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[openttd/fttd.git] / src / economy.cpp
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1 /* $Id$ */
3 /*
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/>.
8 */
10 /** @file economy.cpp Handling of the economy. */
12 #include "stdafx.h"
13 #include "company_func.h"
14 #include "command_func.h"
15 #include "industry.h"
16 #include "town.h"
17 #include "news_func.h"
18 #include "network/network.h"
19 #include "network/network_func.h"
20 #include "ai/ai.hpp"
21 #include "aircraft.h"
22 #include "train.h"
23 #include "newgrf_engine.h"
24 #include "engine_base.h"
25 #include "ground_vehicle.hpp"
26 #include "newgrf_cargo.h"
27 #include "newgrf_sound.h"
28 #include "newgrf_industrytiles.h"
29 #include "newgrf_station.h"
30 #include "newgrf_airporttiles.h"
31 #include "object.h"
32 #include "strings_func.h"
33 #include "date_func.h"
34 #include "vehicle_func.h"
35 #include "signalbuffer.h"
36 #include "sound_func.h"
37 #include "autoreplace_func.h"
38 #include "company_gui.h"
39 #include "signs_base.h"
40 #include "subsidy_base.h"
41 #include "subsidy_func.h"
42 #include "station_base.h"
43 #include "waypoint_base.h"
44 #include "economy_base.h"
45 #include "core/pool_func.hpp"
46 #include "core/backup_type.hpp"
47 #include "core/bitmath_func.hpp"
48 #include "cargo_type.h"
49 #include "water.h"
50 #include "game/game.hpp"
51 #include "cargomonitor.h"
52 #include "goal_base.h"
53 #include "story_base.h"
54 #include "linkgraph/refresh.h"
56 #include "table/strings.h"
57 #include "table/pricebase.h"
60 /* Initialize the cargo payment-pool */
61 template<> CargoPayment::Pool CargoPayment::PoolItem::pool ("CargoPayment");
62 INSTANTIATE_POOL_METHODS(CargoPayment)
64 /**
65 * Multiply two integer values and shift the results to right.
67 * This function multiplies two integer values. The result is
68 * shifted by the amount of shift to right.
70 * @param a The first integer
71 * @param b The second integer
72 * @param shift The amount to shift the value to right.
73 * @return The shifted result
75 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
77 return (int32)((int64)a * (int64)b >> shift);
80 typedef SmallVector<Industry *, 16> SmallIndustryList;
82 /**
83 * Score info, values used for computing the detailed performance rating.
85 const ScoreInfo _score_info[] = {
86 { 120, 100}, // SCORE_VEHICLES
87 { 80, 100}, // SCORE_STATIONS
88 { 10000, 100}, // SCORE_MIN_PROFIT
89 { 50000, 50}, // SCORE_MIN_INCOME
90 { 100000, 100}, // SCORE_MAX_INCOME
91 { 40000, 400}, // SCORE_DELIVERED
92 { 8, 50}, // SCORE_CARGO
93 {10000000, 50}, // SCORE_MONEY
94 { 250000, 50}, // SCORE_LOAN
95 { 0, 0} // SCORE_TOTAL
98 int _score_part[MAX_COMPANIES][SCORE_END];
99 Economy _economy;
100 Prices _price;
101 Money _additional_cash_required;
102 static PriceMultipliers _price_base_multiplier;
105 * Calculate the value of the company. That is the value of all
106 * assets (vehicles, stations, etc) and money minus the loan,
107 * except when including_loan is \c false which is useful when
108 * we want to calculate the value for bankruptcy.
109 * @param c the company to get the value of.
110 * @param including_loan include the loan in the company value.
111 * @return the value of the company.
113 Money CalculateCompanyValue(const Company *c, bool including_loan)
115 Owner owner = c->index;
117 Station *st;
118 uint num = 0;
120 FOR_ALL_STATIONS(st) {
121 if (st->owner == owner) num += CountBits((byte)st->facilities);
124 Money value = num * _price[PR_STATION_VALUE] * 25;
126 Vehicle *v;
127 FOR_ALL_VEHICLES(v) {
128 if (v->owner != owner) continue;
130 if (v->type == VEH_TRAIN ||
131 v->type == VEH_ROAD ||
132 (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
133 v->type == VEH_SHIP) {
134 value += v->value * 3 >> 1;
138 /* Add real money value */
139 if (including_loan) value -= c->current_loan;
140 value += c->money;
142 return max(value, (Money)1);
146 * if update is set to true, the economy is updated with this score
147 * (also the house is updated, should only be true in the on-tick event)
148 * @param update the economy with calculated score
149 * @param c company been evaluated
150 * @return actual score of this company
153 int UpdateCompanyRatingAndValue(Company *c, bool update)
155 Owner owner = c->index;
156 int score = 0;
158 memset(_score_part[owner], 0, sizeof(_score_part[owner]));
160 /* Count vehicles */
162 Vehicle *v;
163 Money min_profit = 0;
164 bool min_profit_first = true;
165 uint num = 0;
167 FOR_ALL_VEHICLES(v) {
168 if (v->owner != owner) continue;
169 if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
170 if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
171 if (v->age > 730) {
172 /* Find the vehicle with the lowest amount of profit */
173 if (min_profit_first || min_profit > v->profit_last_year) {
174 min_profit = v->profit_last_year;
175 min_profit_first = false;
181 min_profit >>= 8; // remove the fract part
183 _score_part[owner][SCORE_VEHICLES] = num;
184 /* Don't allow negative min_profit to show */
185 if (min_profit > 0) {
186 _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
190 /* Count stations */
192 uint num = 0;
193 const Station *st;
195 FOR_ALL_STATIONS(st) {
196 /* Only count stations that are actually serviced */
197 if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
199 _score_part[owner][SCORE_STATIONS] = num;
202 /* Generate statistics depending on recent income statistics */
204 int numec = min(c->num_valid_stat_ent, 12);
205 if (numec != 0) {
206 const CompanyEconomyEntry *cee = c->old_economy;
207 Money min_income = cee->income + cee->expenses;
208 Money max_income = cee->income + cee->expenses;
210 do {
211 min_income = min(min_income, cee->income + cee->expenses);
212 max_income = max(max_income, cee->income + cee->expenses);
213 } while (++cee, --numec);
215 if (min_income > 0) {
216 _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
219 _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
223 /* Generate score depending on amount of transported cargo */
225 int numec = min(c->num_valid_stat_ent, 4);
226 if (numec != 0) {
227 const CompanyEconomyEntry *cee = c->old_economy;
228 OverflowSafeInt64 total_delivered = 0;
229 do {
230 total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
231 } while (++cee, --numec);
233 _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
237 /* Generate score for variety of cargo */
239 _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
242 /* Generate score for company's money */
244 if (c->money > 0) {
245 _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
249 /* Generate score for loan */
251 _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
254 /* Now we calculate the score for each item.. */
256 int total_score = 0;
257 int s;
258 score = 0;
259 for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
260 /* Skip the total */
261 if (i == SCORE_TOTAL) continue;
262 /* Check the score */
263 s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
264 score += s;
265 total_score += _score_info[i].score;
268 _score_part[owner][SCORE_TOTAL] = score;
270 /* We always want the score scaled to SCORE_MAX (1000) */
271 if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
274 if (update) {
275 c->old_economy[0].performance_history = score;
276 UpdateCompanyHQ(c->location_of_HQ, score);
277 c->old_economy[0].company_value = CalculateCompanyValue(c);
280 SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
281 return score;
285 * Change the ownership of all the items of a company.
286 * @param old_owner The company that gets removed.
287 * @param new_owner The company to merge to, or INVALID_OWNER to remove the company.
289 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
291 /* We need to set _current_company to old_owner before we try to move
292 * the client. This is needed as it needs to know whether "you" really
293 * are the current local company. */
294 Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
295 #ifdef ENABLE_NETWORK
296 /* In all cases, make spectators of clients connected to that company */
297 if (_networking) NetworkClientsToSpectators(old_owner);
298 #endif /* ENABLE_NETWORK */
299 if (old_owner == _local_company) {
300 /* Single player cheated to AI company.
