == NULL) delete v;
    00405         } else {
    00406           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
    00407           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
    00408         }
    00409       }
    00410     }
    00411   }
    00412
    00413   /* In all cases clear replace engine rules.
    00414    * Even if it was copied, it could interfere with new owner's rules */
    00415   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00416
    00417   if (new_owner == INVALID_OWNER) {
    00418     RemoveAllGroupsForCompany(old_owner);
    00419   } else {
    00420     Group *g;
    00421     FOR_ALL_GROUPS(g) {
    00422       if (g->owner == old_owner) g->owner = new_owner;
    00423     }
    00424   }
    00425
    00426   {
    00427     FreeUnitIDGenerator unitidgen[] = {
    00428       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00429       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00430     };
    00431
    00432     Vehicle *v;
    00433     FOR_ALL_VEHICLES(v) {
    00434       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00435         assert(new_owner != INVALID_OWNER);
    00436
    00437         v->owner = new_owner;
    00438
    00439         /* Owner changes, clear cache */
    00440         v->colourmap = PAL_NONE;
    00441         v->InvalidateNewGRFCache();
    00442
    00443         if (v->IsEngineCountable()) {
    00444           GroupStatistics::CountEngine(v, 1);
    00445         }
    00446         if (v->IsPrimaryVehicle()) {
    00447           GroupStatistics::CountVehicle(v, 1);
    00448           v->unitnumber = unitidgen[v->type].NextID();
    00449         }
    00450
    00451         /* Invalidate the vehicle's cargo payment "owner cache". */
    00452         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
    00453       }
    00454     }
    00455
    00456     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
    00457   }
    00458
    00459   /*  Change ownership of tiles */
    00460   {
    00461     TileIndex tile = 0;
    00462     do {
    00463       ChangeTileOwner(tile, old_owner, new_owner);
    00464     } while (++tile != MapSize());
    00465
    00466     if (new_owner != INVALID_OWNER) {
    00467       /* Update all signals because there can be new segment that was owned by two companies
    00468        * and signals were not propagated
    00469        * Similar with crossings - it is needed to bar crossings that weren't before
    00470        * because of different owner of crossing and approaching train */
    00471       tile = 0;
    00472
    00473       do {
    00474         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
    00475           TrackBits tracks = GetTrackBits(tile);
    00476           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
    00477             Track track = RemoveFirstTrack(&tracks);
    00478             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
    00479           } while (tracks != TRACK_BIT_NONE);
    00480         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
    00481           UpdateLevelCrossing(tile);
    00482         }
    00483       } while (++tile != MapSize());
    00484     }
    00485
    00486     /* update signals in buffer */
    00487     UpdateSignalsInBuffer();
    00488   }
    00489
    00490   /* Add airport infrastructure count of the old company to the new one. */
    00491   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
    00492
    00493   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00494   Station *st;
    00495   FOR_ALL_STATIONS(st) {
    00496     if (st->owner == old_owner) {
    00497       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00498        * also, drawing station window would cause reading invalid company's colour */
    00499       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00500     }
    00501   }
    00502
    00503   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00504   Waypoint *wp;
    00505   FOR_ALL_WAYPOINTS(wp) {
    00506     if (wp->owner == old_owner) {
    00507       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00508     }
    00509   }
    00510
    00511   Sign *si;
    00512   FOR_ALL_SIGNS(si) {
    00513     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00514   }
    00515
    00516   /* Remove Game Script created Goals, CargoMonitors and Story pages. */
    00517   Goal *g;
    00518   FOR_ALL_GOALS(g) {
    00519     if (g->company == old_owner) delete g;
    00520   }
    00521
    00522   ClearCargoPickupMonitoring(old_owner);
    00523   ClearCargoDeliveryMonitoring(old_owner);
    00524
    00525   StoryPage *sp;
    00526   FOR_ALL_STORY_PAGES(sp) {
    00527     if (sp->company == old_owner) delete sp;
    00528   }
    00529
    00530   /* Change colour of existing windows */
    00531   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00532
    00533   cur_company.Restore();
    00534
    00535   MarkWholeScreenDirty();
    00536 }
    00537
    00542 static void CompanyCheckBankrupt(Company *c)
    00543 {
    00544   /*  If the company has money again, it does not go bankrupt */
    00545   if (c->money - c->current_loan >= -_economy.max_loan) {
    00546     c->months_of_bankruptcy = 0;
    00547     c->bankrupt_asked = 0;
    00548     return;
    00549   }
    00550
    00551   c->months_of_bankruptcy++;
    00552
    00553   switch (c->months_of_bankruptcy) {
    00554     /* All the boring cases (months) with a bad balance where no action is taken */
    00555     case 0:
    00556     case 1:
    00557     case 2:
    00558     case 3:
    00559
    00560     case 5:
    00561     case 6:
    00562
    00563     case 8:
    00564     case 9:
    00565       break;
    00566
    00567     /* Warn about bankruptcy after 3 months */
    00568     case 4: {
    00569       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00570       cni->FillData(c);
    00571       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00572       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00573       SetDParamStr(2, cni->company_name);
    00574       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
    00575       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
    00576       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
    00577       break;
    00578     }
    00579
    00580     /* Offer company for sale after 6 months */
    00581     case 7: {
    00582       /* Don't consider the loan */
    00583       Money val = CalculateCompanyValue(c, false);
    00584
    00585       c->bankrupt_value = val;
    00586       c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00587       c->bankrupt_timeout = 0;
    00588
    00589       /* The company assets should always have some value */
    00590       assert(c->bankrupt_value > 0);
    00591       break;
    00592     }
    00593
    00594     /* Bankrupt company after 6 months (if the company has no value) or latest
    00595      * after 9 months (if it still had value after 6 months) */
    00596     default:
    00597     case 10: {
    00598       if (!_networking && _local_company == c->index) {
    00599         /* If we are in offline mode, leave the company playing. Eg. there
    00600          * is no THE-END, otherwise mark the client as spectator to make sure
    00601          * he/she is no long in control of this company. However... when you
    00602          * join another company (cheat) the "unowned" company can bankrupt. */
    00603         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00604         break;
    00605       }
    00606
    00607       /* Actually remove the company, but not when we're a network client.
