4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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/>.
10 /** @file economy.cpp Handling of the economy. */
13 #include "company_func.h"
14 #include "command_func.h"
17 #include "news_func.h"
18 #include "network/network.h"
19 #include "network/network_func.h"
22 #include "newgrf_engine.h"
23 #include "engine_base.h"
24 #include "ground_vehicle.hpp"
25 #include "newgrf_cargo.h"
26 #include "newgrf_sound.h"
27 #include "newgrf_industrytiles.h"
28 #include "newgrf_station.h"
29 #include "newgrf_airporttiles.h"
31 #include "strings_func.h"
32 #include "date_func.h"
33 #include "vehicle_func.h"
34 #include "signal_func.h"
35 #include "sound_func.h"
36 #include "autoreplace_func.h"
37 #include "company_gui.h"
38 #include "signs_base.h"
39 #include "subsidy_base.h"
40 #include "subsidy_func.h"
41 #include "station_base.h"
42 #include "waypoint_base.h"
43 #include "economy_base.h"
44 #include "core/pool_func.hpp"
45 #include "core/backup_type.hpp"
46 #include "cargo_type.h"
48 #include "game/game.hpp"
49 #include "cargomonitor.h"
50 #include "goal_base.h"
51 #include "story_base.h"
52 #include "linkgraph/refresh.h"
54 #include "table/strings.h"
55 #include "table/pricebase.h"
58 /* Initialize the cargo payment-pool */
59 CargoPaymentPool
_cargo_payment_pool("CargoPayment");
60 INSTANTIATE_POOL_METHODS(CargoPayment
)
63 * Multiply two integer values and shift the results to right.
65 * This function multiplies two integer values. The result is
66 * shifted by the amount of shift to right.
68 * @param a The first integer
69 * @param b The second integer
70 * @param shift The amount to shift the value to right.
71 * @return The shifted result
73 static inline int32
BigMulS(const int32 a
, const int32 b
, const uint8 shift
)
75 return (int32
)((int64
)a
* (int64
)b
>> shift
);
78 typedef SmallVector
<Industry
*, 16> SmallIndustryList
;
81 * Score info, values used for computing the detailed performance rating.
83 const ScoreInfo _score_info
[] = {
84 { 120, 100}, // SCORE_VEHICLES
85 { 80, 100}, // SCORE_STATIONS
86 { 10000, 100}, // SCORE_MIN_PROFIT
87 { 50000, 50}, // SCORE_MIN_INCOME
88 { 100000, 100}, // SCORE_MAX_INCOME
89 { 40000, 400}, // SCORE_DELIVERED
90 { 8, 50}, // SCORE_CARGO
91 {10000000, 50}, // SCORE_MONEY
92 { 250000, 50}, // SCORE_LOAN
93 { 0, 0} // SCORE_TOTAL
96 int _score_part
[MAX_COMPANIES
][SCORE_END
];
99 Money _additional_cash_required
;
100 static PriceMultipliers _price_base_multiplier
;
103 * Calculate the value of the company. That is the value of all
104 * assets (vehicles, stations, etc) and money minus the loan,
105 * except when including_loan is \c false which is useful when
106 * we want to calculate the value for bankruptcy.
107 * @param c the company to get the value of.
108 * @param including_loan include the loan in the company value.
109 * @return the value of the company.
111 Money
CalculateCompanyValue(const Company
*c
, bool including_loan
)
113 Owner owner
= c
->index
;
118 FOR_ALL_STATIONS(st
) {
119 if (st
->owner
== owner
) num
+= CountBits((byte
)st
->facilities
);
122 Money value
= num
* _price
[PR_STATION_VALUE
] * 25;
125 FOR_ALL_VEHICLES(v
) {
126 if (v
->owner
!= owner
) continue;
128 if (v
->type
== VEH_TRAIN
||
129 v
->type
== VEH_ROAD
||
130 (v
->type
== VEH_AIRCRAFT
&& Aircraft::From(v
)->IsNormalAircraft()) ||
131 v
->type
== VEH_SHIP
) {
132 value
+= v
->value
* 3 >> 1;
136 /* Add real money value */
137 if (including_loan
) value
-= c
->current_loan
;
140 return max(value
, (Money
)1);
144 * if update is set to true, the economy is updated with this score
145 * (also the house is updated, should only be true in the on-tick event)
146 * @param update the economy with calculated score
147 * @param c company been evaluated
148 * @return actual score of this company
151 int UpdateCompanyRatingAndValue(Company
*c
, bool update
)
153 Owner owner
= c
->index
;
156 memset(_score_part
[owner
], 0, sizeof(_score_part
[owner
]));
161 Money min_profit
= 0;
162 bool min_profit_first
= true;
165 FOR_ALL_VEHICLES(v
) {
166 if (v
->owner
!= owner
) continue;
167 if (IsCompanyBuildableVehicleType(v
->type
) && v
->IsPrimaryVehicle()) {
168 if (v
->profit_last_year
> 0) num
++; // For the vehicle score only count profitable vehicles
170 /* Find the vehicle with the lowest amount of profit */
171 if (min_profit_first
|| min_profit
> v
->profit_last_year
) {
172 min_profit
= v
->profit_last_year
;
173 min_profit_first
= false;
179 min_profit
>>= 8; // remove the fract part
181 _score_part
[owner
][SCORE_VEHICLES
] = num
;
182 /* Don't allow negative min_profit to show */
183 if (min_profit
> 0) {
184 _score_part
[owner
][SCORE_MIN_PROFIT
] = ClampToI32(min_profit
);
193 FOR_ALL_STATIONS(st
) {
194 /* Only count stations that are actually serviced */
195 if (st
->owner
== owner
&& (st
->time_since_load
<= 20 || st
->time_since_unload
<= 20)) num
+= CountBits((byte
)st
->facilities
);
197 _score_part
[owner
][SCORE_STATIONS
] = num
;
200 /* Generate statistics depending on recent income statistics */
202 int numec
= min(c
->num_valid_stat_ent
, 12);
204 const CompanyEconomyEntry
*cee
= c
->old_economy
;
205 Money min_income
= cee
->income
+ cee
->expenses
;
206 Money max_income
= cee
->income
+ cee
->expenses
;
209 min_income
= min(min_income
, cee
->income
+ cee
->expenses
);
210 max_income
= max(max_income
, cee
->income
+ cee
->expenses
);
211 } while (++cee
, --numec
);
213 if (min_income
> 0) {
214 _score_part
[owner
][SCORE_MIN_INCOME
] = ClampToI32(min_income
);
217 _score_part
[owner
][SCORE_MAX_INCOME
] = ClampToI32(max_income
);
221 /* Generate score depending on amount of transported cargo */
223 int numec
= min(c
->num_valid_stat_ent
, 4);
225 const CompanyEconomyEntry
*cee
= c
->old_economy
;
226 OverflowSafeInt64 total_delivered
= 0;
228 total_delivered
+= cee
->delivered_cargo
.GetSum
<OverflowSafeInt64
>();
229 } while (++cee
, --numec
);
231 _score_part
[owner
][SCORE_DELIVERED
] = ClampToI32(total_delivered
);
235 /* Generate score for variety of cargo */
237 _score_part
[owner
][SCORE_CARGO
] = c
->old_economy
->delivered_cargo
.GetCount();
240 /* Generate score for company's money */
243 _score_part
[owner
][SCORE_MONEY
] = ClampToI32(c
->money
);
247 /* Generate score for loan */
249 _score_part
[owner
][SCORE_LOAN
] = ClampToI32(_score_info
[SCORE_LOAN
].needed
- c
->current_loan
);
252 /* Now we calculate the score for each item.. */
257 for (ScoreID i
= SCORE_BEGIN
; i
< SCORE_END
; i
++) {
259 if (i
== SCORE_TOTAL
) continue;
260 /* Check the score */
261 s
= Clamp(_score_part
[owner
][i
], 0, _score_info
[i
].needed
) * _score_info
[i
].score
/ _score_info
[i
].needed
;
263 total_score
+= _score_info
[i
].score
;
266 _score_part
[owner
][SCORE_TOTAL
] = score
;
268 /* We always want the score scaled to SCORE_MAX (1000) */
269 if (total_score
!= SCORE_MAX
) score
= score
* SCORE_MAX
/ total_score
;
273 c
->old_economy
[0].performance_history
= score
;
274 UpdateCompanyHQ(c
->location_of_HQ
, score
);
275 c
->old_economy
[0].company_value
= CalculateCompanyValue(c
);
278 SetWindowDirty(WC_PERFORMANCE_DETAIL
, 0);
283 * Change the ownership of all the items of a company.
284 * @param old_owner The company that gets removed.
285 * @param new_owner The company to merge to, or INVALID_OWNER to remove the company.
287 void ChangeOwnershipOfCompanyItems(Owner old_owner
, Owner new_owner
)
289 /* We need to set _current_company to old_owner before we try to move
290 * the client. This is needed as it needs to know whether "you" really
291 * are the current local company. */
292 Backup
<CompanyByte
> cur_company(_current_company
, old_owner
, FILE_LINE
);
293 #ifdef ENABLE_NETWORK
294 /* In all cases, make spectators of clients connected to that company */
295 if (_networking
) NetworkClientsToSpectators(old_owner
);
296 #endif /* ENABLE_NETWORK */
297 if (old_owner
== _local_company
) {
298 /* Single player cheated to AI company.
