Fix #9521: Don't load at just removed docks that were part of a multi-dock station...
[openttd-github.git] / src / economy.cpp
blob936fba78966f969221dab1ec57aeee9cb4afbf8d
1 /*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
8 /** @file economy.cpp Handling of the economy. */
10 #include "stdafx.h"
11 #include "company_func.h"
12 #include "command_func.h"
13 #include "industry.h"
14 #include "town.h"
15 #include "news_func.h"
16 #include "network/network.h"
17 #include "network/network_func.h"
18 #include "ai/ai.hpp"
19 #include "aircraft.h"
20 #include "train.h"
21 #include "newgrf_engine.h"
22 #include "engine_base.h"
23 #include "ground_vehicle.hpp"
24 #include "newgrf_cargo.h"
25 #include "newgrf_sound.h"
26 #include "newgrf_industrytiles.h"
27 #include "newgrf_station.h"
28 #include "newgrf_airporttiles.h"
29 #include "object.h"
30 #include "strings_func.h"
31 #include "date_func.h"
32 #include "vehicle_func.h"
33 #include "sound_func.h"
34 #include "autoreplace_func.h"
35 #include "company_gui.h"
36 #include "signs_base.h"
37 #include "subsidy_base.h"
38 #include "subsidy_func.h"
39 #include "station_base.h"
40 #include "waypoint_base.h"
41 #include "economy_base.h"
42 #include "core/pool_func.hpp"
43 #include "core/backup_type.hpp"
44 #include "cargo_type.h"
45 #include "water.h"
46 #include "game/game.hpp"
47 #include "cargomonitor.h"
48 #include "goal_base.h"
49 #include "story_base.h"
50 #include "linkgraph/refresh.h"
52 #include "table/strings.h"
53 #include "table/pricebase.h"
55 #include "safeguards.h"
58 /* Initialize the cargo payment-pool */
59 CargoPaymentPool _cargo_payment_pool("CargoPayment");
60 INSTANTIATE_POOL_METHODS(CargoPayment)
62 /**
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 std::vector<Industry *> SmallIndustryList;
80 /**
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 int64 _score_part[MAX_COMPANIES][SCORE_END];
97 Economy _economy;
98 Prices _price;
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;
115 uint num = 0;
117 for (const Station *st : Station::Iterate()) {
118 if (st->owner == owner) num += CountBits((byte)st->facilities);
121 Money value = num * _price[PR_STATION_VALUE] * 25;
123 for (const Vehicle *v : Vehicle::Iterate()) {
124 if (v->owner != owner) continue;
126 if (v->type == VEH_TRAIN ||
127 v->type == VEH_ROAD ||
128 (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
129 v->type == VEH_SHIP) {
130 value += v->value * 3 >> 1;
134 /* Add real money value */
135 if (including_loan) value -= c->current_loan;
136 value += c->money;
138 return std::max<Money>(value, 1);
142 * if update is set to true, the economy is updated with this score
143 * (also the house is updated, should only be true in the on-tick event)
144 * @param update the economy with calculated score
145 * @param c company been evaluated
146 * @return actual score of this company
149 int UpdateCompanyRatingAndValue(Company *c, bool update)
151 Owner owner = c->index;
152 int score = 0;
154 memset(_score_part[owner], 0, sizeof(_score_part[owner]));
156 /* Count vehicles */
158 Money min_profit = 0;
159 bool min_profit_first = true;
160 uint num = 0;
162 for (const Vehicle *v : Vehicle::Iterate()) {
163 if (v->owner != owner) continue;
164 if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
165 if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
166 if (v->age > 730) {
167 /* Find the vehicle with the lowest amount of profit */
168 if (min_profit_first || min_profit > v->profit_last_year) {