    00608        * In case of network clients we will be getting a command from the
    00609        * server. It is done in this way as we are called from the
    00610        * StateGameLoop which can't change the current company, and thus
    00611        * updating the local company triggers an assert later on. In the
    00612        * case of a network game the command will be processed at a time
    00613        * that changing the current company is okay. In case of single
    00614        * player we are sure (the above check) that we are not the local
    00615        * company and thus we won't be moved. */
    00616       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
    00617       break;
    00618     }
    00619   }
    00620 }
    00621
    00626 static void CompaniesGenStatistics()
    00627 {
    00628   Station *st;
    00629
    00630   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00631   Company *c;
    00632
    00633   if (!_settings_game.economy.infrastructure_maintenance) {
    00634     FOR_ALL_STATIONS(st) {
    00635       cur_company.Change(st->owner);
    00636       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00637       SubtractMoneyFromCompany(cost);
    00638     }
    00639   } else {
    00640     /* Improved monthly infrastructure costs. */
    00641     FOR_ALL_COMPANIES(c) {
    00642       cur_company.Change(c->index);
    00643
    00644       CommandCost cost(EXPENSES_PROPERTY);
    00645       uint32 rail_total = c->infrastructure.GetRailTotal();
    00646       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
    00647         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
    00648       }
    00649       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
    00650       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
    00651         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
    00652       }
    00653       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
    00654       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
    00655       cost.AddCost(AirportMaintenanceCost(c->index));
    00656
    00657       SubtractMoneyFromCompany(cost);
    00658     }
    00659   }
    00660   cur_company.Restore();
    00661
    00662   /* Check for bankruptcy each month */
    00663   FOR_ALL_COMPANIES(c) {
    00664     CompanyCheckBankrupt(c);
    00665   }
    00666
    00667   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
    00668   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
    00669
    00670   FOR_ALL_COMPANIES(c) {
    00671     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00672     c->old_economy[0] = c->cur_economy;
    00673     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00674
    00675     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
    00676
    00677     UpdateCompanyRatingAndValue(c, true);
    00678     if (c->block_preview != 0) c->block_preview--;
    00679   }
    00680
    00681   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00682   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00683   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00684   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00685   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00686   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00687 }
    00688
    00694 bool AddInflation(bool check_year)
    00695 {
    00696   /* The cargo payment inflation differs from the normal inflation, so the
    00697    * relative amount of money you make with a transport decreases slowly over
    00698    * the 170 years. After a few hundred years we reach a level in which the
    00699    * games will become unplayable as the maximum income will be less than
    00700    * the minimum running cost.
    00701    *
    00702    * Furthermore there are a lot of inflation related overflows all over the
    00703    * place. Solving them is hardly possible because inflation will always
    00704    * reach the overflow threshold some day. So we'll just perform the
    00705    * inflation mechanism during the first 170 years (the amount of years that
    00706    * one had in the original TTD) and stop doing the inflation after that
    00707    * because it only causes problems that can't be solved nicely and the
    00708    * inflation doesn't add anything after that either; it even makes playing
    00709    * it impossible due to the diverging cost and income rates.
    00710    */
    00711   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
    00712
    00713   if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
    00714
    00715   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00716    * scaled by 65536
    00717    * 12 -> months per year
    00718    * This is only a good approximation for small values
    00719    */
    00720   _economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
    00721   _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
    00722
    00723   if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
    00724   if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
    00725
    00726   return false;
    00727 }
    00728
    00732 void RecomputePrices()
    00733 {
    00734   /* Setup maximum loan */
    00735   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00736
    00737   /* Setup price bases */
    00738   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00739     Money price = _price_base_specs[i].start_price;
    00740
    00741     /* Apply difficulty settings */
    00742     uint mod = 1;
    00743     switch (_price_base_specs[i].category) {
    00744       case PCAT_RUNNING:
    00745         mod = _settings_game.difficulty.vehicle_costs;
    00746         break;
    00747
    00748       case PCAT_CONSTRUCTION:
    00749         mod = _settings_game.difficulty.construction_cost;
    00750         break;
    00751
    00752       default: break;
    00753     }
    00754     switch (mod) {
    00755       case 0: price *= 6; break;
    00756       case 1: price *= 8; break; // normalised to 1 below
    00757       case 2: price *= 9; break;
    00758       default: NOT_REACHED();
    00759     }
    00760
    00761     /* Apply inflation */
    00762     price = (int64)price * _economy.inflation_prices;
    00763
    00764     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
    00765     int shift = _price_base_multiplier[i] - 16 - 3;
    00766     if (shift >= 0) {
    00767       price <<= shift;
    00768     } else {
    00769       price >>= -shift;
    00770     }
    00771
    00772     /* Make sure the price does not get reduced to zero.