301 * There are no spectators in single player, so we must pick some other company. */
302 assert(!_networking);
303 Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
304 Company *c;
305 FOR_ALL_COMPANIES(c) {
306 if (c->index != old_owner) {
307 SetLocalCompany(c->index);
308 break;
311 cur_company2.Restore();
312 assert(old_owner != _local_company);
315 Town *t;
317 assert(old_owner != new_owner);
320 Company *c;
321 uint i;
323 /* See if the old_owner had shares in other companies */
324 FOR_ALL_COMPANIES(c) {
325 for (i = 0; i < 4; i++) {
326 if (c->share_owners[i] == old_owner) {
327 /* Sell his shares */
328 CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
329 /* Because we are in a DoCommand, we can't just execute another one and
330 * expect the money to be removed. We need to do it ourself! */
331 SubtractMoneyFromCompany(res);
336 /* Sell all the shares that people have on this company */
337 Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
338 c = Company::Get(old_owner);
339 for (i = 0; i < 4; i++) {
340 cur_company2.Change(c->share_owners[i]);
341 if (_current_company != INVALID_OWNER) {
342 /* Sell the shares */
343 CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
344 /* Because we are in a DoCommand, we can't just execute another one and
345 * expect the money to be removed. We need to do it ourself! */
346 SubtractMoneyFromCompany(res);
349 cur_company2.Restore();
352 /* Temporarily increase the company's money, to be sure that
353 * removing his/her property doesn't fail because of lack of money.
354 * Not too drastically though, because it could overflow */
355 if (new_owner == INVALID_OWNER) {
356 Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
359 Subsidy *s;
360 FOR_ALL_SUBSIDIES(s) {
361 if (s->awarded == old_owner) {
362 if (new_owner == INVALID_OWNER) {
363 delete s;
364 } else {
365 s->awarded = new_owner;
369 if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
371 /* Take care of rating and transport rights in towns */
372 FOR_ALL_TOWNS(t) {
373 /* If a company takes over, give the ratings to that company. */
374 if (new_owner != INVALID_OWNER) {
375 if (HasBit(t->have_ratings, old_owner)) {
376 if (HasBit(t->have_ratings, new_owner)) {
377 /* use max of the two ratings. */
378 t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
379 } else {
380 SetBit(t->have_ratings, new_owner);
381 t->ratings[new_owner] = t->ratings[old_owner];
386 /* Reset the ratings for the old owner */
387 t->ratings[old_owner] = RATING_INITIAL;
388 ClrBit(t->have_ratings, old_owner);
390 /* Transfer exclusive rights */
391 if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
392 if (new_owner != INVALID_OWNER) {
393 t->exclusivity = new_owner;
394 } else {
395 t->exclusive_counter = 0;
396 t->exclusivity = INVALID_COMPANY;
402 Vehicle *v;
403 FOR_ALL_VEHICLES(v) {
404 if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
405 if (new_owner == INVALID_OWNER) {
406 if (v->Previous() == NULL) delete v;
407 } else {
408 if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
409 if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
415 /* In all cases clear replace engine rules.
416 * Even if it was copied, it could interfere with new owner's rules */
417 RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
419 if (new_owner == INVALID_OWNER) {
420 RemoveAllGroupsForCompany(old_owner);
421 } else {
422 Group *g;
423 FOR_ALL_GROUPS(g) {
424 if (g->owner == old_owner) g->owner = new_owner;
429 FreeUnitIDGenerator unitidgen[] = {
430 FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD, new_owner),
431 FreeUnitIDGenerator(VEH_SHIP, new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
434 /* Override company settings to new company defaults in case we need to convert them.
435 * This is required as the CmdChangeServiceInt doesn't copy the supplied value when it is non-custom
437 if (new_owner != INVALID_OWNER) {
438 Company *old_company = Company::Get(old_owner);
439 Company *new_company = Company::Get(new_owner);
441 old_company->settings.vehicle.servint_aircraft = new_company->settings.vehicle.servint_aircraft;
442 old_company->settings.vehicle.servint_trains = new_company->settings.vehicle.servint_trains;
443 old_company->settings.vehicle.servint_roadveh = new_company->settings.vehicle.servint_roadveh;
444 old_company->settings.vehicle.servint_ships = new_company->settings.vehicle.servint_ships;
445 old_company->settings.vehicle.servint_ispercent = new_company->settings.vehicle.servint_ispercent;
448 Vehicle *v;
449 FOR_ALL_VEHICLES(v) {
450 if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
451 assert(new_owner != INVALID_OWNER);
453 /* Correct default values of interval settings while maintaining custom set ones.
454 * This prevents invalid values on mismatching company defaults being accepted.
456 if (!v->ServiceIntervalIsCustom()) {
457 Company *new_company = Company::Get(new_owner);
459 /* Technically, passing the interval is not needed as the command will query the default value itself.
460 * However, do not rely on that behaviour.
462 int interval = CompanyServiceInterval(new_company, v->type);
463 DoCommand(v->tile, v->index, interval | (new_company->settings.vehicle.servint_ispercent << 17), DC_EXEC | DC_BANKRUPT, CMD_CHANGE_SERVICE_INT);
466 v->owner = new_owner;
468 /* Owner changes, clear cache */
469 v->colourmap = PAL_NONE;
470 v->InvalidateNewGRFCache();
472 if (v->IsEngineCountable()) {
473 GroupStatistics::CountEngine(v, 1);
475 if (v->IsPrimaryVehicle()) {
476 GroupStatistics::CountVehicle(v, 1);
477 v->unitnumber = unitidgen[v->type].NextID();
480 /* Invalidate the vehicle's cargo payment "owner cache". */
481 if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
485 if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
488 /* Change ownership of tiles */
490 TileIndex tile = 0;
491 do {
492 ChangeTileOwner(tile, old_owner, new_owner);
493 } while (++tile != MapSize());
495 if (new_owner != INVALID_OWNER) {
496 /* Update all signals because there can be new segment that was owned by two companies
497 * and signals were not propagated
498 * Similar with crossings - it is needed to bar crossings that weren't before
499 * because of different owner of crossing and approaching train */
500 tile = 0;
502 do {
503 if (IsRailwayTile(tile) && IsTileOwner(tile, new_owner)) {
504 TrackBits tracks = GetTrackBits(tile);
505 do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
506 Track track = RemoveFirstTrack(&tracks);
507 if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
508 } while (tracks != TRACK_BIT_NONE);
509 } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
510 UpdateLevelCrossing(tile);
512 } while (++tile != MapSize());
515 /* update signals in buffer */
516 UpdateSignalsInBuffer();
519 /* Add airport infrastructure count of the old company to the new one. */
520 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
522 /* convert owner of stations (including deleted ones, but excluding buoys) */
523 Station *st;
524 FOR_ALL_STATIONS(st) {
525 if (st->owner == old_owner) {
526 /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
527 * also, drawing station window would cause reading invalid company's colour */
528 st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
532 /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
533 Waypoint *wp;
534 FOR_ALL_WAYPOINTS(wp) {
535 if (wp->owner == old_owner) {
536 wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
540 Sign *si;
541 FOR_ALL_SIGNS(si) {
542 if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
545 /* Remove Game Script created Goals, CargoMonitors and Story pages. */
546 Goal *g;
547 FOR_ALL_GOALS(g) {
548 if (g->company == old_owner) delete g;
551 ClearCargoPickupMonitoring(old_owner);
552 ClearCargoDeliveryMonitoring(old_owner);
554 StoryPage *sp;
555 FOR_ALL_STORY_PAGES(sp) {
556 if (sp->company == old_owner) delete sp;
559 /* Change colour of existing windows */
560 if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
562 cur_company.Restore();
564 MarkWholeScreenDirty();
568 * Check for bankruptcy of a company. Called every three months.