169 min_profit = v->profit_last_year;
170 min_profit_first = false;
176 min_profit >>= 8; // remove the fract part
178 _score_part[owner][SCORE_VEHICLES] = num;
179 /* Don't allow negative min_profit to show */
180 if (min_profit > 0) {
181 _score_part[owner][SCORE_MIN_PROFIT] = min_profit;
185 /* Count stations */
187 uint num = 0;
188 for (const Station *st : Station::Iterate()) {
189 /* Only count stations that are actually serviced */
190 if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
192 _score_part[owner][SCORE_STATIONS] = num;
195 /* Generate statistics depending on recent income statistics */
197 int numec = std::min<uint>(c->num_valid_stat_ent, 12u);
198 if (numec != 0) {
199 const CompanyEconomyEntry *cee = c->old_economy;
200 Money min_income = cee->income + cee->expenses;
201 Money max_income = cee->income + cee->expenses;
203 do {
204 min_income = std::min(min_income, cee->income + cee->expenses);
205 max_income = std::max(max_income, cee->income + cee->expenses);
206 } while (++cee, --numec);
208 if (min_income > 0) {
209 _score_part[owner][SCORE_MIN_INCOME] = min_income;
212 _score_part[owner][SCORE_MAX_INCOME] = max_income;
216 /* Generate score depending on amount of transported cargo */
218 int numec = std::min<uint>(c->num_valid_stat_ent, 4u);
219 if (numec != 0) {
220 const CompanyEconomyEntry *cee = c->old_economy;
221 OverflowSafeInt64 total_delivered = 0;
222 do {
223 total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
224 } while (++cee, --numec);
226 _score_part[owner][SCORE_DELIVERED] = total_delivered;
230 /* Generate score for variety of cargo */
232 _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
235 /* Generate score for company's money */
237 if (c->money > 0) {
238 _score_part[owner][SCORE_MONEY] = c->money;
242 /* Generate score for loan */
244 _score_part[owner][SCORE_LOAN] = _score_info[SCORE_LOAN].needed - c->current_loan;
247 /* Now we calculate the score for each item.. */
249 int total_score = 0;
250 int s;
251 score = 0;
252 for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
253 /* Skip the total */
254 if (i == SCORE_TOTAL) continue;
255 /* Check the score */
256 s = Clamp<int64>(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
257 score += s;
258 total_score += _score_info[i].score;
261 _score_part[owner][SCORE_TOTAL] = score;
263 /* We always want the score scaled to SCORE_MAX (1000) */
264 if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
267 if (update) {
268 c->old_economy[0].performance_history = score;
269 UpdateCompanyHQ(c->location_of_HQ, score);
270 c->old_economy[0].company_value = CalculateCompanyValue(c);
273 SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
274 return score;
278 * Change the ownership of all the items of a company.
279 * @param old_owner The company that gets removed.
280 * @param new_owner The company to merge to, or INVALID_OWNER to remove the company.
282 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
284 /* We need to set _current_company to old_owner before we try to move
285 * the client. This is needed as it needs to know whether "you" really
286 * are the current local company. */
287 Backup<CompanyID> cur_company(_current_company, old_owner, FILE_LINE);
288 /* In all cases, make spectators of clients connected to that company */
289 if (_networking) NetworkClientsToSpectators(old_owner);
290 if (old_owner == _local_company) {
291 /* Single player cheated to AI company.