    00773      * Zero breaks quite a few commands that use a zero
    00774      * cost to see whether something got changed or not
    00775      * and based on that cause an error. When the price
    00776      * is zero that fails even when things are done. */
    00777     if (price == 0) {
    00778       price = Clamp(_price_base_specs[i].start_price, -1, 1);
    00779       /* No base price should be zero, but be sure. */
    00780       assert(price != 0);
    00781     }
    00782     /* Store value */
    00783     _price[i] = price;
    00784   }
    00785
    00786   /* Setup cargo payment */
    00787   CargoSpec *cs;
    00788   FOR_ALL_CARGOSPECS(cs) {
    00789     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00790   }
    00791
    00792   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00793   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00794   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00795   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
    00796   InvalidateWindowData(WC_PAYMENT_RATES, 0);
    00797 }
    00798
    00800 static void CompaniesPayInterest()
    00801 {
    00802   const Company *c;
    00803
    00804   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00805   FOR_ALL_COMPANIES(c) {
    00806     cur_company.Change(c->index);
    00807
    00808     /* Over a year the paid interest should be "loan * interest percentage",
    00809      * but... as that number is likely not dividable by 12 (pay each month),
    00810      * one needs to account for that in the monthly fee calculations.
    00811      * To easily calculate what one should pay "this" month, you calculate
    00812      * what (total) should have been paid up to this month and you subtract
    00813      * whatever has been paid in the previous months. This will mean one month
    00814      * it'll be a bit more and the other it'll be a bit less than the average
    00815      * monthly fee, but on average it will be exact.
    00816      * In order to prevent cheating or abuse (just not paying interest by not
    00817      * taking a loan we make companies pay interest on negative cash as well
    00818      */
    00819     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00820     if (c->money < 0) {
    00821       yearly_fee += -c->money *_economy.interest_rate / 100;
    00822     }
    00823     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00824     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00825
    00826     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00827
    00828     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00829   }
    00830   cur_company.Restore();
    00831 }
    00832
    00833 static void HandleEconomyFluctuations()
    00834 {
    00835   if (_settings_game.difficulty.economy != 0) {
    00836     /* When economy is Fluctuating, decrease counter */
    00837     _economy.fluct--;
    00838   } else if (EconomyIsInRecession()) {
    00839     /* When it's Steady and we are in recession, end it now */
    00840     _economy.fluct = -12;
    00841   } else {
    00842     /* No need to do anything else in other cases */
    00843     return;
    00844   }
    00845
    00846   if (_economy.fluct == 0) {
    00847     _economy.fluct = -(int)GB(Random(), 0, 2);
    00848     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
    00849   } else if (_economy.fluct == -12) {
    00850     _economy.fluct = GB(Random(), 0, 8) + 312;
    00851     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
    00852   }
    00853 }
    00854
    00855
    00859 void ResetPriceBaseMultipliers()
    00860 {
    00861   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00862 }
    00863
    00871 void SetPriceBaseMultiplier(Price price, int factor)
    00872 {
    00873   assert(price < PR_END);
    00874   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00875 }
    00876
    00881 void StartupIndustryDailyChanges(bool init_counter)
    00882 {
    00883   uint map_size = MapLogX() + MapLogY();
    00884   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00885    * which stands for the days in a month.
    00886    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00887    * would not be needed.
    00888    * Since it is based on "fractional parts", the leftover days will not make much of a difference
    00889    * on the overall total number of changes performed */
    00890   _economy.industry_daily_increment = (1 << map_size) / 31;
    00891
    00892   if (init_counter) {
    00893     /* A new game or a savegame from an older version will require the counter to be initialized */
    00894     _economy.industry_daily_change_counter = 0;
    00895   }
    00896 }
    00897
    00898 void StartupEconomy()
    00899 {
    00900   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00901   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00902   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00903   _economy.fluct = GB(Random(), 0, 8) + 168;
    00904
    00905   /* Set up prices */
    00906   RecomputePrices();
    00907
    00908   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00909
    00910 }
    00911
    00915 void InitializeEconomy()
    00916 {
    00917   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00918   ClearCargoPickupMonitoring();
    00919   ClearCargoDeliveryMonitoring();
    00920 }
    00921
    00930 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00931 {
    00932   if (index >= PR_END) return 0;
    00933
    00934   Money cost = _price[index] * cost_factor;
    00935   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00936
    00937   if (shift >= 0) {
    00938     cost <<= shift;
    00939   } else {
    00940     cost >>= -shift;
    00941   }
    00942
    00943   return cost;
    00944 }
    00945
    00946 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00947 {
    00948   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00949   if (!cs->IsValid()) {
    00950     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00951     return 0;
    00952   }
    00953
    00954   /* Use callback to calculate cargo profit, if available */
    00955   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00956     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00957     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00958     if (callback != CALLBACK_FAILED) {
    00959       int result = GB(callback, 0, 14);
    00960
    00961       /* Simulate a 15 bit signed value */
    00962       if (HasBit(callback, 14)) result -= 0x4000;
    00963
    00964       /* "The result should be a signed multiplier that gets multiplied
    00965        * by the amount of cargo moved and the price factor, then gets
    00966        * divided by 8192." */
    00967       return result * num_pieces * cs->current_payment / 8192;
    00968     }
    00969   }
    00970
    00971   static const int MIN_TIME_FACTOR = 31;
    00972   static const int MAX_TIME_FACTOR = 255;
    00973
    00974   const int days1 = cs->transit_days[0];
    00975   const int days2 = cs->transit_days[1];
    00976   const int days_over_days1 = max(   transit_days - days1, 0);
    00977   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00978
    00979   /*
    00980    * The time factor is calculated based on the time it took
    00981    * (transit_days) compared two cargo-depending values. The
    00982    * range is divided into three parts:
    00983    *
    00984    *  - constant for fast transits
    00985    *  - linear decreasing with time with a slope of -1 for medium transports
    00986    *  - linear decreasing with time with a slope of -2 for slow transports