569 * @param c Company to check.
571 static void CompanyCheckBankrupt(Company *c)
573 /* If the company has money again, it does not go bankrupt */
574 if (c->money - c->current_loan >= -_economy.max_loan) {
575 c->months_of_bankruptcy = 0;
576 c->bankrupt_asked = 0;
577 return;
580 c->months_of_bankruptcy++;
582 switch (c->months_of_bankruptcy) {
583 /* All the boring cases (months) with a bad balance where no action is taken */
584 case 0:
585 case 1:
586 case 2:
587 case 3:
589 case 5:
590 case 6:
592 case 8:
593 case 9:
594 break;
596 /* Warn about bankruptcy after 3 months */
597 case 4:
598 AddNewsItem<CompanyNewsItem> (STR_NEWS_COMPANY_IN_TROUBLE_TITLE,
599 STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION, c);
600 AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
601 Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
602 break;
604 /* Offer company for sale after 6 months */
605 case 7: {
606 /* Don't consider the loan */
607 Money val = CalculateCompanyValue(c, false);
609 c->bankrupt_value = val;
610 c->bankrupt_asked = 1 << c->index; // Don't ask the owner
611 c->bankrupt_timeout = 0;
613 /* The company assets should always have some value */
614 assert(c->bankrupt_value > 0);
615 break;
618 /* Bankrupt company after 6 months (if the company has no value) or latest
619 * after 9 months (if it still had value after 6 months) */
620 default:
621 case 10: {
622 if (!_networking && _local_company == c->index) {
623 /* If we are in offline mode, leave the company playing. Eg. there
624 * is no THE-END, otherwise mark the client as spectator to make sure
625 * he/she is no long in control of this company. However... when you
626 * join another company (cheat) the "unowned" company can bankrupt. */
627 c->bankrupt_asked = MAX_UVALUE(CompanyMask);
628 break;
631 /* Actually remove the company, but not when we're a network client.
632 * In case of network clients we will be getting a command from the
633 * server. It is done in this way as we are called from the
634 * StateGameLoop which can't change the current company, and thus
635 * updating the local company triggers an assert later on. In the
636 * case of a network game the command will be processed at a time
637 * that changing the current company is okay. In case of single
638 * player we are sure (the above check) that we are not the local
639 * company and thus we won't be moved. */
640 if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
641 break;
647 * Update the finances of all companies.
648 * Pay for the stations, update the history graph, update ratings and company values, and deal with bankruptcy.
650 static void CompaniesGenStatistics()
652 Station *st;
654 Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
655 Company *c;
657 if (!_settings_game.economy.infrastructure_maintenance) {
658 FOR_ALL_STATIONS(st) {
659 cur_company.Change(st->owner);
660 CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
661 SubtractMoneyFromCompany(cost);
663 } else {
664 /* Improved monthly infrastructure costs. */
665 FOR_ALL_COMPANIES(c) {
666 cur_company.Change(c->index);
668 CommandCost cost(EXPENSES_PROPERTY);
669 uint32 rail_total = c->infrastructure.GetRailTotal();
670 for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
671 if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
673 cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
674 for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
675 if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
677 cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
678 cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
679 cost.AddCost(AirportMaintenanceCost(c->index));
681 SubtractMoneyFromCompany(cost);
684 cur_company.Restore();
686 /* Check for bankruptcy each month */
687 FOR_ALL_COMPANIES(c) {
688 CompanyCheckBankrupt(c);
691 /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
692 if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
694 FOR_ALL_COMPANIES(c) {
695 memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
696 c->old_economy[0] = c->cur_economy;
697 memset(&c->cur_economy, 0, sizeof(c->cur_economy));
699 if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
701 UpdateCompanyRatingAndValue(c, true);
702 if (c->block_preview != 0) c->block_preview--;
705 SetWindowDirty(WC_INCOME_GRAPH, 0);
706 SetWindowDirty(WC_OPERATING_PROFIT, 0);
707 SetWindowDirty(WC_DELIVERED_CARGO, 0);
708 SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
709 SetWindowDirty(WC_COMPANY_VALUE, 0);
710 SetWindowDirty(WC_COMPANY_LEAGUE, 0);
714 * Add monthly inflation
715 * @param check_year Shall the inflation get stopped after 170 years?
716 * @return true if inflation is maxed and nothing was changed
718 bool AddInflation(bool check_year)
720 /* The cargo payment inflation differs from the normal inflation, so the
721 * relative amount of money you make with a transport decreases slowly over
722 * the 170 years. After a few hundred years we reach a level in which the
723 * games will become unplayable as the maximum income will be less than
724 * the minimum running cost.
726 * Furthermore there are a lot of inflation related overflows all over the
727 * place. Solving them is hardly possible because inflation will always
728 * reach the overflow threshold some day. So we'll just perform the
729 * inflation mechanism during the first 170 years (the amount of years that
730 * one had in the original TTD) and stop doing the inflation after that
731 * because it only causes problems that can't be solved nicely and the
732 * inflation doesn't add anything after that either; it even makes playing
733 * it impossible due to the diverging cost and income rates.
735 if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
737 if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
739 /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
740 * scaled by 65536
741 * 12 -> months per year
742 * This is only a good approximation for small values
744 _economy.inflation_prices += (_economy.inflation_prices * _economy.infl_amount * 54) >> 16;
745 _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
747 if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
748 if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
750 return false;
754 * Computes all prices, payments and maximum loan.
756 void RecomputePrices()
758 /* Setup maximum loan */
759 _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
761 /* Setup price bases */
762 for (Price i = PR_BEGIN; i < PR_END; i++) {
763 Money price = _price_base_specs[i].start_price;
765 /* Apply difficulty settings */
766 uint mod = 1;
767 switch (_price_base_specs[i].category) {
768 case PCAT_RUNNING:
769 mod = _settings_game.difficulty.vehicle_costs;
770 break;
772 case PCAT_CONSTRUCTION:
773 mod = _settings_game.difficulty.construction_cost;
774 break;
776 default: break;
778 switch (mod) {
779 case 0: price *= 6; break;
780 case 1: price *= 8; break; // normalised to 1 below
781 case 2: price *= 9; break;
782 default: NOT_REACHED();
785 /* Apply inflation */
786 price = (int64)price * _economy.inflation_prices;
788 /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
789 int shift = _price_base_multiplier[i] - 16 - 3;
790 if (shift >= 0) {
791 price <<= shift;
792 } else {
793 price >>= -shift;
796 /* Make sure the price does not get reduced to zero.
797 * Zero breaks quite a few commands that use a zero
798 * cost to see whether something got changed or not
799 * and based on that cause an error. When the price
800 * is zero that fails even when things are done. */
801 if (price == 0) {
802 price = Clamp(_price_base_specs[i].start_price, -1, 1);
803 /* No base price should be zero, but be sure. */
804 assert(price != 0);
806 /* Store value */
807 _price[i] = price;
810 /* Setup cargo payment */
811 CargoSpec *cs;
812 FOR_ALL_CARGOSPECS(cs) {
813 cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
816 SetWindowClassesDirty(WC_BUILD_VEHICLE);
817 SetWindowClassesDirty(WC_REPLACE_VEHICLE);
818 SetWindowClassesDirty(WC_VEHICLE_DETAILS);
819 SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
820 InvalidateWindowData(WC_PAYMENT_RATES, 0);
823 /** Let all companies pay the monthly interest on their loan. */
824 static void CompaniesPayInterest()
826 const Company *c;
828 Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
829 FOR_ALL_COMPANIES(c) {
830 cur_company.Change(c->index);
832 /* Over a year the paid interest should be "loan * interest percentage",
833 * but... as that number is likely not dividable by 12 (pay each month),
834 * one needs to account for that in the monthly fee calculations.
835 * To easily calculate what one should pay "this" month, you calculate
836 * what (total) should have been paid up to this month and you subtract
837 * whatever has been paid in the previous months. This will mean one month
838 * it'll be a bit more and the other it'll be a bit less than the average
839 * monthly fee, but on average it will be exact.