299 * There are no spectators in single player, so we must pick some other company. */
300 assert(!_networking
);
301 Backup
<CompanyByte
> cur_company(_current_company
, FILE_LINE
);
303 FOR_ALL_COMPANIES(c
) {
304 if (c
->index
!= old_owner
) {
305 SetLocalCompany(c
->index
);
309 cur_company
.Restore();
310 assert(old_owner
!= _local_company
);
315 assert(old_owner
!= new_owner
);
321 /* See if the old_owner had shares in other companies */
322 FOR_ALL_COMPANIES(c
) {
323 for (i
= 0; i
< 4; i
++) {
324 if (c
->share_owners
[i
] == old_owner
) {
325 /* Sell his shares */
326 CommandCost res
= DoCommand(0, c
->index
, 0, DC_EXEC
| DC_BANKRUPT
, CMD_SELL_SHARE_IN_COMPANY
);
327 /* Because we are in a DoCommand, we can't just execute another one and
328 * expect the money to be removed. We need to do it ourself! */
329 SubtractMoneyFromCompany(res
);
334 /* Sell all the shares that people have on this company */
335 Backup
<CompanyByte
> cur_company2(_current_company
, FILE_LINE
);
336 c
= Company::Get(old_owner
);
337 for (i
= 0; i
< 4; i
++) {
338 cur_company2
.Change(c
->share_owners
[i
]);
339 if (_current_company
!= INVALID_OWNER
) {
340 /* Sell the shares */
341 CommandCost res
= DoCommand(0, old_owner
, 0, DC_EXEC
| DC_BANKRUPT
, CMD_SELL_SHARE_IN_COMPANY
);
342 /* Because we are in a DoCommand, we can't just execute another one and
343 * expect the money to be removed. We need to do it ourself! */
344 SubtractMoneyFromCompany(res
);
347 cur_company2
.Restore();
350 /* Temporarily increase the company's money, to be sure that
351 * removing his/her property doesn't fail because of lack of money.
352 * Not too drastically though, because it could overflow */
353 if (new_owner
== INVALID_OWNER
) {
354 Company::Get(old_owner
)->money
= UINT64_MAX
>> 2; // jackpot ;p
358 FOR_ALL_SUBSIDIES(s
) {
359 if (s
->awarded
== old_owner
) {
360 if (new_owner
== INVALID_OWNER
) {
363 s
->awarded
= new_owner
;
367 if (new_owner
== INVALID_OWNER
) RebuildSubsidisedSourceAndDestinationCache();
369 /* Take care of rating and transport rights in towns */
371 /* If a company takes over, give the ratings to that company. */
372 if (new_owner
!= INVALID_OWNER
) {
373 if (HasBit(t
->have_ratings
, old_owner
)) {
374 if (HasBit(t
->have_ratings
, new_owner
)) {
375 /* use max of the two ratings. */
376 t
->ratings
[new_owner
] = max(t
->ratings
[new_owner
], t
->ratings
[old_owner
]);
378 SetBit(t
->have_ratings
, new_owner
);
379 t
->ratings
[new_owner
] = t
->ratings
[old_owner
];
384 /* Reset the ratings for the old owner */
385 t
->ratings
[old_owner
] = RATING_INITIAL
;
386 ClrBit(t
->have_ratings
, old_owner
);
388 /* Transfer exclusive rights */
389 if (t
->exclusive_counter
> 0 && t
->exclusivity
== old_owner
) {
390 if (new_owner
!= INVALID_OWNER
) {
391 t
->exclusivity
= new_owner
;
393 t
->exclusive_counter
= 0;
394 t
->exclusivity
= INVALID_COMPANY
;
401 FOR_ALL_VEHICLES(v
) {
402 if (v
->owner
== old_owner
&& IsCompanyBuildableVehicleType(v
->type
)) {
403 if (new_owner
== INVALID_OWNER
) {
404 if (v
->Previous() == NULL
) delete v
;
406 if (v
->IsEngineCountable()) GroupStatistics::CountEngine(v
, -1);
407 if (v
->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v
, -1);
413 /* In all cases clear replace engine rules.
414 * Even if it was copied, it could interfere with new owner's rules */
415 RemoveAllEngineReplacementForCompany(Company::Get(old_owner
));
417 if (new_owner
== INVALID_OWNER
) {
418 RemoveAllGroupsForCompany(old_owner
);
422 if (g
->owner
== old_owner
) g
->owner
= new_owner
;
427 FreeUnitIDGenerator unitidgen
[] = {
428 FreeUnitIDGenerator(VEH_TRAIN
, new_owner
), FreeUnitIDGenerator(VEH_ROAD
, new_owner
),
429 FreeUnitIDGenerator(VEH_SHIP
, new_owner
), FreeUnitIDGenerator(VEH_AIRCRAFT
, new_owner
)
433 FOR_ALL_VEHICLES(v
) {
434 if (v
->owner
== old_owner
&& IsCompanyBuildableVehicleType(v
->type
)) {
435 assert(new_owner
!= INVALID_OWNER
);
437 v
->owner
= new_owner
;
439 /* Owner changes, clear cache */
440 v
->colourmap
= PAL_NONE
;
441 v
->InvalidateNewGRFCache();
443 if (v
->IsEngineCountable()) {
444 GroupStatistics::CountEngine(v
, 1);
446 if (v
->IsPrimaryVehicle()) {
447 GroupStatistics::CountVehicle(v
, 1);
448 v
->unitnumber
= unitidgen
[v
->type
].NextID();
451 /* Invalidate the vehicle's cargo payment "owner cache". */
452 if (v
->cargo_payment
!= NULL
) v
->cargo_payment
->owner
= NULL
;
456 if (new_owner
!= INVALID_OWNER
) GroupStatistics::UpdateAutoreplace(new_owner
);
459 /* Change ownership of tiles */
463 ChangeTileOwner(tile
, old_owner
, new_owner
);
464 } while (++tile
!= MapSize());
466 if (new_owner
!= INVALID_OWNER
) {
467 /* Update all signals because there can be new segment that was owned by two companies
468 * and signals were not propagated
469 * Similar with crossings - it is needed to bar crossings that weren't before
470 * because of different owner of crossing and approaching train */
474 if (IsRailwayTile(tile
) && IsTileOwner(tile
, new_owner
)) {
475 TrackBits tracks
= GetTrackBits(tile
);
476 do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
477 Track track
= RemoveFirstTrack(&tracks
);
478 if (HasSignalOnTrack(tile
, track
)) AddTrackToSignalBuffer(tile
, track
, new_owner
);
479 } while (tracks
!= TRACK_BIT_NONE
);
480 } else if (IsLevelCrossingTile(tile
) && IsTileOwner(tile
, new_owner
)) {
481 UpdateLevelCrossing(tile
);
483 } while (++tile
!= MapSize());
486 /* update signals in buffer */
487 UpdateSignalsInBuffer();
490 /* Add airport infrastructure count of the old company to the new one. */
491 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.airport
+= Company::Get(old_owner
)->infrastructure
.airport
;
493 /* convert owner of stations (including deleted ones, but excluding buoys) */
495 FOR_ALL_STATIONS(st
) {
496 if (st
->owner
== old_owner
) {
497 /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
498 * also, drawing station window would cause reading invalid company's colour */
499 st
->owner
= new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
;
503 /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
505 FOR_ALL_WAYPOINTS(wp
) {
506 if (wp
->owner
== old_owner
) {
507 wp
->owner
= new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
;
513 if (si
->owner
== old_owner
) si
->owner
= new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
;
516 /* Remove Game Script created Goals, CargoMonitors and Story pages. */
519 if (g
->company
== old_owner
) delete g
;
522 ClearCargoPickupMonitoring(old_owner
);
523 ClearCargoDeliveryMonitoring(old_owner
);
526 FOR_ALL_STORY_PAGES(sp
) {
527 if (sp
->company
== old_owner
) delete sp
;
530 /* Change colour of existing windows */
531 if (new_owner
!= INVALID_OWNER
) ChangeWindowOwner(old_owner
, new_owner
);
533 cur_company
.Restore();
535 MarkWholeScreenDirty();
539 * Check for bankruptcy of a company. Called every three months.
540 * @param c Company to check.
542 static void CompanyCheckBankrupt(Company
*c
)
544 /* If the company has money again, it does not go bankrupt */
545 if (c
->money
- c
->current_loan
>= -_economy
.max_loan
) {
546 c
->months_of_bankruptcy
= 0;
547 c
->bankrupt_asked
= 0;
551 c
->months_of_bankruptcy
++;
553 switch (c
->months_of_bankruptcy
) {
554 /* All the boring cases (months) with a bad balance where no action is taken */
567 /* Warn about bankruptcy after 3 months */
569 CompanyNewsInformation
*cni
= MallocT
<CompanyNewsInformation
>(1);
571 SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE
);
572 SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION
);
573 SetDParamStr(2, cni
->company_name
);
574 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT
, cni
);
575 AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c
->index
));
576 Game::NewEvent(new ScriptEventCompanyInTrouble(c
->index
));
580 /* Offer company for sale after 6 months */
582 /* Don't consider the loan */
583 Money val
= CalculateCompanyValue(c
, false);
585 c
->bankrupt_value
= val
;
586 c
->bankrupt_asked
= 1 << c
->index
; // Don't ask the owner
587 c
->bankrupt_timeout
= 0;
589 /* The company assets should always have some value */
590 assert(c
->bankrupt_value
> 0);
594 /* Bankrupt company after 6 months (if the company has no value) or latest
595 * after 9 months (if it still had value after 6 months) */
598 if (!_networking
&& _local_company
== c
->index
) {
599 /* If we are in offline mode, leave the company playing. Eg. there
600 * is no THE-END, otherwise mark the client as spectator to make sure
601 * he/she is no long in control of this company. However... when you
602 * join another company (cheat) the "unowned" company can bankrupt. */
603 c
->bankrupt_asked
= MAX_UVALUE(CompanyMask
);
607 /* Actually remove the company, but not when we're a network client.