292 * There are no spectators in singleplayer mode, so we must pick some other company. */
293 assert(!_networking);
294 Backup<CompanyID> cur_company2(_current_company, FILE_LINE);
295 for (const Company *c : Company::Iterate()) {
296 if (c->index != old_owner) {
297 SetLocalCompany(c->index);
298 break;
301 cur_company2.Restore();
302 assert(old_owner != _local_company);
305 assert(old_owner != new_owner);
308 uint i;
310 /* See if the old_owner had shares in other companies */
311 for (const Company *c : Company::Iterate()) {
312 for (i = 0; i < 4; i++) {
313 if (c->share_owners[i] == old_owner) {
314 /* Sell its shares */
315 CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
316 /* Because we are in a DoCommand, we can't just execute another one and
317 * expect the money to be removed. We need to do it ourself! */
318 SubtractMoneyFromCompany(res);
323 /* Sell all the shares that people have on this company */
324 Backup<CompanyID> cur_company2(_current_company, FILE_LINE);
325 const Company *c = Company::Get(old_owner);
326 for (i = 0; i < 4; i++) {
327 if (c->share_owners[i] == INVALID_OWNER) continue;
329 if (c->bankrupt_value == 0 && c->share_owners[i] == new_owner) {
330 /* You are the one buying the company; so don't sell the shares back to you. */
331 Company::Get(new_owner)->share_owners[i] = INVALID_OWNER;
332 } else {
333 cur_company2.Change(c->share_owners[i]);
334 /* Sell the shares */
335 CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
336 /* Because we are in a DoCommand, we can't just execute another one and
337 * expect the money to be removed. We need to do it ourself! */
338 SubtractMoneyFromCompany(res);
341 cur_company2.Restore();
344 /* Temporarily increase the company's money, to be sure that
345 * removing their property doesn't fail because of lack of money.
346 * Not too drastically though, because it could overflow */
347 if (new_owner == INVALID_OWNER) {
348 Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
351 for (Subsidy *s : Subsidy::Iterate()) {
352 if (s->awarded == old_owner) {
353 if (new_owner == INVALID_OWNER) {
354 delete s;
355 } else {
356 s->awarded = new_owner;
360 if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
362 /* Take care of rating and transport rights in towns */
363 for (Town *t : Town::Iterate()) {
364 /* If a company takes over, give the ratings to that company. */
365 if (new_owner != INVALID_OWNER) {
366 if (HasBit(t->have_ratings, old_owner)) {
367 if (HasBit(t->have_ratings, new_owner)) {
368 /* use max of the two ratings. */
369 t->ratings[new_owner] = std::max(t->ratings[new_owner], t->ratings[old_owner]);
370 } else {
371 SetBit(t->have_ratings, new_owner);
372 t->ratings[new_owner] = t->ratings[old_owner];
377 /* Reset the ratings for the old owner */
378 t->ratings[old_owner] = RATING_INITIAL;
379 ClrBit(t->have_ratings, old_owner);
381 /* Transfer exclusive rights */
382 if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
383 if (new_owner != INVALID_OWNER) {
384 t->exclusivity = new_owner;
385 } else {
386 t->exclusive_counter = 0;
387 t->exclusivity = INVALID_COMPANY;
393 for (Vehicle *v : Vehicle::Iterate()) {
394 if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
395 if (new_owner == INVALID_OWNER) {
396 if (v->Previous() == nullptr) delete v;
397 } else {
398 if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
399 if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
405 /* In all cases clear replace engine rules.
406 * Even if it was copied, it could interfere with new owner's rules */
407 RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
409 if (new_owner == INVALID_OWNER) {
410 RemoveAllGroupsForCompany(old_owner);
411 } else {
412 for (Group *g : Group::Iterate()) {
413 if (g->owner == old_owner) g->owner = new_owner;
418 FreeUnitIDGenerator unitidgen[] = {
419 FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD, new_owner),
420 FreeUnitIDGenerator(VEH_SHIP, new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
423 /* Override company settings to new company defaults in case we need to convert them.
424 * This is required as the CmdChangeServiceInt doesn't copy the supplied value when it is non-custom
426 if (new_owner != INVALID_OWNER) {
427 Company *old_company = Company::Get(old_owner);
428 Company *new_company = Company::Get(new_owner);
430 old_company->settings.vehicle.servint_aircraft = new_company->settings.vehicle.servint_aircraft;
431 old_company->settings.vehicle.servint_trains = new_company->settings.vehicle.servint_trains;
432 old_company->settings.vehicle.servint_roadveh = new_company->settings.vehicle.servint_roadveh;
433 old_company->settings.vehicle.servint_ships = new_company->settings.vehicle.servint_ships;
434 old_company->settings.vehicle.servint_ispercent = new_company->settings.vehicle.servint_ispercent;
437 for (Vehicle *v : Vehicle::Iterate()) {
438 if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
439 assert(new_owner != INVALID_OWNER);
441 /* Correct default values of interval settings while maintaining custom set ones.