840 * In order to prevent cheating or abuse (just not paying interest by not
841 * taking a loan we make companies pay interest on negative cash as well
843 Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
844 if (c->money < 0) {
845 yearly_fee += -c->money *_economy.interest_rate / 100;
847 Money up_to_previous_month = yearly_fee * _cur_month / 12;
848 Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
850 SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
852 SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
854 cur_company.Restore();
857 static void HandleEconomyFluctuations()
859 if (_settings_game.difficulty.economy != 0) {
860 /* When economy is Fluctuating, decrease counter */
861 _economy.fluct--;
862 } else if (EconomyIsInRecession()) {
863 /* When it's Steady and we are in recession, end it now */
864 _economy.fluct = -12;
865 } else {
866 /* No need to do anything else in other cases */
867 return;
870 StringID str;
871 if (_economy.fluct == 0) {
872 _economy.fluct = -(int)GB(Random(), 0, 2);
873 str = STR_NEWS_BEGIN_OF_RECESSION;
874 } else if (_economy.fluct == -12) {
875 _economy.fluct = GB(Random(), 0, 8) + 312;
876 str = STR_NEWS_END_OF_RECESSION;
877 } else {
878 return;
880 AddNewsItem<NewsItem> (str, NT_ECONOMY, NF_NORMAL);
885 * Reset changes to the price base multipliers.
887 void ResetPriceBaseMultipliers()
889 memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
893 * Change a price base by the given factor.
894 * The price base is altered by factors of two.
895 * NewBaseCost = OldBaseCost * 2^n
896 * @param price Index of price base to change.
897 * @param factor Amount to change by.
899 void SetPriceBaseMultiplier(Price price, int factor)
901 assert(price < PR_END);
902 _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
906 * Initialize the variables that will maintain the daily industry change system.
907 * @param init_counter specifies if the counter is required to be initialized
909 void StartupIndustryDailyChanges(bool init_counter)
911 uint map_size = MapLogX() + MapLogY();
912 /* After getting map size, it needs to be scaled appropriately and divided by 31,
913 * which stands for the days in a month.
914 * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
915 * would not be needed.
916 * Since it is based on "fractional parts", the leftover days will not make much of a difference
917 * on the overall total number of changes performed */
918 _economy.industry_daily_increment = (1 << map_size) / 31;
920 if (init_counter) {
921 /* A new game or a savegame from an older version will require the counter to be initialized */
922 _economy.industry_daily_change_counter = 0;
926 void StartupEconomy()
928 _economy.interest_rate = _settings_game.difficulty.initial_interest;
929 _economy.infl_amount = _settings_game.difficulty.initial_interest;
930 _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
931 _economy.fluct = GB(Random(), 0, 8) + 168;
933 /* Set up prices */
934 RecomputePrices();
936 StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
941 * Resets economy to initial values
943 void InitializeEconomy()
945 _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
946 ClearCargoPickupMonitoring();
947 ClearCargoDeliveryMonitoring();
951 * Determine a certain price
952 * @param index Price base
953 * @param cost_factor Price factor
954 * @param grf_file NewGRF to use local price multipliers from.
955 * @param shift Extra bit shifting after the computation
956 * @return Price
958 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
960 if (index >= PR_END) return 0;
962 Money cost = _price[index] * cost_factor;
963 if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
965 if (shift >= 0) {
966 cost <<= shift;
967 } else {
968 cost >>= -shift;
971 return cost;
974 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
976 const CargoSpec *cs = CargoSpec::Get(cargo_type);
977 if (!cs->IsValid()) {
978 /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
979 return 0;
982 /* Use callback to calculate cargo profit, if available */
983 if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
984 uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
985 uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
986 if (callback != CALLBACK_FAILED) {
987 int result = GB(callback, 0, 14);
989 /* Simulate a 15 bit signed value */
990 if (HasBit(callback, 14)) result -= 0x4000;
992 /* "The result should be a signed multiplier that gets multiplied
993 * by the amount of cargo moved and the price factor, then gets
994 * divided by 8192." */
995 return result * num_pieces * cs->current_payment / 8192;
999 static const int MIN_TIME_FACTOR = 31;
1000 static const int MAX_TIME_FACTOR = 255;
1002 const int days1 = cs->transit_days[0];
1003 const int days2 = cs->transit_days[1];
1004 const int days_over_days1 = max( transit_days - days1, 0);
1005 const int days_over_days2 = max(days_over_days1 - days2, 0);
1008 * The time factor is calculated based on the time it took
1009 * (transit_days) compared two cargo-depending values. The
1010 * range is divided into three parts:
1012 * - constant for fast transits
1013 * - linear decreasing with time with a slope of -1 for medium transports
1014 * - linear decreasing with time with a slope of -2 for slow transports
1017 const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
1019 return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
1022 /** The industries we've currently brought cargo to. */
1023 static SmallIndustryList _cargo_delivery_destinations;
1026 * Transfer goods from station to industry.
1027 * All cargo is delivered to the nearest (Manhattan) industry to the station sign, which is inside the acceptance rectangle and actually accepts the cargo.
1028 * @param st The station that accepted the cargo
1029 * @param cargo_type Type of cargo delivered
1030 * @param num_pieces Amount of cargo delivered
1031 * @param source The source of the cargo
1032 * @return actually accepted pieces of cargo
1034 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
1036 /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
1037 * This fails in three cases:
1038 * 1) The station accepts the cargo because there are enough houses around it accepting the cargo.
1039 * 2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
1040 * 3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
1043 uint accepted = 0;
1045 for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
1046 Industry *ind = st->industries_near[i];
1047 if (ind->index == source) continue;
1049 uint cargo_index;
1050 for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
1051 if (cargo_type == ind->accepts_cargo[cargo_index]) break;
1053 /* Check if matching cargo has been found */
1054 if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
1056 /* Check if industry temporarily refuses acceptance */
1057 if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
1059 /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
1060 _cargo_delivery_destinations.Include(ind);
1062 uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
1063 ind->incoming_cargo_waiting[cargo_index] += amount;
1064 num_pieces -= amount;
1065 accepted += amount;
1068 return accepted;
1072 * Delivers goods to industries/towns and calculates the payment
1073 * @param num_pieces amount of cargo delivered
1074 * @param cargo_type the type of cargo that is delivered
1075 * @param dest Station the cargo has been unloaded
1076 * @param source_tile The origin of the cargo for distance calculation
1077 * @param days_in_transit Travel time
1078 * @param company The company delivering the cargo
1079 * @param src Source of cargo
1080 * @return Revenue for delivering cargo
1081 * @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
1083 static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, TileIndex source_tile, byte days_in_transit, Company *company, const CargoSource &src)
1085 assert(num_pieces > 0);
1087 Station *st = Station::Get(dest);
1089 /* Give the goods to the industry. */
1090 uint accepted = DeliverGoodsToIndustry (st, cargo_type, num_pieces, src.type == ST_INDUSTRY ? src.id : INVALID_INDUSTRY);
1092 /* If this cargo type is always accepted, accept all */
1093 if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
1095 /* Update station statistics */
1096 if (accepted > 0) {
1097 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_EVER_ACCEPTED);
1098 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_CURRENT_MONTH);
1099 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_ACCEPTED_BIGTICK);
1102 /* Update company statistics */
1103 company->cur_economy.delivered_cargo[cargo_type] += accepted;
1105 /* Increase town's counter for town effects */
1106 const CargoSpec *cs = CargoSpec::Get(cargo_type);
1107 st->town->received[cs->town_effect].new_act += accepted;
1109 /* Determine profit */
1110 Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
1112 /* Update the cargo monitor. */
1113 AddCargoDelivery (cargo_type, company->index, accepted, src, st);
1115 /* Modify profit if a subsidy is in effect */
1116 if (CheckSubsidised (cargo_type, company->index, src, st)) {
1117 switch (_settings_game.difficulty.subsidy_multiplier) {
1118 case 0: profit += profit >> 1; break;
1119 case 1: profit *= 2; break;
1120 case 2: profit *= 3; break;
1121 default: profit *= 4; break;
1125 return profit;
1129 * Inform the industry about just delivered cargo
1130 * DeliverGoodsToIndustry() silently incremented incoming_cargo_waiting, now it is time to do something with the new cargo.