608 * In case of network clients we will be getting a command from the
609 * server. It is done in this way as we are called from the
610 * StateGameLoop which can't change the current company, and thus
611 * updating the local company triggers an assert later on. In the
612 * case of a network game the command will be processed at a time
613 * that changing the current company is okay. In case of single
614 * player we are sure (the above check) that we are not the local
615 * company and thus we won't be moved. */
616 if (!_networking
|| _network_server
) DoCommandP(0, 2 | (c
->index
<< 16), CRR_BANKRUPT
, CMD_COMPANY_CTRL
);
623 * Update the finances of all companies.
624 * Pay for the stations, update the history graph, update ratings and company values, and deal with bankruptcy.
626 static void CompaniesGenStatistics()
630 Backup
<CompanyByte
> cur_company(_current_company
, FILE_LINE
);
633 if (!_settings_game
.economy
.infrastructure_maintenance
) {
634 FOR_ALL_STATIONS(st
) {
635 cur_company
.Change(st
->owner
);
636 CommandCost
cost(EXPENSES_PROPERTY
, _price
[PR_STATION_VALUE
] >> 1);
637 SubtractMoneyFromCompany(cost
);
640 /* Improved monthly infrastructure costs. */
641 FOR_ALL_COMPANIES(c
) {
642 cur_company
.Change(c
->index
);
644 CommandCost
cost(EXPENSES_PROPERTY
);
645 uint32 rail_total
= c
->infrastructure
.GetRailTotal();
646 for (RailType rt
= RAILTYPE_BEGIN
; rt
< RAILTYPE_END
; rt
++) {
647 if (c
->infrastructure
.rail
[rt
] != 0) cost
.AddCost(RailMaintenanceCost(rt
, c
->infrastructure
.rail
[rt
], rail_total
));
649 cost
.AddCost(SignalMaintenanceCost(c
->infrastructure
.signal
));
650 for (RoadType rt
= ROADTYPE_BEGIN
; rt
< ROADTYPE_END
; rt
++) {
651 if (c
->infrastructure
.road
[rt
] != 0) cost
.AddCost(RoadMaintenanceCost(rt
, c
->infrastructure
.road
[rt
]));
653 cost
.AddCost(CanalMaintenanceCost(c
->infrastructure
.water
));
654 cost
.AddCost(StationMaintenanceCost(c
->infrastructure
.station
));
655 cost
.AddCost(AirportMaintenanceCost(c
->index
));
657 SubtractMoneyFromCompany(cost
);
660 cur_company
.Restore();
662 /* Check for bankruptcy each month */
663 FOR_ALL_COMPANIES(c
) {
664 CompanyCheckBankrupt(c
);
667 /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
668 if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month
)) return;
670 FOR_ALL_COMPANIES(c
) {
671 memmove(&c
->old_economy
[1], &c
->old_economy
[0], sizeof(c
->old_economy
) - sizeof(c
->old_economy
[0]));
672 c
->old_economy
[0] = c
->cur_economy
;
673 memset(&c
->cur_economy
, 0, sizeof(c
->cur_economy
));
675 if (c
->num_valid_stat_ent
!= MAX_HISTORY_QUARTERS
) c
->num_valid_stat_ent
++;
677 UpdateCompanyRatingAndValue(c
, true);
678 if (c
->block_preview
!= 0) c
->block_preview
--;
681 SetWindowDirty(WC_INCOME_GRAPH
, 0);
682 SetWindowDirty(WC_OPERATING_PROFIT
, 0);
683 SetWindowDirty(WC_DELIVERED_CARGO
, 0);
684 SetWindowDirty(WC_PERFORMANCE_HISTORY
, 0);
685 SetWindowDirty(WC_COMPANY_VALUE
, 0);
686 SetWindowDirty(WC_COMPANY_LEAGUE
, 0);
690 * Add monthly inflation
691 * @param check_year Shall the inflation get stopped after 170 years?
692 * @return true if inflation is maxed and nothing was changed
694 bool AddInflation(bool check_year
)
696 /* The cargo payment inflation differs from the normal inflation, so the
697 * relative amount of money you make with a transport decreases slowly over
698 * the 170 years. After a few hundred years we reach a level in which the
699 * games will become unplayable as the maximum income will be less than
700 * the minimum running cost.
702 * Furthermore there are a lot of inflation related overflows all over the
703 * place. Solving them is hardly possible because inflation will always
704 * reach the overflow threshold some day. So we'll just perform the
705 * inflation mechanism during the first 170 years (the amount of years that
706 * one had in the original TTD) and stop doing the inflation after that
707 * because it only causes problems that can't be solved nicely and the
708 * inflation doesn't add anything after that either; it even makes playing
709 * it impossible due to the diverging cost and income rates.
711 if (check_year
&& (_cur_year
- _settings_game
.game_creation
.starting_year
) >= (ORIGINAL_MAX_YEAR
- ORIGINAL_BASE_YEAR
)) return true;
713 if (_economy
.inflation_prices
== MAX_INFLATION
|| _economy
.inflation_payment
== MAX_INFLATION
) return true;
715 /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
717 * 12 -> months per year
718 * This is only a good approximation for small values
720 _economy
.inflation_prices
+= (_economy
.inflation_prices
* _economy
.infl_amount
* 54) >> 16;
721 _economy
.inflation_payment
+= (_economy
.inflation_payment
* _economy
.infl_amount_pr
* 54) >> 16;
723 if (_economy
.inflation_prices
> MAX_INFLATION
) _economy
.inflation_prices
= MAX_INFLATION
;
724 if (_economy
.inflation_payment
> MAX_INFLATION
) _economy
.inflation_payment
= MAX_INFLATION
;
730 * Computes all prices, payments and maximum loan.
732 void RecomputePrices()
734 /* Setup maximum loan */
735 _economy
.max_loan
= (_settings_game
.difficulty
.max_loan
* _economy
.inflation_prices
>> 16) / 50000 * 50000;
737 /* Setup price bases */
738 for (Price i
= PR_BEGIN
; i
< PR_END
; i
++) {
739 Money price
= _price_base_specs
[i
].start_price
;
741 /* Apply difficulty settings */
743 switch (_price_base_specs
[i
].category
) {
745 mod
= _settings_game
.difficulty
.vehicle_costs
;
748 case PCAT_CONSTRUCTION
:
749 mod
= _settings_game
.difficulty
.construction_cost
;
755 case 0: price
*= 6; break;
756 case 1: price
*= 8; break; // normalised to 1 below
757 case 2: price
*= 9; break;
758 default: NOT_REACHED();
761 /* Apply inflation */
762 price
= (int64
)price
* _economy
.inflation_prices
;
764 /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
765 int shift
= _price_base_multiplier
[i
] - 16 - 3;
772 /* Make sure the price does not get reduced to zero.
773 * Zero breaks quite a few commands that use a zero
774 * cost to see whether something got changed or not
775 * and based on that cause an error. When the price
776 * is zero that fails even when things are done. */
778 price
= Clamp(_price_base_specs
[i
].start_price
, -1, 1);
779 /* No base price should be zero, but be sure. */
786 /* Setup cargo payment */
788 FOR_ALL_CARGOSPECS(cs
) {
789 cs
->current_payment
= ((int64
)cs
->initial_payment
* _economy
.inflation_payment
) >> 16;
792 SetWindowClassesDirty(WC_BUILD_VEHICLE
);
793 SetWindowClassesDirty(WC_REPLACE_VEHICLE
);
794 SetWindowClassesDirty(WC_VEHICLE_DETAILS
);
795 SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE
);
796 InvalidateWindowData(WC_PAYMENT_RATES
, 0);
799 /** Let all companies pay the monthly interest on their loan. */
800 static void CompaniesPayInterest()
804 Backup
<CompanyByte
> cur_company(_current_company
, FILE_LINE
);
805 FOR_ALL_COMPANIES(c
) {
806 cur_company
.Change(c
->index
);
808 /* Over a year the paid interest should be "loan * interest percentage",
809 * but... as that number is likely not dividable by 12 (pay each month),
810 * one needs to account for that in the monthly fee calculations.
811 * To easily calculate what one should pay "this" month, you calculate
812 * what (total) should have been paid up to this month and you subtract
813 * whatever has been paid in the previous months. This will mean one month
814 * it'll be a bit more and the other it'll be a bit less than the average
815 * monthly fee, but on average it will be exact.
816 * In order to prevent cheating or abuse (just not paying interest by not
817 * taking a loan we make companies pay interest on negative cash as well
819 Money yearly_fee
= c
->current_loan
* _economy
.interest_rate
/ 100;
821 yearly_fee
+= -c
->money
*_economy
.interest_rate
/ 100;
823 Money up_to_previous_month
= yearly_fee
* _cur_month
/ 12;
824 Money up_to_this_month
= yearly_fee
* (_cur_month
+ 1) / 12;
826 SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT
, up_to_this_month
- up_to_previous_month
));
828 SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER
, _price
[PR_STATION_VALUE
] >> 2));
830 cur_company
.Restore();
833 static void HandleEconomyFluctuations()
835 if (_settings_game
.difficulty
.economy
!= 0) {
836 /* When economy is Fluctuating, decrease counter */
838 } else if (EconomyIsInRecession()) {
839 /* When it's Steady and we are in recession, end it now */
840 _economy
.fluct
= -12;
842 /* No need to do anything else in other cases */
846 if (_economy
.fluct
== 0) {
847 _economy
.fluct
= -(int)GB(Random(), 0, 2);
848 AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION
, NT_ECONOMY
, NF_NORMAL
);
849 } else if (_economy
.fluct
== -12) {
850 _economy
.fluct
= GB(Random(), 0, 8) + 312;
851 AddNewsItem(STR_NEWS_END_OF_RECESSION
, NT_ECONOMY
, NF_NORMAL
);
857 * Reset changes to the price base multipliers.