442 * This prevents invalid values on mismatching company defaults being accepted.
444 if (!v->ServiceIntervalIsCustom()) {
445 Company *new_company = Company::Get(new_owner);
447 /* Technically, passing the interval is not needed as the command will query the default value itself.
448 * However, do not rely on that behaviour.
450 int interval = CompanyServiceInterval(new_company, v->type);
451 DoCommand(v->tile, v->index, interval | (new_company->settings.vehicle.servint_ispercent << 17), DC_EXEC | DC_BANKRUPT, CMD_CHANGE_SERVICE_INT);
454 v->owner = new_owner;
456 /* Owner changes, clear cache */
457 v->colourmap = PAL_NONE;
458 v->InvalidateNewGRFCache();
460 if (v->IsEngineCountable()) {
461 GroupStatistics::CountEngine(v, 1);
463 if (v->IsPrimaryVehicle()) {
464 GroupStatistics::CountVehicle(v, 1);
465 v->unitnumber = unitidgen[v->type].NextID();
468 /* Invalidate the vehicle's cargo payment "owner cache". */
469 if (v->cargo_payment != nullptr) v->cargo_payment->owner = nullptr;
473 if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
476 /* Change ownership of tiles */
478 TileIndex tile = 0;
479 do {
480 ChangeTileOwner(tile, old_owner, new_owner);
481 } while (++tile != MapSize());
483 if (new_owner != INVALID_OWNER) {
484 /* Update all signals because there can be new segment that was owned by two companies
485 * and signals were not propagated
486 * Similar with crossings - it is needed to bar crossings that weren't before
487 * because of different owner of crossing and approaching train */
488 tile = 0;
490 do {
491 if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
492 TrackBits tracks = GetTrackBits(tile);
493 do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
494 Track track = RemoveFirstTrack(&tracks);
495 if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
496 } while (tracks != TRACK_BIT_NONE);
497 } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
498 UpdateLevelCrossing(tile);
500 } while (++tile != MapSize());
503 /* update signals in buffer */
504 UpdateSignalsInBuffer();
507 /* Add airport infrastructure count of the old company to the new one. */
508 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
510 /* convert owner of stations (including deleted ones, but excluding buoys) */
511 for (Station *st : Station::Iterate()) {
512 if (st->owner == old_owner) {
513 /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
514 * also, drawing station window would cause reading invalid company's colour */
515 st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
519 /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
520 for (Waypoint *wp : Waypoint::Iterate()) {
521 if (wp->owner == old_owner) {
522 wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
526 for (Sign *si : Sign::Iterate()) {
527 if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
530 /* Remove Game Script created Goals, CargoMonitors and Story pages. */
531 for (Goal *g : Goal::Iterate()) {
532 if (g->company == old_owner) delete g;
535 ClearCargoPickupMonitoring(old_owner);
536 ClearCargoDeliveryMonitoring(old_owner);
538 for (StoryPage *sp : StoryPage::Iterate()) {
539 if (sp->company == old_owner) delete sp;
542 /* Change colour of existing windows */
543 if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
545 cur_company.Restore();
547 MarkWholeScreenDirty();
551 * Check for bankruptcy of a company. Called every three months.
552 * @param c Company to check.