1131 * @param i The industry to process
1133 static void TriggerIndustryProduction(Industry *i)
1135 const IndustrySpec *indspec = GetIndustrySpec(i->type);
1136 uint16 callback = indspec->callback_mask;
1138 i->was_cargo_delivered = true;
1139 i->last_cargo_accepted_at = _date;
1141 if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
1142 if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
1143 IndustryProductionCallback(i, 0);
1144 } else {
1145 SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
1147 } else {
1148 for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
1149 uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
1150 if (cargo_waiting == 0) continue;
1152 i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
1153 i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
1155 i->incoming_cargo_waiting[cargo_index] = 0;
1159 TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
1160 StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
1164 * Makes us a new cargo payment helper.
1165 * @param front The front of the train
1167 CargoPayment::CargoPayment(Vehicle *front) :
1168 front(front),
1169 current_station(front->last_station_visited)
1173 CargoPayment::~CargoPayment()
1175 if (this->CleaningPool()) return;
1177 this->front->cargo_payment = NULL;
1179 if (this->visual_profit == 0 && this->visual_transfer == 0) return;
1181 Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
1183 SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
1184 this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
1186 if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
1187 SndPlayVehicleFx(SND_14_CASHTILL, this->front);
1190 if (this->visual_transfer != 0) {
1191 ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
1192 this->front->z_pos, this->visual_transfer, -this->visual_profit);
1193 } else if (this->visual_profit != 0) {
1194 ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
1195 this->front->z_pos, -this->visual_profit);
1198 cur_company.Restore();
1202 * Handle payment for final delivery of the given cargo packet.
1203 * @param cp The cargo packet to pay for.
1204 * @param count The number of packets to pay for.
1206 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
1208 if (this->owner == NULL) {
1209 this->owner = Company::Get(this->front->owner);
1212 /* Handle end of route payment */
1213 Money profit = DeliverGoods (count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->Source());
1214 this->route_profit += profit;
1216 /* The vehicle's profit is whatever route profit there is minus feeder shares. */
1217 this->visual_profit += profit - cp->FeederShare(count);
1221 * Handle payment for transfer of the given cargo packet.
1222 * @param cp The cargo packet to pay for; actual payment won't be made!.
1223 * @param count The number of packets to pay for.
1224 * @return The amount of money paid for the transfer.
1226 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
1228 Money profit = GetTransportedGoodsIncome(
1229 count,
1230 /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
1231 DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
1232 cp->DaysInTransit(),
1233 this->ct);
1235 profit = profit * _settings_game.economy.feeder_payment_share / 100;
1237 this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
1238 return profit; // account for the (virtual) profit already made for the cargo packet
1242 * Prepare the vehicle to be unloaded.
1243 * @param curr_station the station where the consist is at the moment
1244 * @param front_v the vehicle to be unloaded
1246 void PrepareUnload(Vehicle *front_v)
1248 Station *curr_station = Station::Get(front_v->last_station_visited);
1249 curr_station->loading_vehicles.push_back(front_v);
1251 /* At this moment loading cannot be finished */
1252 ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
1254 /* Start unloading at the first possible moment */
1255 front_v->load_unload_ticks = 1;
1257 assert(front_v->cargo_payment == NULL);
1258 /* One CargoPayment per vehicle and the vehicle limit equals the
1259 * limit in number of CargoPayments. Can't go wrong. */
1260 assert_compile(CargoPayment::Pool::MAX_SIZE == Vehicle::Pool::MAX_SIZE);
1261 assert(CargoPayment::CanAllocateItem());
1262 front_v->cargo_payment = new CargoPayment(front_v);
1264 StationIDStack next_station = front_v->GetNextStoppingStation();
1265 if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
1266 Station *st = Station::Get(front_v->last_station_visited);
1267 for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
1268 const GoodsEntry *ge = &st->goods[v->cargo_type];
1269 if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) {
1270 v->cargo.Stage(
1271 HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE),
1272 front_v->last_station_visited, next_station,
1273 front_v->current_order.GetUnloadType(), ge,
1274 front_v->cargo_payment);
1275 if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
1282 * Gets the amount of cargo the given vehicle can load in the current tick.
1283 * This is only about loading speed. The free capacity is ignored.
1284 * @param v Vehicle to be queried.
1285 * @return Amount of cargo the vehicle can load at once.
1287 static uint GetLoadAmount(Vehicle *v)
1289 const Engine *e = v->GetEngine();
1290 uint load_amount = e->info.load_amount;
1292 /* The default loadamount for mail is 1/4 of the load amount for passengers */
1293 bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft();
1294 if (air_mail) load_amount = CeilDiv(load_amount, 4);
1296 if (_settings_game.order.gradual_loading) {
1297 uint16 cb_load_amount = CALLBACK_FAILED;
1298 if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
1299 /* Use callback 36 */
1300 cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
1301 } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
1302 /* Use callback 12 */
1303 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
1305 if (cb_load_amount != CALLBACK_FAILED) {
1306 if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
1307 if (cb_load_amount >= 0x100) {
1308 ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
1309 } else if (cb_load_amount != 0) {
1310 load_amount = cb_load_amount;
1315 /* Scale load amount the same as capacity */
1316 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);
1318 return load_amount;
1322 * Iterate the articulated parts of a vehicle, also considering the special cases of "normal"
1323 * aircraft and double headed trains. Apply an action to each vehicle and immediately return false
1324 * if that action does so. Otherwise return true.
1325 * @tparam Taction Class of action to be applied. Must implement bool operator()([const] Vehicle *).
1326 * @param v First articulated part.
1327 * @param action Instance of Taction.
1328 * @return false if any of the action invocations returned false, true otherwise.
1330 template<class Taction>
1331 bool IterateVehicleParts(Vehicle *v, Taction action)
1333 for (Vehicle *w = v; w != NULL;
1334 w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL) {
1335 if (!action(w)) return false;
1336 if (w->type == VEH_TRAIN) {
1337 Train *train = Train::From(w);
1338 if (train->IsMultiheaded() && !action(train->other_multiheaded_part)) return false;
1341 if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) return action(v->Next());
1342 return true;
1346 * Action to check if a vehicle has no stored cargo.
1348 struct IsEmptyAction
1351 * Checks if the vehicle has stored cargo.
1352 * @param v Vehicle to be checked.
1353 * @return true if v is either empty or has only reserved cargo, false otherwise.
1355 bool operator()(const Vehicle *v)
1357 return v->cargo.StoredCount() == 0;
1362 * Refit preparation action.
1364 struct PrepareRefitAction
1366 CargoArray &consist_capleft; ///< Capacities left in the consist.
1367 uint32 &refit_mask; ///< Bitmask of possible refit cargoes.
1370 * Create a refit preparation action.
1371 * @param consist_capleft Capacities left in consist, to be updated here.
1372 * @param refit_mask Refit mask to be constructed from refit information of vehicles.
1374 PrepareRefitAction(CargoArray &consist_capleft, uint32 &refit_mask) :
1375 consist_capleft(consist_capleft), refit_mask(refit_mask) {}
1378 * Prepares for refitting of a vehicle, subtracting its free capacity from consist_capleft and
1379 * adding the cargoes it can refit to to the refit mask.
1380 * @param v The vehicle to be refitted.
1381 * @return true.
1383 bool operator()(const Vehicle *v)
1385 this->consist_capleft[v->cargo_type] -= v->cargo_cap - v->cargo.ReservedCount();
1386 this->refit_mask |= EngInfo(v->engine_type)->refit_mask;
1387 return true;
1392 * Action for returning reserved cargo.