859 void ResetPriceBaseMultipliers()
861 memset(_price_base_multiplier
, 0, sizeof(_price_base_multiplier
));
865 * Change a price base by the given factor.
866 * The price base is altered by factors of two.
867 * NewBaseCost = OldBaseCost * 2^n
868 * @param price Index of price base to change.
869 * @param factor Amount to change by.
871 void SetPriceBaseMultiplier(Price price
, int factor
)
873 assert(price
< PR_END
);
874 _price_base_multiplier
[price
] = Clamp(factor
, MIN_PRICE_MODIFIER
, MAX_PRICE_MODIFIER
);
878 * Initialize the variables that will maintain the daily industry change system.
879 * @param init_counter specifies if the counter is required to be initialized
881 void StartupIndustryDailyChanges(bool init_counter
)
883 uint map_size
= MapLogX() + MapLogY();
884 /* After getting map size, it needs to be scaled appropriately and divided by 31,
885 * which stands for the days in a month.
886 * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
887 * would not be needed.
888 * Since it is based on "fractional parts", the leftover days will not make much of a difference
889 * on the overall total number of changes performed */
890 _economy
.industry_daily_increment
= (1 << map_size
) / 31;
893 /* A new game or a savegame from an older version will require the counter to be initialized */
894 _economy
.industry_daily_change_counter
= 0;
898 void StartupEconomy()
900 _economy
.interest_rate
= _settings_game
.difficulty
.initial_interest
;
901 _economy
.infl_amount
= _settings_game
.difficulty
.initial_interest
;
902 _economy
.infl_amount_pr
= max(0, _settings_game
.difficulty
.initial_interest
- 1);
903 _economy
.fluct
= GB(Random(), 0, 8) + 168;
908 StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
913 * Resets economy to initial values
915 void InitializeEconomy()
917 _economy
.inflation_prices
= _economy
.inflation_payment
= 1 << 16;
918 ClearCargoPickupMonitoring();
919 ClearCargoDeliveryMonitoring();
923 * Determine a certain price
924 * @param index Price base
925 * @param cost_factor Price factor
926 * @param grf_file NewGRF to use local price multipliers from.
927 * @param shift Extra bit shifting after the computation
930 Money
GetPrice(Price index
, uint cost_factor
, const GRFFile
*grf_file
, int shift
)
932 if (index
>= PR_END
) return 0;
934 Money cost
= _price
[index
] * cost_factor
;
935 if (grf_file
!= NULL
) shift
+= grf_file
->price_base_multipliers
[index
];
946 Money
GetTransportedGoodsIncome(uint num_pieces
, uint dist
, byte transit_days
, CargoID cargo_type
)
948 const CargoSpec
*cs
= CargoSpec::Get(cargo_type
);
949 if (!cs
->IsValid()) {
950 /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
954 /* Use callback to calculate cargo profit, if available */
955 if (HasBit(cs
->callback_mask
, CBM_CARGO_PROFIT_CALC
)) {
956 uint32 var18
= min(dist
, 0xFFFF) | (min(num_pieces
, 0xFF) << 16) | (transit_days
<< 24);
957 uint16 callback
= GetCargoCallback(CBID_CARGO_PROFIT_CALC
, 0, var18
, cs
);
958 if (callback
!= CALLBACK_FAILED
) {
959 int result
= GB(callback
, 0, 14);
961 /* Simulate a 15 bit signed value */
962 if (HasBit(callback
, 14)) result
-= 0x4000;
964 /* "The result should be a signed multiplier that gets multiplied
965 * by the amount of cargo moved and the price factor, then gets
966 * divided by 8192." */
967 return result
* num_pieces
* cs
->current_payment
/ 8192;
971 static const int MIN_TIME_FACTOR
= 31;
972 static const int MAX_TIME_FACTOR
= 255;
974 const int days1
= cs
->transit_days
[0];
975 const int days2
= cs
->transit_days
[1];
976 const int days_over_days1
= max( transit_days
- days1
, 0);
977 const int days_over_days2
= max(days_over_days1
- days2
, 0);
980 * The time factor is calculated based on the time it took
981 * (transit_days) compared two cargo-depending values. The
982 * range is divided into three parts:
984 * - constant for fast transits
985 * - linear decreasing with time with a slope of -1 for medium transports
986 * - linear decreasing with time with a slope of -2 for slow transports
989 const int time_factor
= max(MAX_TIME_FACTOR
- days_over_days1
- days_over_days2
, MIN_TIME_FACTOR
);
991 return BigMulS(dist
* time_factor
* num_pieces
, cs
->current_payment
, 21);
994 /** The industries we've currently brought cargo to. */
995 static SmallIndustryList _cargo_delivery_destinations
;
998 * Transfer goods from station to industry.
999 * All cargo is delivered to the nearest (Manhattan) industry to the station sign, which is inside the acceptance rectangle and actually accepts the cargo.
1000 * @param st The station that accepted the cargo
1001 * @param cargo_type Type of cargo delivered
1002 * @param num_pieces Amount of cargo delivered
1003 * @param source The source of the cargo
1004 * @return actually accepted pieces of cargo
1006 static uint
DeliverGoodsToIndustry(const Station
*st
, CargoID cargo_type
, uint num_pieces
, IndustryID source
)
1008 /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
1009 * This fails in three cases:
1010 * 1) The station accepts the cargo because there are enough houses around it accepting the cargo.
1011 * 2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
1012 * 3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
1017 for (uint i
= 0; i
< st
->industries_near
.Length() && num_pieces
!= 0; i
++) {
1018 Industry
*ind
= st
->industries_near
[i
];
1019 if (ind
->index
== source
) continue;
1022 for (cargo_index
= 0; cargo_index
< lengthof(ind
->accepts_cargo
); cargo_index
++) {
1023 if (cargo_type
== ind
->accepts_cargo
[cargo_index
]) break;
1025 /* Check if matching cargo has been found */
1026 if (cargo_index
>= lengthof(ind
->accepts_cargo
)) continue;
1028 /* Check if industry temporarily refuses acceptance */
1029 if (IndustryTemporarilyRefusesCargo(ind
, cargo_type
)) continue;
1031 /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
1032 _cargo_delivery_destinations
.Include(ind
);
1034 uint amount
= min(num_pieces
, 0xFFFFU
- ind
->incoming_cargo_waiting
[cargo_index
]);
1035 ind
->incoming_cargo_waiting
[cargo_index
] += amount
;
1036 num_pieces
-= amount
;
1044 * Delivers goods to industries/towns and calculates the payment
1045 * @param num_pieces amount of cargo delivered
1046 * @param cargo_type the type of cargo that is delivered
1047 * @param dest Station the cargo has been unloaded
1048 * @param source_tile The origin of the cargo for distance calculation
1049 * @param days_in_transit Travel time
1050 * @param company The company delivering the cargo
1051 * @param src_type Type of source of cargo (industry, town, headquarters)
1052 * @param src Index of source of cargo
1053 * @return Revenue for delivering cargo
1054 * @note The cargo is just added to the stockpile of the industry. It is due to the caller to trigger the industry's production machinery
1056 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
)
1058 assert(num_pieces
> 0);
1060 Station
*st
= Station::Get(dest
);
1062 /* Give the goods to the industry. */
1063 uint accepted
= DeliverGoodsToIndustry(st
, cargo_type
, num_pieces
, src_type
== ST_INDUSTRY
? src
: INVALID_INDUSTRY
);
1065 /* If this cargo type is always accepted, accept all */
1066 if (HasBit(st
->always_accepted
, cargo_type
)) accepted
= num_pieces
;
1068 /* Update station statistics */
1070 SetBit(st
->goods
[cargo_type
].acceptance_pickup
, GoodsEntry::GES_EVER_ACCEPTED
);
1071 SetBit(st
->goods
[cargo_type
].acceptance_pickup
, GoodsEntry::GES_CURRENT_MONTH
);
1072 SetBit(st
->goods
[cargo_type
].acceptance_pickup
, GoodsEntry::GES_ACCEPTED_BIGTICK
);
1075 /* Update company statistics */
1076 company
->cur_economy
.delivered_cargo
[cargo_type
] += accepted
;
1078 /* Increase town's counter for town effects */
1079 const CargoSpec
*cs
= CargoSpec::Get(cargo_type
);
1080 st
->town
->received
[cs
->town_effect
].new_act
+= accepted
;
1082 /* Determine profit */
1083 Money profit
= GetTransportedGoodsIncome(accepted
, DistanceManhattan(source_tile
, st
->xy
), days_in_transit
, cargo_type
);
1085 /* Update the cargo monitor. */
1086 AddCargoDelivery(cargo_type
, company
->index
, accepted
, src_type
, src
, st
);
1088 /* Modify profit if a subsidy is in effect */
1089 if (CheckSubsidised(cargo_type
, company
->index
, src_type
, src
, st
)) {
1090 switch (_settings_game
.difficulty
.subsidy_multiplier
) {
1091 case 0: profit
+= profit
>> 1; break;
1092 case 1: profit
*= 2; break;
1093 case 2: profit
*= 3; break;
1094 default: profit
*= 4; break;
1102 * Inform the industry about just delivered cargo
1103 * DeliverGoodsToIndustry() silently incremented incoming_cargo_waiting, now it is time to do something with the new cargo.