    00987    *
    00988    */
    00989   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00990
    00991   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00992 }
    00993
    00995 static SmallIndustryList _cargo_delivery_destinations;
    00996
    01006 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    01007 {
    01008   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    01009    * This fails in three cases:
    01010    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    01011    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    01012    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    01013    */
    01014
    01015   uint accepted = 0;
    01016
    01017   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    01018     Industry *ind = st->industries_near[i];
    01019     if (ind->index == source) continue;
    01020
    01021     uint cargo_index;
    01022     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    01023       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    01024     }
    01025     /* Check if matching cargo has been found */
    01026     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    01027
    01028     /* Check if industry temporarily refuses acceptance */
    01029     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
    01030
    01031     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    01032     _cargo_delivery_destinations.Include(ind);
    01033
    01034     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    01035     ind->incoming_cargo_waiting[cargo_index] += amount;
    01036     num_pieces -= amount;
    01037     accepted += amount;
    01038   }
    01039
    01040   return accepted;
    01041 }
    01042
    01056 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)
    01057 {
    01058   assert(num_pieces > 0);
    01059
    01060   Station *st = Station::Get(dest);
    01061
    01062   /* Give the goods to the industry. */
    01063   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    01064
    01065   /* If this cargo type is always accepted, accept all */
    01066   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    01067
    01068   /* Update station statistics */
    01069   if (accepted > 0) {
    01070     SetBit(st->goods[cargo_type].status, GoodsEntry::GES_EVER_ACCEPTED);
    01071     SetBit(st->goods[cargo_type].status, GoodsEntry::GES_CURRENT_MONTH);
    01072     SetBit(st->goods[cargo_type].status, GoodsEntry::GES_ACCEPTED_BIGTICK);
    01073   }
    01074
    01075   /* Update company statistics */
    01076   company->cur_economy.delivered_cargo[cargo_type] += accepted;
    01077
    01078   /* Increase town's counter for town effects */
    01079   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    01080   st->town->received[cs->town_effect].new_act += accepted;
    01081
    01082   /* Determine profit */
    01083   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    01084
    01085   /* Update the cargo monitor. */
    01086   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
    01087
    01088   /* Modify profit if a subsidy is in effect */
    01089   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    01090     switch (_settings_game.difficulty.subsidy_multiplier) {
    01091       case 0:  profit += profit >> 1; break;
    01092       case 1:  profit *= 2; break;
    01093       case 2:  profit *= 3; break;
    01094       default: profit *= 4; break;
    01095     }
    01096   }
    01097
    01098   return profit;
    01099 }
    01100
    01106 static void TriggerIndustryProduction(Industry *i)
    01107 {
    01108   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    01109   uint16 callback = indspec->callback_mask;
    01110
    01111   i->was_cargo_delivered = true;
    01112   i->last_cargo_accepted_at = _date;
    01113
    01114   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    01115     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    01116       IndustryProductionCallback(i, 0);
    01117     } else {
    01118       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01119     }
    01120   } else {
    01121     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    01122       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    01123       if (cargo_waiting == 0) continue;
    01124
    01125       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    01126       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01127
    01128       i->incoming_cargo_waiting[cargo_index] = 0;
    01129     }
    01130   }
    01131
    01132   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01133   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01134 }
    01135
    01140 CargoPayment::CargoPayment(Vehicle *front) :
    01141   front(front),
    01142   current_station(front->last_station_visited)
    01143 {
    01144 }
    01145
    01146 CargoPayment::~CargoPayment()
    01147 {
    01148   if (this->CleaningPool()) return;
    01149
    01150   this->front->cargo_payment = NULL;
    01151
    01152   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
    01153
    01154   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
    01155
    01156   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01157   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
    01158
    01159   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01160     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01161   }
    01162
    01163   if (this->visual_transfer != 0) {
    01164     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01165         this->front->z_pos, this->visual_transfer, -this->visual_profit);
    01166   } else if (this->visual_profit != 0) {
    01167     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01168         this->front->z_pos, -this->visual_profit);
    01169   }
    01170
    01171   cur_company.Restore();
    01172 }
    01173
    01179 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01180 {
    01181   if (this->owner == NULL) {
    01182     this->owner = Company::Get(this->front->owner);
    01183   }
    01184
    01185   /* Handle end of route payment */
    01186   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01187   this->route_profit += profit;
    01188
    01189   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01190   this->visual_profit += profit - cp->FeederShare(count);
    01191 }
    01192
    01199 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01200 {
    01201   Money profit = GetTransportedGoodsIncome(
    01202       count,
    01203       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01204       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01205       cp->DaysInTransit(),
    01206       this->ct);
    01207
    01208   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01209
    01210   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
    01211   return profit; // account for the (virtual) profit already made for the cargo packet
    01212 }
    01213
    01219 void PrepareUnload(Vehicle *front_v)
    01220 {
    01221   Station *curr_station = Station::Get(front_v->last_station_visited);
    01222   curr_station->loading_vehicles.push_back(front_v);
    01223
    01224   /* At this moment loading cannot be finished */
    01225   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01226
    01227   /* Start unloading at the first possible moment */
    01228   front_v->load_unload_ticks = 1;
    01229
    01230   assert(front_v->cargo_payment == NULL);
    01231   /* One CargoPayment per vehicle and the vehicle limit equals the