1394 struct ReturnCargoAction
1396 Station *st; ///< Station to give the returned cargo to.
1397 StationID next_hop; ///< Next hop the cargo should be assigned to.
1400 * Construct a cargo return action.
1401 * @param st Station to give the returned cargo to.
1402 * @param next_one Next hop the cargo should be assigned to.
1404 ReturnCargoAction(Station *st, StationID next_one) : st(st), next_hop(next_one) {}
1407 * Return all reserved cargo from a vehicle.
1408 * @param v Vehicle to return cargo from.
1409 * @return true.
1411 bool operator()(Vehicle *v)
1413 v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop);
1414 return true;
1419 * Action for finalizing a refit.
1421 struct FinalizeRefitAction
1423 CargoArray &consist_capleft; ///< Capacities left in the consist.
1424 Station *st; ///< Station to reserve cargo from.
1425 StationIDStack &next_station; ///< Next hops to reserve cargo for.
1426 bool do_reserve; ///< If the vehicle should reserve.
1429 * Create a finalizing action.
1430 * @param consist_capleft Capacities left in the consist.
1431 * @param st Station to reserve cargo from.
1432 * @param next_station Next hops to reserve cargo for.
1433 * @param do_reserve If we should reserve cargo or just add up the capacities.
1435 FinalizeRefitAction(CargoArray &consist_capleft, Station *st, StationIDStack &next_station, bool do_reserve) :
1436 consist_capleft(consist_capleft), st(st), next_station(next_station), do_reserve(do_reserve) {}
1439 * Reserve cargo from the station and update the remaining consist capacities with the
1440 * vehicle's remaining free capacity.
1441 * @param v Vehicle to be finalized.
1442 * @return true.
1444 bool operator()(Vehicle *v)
1446 if (this->do_reserve) {
1447 this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
1448 &v->cargo, st->xy, this->next_station);
1450 this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
1451 return true;
1456 * Refit a vehicle in a station.
1457 * @param v Vehicle to be refitted.
1458 * @param consist_capleft Added cargo capacities in the consist.
1459 * @param st Station the vehicle is loading at.
1460 * @param next_station Possible next stations the vehicle can travel to.
1461 * @param new_cid Target cargo mask for refit.
1463 static void HandleStationRefit (Vehicle *v, CargoArray &consist_capleft,
1464 Station *st, StationIDStack next_station, CargoMask new_mask)
1466 Vehicle *v_start = v->GetFirstEnginePart();
1467 if (!IterateVehicleParts(v_start, IsEmptyAction())) return;
1469 Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
1471 uint32 refit_mask = v->GetEngine()->info.refit_mask;
1473 /* Remove old capacity from consist capacity and collect refit mask. */
1474 IterateVehicleParts(v_start, PrepareRefitAction(consist_capleft, refit_mask));
1476 bool is_auto_refit = !HasAtMostOneBit (new_mask);
1477 CargoID new_cid;
1479 if (is_auto_refit) {
1480 /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
1481 CargoID cid;
1482 new_cid = v_start->cargo_type;
1483 new_mask &= refit_mask;
1484 if (!HasBit(new_mask, new_cid) && (new_mask != 0)) {
1485 /* Old cargo is not present in the allowed refits. */
1486 new_cid = FindFirstBit (new_mask);
1488 FOR_EACH_SET_CARGO_ID(cid, new_mask) {
1489 if (st->goods[cid].cargo.HasCargoFor(next_station)) {
1490 /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
1491 * the returned refit capacity will be greater than zero. */
1492 DoCommand(v_start->tile, v_start->index, cid | 1U << 6 | 0xFF << 8 | 1U << 16, DC_QUERY_COST, CMD_REFIT_VEHICLE); // Auto-refit and only this vehicle including artic parts.
1493 /* Try to balance different loadable cargoes between parts of the consist, so that
1494 * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
1495 * to the first loadable cargo for which there is only one packet. If the capacities
1496 * are equal refit to the cargo of which most is available. This is important for
1497 * consists of only a single vehicle as those will generally have a consist_capleft
1498 * of 0 for all cargoes. */
1499 if (_returned_refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] ||
1500 (consist_capleft[cid] == consist_capleft[new_cid] &&
1501 st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) {
1502 new_cid = cid;
1506 } else if (new_mask != 0) {
1507 new_cid = FindFirstBit (new_mask);
1508 } else {
1509 new_cid = CT_INVALID;
1512 /* Refit if given a valid cargo. */
1513 if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
1514 /* INVALID_STATION because in the DT_MANUAL case that's correct and in the DT_(A)SYMMETRIC
1515 * cases the next hop of the vehicle doesn't really tell us anything if the cargo had been
1516 * "via any station" before reserving. We rather produce some more "any station" cargo than
1517 * misrouting it. */
1518 IterateVehicleParts(v_start, ReturnCargoAction(st, INVALID_STATION));
1519 CommandCost cost = DoCommand(v_start->tile, v_start->index, new_cid | 1U << 6 | 0xFF << 8 | 1U << 16, DC_EXEC, CMD_REFIT_VEHICLE); // Auto-refit and only this vehicle including artic parts.
1520 if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
1523 /* Add new capacity to consist capacity and reserve cargo */
1524 IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station,
1525 is_auto_refit || (v->First()->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0));
1527 cur_company.Restore();
1530 struct ReserveCargoAction {
1531 Station *st;
1532 StationIDStack *next_station;
1534 ReserveCargoAction(Station *st, StationIDStack *next_station) :
1535 st(st), next_station(next_station) {}
1537 bool operator()(Vehicle *v)
1539 if (v->cargo_cap > v->cargo.RemainingCount()) {
1540 st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
1541 &v->cargo, st->xy, *next_station);
1544 return true;
1550 * Reserves cargo if the full load order and improved_load is set or if the
1551 * current order allows autorefit.
1552 * @param st Station where the consist is loading at the moment.
1553 * @param u Front of the loading vehicle consist.
1554 * @param consist_capleft If given, save free capacities after reserving there.
1555 * @param next_station Station(s) the vehicle will stop at next.
1557 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack *next_station)
1559 /* If there is a cargo payment not all vehicles of the consist have tried to do the refit.
1560 * In that case, only reserve if it's a fixed refit and the equivalent of "articulated chain"
1561 * a vehicle belongs to already has the right cargo. */
1562 bool must_reserve = !u->current_order.IsRefit() || u->cargo_payment == NULL;
1563 for (Vehicle *v = u; v != NULL; v = v->Next()) {
1564 assert(v->cargo_cap >= v->cargo.RemainingCount());
1566 /* Exclude various ways in which the vehicle might not be the head of an equivalent of
1567 * "articulated chain". Also don't do the reservation if the vehicle is going to refit
1568 * to a different cargo and hasn't tried to do so, yet. */
1569 if (!v->IsArticulatedPart() &&
1570 (v->type != VEH_TRAIN || !Train::From(v)->IsRearDualheaded()) &&
1571 (v->type != VEH_AIRCRAFT || Aircraft::From(v)->IsNormalAircraft()) &&
1572 (must_reserve || u->current_order.GetRefitCargoMask() == (1u << v->cargo_type))) {
1573 IterateVehicleParts(v, ReserveCargoAction(st, next_station));
1575 if (consist_capleft == NULL || v->cargo_cap == 0) continue;
1576 (*consist_capleft)[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
1581 * Update the vehicle's load_unload_ticks, the time it will wait until it tries to load or unload
1582 * again. Adjust for overhang of trains and set it at least to 1.
1583 * @param front The vehicle to be updated.
1584 * @param st The station the vehicle is loading at.
1585 * @param ticks The time it would normally wait, based on cargo loaded and unloaded.