1104 * @param i The industry to process
1106 static void TriggerIndustryProduction(Industry
*i
)
1108 const IndustrySpec
*indspec
= GetIndustrySpec(i
->type
);
1109 uint16 callback
= indspec
->callback_mask
;
1111 i
->was_cargo_delivered
= true;
1112 i
->last_cargo_accepted_at
= _date
;
1114 if (HasBit(callback
, CBM_IND_PRODUCTION_CARGO_ARRIVAL
) || HasBit(callback
, CBM_IND_PRODUCTION_256_TICKS
)) {
1115 if (HasBit(callback
, CBM_IND_PRODUCTION_CARGO_ARRIVAL
)) {
1116 IndustryProductionCallback(i
, 0);
1118 SetWindowDirty(WC_INDUSTRY_VIEW
, i
->index
);
1121 for (uint cargo_index
= 0; cargo_index
< lengthof(i
->incoming_cargo_waiting
); cargo_index
++) {
1122 uint cargo_waiting
= i
->incoming_cargo_waiting
[cargo_index
];
1123 if (cargo_waiting
== 0) continue;
1125 i
->produced_cargo_waiting
[0] = min(i
->produced_cargo_waiting
[0] + (cargo_waiting
* indspec
->input_cargo_multiplier
[cargo_index
][0] / 256), 0xFFFF);
1126 i
->produced_cargo_waiting
[1] = min(i
->produced_cargo_waiting
[1] + (cargo_waiting
* indspec
->input_cargo_multiplier
[cargo_index
][1] / 256), 0xFFFF);
1128 i
->incoming_cargo_waiting
[cargo_index
] = 0;
1132 TriggerIndustry(i
, INDUSTRY_TRIGGER_RECEIVED_CARGO
);
1133 StartStopIndustryTileAnimation(i
, IAT_INDUSTRY_RECEIVED_CARGO
);
1137 * Makes us a new cargo payment helper.
1138 * @param front The front of the train
1140 CargoPayment::CargoPayment(Vehicle
*front
) :
1142 current_station(front
->last_station_visited
)
1146 CargoPayment::~CargoPayment()
1148 if (this->CleaningPool()) return;
1150 this->front
->cargo_payment
= NULL
;
1152 if (this->visual_profit
== 0 && this->visual_transfer
== 0) return;
1154 Backup
<CompanyByte
> cur_company(_current_company
, this->front
->owner
, FILE_LINE
);
1156 SubtractMoneyFromCompany(CommandCost(this->front
->GetExpenseType(true), -this->route_profit
));
1157 this->front
->profit_this_year
+= (this->visual_profit
+ this->visual_transfer
) << 8;
1159 if (this->route_profit
!= 0 && IsLocalCompany() && !PlayVehicleSound(this->front
, VSE_LOAD_UNLOAD
)) {
1160 SndPlayVehicleFx(SND_14_CASHTILL
, this->front
);
1163 if (this->visual_transfer
!= 0) {
1164 ShowFeederIncomeAnimation(this->front
->x_pos
, this->front
->y_pos
,
1165 this->front
->z_pos
, this->visual_transfer
, -this->visual_profit
);
1166 } else if (this->visual_profit
!= 0) {
1167 ShowCostOrIncomeAnimation(this->front
->x_pos
, this->front
->y_pos
,
1168 this->front
->z_pos
, -this->visual_profit
);
1171 cur_company
.Restore();
1175 * Handle payment for final delivery of the given cargo packet.
1176 * @param cp The cargo packet to pay for.
1177 * @param count The number of packets to pay for.
1179 void CargoPayment::PayFinalDelivery(const CargoPacket
*cp
, uint count
)
1181 if (this->owner
== NULL
) {
1182 this->owner
= Company::Get(this->front
->owner
);
1185 /* Handle end of route payment */
1186 Money profit
= DeliverGoods(count
, this->ct
, this->current_station
, cp
->SourceStationXY(), cp
->DaysInTransit(), this->owner
, cp
->SourceSubsidyType(), cp
->SourceSubsidyID());
1187 this->route_profit
+= profit
;
1189 /* The vehicle's profit is whatever route profit there is minus feeder shares. */
1190 this->visual_profit
+= profit
- cp
->FeederShare(count
);
1194 * Handle payment for transfer of the given cargo packet.
1195 * @param cp The cargo packet to pay for; actual payment won't be made!.
1196 * @param count The number of packets to pay for.
1197 * @return The amount of money paid for the transfer.
1199 Money
CargoPayment::PayTransfer(const CargoPacket
*cp
, uint count
)
1201 Money profit
= GetTransportedGoodsIncome(
1203 /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
1204 DistanceManhattan(cp
->LoadedAtXY(), Station::Get(this->current_station
)->xy
),
1205 cp
->DaysInTransit(),
1208 profit
= profit
* _settings_game
.economy
.feeder_payment_share
/ 100;
1210 this->visual_transfer
+= profit
; // accumulate transfer profits for whole vehicle
1211 return profit
; // account for the (virtual) profit already made for the cargo packet
1215 * Prepare the vehicle to be unloaded.
1216 * @param curr_station the station where the consist is at the moment
1217 * @param front_v the vehicle to be unloaded
1219 void PrepareUnload(Vehicle
*front_v
)
1221 Station
*curr_station
= Station::Get(front_v
->last_station_visited
);
1222 curr_station
->loading_vehicles
.push_back(front_v
);
1224 /* At this moment loading cannot be finished */
1225 ClrBit(front_v
->vehicle_flags
, VF_LOADING_FINISHED
);
1227 /* Start unloading at the first possible moment */
1228 front_v
->load_unload_ticks
= 1;
1230 assert(front_v
->cargo_payment
== NULL
);
1231 /* One CargoPayment per vehicle and the vehicle limit equals the
1232 * limit in number of CargoPayments. Can't go wrong. */
1233 assert_compile(CargoPaymentPool::MAX_SIZE
== VehiclePool::MAX_SIZE
);
1234 assert(CargoPayment::CanAllocateItem());
1235 front_v
->cargo_payment
= new CargoPayment(front_v
);
1237 StationIDStack next_station
= front_v
->GetNextStoppingStation();
1238 if (front_v
->orders
.list
== NULL
|| (front_v
->current_order
.GetUnloadType() & OUFB_NO_UNLOAD
) == 0) {
1239 Station
*st
= Station::Get(front_v
->last_station_visited
);
1240 for (Vehicle
*v
= front_v
; v
!= NULL
; v
= v
->Next()) {
1241 const GoodsEntry
*ge
= &st
->goods
[v
->cargo_type
];
1242 if (v
->cargo_cap
> 0 && v
->cargo
.TotalCount() > 0) {
1244 HasBit(ge
->acceptance_pickup
, GoodsEntry::GES_ACCEPTANCE
),
1245 front_v
->last_station_visited
, next_station
,
1246 front_v
->current_order
.GetUnloadType(), ge
,
1247 front_v
->cargo_payment
);
1248 if (v
->cargo
.UnloadCount() > 0) SetBit(v
->vehicle_flags
, VF_CARGO_UNLOADING
);
1255 * Gets the amount of cargo the given vehicle can load in the current tick.
1256 * This is only about loading speed. The free capacity is ignored.
1257 * @param v Vehicle to be queried.
1258 * @return Amount of cargo the vehicle can load at once.
1260 static uint
GetLoadAmount(Vehicle
*v
)
1262 const Engine
*e
= v
->GetEngine();
1263 uint load_amount
= e
->info
.load_amount
;
1265 /* The default loadamount for mail is 1/4 of the load amount for passengers */
1266 bool air_mail
= v
->type
== VEH_AIRCRAFT
&& !Aircraft::From(v
)->IsNormalAircraft();
1267 if (air_mail
) load_amount
= CeilDiv(load_amount
, 4);
1269 if (_settings_game
.order
.gradual_loading
) {
1270 uint16 cb_load_amount
= CALLBACK_FAILED
;
1271 if (e
->GetGRF() != NULL
&& e
->GetGRF()->grf_version
>= 8) {
1272 /* Use callback 36 */
1273 cb_load_amount
= GetVehicleProperty(v
, PROP_VEHICLE_LOAD_AMOUNT
, CALLBACK_FAILED
);
1274 } else if (HasBit(e
->info
.callback_mask
, CBM_VEHICLE_LOAD_AMOUNT
)) {
1275 /* Use callback 12 */
1276 cb_load_amount
= GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT
, 0, 0, v
->engine_type
, v
);
1278 if (cb_load_amount
!= CALLBACK_FAILED
) {
1279 if (e
->GetGRF()->grf_version
< 8) cb_load_amount
= GB(cb_load_amount
, 0, 8);
1280 if (cb_load_amount
>= 0x100) {
1281 ErrorUnknownCallbackResult(e
->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT
, cb_load_amount
);
1282 } else if (cb_load_amount
!= 0) {
1283 load_amount
= cb_load_amount
;
1288 /* Scale load amount the same as capacity */
1289 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);
1295 * Reserves cargo if the full load order and improved_load is set or if the
1296 * current order allows autorefit.
1297 * @param st Station where the consist is loading at the moment.
1298 * @param u Front of the loading vehicle consist.
1299 * @param consist_capleft If given, save free capacities after reserving there.
1300 * @param next_station Station(s) the vehicle will stop at next.