    01232    * limit in number of CargoPayments. Can't go wrong. */
    01233   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
    01234   assert(CargoPayment::CanAllocateItem());
    01235   front_v->cargo_payment = new CargoPayment(front_v);
    01236
    01237   StationIDStack next_station = front_v->GetNextStoppingStation();
    01238   if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01239     Station *st = Station::Get(front_v->last_station_visited);
    01240     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01241       const GoodsEntry *ge = &st->goods[v->cargo_type];
    01242       if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) {
    01243         v->cargo.Stage(
    01244             HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE),
    01245             front_v->last_station_visited, next_station,
    01246             front_v->current_order.GetUnloadType(), ge,
    01247             front_v->cargo_payment);
    01248         if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01249       }
    01250     }
    01251   }
    01252 }
    01253
    01260 static uint GetLoadAmount(Vehicle *v)
    01261 {
    01262   const Engine *e = v->GetEngine();
    01263   uint load_amount = e->info.load_amount;
    01264
    01265   /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01266   bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft();
    01267   if (air_mail) load_amount = CeilDiv(load_amount, 4);
    01268
    01269   if (_settings_game.order.gradual_loading) {
    01270     uint16 cb_load_amount = CALLBACK_FAILED;
    01271     if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
    01272       /* Use callback 36 */
    01273       cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
    01274     } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01275       /* Use callback 12 */
    01276       cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01277     }
    01278     if (cb_load_amount != CALLBACK_FAILED) {
    01279       if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
    01280       if (cb_load_amount >= 0x100) {
    01281         ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
    01282       } else if (cb_load_amount != 0) {
    01283         load_amount = cb_load_amount;
    01284       }
    01285     }
    01286   }
    01287
    01288   /* Scale load amount the same as capacity */
    01289   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);
    01290
    01291   return load_amount;
    01292 }
    01293
    01302 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack next_station)
    01303 {
    01304   Vehicle *next_cargo = u;
    01305   uint32 seen_cargos = 0;
    01306
    01307   while (next_cargo != NULL) {
    01308     if (next_cargo->cargo_cap == 0) {
    01309       /* No need to reserve for vehicles without capacity. */
    01310       next_cargo = next_cargo->Next();
    01311       continue;
    01312     }
    01313
    01314     CargoID current_cargo = next_cargo->cargo_type;
    01315
    01316     Vehicle *v = next_cargo;
    01317     SetBit(seen_cargos, current_cargo);
    01318     next_cargo = NULL;
    01319     for (; v != NULL; v = v->Next()) {
    01320       if (v->cargo_type != current_cargo) {
    01321         /* Save start point for next cargo type. */
    01322         if (next_cargo == NULL && !HasBit(seen_cargos, v->cargo_type)) next_cargo = v;
    01323         continue;
    01324       }
    01325
    01326       assert(v->cargo_cap >= v->cargo.RemainingCount());
    01327       uint cap = v->cargo_cap - v->cargo.RemainingCount();
    01328
    01329       /* Nothing to do if the vehicle is full */
    01330       if (cap > 0) {
    01331         cap -= st->goods[v->cargo_type].cargo.Reserve(cap, &v->cargo, st->xy, next_station);
    01332       }
    01333
    01334       if (consist_capleft != NULL) {
    01335         (*consist_capleft)[current_cargo] += cap;
    01336       }
    01337     }
    01338   }
    01339 }
    01340
    01350 template<class Taction>
    01351 bool IterateVehicleParts(Vehicle *v, Taction action)
    01352 {
    01353   for (Vehicle *w = v; w != NULL;
    01354       w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL) {
    01355     if (!action(w)) return false;
    01356     if (w->type == VEH_TRAIN) {
    01357       Train *train = Train::From(w);
    01358       if (train->IsMultiheaded() && !action(train->other_multiheaded_part)) return false;
    01359     }
    01360   }
    01361   if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) return action(v->Next());
    01362   return true;
    01363 }
    01364
    01368 struct IsEmptyAction
    01369 {
    01375   bool operator()(const Vehicle *v)
    01376   {
    01377     return v->cargo.StoredCount() == 0;
    01378   }
    01379 };
    01380
    01384 struct PrepareRefitAction
    01385 {
    01386   CargoArray &consist_capleft;
    01387   uint32 &refit_mask;
    01388
    01394   PrepareRefitAction(CargoArray &consist_capleft, uint32 &refit_mask) :
    01395     consist_capleft(consist_capleft), refit_mask(refit_mask) {}
    01396
    01403   bool operator()(const Vehicle *v)
    01404   {
    01405     this->consist_capleft[v->cargo_type] -= v->cargo_cap - v->cargo.ReservedCount();
    01406     this->refit_mask |= EngInfo(v->engine_type)->refit_mask;
    01407     return true;
    01408   }
    01409 };
    01410
    01414 struct ReturnCargoAction
    01415 {
    01416   Station *st;
    01417   StationID next_hop;
    01418
    01424   ReturnCargoAction(Station *st, StationID next_one) : st(st), next_hop(next_one) {}
    01425
    01431   bool operator()(Vehicle *v)
    01432   {
    01433     v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop);
    01434     return true;
    01435   }
    01436 };
    01437
    01441 struct FinalizeRefitAction
    01442 {
    01443   CargoArray &consist_capleft;
    01444   Station *st;
    01445   StationIDStack &next_station;
    01446
    01453   FinalizeRefitAction(CargoArray &consist_capleft, Station *st, StationIDStack &next_station) :
    01454     consist_capleft(consist_capleft), st(st), next_station(next_station) {}
    01455
    01462   bool operator()(Vehicle *v)
    01463   {
    01464     this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
    01465         &v->cargo, st->xy, next_station);
    01466     this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
    01467     return true;
    01468   }
    01469 };
    01470
    01479 static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station *st, StationIDStack next_station, CargoID new_cid)
    01480 {
    01481   Vehicle *v_start = v->GetFirstEnginePart();
    01482   if (!IterateVehicleParts(v_start, IsEmptyAction())) return;
    01483
    01484   Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
    01485
    01486   uint32 refit_mask = v->GetEngine()->info.refit_mask;
    01487
    01488   /* Remove old capacity from consist capacity and collect refit mask. */
    01489   IterateVehicleParts(v_start, PrepareRefitAction(consist_capleft, refit_mask));
    01490
    01491   if (new_cid == CT_AUTO_REFIT) {
    01492     /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
    01493     CargoID cid;
    01494     new_cid = v_start->cargo_type;
    01495     FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
    01496       if (st->goods[cid].cargo.HasCargoFor(next_station)) {
    01497         /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
    01498          * the returned refit capacity will be greater than zero. */
    01499         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.