1587 static void UpdateLoadUnloadTicks(Vehicle *front, const Station *st, int ticks)
1589 if (front->type == VEH_TRAIN) {
1590 /* Each platform tile is worth 2 rail vehicles. */
1591 int overhang = Train::From(front)->gcache.cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
1592 if (overhang > 0) {
1593 ticks <<= 1;
1594 ticks += (overhang * ticks) / 8;
1597 /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
1598 front->load_unload_ticks = max(1, ticks);
1602 * Loads/unload the vehicle if possible.
1603 * @param front the vehicle to be (un)loaded
1605 static void LoadUnloadVehicle(Vehicle *front)
1607 assert(front->current_order.IsType(OT_LOADING));
1609 StationID last_visited = front->last_station_visited;
1610 Station *st = Station::Get(last_visited);
1612 StationIDStack next_station = front->GetNextStoppingStation();
1613 bool use_autorefit = front->current_order.IsAutoRefit();
1614 CargoArray consist_capleft;
1615 if (_settings_game.order.improved_load && use_autorefit ?
1616 front->cargo_payment == NULL : (front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0) {
1617 ReserveConsist(st, front,
1618 (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL,
1619 &next_station);
1622 /* We have not waited enough time till the next round of loading/unloading */
1623 if (front->load_unload_ticks != 0) return;
1625 if (front->type == VEH_TRAIN && !st->TileBelongsToStation(front->tile)) {
1626 /* The train reversed in the station. Take the "easy" way
1627 * out and let the train just leave as it always did. */
1628 SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
1629 front->load_unload_ticks = 1;
1630 return;
1633 int new_load_unload_ticks = 0;
1634 bool dirty_vehicle = false;
1635 bool dirty_station = false;
1637 bool completely_emptied = true;
1638 bool anything_unloaded = false;
1639 bool anything_loaded = false;
1640 uint32 full_load_amount = 0;
1641 uint32 cargo_not_full = 0;
1642 uint32 cargo_full = 0;
1643 uint32 reservation_left = 0;
1645 front->cur_speed = 0;
1647 CargoPayment *payment = front->cargo_payment;
1649 uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
1650 for (Vehicle *v = front; v != NULL; v = v->Next()) {
1651 if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
1652 if (v->cargo_cap == 0) continue;
1653 artic_part++;
1655 uint load_amount = GetLoadAmount(v);
1657 GoodsEntry *ge = &st->goods[v->cargo_type];
1659 if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
1660 uint cargo_count = v->cargo.UnloadCount();
1661 uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
1662 bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
1664 payment->SetCargo(v->cargo_type);
1666 if (!HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
1667 /* The station does not accept our goods anymore. */
1668 if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
1669 /* Transfer instead of delivering. */
1670 v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER>(
1671 v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), INVALID_STATION);
1672 } else {
1673 uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
1674 if (v->cargo_cap < new_remaining) {
1675 /* Return some of the reserved cargo to not overload the vehicle. */
1676 v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION);
1679 /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
1680 v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP>(
1681 v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));
1683 /* ... say we unloaded something, otherwise we'll think we didn't unload
1684 * something and we didn't load something, so we must be finished
1685 * at this station. Setting the unloaded means that we will get a
1686 * retry for loading in the next cycle. */
1687 anything_unloaded = true;
1691 if (v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0) {
1692 /* Mark the station dirty if we transfer, but not if we only deliver. */
1693 dirty_station = true;
1695 if (!ge->HasRating()) {
1696 /* Upon transfering cargo, make sure the station has a rating. Fake a pickup for the
1697 * first unload to prevent the cargo from quickly decaying after the initial drop. */
1698 ge->time_since_pickup = 0;
1699 SetBit(ge->status, GoodsEntry::GES_RATING);
1703 amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
1704 remaining = v->cargo.UnloadCount() > 0;
1705 if (amount_unloaded > 0) {
1706 dirty_vehicle = true;
1707 anything_unloaded = true;
1708 new_load_unload_ticks += amount_unloaded;
1710 /* Deliver goods to the station */
1711 st->time_since_unload = 0;
1714 if (_settings_game.order.gradual_loading && remaining) {
1715 completely_emptied = false;
1716 } else {
1717 /* We have finished unloading (cargo count == 0) */
1718 ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
1721 continue;
1724 /* Do not pick up goods when we have no-load set or loading is stopped. */
1725 if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
1727 /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
1728 if (front->current_order.IsRefit() && artic_part == 1) {
1729 HandleStationRefit (v, consist_capleft, st, next_station, front->current_order.GetRefitCargoMask());
1730 ge = &st->goods[v->cargo_type];
1733 /* As we're loading here the following link can carry the full capacity of the vehicle. */
1734 v->refit_cap = v->cargo_cap;
1736 /* update stats */
1737 int t;
1738 switch (front->type) {
1739 case VEH_TRAIN: /* FALL THROUGH */
1740 case VEH_SHIP:
1741 t = front->vcache.cached_max_speed;
1742 break;
1744 case VEH_ROAD:
1745 t = front->vcache.cached_max_speed / 2;
1746 break;
1748 case VEH_AIRCRAFT:
1749 t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
1750 break;
1752 default: NOT_REACHED();
1755 /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
1756 ge->last_speed = min(t, 255);
1757 ge->last_age = min(_cur_year - front->build_year, 255);
1758 ge->time_since_pickup = 0;
1760 assert(v->cargo_cap >= v->cargo.StoredCount());
1761 /* If there's goods waiting at the station, and the vehicle
1762 * has capacity for it, load it on the vehicle. */
1763 uint cap_left = v->cargo_cap - v->cargo.StoredCount();
1764 if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0)) {
1765 if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
1766 if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
1768 uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
1769 if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
1770 /* Remember if there are reservations left so that we don't stop
1771 * loading before they're loaded. */
1772 SetBit(reservation_left, v->cargo_type);
1775 /* Store whether the maximum possible load amount was loaded or not.*/
1776 if (loaded == cap_left) {
1777 SetBit(full_load_amount, v->cargo_type);
1778 } else {
1779 ClrBit(full_load_amount, v->cargo_type);
1782 /* TODO: Regarding this, when we do gradual loading, we
1783 * should first unload all vehicles and then start
1784 * loading them. Since this will cause
1785 * VEHICLE_TRIGGER_EMPTY to be called at the time when
1786 * the whole vehicle chain is really totally empty, the
1787 * completely_emptied assignment can then be safely
1788 * removed; that's how TTDPatch behaves too. --pasky */
1789 if (loaded > 0) {
1790 completely_emptied = false;
1791 anything_loaded = true;
1793 st->time_since_load = 0;
1794 st->last_vehicle_type = v->type;
1796 if (ge->cargo.TotalCount() == 0) {
1797 TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
1798 TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
1799 AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
1802 new_load_unload_ticks += loaded;
1804 dirty_vehicle = dirty_station = true;
1808 if (v->cargo.StoredCount() >= v->cargo_cap) {
1809 SetBit(cargo_full, v->cargo_type);
1810 } else {
1811 SetBit(cargo_not_full, v->cargo_type);
1815 if (anything_loaded || anything_unloaded) {
1816 if (front->type == VEH_TRAIN) {
1817 TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
1818 TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
1822 /* Only set completely_emptied, if we just unloaded all remaining cargo */
1823 completely_emptied &= anything_unloaded;
1825 if (!anything_unloaded) delete payment;
1827 ClrBit(front->vehicle_flags, VF_STOP_LOADING);
1828 if (anything_loaded || anything_unloaded) {
1829 if (_settings_game.order.gradual_loading) {
1830 /* The time it takes to load one 'slice' of cargo or passengers depends
1831 * on the vehicle type - the values here are those found in TTDPatch */
1832 const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
1834 new_load_unload_ticks = gradual_loading_wait_time[front->type];
1836 /* We loaded less cargo than possible for all cargo types and it's not full
1837 * load and we're not supposed to wait any longer: stop loading. */
1838 if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
1839 front->current_order_time >= (uint)max(front->current_order.GetTimetabledWait() - front->lateness_counter, 0)) {