1302 static void ReserveConsist(Station
*st
, Vehicle
*u
, CargoArray
*consist_capleft
, StationIDStack next_station
)
1304 Vehicle
*next_cargo
= u
;
1305 uint32 seen_cargos
= 0;
1307 while (next_cargo
!= NULL
) {
1308 if (next_cargo
->cargo_cap
== 0) {
1309 /* No need to reserve for vehicles without capacity. */
1310 next_cargo
= next_cargo
->Next();
1314 CargoID current_cargo
= next_cargo
->cargo_type
;
1316 Vehicle
*v
= next_cargo
;
1317 SetBit(seen_cargos
, current_cargo
);
1319 for (; v
!= NULL
; v
= v
->Next()) {
1320 if (v
->cargo_type
!= current_cargo
) {
1321 /* Save start point for next cargo type. */
1322 if (next_cargo
== NULL
&& !HasBit(seen_cargos
, v
->cargo_type
)) next_cargo
= v
;
1326 assert(v
->cargo_cap
>= v
->cargo
.RemainingCount());
1327 uint cap
= v
->cargo_cap
- v
->cargo
.RemainingCount();
1329 /* Nothing to do if the vehicle is full */
1331 cap
-= st
->goods
[v
->cargo_type
].cargo
.Reserve(cap
, &v
->cargo
, st
->xy
, next_station
);
1334 if (consist_capleft
!= NULL
) {
1335 (*consist_capleft
)[current_cargo
] += cap
;
1342 * Checks whether an articulated vehicle is empty.
1344 * @return true if all parts are empty.
1346 static bool IsArticulatedVehicleEmpty(Vehicle
*v
)
1348 v
= v
->GetFirstEnginePart();
1350 for (; v
!= NULL
; v
= v
->HasArticulatedPart() ? v
->GetNextArticulatedPart() : NULL
) {
1351 if (v
->cargo
.StoredCount() != 0) return false;
1358 * Refit a vehicle in a station.
1359 * @param v Vehicle to be refitted.
1360 * @param consist_capleft Added cargo capacities in the consist.
1361 * @param st Station the vehicle is loading at.
1362 * @param next_station Possible next stations the vehicle can travel to.
1363 * @param new_cid Target cargo for refit.
1365 static void HandleStationRefit(Vehicle
*v
, CargoArray
&consist_capleft
, Station
*st
, StationIDStack next_station
, CargoID new_cid
)
1367 if (v
->type
== VEH_AIRCRAFT
&& (!Aircraft::From(v
)->IsNormalAircraft() || v
->Next()->cargo
.StoredCount() > 0)) {
1371 bool is_normal_aircraft
= (v
->type
== VEH_AIRCRAFT
&& Aircraft::From(v
)->IsNormalAircraft());
1372 Vehicle
*v_start
= v
->GetFirstEnginePart();
1374 /* Remove old capacity from consist capacity */
1375 consist_capleft
[v_start
->cargo_type
] -= (v_start
->cargo_cap
- v_start
->cargo
.ReservedCount());
1376 for (Vehicle
*w
= v_start
; w
->HasArticulatedPart(); ) {
1377 w
= w
->GetNextArticulatedPart();
1378 consist_capleft
[w
->cargo_type
] -= (w
->cargo_cap
- w
->cargo
.ReservedCount());
1380 if (is_normal_aircraft
) {
1381 consist_capleft
[v
->Next()->cargo_type
] -= (v
->Next()->cargo_cap
- v
->Next()->cargo
.ReservedCount());
1384 Backup
<CompanyByte
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1386 /* Check if all articulated parts are empty and collect refit mask. */
1387 uint32 refit_mask
= v
->GetEngine()->info
.refit_mask
;
1388 Vehicle
*w
= v_start
;
1389 while (w
->HasArticulatedPart()) {
1390 w
= w
->GetNextArticulatedPart();
1391 refit_mask
|= EngInfo(w
->engine_type
)->refit_mask
;
1394 if (new_cid
== CT_AUTO_REFIT
) {
1395 /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
1397 new_cid
= v_start
->cargo_type
;
1398 FOR_EACH_SET_CARGO_ID(cid
, refit_mask
) {
1399 if (st
->goods
[cid
].cargo
.HasCargoFor(next_station
)) {
1400 /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
1401 * the returned refit capacity will be greater than zero. */
1402 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.
1403 /* Try to balance different loadable cargoes between parts of the consist, so that
1404 * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
1405 * to the first loadable cargo for which there is only one packet. */
1406 if (_returned_refit_capacity
> 0 && consist_capleft
[cid
] < consist_capleft
[new_cid
]) {
1413 /* Refit if given a valid cargo. */
1414 if (new_cid
< NUM_CARGO
&& new_cid
!= v_start
->cargo_type
) {
1415 StationID next_one
= StationIDStack(next_station
).Pop();
1416 v_start
->cargo
.Return(UINT_MAX
, &st
->goods
[v_start
->cargo_type
].cargo
, next_one
);
1417 for (w
= v_start
; w
->HasArticulatedPart();) {
1418 w
= w
->GetNextArticulatedPart();
1419 w
->cargo
.Return(UINT_MAX
, &st
->goods
[w
->cargo_type
].cargo
, next_one
);
1421 if (is_normal_aircraft
) {
1422 v
->Next()->cargo
.Return(UINT_MAX
, &st
->goods
[v
->Next()->cargo_type
].cargo
, next_one
);
1424 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.
1425 if (cost
.Succeeded()) v
->First()->profit_this_year
-= cost
.GetCost() << 8;
1428 /* Add new capacity to consist capacity and reserve cargo */
1431 st
->goods
[w
->cargo_type
].cargo
.Reserve(w
->cargo_cap
, &w
->cargo
, st
->xy
, next_station
);
1432 consist_capleft
[w
->cargo_type
] += w
->cargo_cap
- w
->cargo
.RemainingCount();
1433 w
= w
->HasArticulatedPart() ? w
->GetNextArticulatedPart() : NULL
;
1434 } while (w
!= NULL
);
1435 if (is_normal_aircraft
) {
1436 consist_capleft
[v
->Next()->cargo_type
] += v
->Next()->cargo_cap
- v
->Next()->cargo
.RemainingCount();
1439 cur_company
.Restore();
1443 * Loads/unload the vehicle if possible.
1444 * @param front the vehicle to be (un)loaded
1446 static void LoadUnloadVehicle(Vehicle
*front
)
1448 assert(front
->current_order
.IsType(OT_LOADING
));
1450 StationID last_visited
= front
->last_station_visited
;
1451 Station
*st
= Station::Get(last_visited
);
1453 StationIDStack next_station
= front
->GetNextStoppingStation();
1454 bool use_autorefit
= front
->current_order
.IsRefit() && front
->current_order
.GetRefitCargo() == CT_AUTO_REFIT
;
1455 CargoArray consist_capleft
;
1456 if (_settings_game
.order
.improved_load
&&
1457 ((front
->current_order
.GetLoadType() & OLFB_FULL_LOAD
) != 0 || use_autorefit
)) {
1458 ReserveConsist(st
, front
,
1459 (use_autorefit
&& front
->load_unload_ticks
!= 0) ? &consist_capleft
: NULL
,
1463 /* We have not waited enough time till the next round of loading/unloading */
1464 if (front
->load_unload_ticks
!= 0) return;
1466 if (front
->type
== VEH_TRAIN
&& (!IsStationTile(front
->tile
) || GetStationIndex(front
->tile
) != st
->index
)) {
1467 /* The train reversed in the station. Take the "easy" way
1468 * out and let the train just leave as it always did. */
1469 SetBit(front
->vehicle_flags
, VF_LOADING_FINISHED
);
1470 front
->load_unload_ticks
= 1;
1474 int unloading_time
= 0;
1475 bool dirty_vehicle
= false;
1476 bool dirty_station
= false;
1478 bool completely_emptied
= true;
1479 bool anything_unloaded
= false;
1480 bool anything_loaded
= false;
1481 uint32 full_load_amount
= 0;
1482 uint32 cargo_not_full
= 0;
1483 uint32 cargo_full
= 0;
1484 uint32 reservation_left
= 0;
1486 front
->cur_speed
= 0;
1488 CargoPayment
*payment
= front
->cargo_payment
;
1490 uint artic_part
= 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
1491 for (Vehicle
*v
= front
; v
!= NULL
; v
= v
->Next()) {
1492 if (v
== front
|| !v
->Previous()->HasArticulatedPart()) artic_part
= 0;
1493 if (v
->cargo_cap
== 0) continue;
1496 uint load_amount
= GetLoadAmount(v
);
1498 GoodsEntry
*ge
= &st
->goods
[v
->cargo_type
];
1500 if (HasBit(v
->vehicle_flags
, VF_CARGO_UNLOADING
) && (front
->current_order
.GetUnloadType() & OUFB_NO_UNLOAD
) == 0) {
1501 uint cargo_count
= v
->cargo
.UnloadCount();
1502 uint amount_unloaded
= _settings_game
.order
.gradual_loading
? min(cargo_count
, load_amount
) : cargo_count
;
1503 bool remaining
= false; // Are there cargo entities in this vehicle that can still be unloaded here?