    01500         /* Try to balance different loadable cargoes between parts of the consist, so that
    01501          * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
    01502          * to the first loadable cargo for which there is only one packet. If the capacities
    01503          * are equal refit to the cargo of which most is available. This is important for
    01504          * consists of only a single vehicle as those will generally have a consist_capleft
    01505          * of 0 for all cargoes. */
    01506         if (_returned_refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] ||
    01507             (consist_capleft[cid] == consist_capleft[new_cid] &&
    01508             st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) {
    01509           new_cid = cid;
    01510         }
    01511       }
    01512     }
    01513   }
    01514
    01515   /* Refit if given a valid cargo. */
    01516   if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
    01517     IterateVehicleParts(v_start, ReturnCargoAction(st, StationIDStack(next_station).Pop()));
    01518     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.
    01519     if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
    01520   }
    01521
    01522   /* Add new capacity to consist capacity and reserve cargo */
    01523   IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station));
    01524
    01525   cur_company.Restore();
    01526 }
    01527
    01532 static void LoadUnloadVehicle(Vehicle *front)
    01533 {
    01534   assert(front->current_order.IsType(OT_LOADING));
    01535
    01536   StationID last_visited = front->last_station_visited;
    01537   Station *st = Station::Get(last_visited);
    01538
    01539   StationIDStack next_station = front->GetNextStoppingStation();
    01540   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
    01541   CargoArray consist_capleft;
    01542   if (_settings_game.order.improved_load &&
    01543       ((front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0 || use_autorefit)) {
    01544     ReserveConsist(st, front,
    01545         (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL,
    01546         next_station);
    01547   }
    01548
    01549   /* We have not waited enough time till the next round of loading/unloading */
    01550   if (front->load_unload_ticks != 0) return;
    01551
    01552   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
    01553     /* The train reversed in the station. Take the "easy" way
    01554      * out and let the train just leave as it always did. */
    01555     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
    01556     front->load_unload_ticks = 1;
    01557     return;
    01558   }
    01559
    01560   int unloading_time = 0;
    01561   bool dirty_vehicle = false;
    01562   bool dirty_station = false;
    01563
    01564   bool completely_emptied = true;
    01565   bool anything_unloaded  = false;
    01566   bool anything_loaded    = false;
    01567   uint32 full_load_amount = 0;
    01568   uint32 cargo_not_full   = 0;
    01569   uint32 cargo_full       = 0;
    01570   uint32 reservation_left = 0;
    01571
    01572   front->cur_speed = 0;
    01573
    01574   CargoPayment *payment = front->cargo_payment;
    01575
    01576   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
    01577   for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01578     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
    01579     if (v->cargo_cap == 0) continue;
    01580     artic_part++;
    01581
    01582     uint load_amount = GetLoadAmount(v);
    01583
    01584     GoodsEntry *ge = &st->goods[v->cargo_type];
    01585
    01586     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01587       uint cargo_count = v->cargo.UnloadCount();
    01588       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01589       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
    01590
    01591       payment->SetCargo(v->cargo_type);
    01592
    01593       if (!HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
    01594         /* The station does not accept our goods anymore. */
    01595         if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
    01596           /* Transfer instead of delivering. */
    01597           v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER>(
    01598               v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), INVALID_STATION);
    01599         } else {
    01600           uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
    01601           if (v->cargo_cap < new_remaining) {
    01602             /* Return some of the reserved cargo to not overload the vehicle. */
    01603             v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION);
    01604           }
    01605
    01606           /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
    01607           v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP>(
    01608               v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));
    01609
    01610           /* ... say we unloaded something, otherwise we'll think we didn't unload
    01611            * something and we didn't load something, so we must be finished
    01612            * at this station. Setting the unloaded means that we will get a
    01613            * retry for loading in the next cycle. */
    01614           anything_unloaded = true;
    01615         }
    01616       }
    01617
    01618       if (v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0) {
    01619         /* Mark the station dirty if we transfer, but not if we only deliver. */
    01620         dirty_station = true;
    01621
    01622         if (!ge->HasRating()) {
    01623           /* Upon transfering cargo, make sure the station has a rating. Fake a pickup for the
    01624            * first unload to prevent the cargo from quickly decaying after the initial drop. */
    01625           ge->time_since_pickup = 0;
    01626           SetBit(ge->status, GoodsEntry::GES_RATING);
    01627         }
    01628       }
    01629
    01630       amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
    01631       remaining = v->cargo.UnloadCount() > 0;
    01632       if (amount_unloaded > 0) {
    01633         dirty_vehicle = true;
    01634         anything_unloaded = true;
    01635         unloading_time += amount_unloaded;
    01636
    01637         /* Deliver goods to the station */
    01638         st->time_since_unload = 0;
    01639       }
    01640
    01641       if (_settings_game.order.gradual_loading && remaining) {
    01642         completely_emptied = false;
    01643       } else {
    01644         /* We have finished unloading (cargo count == 0) */
    01645         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01646       }
    01647
    01648       continue;
    01649     }
    01650
    01651     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01652     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
    01653
    01654     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
    01655     if (front->current_order.IsRefit() && artic_part == 1) {
    01656       HandleStationRefit(v, consist_capleft, st, next_station, front->current_order.GetRefitCargo());
    01657       ge = &st->goods[v->cargo_type];
    01658     }
    01659
    01660     /* As we're loading here the following link can carry the full capacity of the vehicle. */
    01661     v->refit_cap = v->cargo_cap;
    01662
    01663     /* update stats */
    01664     int t;
    01665     switch (front->type) {
    01666       case VEH_TRAIN: /* FALL THROUGH */
    01667       case VEH_SHIP:
    01668         t = front->vcache.cached_max_speed;
    01669         break;
    01670
    01671       case VEH_ROAD:
    01672         t = front->vcache.cached_max_speed / 2;
    01673         break;
    01674
    01675       case VEH_AIRCRAFT:
    01676         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
    01677         break;
    01678
    01679       default: NOT_REACHED();
    01680     }