1840 SetBit(front->vehicle_flags, VF_STOP_LOADING);
1843 UpdateLoadUnloadTicks(front, st, new_load_unload_ticks);
1844 } else {
1845 UpdateLoadUnloadTicks(front, st, 20); // We need the ticks for link refreshing.
1846 bool finished_loading = true;
1847 if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
1848 if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
1849 /* if the aircraft carries passengers and is NOT full, then
1850 * continue loading, no matter how much mail is in */
1851 if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) ||
1852 (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
1853 finished_loading = false;
1855 } else if (cargo_not_full != 0) {
1856 finished_loading = false;
1859 /* Refresh next hop stats if we're full loading to make the links
1860 * known to the distribution algorithm and allow cargo to be sent
1861 * along them. Otherwise the vehicle could wait for cargo
1862 * indefinitely if it hasn't visited the other links yet, or if the
1863 * links die while it's loading. */
1864 if (!finished_loading) LinkRefresher::Run(front, true, true);
1867 SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
1870 /* Calculate the loading indicator fill percent and display
1871 * In the Game Menu do not display indicators
1872 * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
1873 * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
1874 * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
1876 if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
1877 StringID percent_up_down = STR_NULL;
1878 int percent = CalcPercentVehicleFilled(front, &percent_up_down);
1879 if (front->fill_percent_te_id == INVALID_TE_ID) {
1880 front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
1881 } else {
1882 UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
1886 if (completely_emptied) {
1887 /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
1888 * properties such as weight, power and TE whenever the trigger runs. */
1889 dirty_vehicle = true;
1890 TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
1893 if (dirty_vehicle) {
1894 SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
1895 SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
1896 front->MarkDirty();
1898 if (dirty_station) {
1899 st->MarkTilesDirty(true);
1900 SetWindowDirty(WC_STATION_VIEW, last_visited);
1901 InvalidateWindowData(WC_STATION_LIST, last_visited);
1906 * Load/unload the vehicles in this station according to the order
1907 * they entered.
1908 * @param st the station to do the loading/unloading for
1910 void LoadUnloadStation(Station *st)
1912 /* No vehicle is here... */
1913 if (st->loading_vehicles.empty()) return;
1915 Vehicle *last_loading = NULL;
1916 std::list<Vehicle *>::iterator iter;
1918 /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
1919 for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
1920 Vehicle *v = *iter;
1922 if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
1924 assert(v->load_unload_ticks != 0);
1925 if (--v->load_unload_ticks == 0) last_loading = v;
1928 /* We only need to reserve and load/unload up to the last loading vehicle.
1929 * Anything else will be forgotten anyway after returning from this function.
1931 * Especially this means we do _not_ need to reserve cargo for a single
1932 * consist in a station which is not allowed to load yet because its
1933 * load_unload_ticks is still not 0.
1935 if (last_loading == NULL) return;
1937 for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
1938 Vehicle *v = *iter;
1939 if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
1940 if (v == last_loading) break;
1943 /* Call the production machinery of industries */
1944 const Industry * const *isend = _cargo_delivery_destinations.End();
1945 for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
1946 TriggerIndustryProduction(*iid);
1948 _cargo_delivery_destinations.Clear();
1952 * Monthly update of the economic data (of the companies as well as economic fluctuations).
1954 void CompaniesMonthlyLoop()
1956 CompaniesGenStatistics();
1957 if (_settings_game.economy.inflation) {
1958 AddInflation();
1959 RecomputePrices();
1961 CompaniesPayInterest();
1962 HandleEconomyFluctuations();
1965 static void DoAcquireCompany(Company *c)
1967 CompanyID ci = c->index;
1969 AddNewsItem<MergerNewsItem> (c, Company::Get(_current_company));
1970 AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
1971 Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
1973 ChangeOwnershipOfCompanyItems(ci, _current_company);
1975 if (c->bankrupt_value == 0) {
1976 Company *owner = Company::Get(_current_company);
1977 owner->current_loan += c->current_loan;
1980 if (c->is_ai) AI::Stop(c->index);
1982 DeleteCompanyWindows(ci);
1983 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1984 InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
1985 InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
1986 InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
1988 delete c;
1991 extern int GetAmountOwnedBy(const Company *c, Owner owner);
1994 * Acquire shares in an opposing company.
1995 * @param tile unused
1996 * @param flags type of operation
1997 * @param p1 company to buy the shares from
1998 * @param p2 unused
1999 * @param text unused
2000 * @return the cost of this operation or an error
2002 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2004 CommandCost cost(EXPENSES_OTHER);
2005 CompanyID target_company = (CompanyID)p1;
2006 Company *c = Company::GetIfValid(target_company);
2008 /* Check if buying shares is allowed (protection against modified clients)
2009 * Cannot buy own shares */
2010 if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
2012 /* Protect new companies from hostile takeovers */
2013 if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
2015 /* Those lines are here for network-protection (clients can be slow) */
2016 if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
2018 if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
2019 if (!c->is_ai) return cost; // We can not buy out a real company (temporarily). TODO: well, enable it obviously.
2021 if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
2025 cost.AddCost(CalculateCompanyValue(c) >> 2);
2026 if (flags & DC_EXEC) {
2027 OwnerByte *b = c->share_owners;
2029 while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
2030 *b = _current_company;
2032 for (int i = 0; c->share_owners[i] == _current_company;) {
2033 if (++i == 4) {
2034 c->bankrupt_value = 0;
2035 DoAcquireCompany(c);
2036 break;
2039 InvalidateWindowData(WC_COMPANY, target_company);
2040 CompanyAdminUpdate(c);
2042 return cost;
2046 * Sell shares in an opposing company.
2047 * @param tile unused
2048 * @param flags type of operation
2049 * @param p1 company to sell the shares from
2050 * @param p2 unused
2051 * @param text unused
2052 * @return the cost of this operation or an error
2054 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2056 CompanyID target_company = (CompanyID)p1;
2057 Company *c = Company::GetIfValid(target_company);
2059 /* Cannot sell own shares */
2060 if (c == NULL || _current_company == target_company) return CMD_ERROR;
2062 /* Check if selling shares is allowed (protection against modified clients).
2063 * However, we must sell shares of companies being closed down. */
2064 if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
2066 /* Those lines are here for network-protection (clients can be slow) */
2067 if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
2069 /* adjust it a little to make it less profitable to sell and buy */
2070 Money cost = CalculateCompanyValue(c) >> 2;
2071 cost = -(cost - (cost >> 7));
2073 if (flags & DC_EXEC) {
2074 OwnerByte *b = c->share_owners;
2075 while (*b != _current_company) b++; // share owners is guaranteed to contain company
2076 *b = COMPANY_SPECTATOR;
2077 InvalidateWindowData(WC_COMPANY, target_company);
2078 CompanyAdminUpdate(c);
2080 return CommandCost(EXPENSES_OTHER, cost);
2084 * Buy up another company.
2085 * When a competing company is gone bankrupt you get the chance to purchase
2086 * that company.
2087 * @todo currently this only works for AI companies
2088 * @param tile unused
2089 * @param flags type of operation
2090 * @param p1 company to buy up
2091 * @param p2 unused
2092 * @param text unused
2093 * @return the cost of this operation or an error
2095 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2097 CompanyID target_company = (CompanyID)p1;
2098 Company *c = Company::GetIfValid(target_company);
2099 if (c == NULL) return CMD_ERROR;
2101 /* Disable takeovers when not asked */
2102 if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
2104 /* Disable taking over the local company in single player */
2105 if (!_networking && _local_company == c->index) return CMD_ERROR;
2107 /* Do not allow companies to take over themselves */
2108 if (target_company == _current_company) return CMD_ERROR;
2110 /* Disable taking over when not allowed. */
2111 if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
2113 /* Get the cost here as the company is deleted in DoAcquireCompany. */
2114 CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
2116 if (flags & DC_EXEC) {
2117 DoAcquireCompany(c);
2119 return cost;