1505 payment
->SetCargo(v
->cargo_type
);
1507 if (!HasBit(ge
->acceptance_pickup
, GoodsEntry::GES_ACCEPTANCE
) && v
->cargo
.ActionCount(VehicleCargoList::MTA_DELIVER
) > 0) {
1508 /* The station does not accept our goods anymore. */
1509 if (front
->current_order
.GetUnloadType() & (OUFB_TRANSFER
| OUFB_UNLOAD
)) {
1510 /* Transfer instead of delivering. */
1511 v
->cargo
.Reassign(v
->cargo
.ActionCount(VehicleCargoList::MTA_DELIVER
),
1512 VehicleCargoList::MTA_DELIVER
, VehicleCargoList::MTA_TRANSFER
);
1514 uint new_remaining
= v
->cargo
.RemainingCount() + v
->cargo
.ActionCount(VehicleCargoList::MTA_DELIVER
);
1515 if (v
->cargo_cap
< new_remaining
) {
1516 /* Return some of the reserved cargo to not overload the vehicle. */
1517 v
->cargo
.Return(new_remaining
- v
->cargo_cap
, &ge
->cargo
, INVALID_STATION
);
1520 /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
1521 v
->cargo
.Reassign(v
->cargo
.ActionCount(VehicleCargoList::MTA_DELIVER
),
1522 VehicleCargoList::MTA_DELIVER
, VehicleCargoList::MTA_KEEP
);
1524 /* ... say we unloaded something, otherwise we'll think we didn't unload
1525 * something and we didn't load something, so we must be finished
1526 * at this station. Setting the unloaded means that we will get a
1527 * retry for loading in the next cycle. */
1528 anything_unloaded
= true;
1532 /* Mark the station dirty if we transfer, but not if we only deliver. */
1533 dirty_station
= v
->cargo
.ActionCount(VehicleCargoList::MTA_TRANSFER
) > 0;
1534 amount_unloaded
= v
->cargo
.Unload(amount_unloaded
, &ge
->cargo
, payment
);
1535 remaining
= v
->cargo
.UnloadCount() > 0;
1536 if (amount_unloaded
> 0) {
1537 dirty_vehicle
= true;
1538 anything_unloaded
= true;
1539 unloading_time
+= amount_unloaded
;
1541 /* Deliver goods to the station */
1542 st
->time_since_unload
= 0;
1545 if (_settings_game
.order
.gradual_loading
&& remaining
) {
1546 completely_emptied
= false;
1548 /* We have finished unloading (cargo count == 0) */
1549 ClrBit(v
->vehicle_flags
, VF_CARGO_UNLOADING
);
1555 /* Do not pick up goods when we have no-load set or loading is stopped. */
1556 if (front
->current_order
.GetLoadType() & OLFB_NO_LOAD
|| HasBit(front
->vehicle_flags
, VF_STOP_LOADING
)) continue;
1558 /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
1559 if (front
->current_order
.IsRefit() && artic_part
== 1 && IsArticulatedVehicleEmpty(v
)) {
1560 HandleStationRefit(v
, consist_capleft
, st
, next_station
, front
->current_order
.GetRefitCargo());
1561 ge
= &st
->goods
[v
->cargo_type
];
1564 /* As we're loading here the following link can carry the full capacity of the vehicle. */
1565 v
->refit_cap
= v
->cargo_cap
;
1569 switch (front
->type
) {
1570 case VEH_TRAIN
: /* FALL THROUGH */
1572 t
= front
->vcache
.cached_max_speed
;
1576 t
= front
->vcache
.cached_max_speed
/ 2;
1580 t
= Aircraft::From(front
)->GetSpeedOldUnits(); // Convert to old units.
1583 default: NOT_REACHED();
1586 /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
1587 ge
->last_speed
= min(t
, 255);
1588 ge
->last_age
= min(_cur_year
- front
->build_year
, 255);
1589 ge
->time_since_pickup
= 0;
1591 assert(v
->cargo_cap
>= v
->cargo
.StoredCount());
1592 /* If there's goods waiting at the station, and the vehicle
1593 * has capacity for it, load it on the vehicle. */
1594 uint cap_left
= v
->cargo_cap
- v
->cargo
.StoredCount();
1595 if (cap_left
> 0 && (v
->cargo
.ActionCount(VehicleCargoList::MTA_LOAD
) > 0 || ge
->cargo
.AvailableCount() > 0)) {
1596 if (_settings_game
.order
.gradual_loading
) cap_left
= min(cap_left
, load_amount
);
1597 if (v
->cargo
.StoredCount() == 0) TriggerVehicle(v
, VEHICLE_TRIGGER_NEW_CARGO
);
1599 uint loaded
= ge
->cargo
.Load(cap_left
, &v
->cargo
, st
->xy
, next_station
);
1600 if (v
->cargo
.ActionCount(VehicleCargoList::MTA_LOAD
) > 0) {
1601 /* Remember if there are reservations left so that we don't stop
1602 * loading before they're loaded. */
1603 SetBit(reservation_left
, v
->cargo_type
);
1606 /* Store whether the maximum possible load amount was loaded or not.*/
1607 if (loaded
== cap_left
) {
1608 SetBit(full_load_amount
, v
->cargo_type
);
1610 ClrBit(full_load_amount
, v
->cargo_type
);
1613 /* TODO: Regarding this, when we do gradual loading, we
1614 * should first unload all vehicles and then start
1615 * loading them. Since this will cause
1616 * VEHICLE_TRIGGER_EMPTY to be called at the time when
1617 * the whole vehicle chain is really totally empty, the
1618 * completely_emptied assignment can then be safely
1619 * removed; that's how TTDPatch behaves too. --pasky */
1621 completely_emptied
= false;
1622 anything_loaded
= true;
1624 st
->time_since_load
= 0;
1625 st
->last_vehicle_type
= v
->type
;
1627 if (ge
->cargo
.TotalCount() == 0) {
1628 TriggerStationRandomisation(st
, st
->xy
, SRT_CARGO_TAKEN
, v
->cargo_type
);
1629 TriggerStationAnimation(st
, st
->xy
, SAT_CARGO_TAKEN
, v
->cargo_type
);
1630 AirportAnimationTrigger(st
, AAT_STATION_CARGO_TAKEN
, v
->cargo_type
);
1633 unloading_time
+= loaded
;
1635 dirty_vehicle
= dirty_station
= true;
1639 if (v
->cargo
.StoredCount() >= v
->cargo_cap
) {
1640 SetBit(cargo_full
, v
->cargo_type
);
1642 SetBit(cargo_not_full
, v
->cargo_type
);
1646 if (anything_loaded
|| anything_unloaded
) {
1647 if (front
->type
== VEH_TRAIN
) {
1648 TriggerStationRandomisation(st
, front
->tile
, SRT_TRAIN_LOADS
);
1649 TriggerStationAnimation(st
, front
->tile
, SAT_TRAIN_LOADS
);
1653 /* Only set completely_emptied, if we just unloaded all remaining cargo */
1654 completely_emptied
&= anything_unloaded
;
1656 if (!anything_unloaded
) delete payment
;
1658 ClrBit(front
->vehicle_flags
, VF_STOP_LOADING
);
1659 if (anything_loaded
|| anything_unloaded
) {
1660 if (_settings_game
.order
.gradual_loading
) {
1661 /* The time it takes to load one 'slice' of cargo or passengers depends
1662 * on the vehicle type - the values here are those found in TTDPatch */
1663 const uint gradual_loading_wait_time
[] = { 40, 20, 10, 20 };
1665 unloading_time
= gradual_loading_wait_time
[front
->type
];
1667 /* We loaded less cargo than possible for all cargo types and it's not full
1668 * load and we're not supposed to wait any longer: stop loading. */
1669 if (!anything_unloaded
&& full_load_amount
== 0 && reservation_left
== 0 && !(front
->current_order
.GetLoadType() & OLFB_FULL_LOAD
) &&
1670 front
->current_order_time
>= (uint
)max(front
->current_order
.wait_time
- front
->lateness_counter
, 0)) {
1671 SetBit(front
->vehicle_flags
, VF_STOP_LOADING
);
1674 bool finished_loading
= true;
1675 if (front
->current_order
.GetLoadType() & OLFB_FULL_LOAD
) {
1676 if (front
->current_order
.GetLoadType() == OLF_FULL_LOAD_ANY
) {
1677 /* if the aircraft carries passengers and is NOT full, then
1678 * continue loading, no matter how much mail is in */
1679 if ((front
->type
== VEH_AIRCRAFT
&& IsCargoInClass(front
->cargo_type
, CC_PASSENGERS
) && front
->cargo_cap
> front
->cargo
.StoredCount()) ||
1680 (cargo_not_full
&& (cargo_full
& ~cargo_not_full
) == 0)) { // There are still non-full cargoes
1681 finished_loading
= false;
1683 } else if (cargo_not_full
!= 0) {
1684 finished_loading
= false;
1687 /* Refresh next hop stats if we're full loading to make the links
1688 * known to the distribution algorithm and allow cargo to be sent
1689 * along them. Otherwise the vehicle could wait for cargo
1690 * indefinitely if it hasn't visited the other links yet, or if the
1691 * links die while it's loading. */
1692 if (!finished_loading
) LinkRefresher::Run(front
);
1694 unloading_time
= 20;
1696 SB(front
->vehicle_flags
, VF_LOADING_FINISHED
, 1, finished_loading
);
1699 if (front
->type
== VEH_TRAIN
) {
1700 /* Each platform tile is worth 2 rail vehicles. */
1701 int overhang
= front
->GetGroundVehicleCache()->cached_total_length
- st
->GetPlatformLength(front
->tile
) * TILE_SIZE
;
1703 unloading_time
<<= 1;
1704 unloading_time
+= (overhang
* unloading_time
) / 8;
1708 /* Calculate the loading indicator fill percent and display
1709 * In the Game Menu do not display indicators
1710 * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
1711 * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
1712 * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
1714 if (_game_mode
!= GM_MENU
&& (_settings_client
.gui
.loading_indicators
> (uint
)(front
->owner
!= _local_company
&& _local_company
!= COMPANY_SPECTATOR
))) {
1715 StringID percent_up_down
= STR_NULL
;
1716 int percent
= CalcPercentVehicleFilled(front
, &percent_up_down
);
1717 if (front
->fill_percent_te_id
== INVALID_TE_ID
) {
1718 front
->fill_percent_te_id
= ShowFillingPercent(front
->x_pos
, front
->y_pos
, front
->z_pos
+ 20, percent
, percent_up_down
);
1720 UpdateFillingPercent(front
->fill_percent_te_id
, percent
, percent_up_down
);
1724 /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
1725 front
->load_unload_ticks
= max(1, unloading_time
);
1727 if (completely_emptied
) {
1728 /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
1729 * properties such as weight, power and TE whenever the trigger runs. */
1730 dirty_vehicle
= true;
1731 TriggerVehicle(front
, VEHICLE_TRIGGER_EMPTY
);
1734 if (dirty_vehicle
) {
1735 SetWindowDirty(GetWindowClassForVehicleType(front
->type
), front
->owner
);
1736 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
1739 if (dirty_station
) {
1740 st
->MarkTilesDirty(true);
1741 SetWindowDirty(WC_STATION_VIEW
, last_visited
);
1746 * Load/unload the vehicles in this station according to the order
1748 * @param st the station to do the loading/unloading for
1750 void LoadUnloadStation(Station
*st
)
1752 /* No vehicle is here... */
1753 if (st
->loading_vehicles
.empty()) return;
1755 Vehicle
*last_loading
= NULL
;
1756 std::list
<Vehicle
*>::iterator iter
;
1758 /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
1759 for (iter
= st
->loading_vehicles
.begin(); iter
!= st
->loading_vehicles
.end(); ++iter
) {
1762 if ((v
->vehstatus
& (VS_STOPPED
| VS_CRASHED
))) continue;
1764 assert(v
->load_unload_ticks
!= 0);
1765 if (--v
->load_unload_ticks
== 0) last_loading
= v
;
1768 /* We only need to reserve and load/unload up to the last loading vehicle.