    01681
    01682     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01683     ge->last_speed = min(t, 255);
    01684     ge->last_age = min(_cur_year - front->build_year, 255);
    01685     ge->time_since_pickup = 0;
    01686
    01687     assert(v->cargo_cap >= v->cargo.StoredCount());
    01688     /* If there's goods waiting at the station, and the vehicle
    01689      * has capacity for it, load it on the vehicle. */
    01690     uint cap_left = v->cargo_cap - v->cargo.StoredCount();
    01691     if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0)) {
    01692       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
    01693       if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01694
    01695       uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
    01696       if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
    01697         /* Remember if there are reservations left so that we don't stop
    01698          * loading before they're loaded. */
    01699         SetBit(reservation_left, v->cargo_type);
    01700       }
    01701
    01702       /* Store whether the maximum possible load amount was loaded or not.*/
    01703       if (loaded == cap_left) {
    01704         SetBit(full_load_amount, v->cargo_type);
    01705       } else {
    01706         ClrBit(full_load_amount, v->cargo_type);
    01707       }
    01708
    01709       /* TODO: Regarding this, when we do gradual loading, we
    01710        * should first unload all vehicles and then start
    01711        * loading them. Since this will cause
    01712        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01713        * the whole vehicle chain is really totally empty, the
    01714        * completely_emptied assignment can then be safely
    01715        * removed; that's how TTDPatch behaves too. --pasky */
    01716       if (loaded > 0) {
    01717         completely_emptied = false;
    01718         anything_loaded = true;
    01719
    01720         st->time_since_load = 0;
    01721         st->last_vehicle_type = v->type;
    01722
    01723         if (ge->cargo.TotalCount() == 0) {
    01724           TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
    01725           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01726           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01727         }
    01728
    01729         unloading_time += loaded;
    01730
    01731         dirty_vehicle = dirty_station = true;
    01732       }
    01733     }
    01734
    01735     if (v->cargo.StoredCount() >= v->cargo_cap) {
    01736       SetBit(cargo_full, v->cargo_type);
    01737     } else {
    01738       SetBit(cargo_not_full, v->cargo_type);
    01739     }
    01740   }
    01741
    01742   if (anything_loaded || anything_unloaded) {
    01743     if (front->type == VEH_TRAIN) {
    01744       TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
    01745       TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
    01746     }
    01747   }
    01748
    01749   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01750   completely_emptied &= anything_unloaded;
    01751
    01752   if (!anything_unloaded) delete payment;
    01753
    01754   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
    01755   if (anything_loaded || anything_unloaded) {
    01756     if (_settings_game.order.gradual_loading) {
    01757       /* The time it takes to load one 'slice' of cargo or passengers depends
    01758        * on the vehicle type - the values here are those found in TTDPatch */
    01759       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01760
    01761       unloading_time = gradual_loading_wait_time[front->type];
    01762     }
    01763     /* We loaded less cargo than possible for all cargo types and it's not full
    01764      * load and we're not supposed to wait any longer: stop loading. */
    01765     if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01766         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
    01767       SetBit(front->vehicle_flags, VF_STOP_LOADING);
    01768     }
    01769   } else {
    01770     bool finished_loading = true;
    01771     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01772       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01773         /* if the aircraft carries passengers and is NOT full, then
    01774          * continue loading, no matter how much mail is in */
    01775         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) ||
    01776             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01777           finished_loading = false;
    01778         }
    01779       } else if (cargo_not_full != 0) {
    01780         finished_loading = false;
    01781       }
    01782
    01783       /* Refresh next hop stats if we're full loading to make the links
    01784        * known to the distribution algorithm and allow cargo to be sent
    01785        * along them. Otherwise the vehicle could wait for cargo
    01786        * indefinitely if it hasn't visited the other links yet, or if the
    01787        * links die while it's loading. */
    01788       if (!finished_loading) LinkRefresher::Run(front);
    01789     }
    01790     unloading_time = 20;
    01791
    01792     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01793   }
    01794
    01795   if (front->type == VEH_TRAIN) {
    01796     /* Each platform tile is worth 2 rail vehicles. */
    01797     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
    01798     if (overhang > 0) {
    01799       unloading_time <<= 1;
    01800       unloading_time += (overhang * unloading_time) / 8;
    01801     }
    01802   }
    01803
    01804   /* Calculate the loading indicator fill percent and display
    01805    * In the Game Menu do not display indicators
    01806    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01807    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01808    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01809    */
    01810   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01811     StringID percent_up_down = STR_NULL;
    01812     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
    01813     if (front->fill_percent_te_id == INVALID_TE_ID) {
    01814       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
    01815     } else {
    01816       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
    01817     }
    01818   }
    01819
    01820   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01821   front->load_unload_ticks = max(1, unloading_time);
    01822
    01823   if (completely_emptied) {
    01824     /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
    01825      * properties such as weight, power and TE whenever the trigger runs. */
    01826     dirty_vehicle = true;
    01827     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
    01828   }
    01829
    01830   if (dirty_vehicle) {
    01831     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
    01832     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01833     front->MarkDirty();
    01834   }
    01835   if (dirty_station) {
    01836     st->MarkTilesDirty(true);
    01837     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01838     InvalidateWindowData(WC_STATION_LIST, last_visited);
    01839   }
    01840 }
    01841
    01847 void LoadUnloadStation(Station *st)
    01848 {
    01849   /* No vehicle is here... */
    01850   if (st->loading_vehicles.empty()) return;
    01851
    01852   Vehicle *last_loading = NULL;
    01853   std::list<Vehicle *>::iterator iter;
    01854
    01855   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01856   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01857     Vehicle *v = *iter;
    01858
    01859     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01860
    01861     assert(v->load_unload_ticks != 0);
    01862     if (--v->load_unload_ticks == 0) last_loading = v;
    01863   }
    01864
    01865   /* We only need to reserve and load/unload up to the last loading vehicle.
    01866    * Anything else will be forgotten anyway after returning from this function.
    01867    *
    01868    * Especially this means we do _not_ need to reserve cargo for a single
    01869    * consist in a station which is not allowed to load yet because its
    01870    * load_unload_ticks is still not 0.
    01871    */
    01872   if (last_loading == NULL) return;
    01873
    01874   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01875     Vehicle *v = *iter;
    01876     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
    01877     if (v == last_loading) break;
    01878   }
    01879
    01880   /* Call the production machinery of industries */
    01881   const Industry * const *isend = _cargo_delivery_destinations.End();
    01882   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01883     TriggerIndustryProduction(*iid);
    01884   }
    01885   _cargo_delivery_destinations.Clear();
    01886 }
    01887
    01891 void CompaniesMonthlyLoop()
    01892 {
    01893   CompaniesGenStatistics();
    01894   if (_settings_game.economy.inflation) {
    01895     AddInflation();
    01896     RecomputePrices();
    01897   }
    01898   CompaniesPayInterest();
    01899   HandleEconomyFluctuations();
    01900 }
    01901
    01902 static void DoAcquireCompany(Company *c)
    01903 {
    01904   CompanyID ci = c->index;
    01905
    01906   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01907   cni->FillData(c, Company::Get(_current_company));
    01908
    01909   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01910   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01911   SetDParamStr(2, cni->company_name);
    01912   SetDParamStr(3, cni->other_company_name);
    01913   SetDParam(4, c->bankrupt_value);
    01914   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
    01915   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01916   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01917
    01918   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01919
    01920   if (c->bankrupt_value == 0) {
    01921     Company *owner = Company::Get(_current_company);
    01922     owner->current_loan += c->current_loan;
    01923   }
    01924
    01925   if (c->is_ai) AI::Stop(c->index);
    01926
    01927   DeleteCompanyWindows(ci);
    01928   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01929   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01930   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01931   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01932
    01933   delete c;
    01934 }
    01935
    01936 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01937
    01947 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01948 {
    01949   CommandCost cost(EXPENSES_OTHER);
    01950   CompanyID target_company = (CompanyID)p1;
    01951   Company *c = Company::GetIfValid(target_company);
    01952
    01953   /* Check if buying shares is allowed (protection against modified clients)
    01954    * Cannot buy own shares */
    01955   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01956
    01957   /* Protect new companies from hostile takeovers */
    01958   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01959
    01960   /* Those lines are here for network-protection (clients can be slow) */
    01961   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01962
    01963   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01964     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01965
    01966     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01967   }
    01968
    01969
    01970   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01971   if (flags & DC_EXEC) {
    01972     OwnerByte *b = c->share_owners;
    01973
    01974     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01975     *b = _current_company;
    01976
    01977     for (int i = 0; c->share_owners[i] == _current_company;) {
    01978       if (++i == 4) {
    01979         c->bankrupt_value = 0;
    01980         DoAcquireCompany(c);
    01981         break;
    01982       }
    01983     }
    01984     InvalidateWindowData(WC_COMPANY, target_company);
    01985     CompanyAdminUpdate(c);
    01986   }
    01987   return cost;
    01988 }
    01989
    01999 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02000 {
    02001   CompanyID target_company = (CompanyID)p1;
    02002   Company *c = Company::GetIfValid(target_company);
    02003
    02004   /* Cannot sell own shares */
    02005   if (c == NULL || _current_company == target_company) return CMD_ERROR;
    02006
    02007   /* Check if selling shares is allowed (protection against modified clients).
    02008    * However, we must sell shares of companies being closed down. */
    02009   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
    02010
    02011   /* Those lines are here for network-protection (clients can be slow) */
    02012   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    02013
    02014   /* adjust it a little to make it less profitable to sell and buy */
    02015   Money cost = CalculateCompanyValue(c) >> 2;
    02016   cost = -(cost - (cost >> 7));
    02017
    02018   if (flags & DC_EXEC) {
    02019     OwnerByte *b = c->share_owners;
    02020     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    02021     *b = COMPANY_SPECTATOR;
    02022     InvalidateWindowData(WC_COMPANY, target_company);
    02023     CompanyAdminUpdate(c);
    02024   }
    02025   return CommandCost(EXPENSES_OTHER, cost);
    02026 }
    02027
    02040 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    02041 {
    02042   CompanyID target_company = (CompanyID)p1;
    02043   Company *c = Company::GetIfValid(target_company);
    02044   if (c == NULL) return CMD_ERROR;
    02045
    02046   /* Disable takeovers when not asked */
    02047   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    02048
    02049   /* Disable taking over the local company in single player */
    02050   if (!_networking && _local_company == c->index) return CMD_ERROR;
    02051
    02052   /* Do not allow companies to take over themselves */
    02053   if (target_company == _current_company) return CMD_ERROR;
    02054
    02055   /* Disable taking over when not allowed. */
    02056   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    02057
    02058   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    02059   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    02060
    02061   if (flags & DC_EXEC) {
    02062     DoAcquireCompany(c);
    02063   }
    02064   return cost;
    02065 }