1769 * Anything else will be forgotten anyway after returning from this function.
1771 * Especially this means we do _not_ need to reserve cargo for a single
1772 * consist in a station which is not allowed to load yet because its
1773 * load_unload_ticks is still not 0.
1775 if (last_loading
== NULL
) return;
1777 for (iter
= st
->loading_vehicles
.begin(); iter
!= st
->loading_vehicles
.end(); ++iter
) {
1779 if (!(v
->vehstatus
& (VS_STOPPED
| VS_CRASHED
))) LoadUnloadVehicle(v
);
1780 if (v
== last_loading
) break;
1783 /* Call the production machinery of industries */
1784 const Industry
* const *isend
= _cargo_delivery_destinations
.End();
1785 for (Industry
**iid
= _cargo_delivery_destinations
.Begin(); iid
!= isend
; iid
++) {
1786 TriggerIndustryProduction(*iid
);
1788 _cargo_delivery_destinations
.Clear();
1792 * Monthly update of the economic data (of the companies as well as economic fluctuations).
1794 void CompaniesMonthlyLoop()
1796 CompaniesGenStatistics();
1797 if (_settings_game
.economy
.inflation
) {
1801 CompaniesPayInterest();
1802 HandleEconomyFluctuations();
1805 static void DoAcquireCompany(Company
*c
)
1807 CompanyID ci
= c
->index
;
1809 CompanyNewsInformation
*cni
= MallocT
<CompanyNewsInformation
>(1);
1810 cni
->FillData(c
, Company::Get(_current_company
));
1812 SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE
);
1813 SetDParam(1, c
->bankrupt_value
== 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE
: STR_NEWS_COMPANY_MERGER_DESCRIPTION
);
1814 SetDParamStr(2, cni
->company_name
);
1815 SetDParamStr(3, cni
->other_company_name
);
1816 SetDParam(4, c
->bankrupt_value
);
1817 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT
, cni
);
1818 AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci
, _current_company
));
1819 Game::NewEvent(new ScriptEventCompanyMerger(ci
, _current_company
));
1821 ChangeOwnershipOfCompanyItems(ci
, _current_company
);
1823 if (c
->bankrupt_value
== 0) {
1824 Company
*owner
= Company::Get(_current_company
);
1825 owner
->current_loan
+= c
->current_loan
;
1828 if (c
->is_ai
) AI::Stop(c
->index
);
1830 DeleteCompanyWindows(ci
);
1831 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
1832 InvalidateWindowClassesData(WC_SHIPS_LIST
, 0);
1833 InvalidateWindowClassesData(WC_ROADVEH_LIST
, 0);
1834 InvalidateWindowClassesData(WC_AIRCRAFT_LIST
, 0);
1839 extern int GetAmountOwnedBy(const Company
*c
, Owner owner
);
1842 * Acquire shares in an opposing company.
1843 * @param tile unused
1844 * @param flags type of operation
1845 * @param p1 company to buy the shares from
1847 * @param text unused
1848 * @return the cost of this operation or an error
1850 CommandCost
CmdBuyShareInCompany(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1852 CommandCost
cost(EXPENSES_OTHER
);
1853 CompanyID target_company
= (CompanyID
)p1
;
1854 Company
*c
= Company::GetIfValid(target_company
);
1856 /* Check if buying shares is allowed (protection against modified clients)
1857 * Cannot buy own shares */
1858 if (c
== NULL
|| !_settings_game
.economy
.allow_shares
|| _current_company
== target_company
) return CMD_ERROR
;
1860 /* Protect new companies from hostile takeovers */
1861 if (_cur_year
- c
->inaugurated_year
< 6) return_cmd_error(STR_ERROR_PROTECTED
);
1863 /* Those lines are here for network-protection (clients can be slow) */
1864 if (GetAmountOwnedBy(c
, COMPANY_SPECTATOR
) == 0) return cost
;
1866 if (GetAmountOwnedBy(c
, COMPANY_SPECTATOR
) == 1) {
1867 if (!c
->is_ai
) return cost
; // We can not buy out a real company (temporarily). TODO: well, enable it obviously.
1869 if (GetAmountOwnedBy(c
, _current_company
) == 3 && !MayCompanyTakeOver(_current_company
, target_company
)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
1873 cost
.AddCost(CalculateCompanyValue(c
) >> 2);
1874 if (flags
& DC_EXEC
) {
1875 OwnerByte
*b
= c
->share_owners
;
1877 while (*b
!= COMPANY_SPECTATOR
) b
++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
1878 *b
= _current_company
;
1880 for (int i
= 0; c
->share_owners
[i
] == _current_company
;) {
1882 c
->bankrupt_value
= 0;
1883 DoAcquireCompany(c
);
1887 InvalidateWindowData(WC_COMPANY
, target_company
);
1888 CompanyAdminUpdate(c
);
1894 * Sell shares in an opposing company.
1895 * @param tile unused
1896 * @param flags type of operation
1897 * @param p1 company to sell the shares from
1899 * @param text unused
1900 * @return the cost of this operation or an error
1902 CommandCost
CmdSellShareInCompany(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1904 CompanyID target_company
= (CompanyID
)p1
;
1905 Company
*c
= Company::GetIfValid(target_company
);
1907 /* Cannot sell own shares */
1908 if (c
== NULL
|| _current_company
== target_company
) return CMD_ERROR
;
1910 /* Check if selling shares is allowed (protection against modified clients).
1911 * However, we must sell shares of companies being closed down. */
1912 if (!_settings_game
.economy
.allow_shares
&& !(flags
& DC_BANKRUPT
)) return CMD_ERROR
;
1914 /* Those lines are here for network-protection (clients can be slow) */
1915 if (GetAmountOwnedBy(c
, _current_company
) == 0) return CommandCost();
1917 /* adjust it a little to make it less profitable to sell and buy */
1918 Money cost
= CalculateCompanyValue(c
) >> 2;
1919 cost
= -(cost
- (cost
>> 7));
1921 if (flags
& DC_EXEC
) {
1922 OwnerByte
*b
= c
->share_owners
;
1923 while (*b
!= _current_company
) b
++; // share owners is guaranteed to contain company
1924 *b
= COMPANY_SPECTATOR
;
1925 InvalidateWindowData(WC_COMPANY
, target_company
);
1926 CompanyAdminUpdate(c
);
1928 return CommandCost(EXPENSES_OTHER
, cost
);
1932 * Buy up another company.
1933 * When a competing company is gone bankrupt you get the chance to purchase
1935 * @todo currently this only works for AI companies
1936 * @param tile unused
1937 * @param flags type of operation
1938 * @param p1 company to buy up
1940 * @param text unused
1941 * @return the cost of this operation or an error
1943 CommandCost
CmdBuyCompany(TileIndex tile
, DoCommandFlag flags
, uint32 p1
, uint32 p2
, const char *text
)
1945 CompanyID target_company
= (CompanyID
)p1
;
1946 Company
*c
= Company::GetIfValid(target_company
);
1947 if (c
== NULL
) return CMD_ERROR
;
1949 /* Disable takeovers when not asked */
1950 if (!HasBit(c
->bankrupt_asked
, _current_company
)) return CMD_ERROR
;
1952 /* Disable taking over the local company in single player */
1953 if (!_networking
&& _local_company
== c
->index
) return CMD_ERROR
;
1955 /* Do not allow companies to take over themselves */
1956 if (target_company
== _current_company
) return CMD_ERROR
;
1958 /* Disable taking over when not allowed. */
1959 if (!MayCompanyTakeOver(_current_company
, target_company
)) return CMD_ERROR
;
1961 /* Get the cost here as the company is deleted in DoAcquireCompany. */
1962 CommandCost
cost(EXPENSES_OTHER
, c
->bankrupt_value
);
1964 if (flags
& DC_EXEC
) {
1965 DoAcquireCompany(c
);