554 static void CompanyCheckBankrupt(Company *c)
556 /* If the company has money again, it does not go bankrupt */
557 if (c->money - c->current_loan >= -_economy.max_loan) {
558 int previous_months_of_bankruptcy = CeilDiv(c->months_of_bankruptcy, 3);
559 c->months_of_bankruptcy = 0;
560 c->bankrupt_asked = 0;
561 if (previous_months_of_bankruptcy != 0) CompanyAdminUpdate(c);
562 return;
565 c->months_of_bankruptcy++;
567 switch (c->months_of_bankruptcy) {
568 /* All the boring cases (months) with a bad balance where no action is taken */
569 case 0:
570 case 1:
571 case 2:
572 case 3:
574 case 5:
575 case 6:
577 case 8:
578 case 9:
579 break;
581 /* Warn about bankruptcy after 3 months */
582 case 4: {
583 CompanyNewsInformation *cni = new CompanyNewsInformation(c);
584 SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
585 SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
586 SetDParamStr(2, cni->company_name);
587 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
588 AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
589 Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
590 break;
593 /* Offer company for sale after 6 months */
594 case 7: {
595 /* Don't consider the loan */
596 Money val = CalculateCompanyValue(c, false);
598 c->bankrupt_value = val;
599 c->bankrupt_asked = 1 << c->index; // Don't ask the owner
600 c->bankrupt_timeout = 0;
602 /* The company assets should always have some value */
603 assert(c->bankrupt_value > 0);
604 break;
607 /* Bankrupt company after 6 months (if the company has no value) or latest
608 * after 9 months (if it still had value after 6 months) */
609 default:
610 case 10: {
611 if (!_networking && _local_company == c->index) {
612 /* If we are in singleplayer mode, leave the company playing. Eg. there
613 * is no THE-END, otherwise mark the client as spectator to make sure
614 * they are no longer in control of this company. However... when you
615 * join another company (cheat) the "unowned" company can bankrupt. */
616 c->bankrupt_asked = MAX_UVALUE(CompanyMask);
617 break;
620 /* Actually remove the company, but not when we're a network client.
621 * In case of network clients we will be getting a command from the
622 * server. It is done in this way as we are called from the
623 * StateGameLoop which can't change the current company, and thus
624 * updating the local company triggers an assert later on. In the
625 * case of a network game the command will be processed at a time
626 * that changing the current company is okay. In case of single
627 * player we are sure (the above check) that we are not the local
628 * company and thus we won't be moved. */
629 if (!_networking || _network_server) {
630 DoCommandP(0, CCA_DELETE | (c->index << 16) | (CRR_BANKRUPT << 24), 0, CMD_COMPANY_CTRL);
631 return;
633 break;
637 if (CeilDiv(c->months_of_bankruptcy, 3) != CeilDiv(c->months_of_bankruptcy - 1, 3)) CompanyAdminUpdate(c);
641 * Update the finances of all companies.
642 * Pay for the stations, update the history graph, update ratings and company values, and deal with bankruptcy.
644 static void CompaniesGenStatistics()
646 /* Check for bankruptcy each month */
647 for (Company *c : Company::Iterate()) {
648 CompanyCheckBankrupt(c);
651 Backup<CompanyID> cur_company(_current_company, FILE_LINE);
653 if (!_settings_game.economy.infrastructure_maintenance) {
654 for (const Station *st : Station::Iterate()) {
655 cur_company.Change(st->owner);
656 CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
657 SubtractMoneyFromCompany(cost);
659 } else {
660 /* Improved monthly infrastructure costs. */
661 for (const Company *c : Company::Iterate()) {
662 cur_company.Change(c->index);
664 CommandCost cost(EXPENSES_PROPERTY);
665 uint32 rail_total = c->infrastructure.GetRailTotal();
666 for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
667 if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
669 cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
670 uint32 road_total = c->infrastructure.GetRoadTotal();
671 uint32 tram_total = c->infrastructure.GetTramTotal();
672 for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
673 if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt], RoadTypeIsRoad(rt) ? road_total : tram_total));
675 cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
676 cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
677 cost.AddCost(AirportMaintenanceCost(c->index));
679 SubtractMoneyFromCompany(cost);
682 cur_company.Restore();
684 /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
685 if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
687 for (Company *c : Company::Iterate()) {
688 /* Drop the oldest history off the end */
689 std::copy_backward(c->old_economy, c->old_economy + MAX_HISTORY_QUARTERS - 1, c->old_economy + MAX_HISTORY_QUARTERS);
690 c->old_economy[0] = c->cur_economy;
691 c->cur_economy = {};
693 if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
695 UpdateCompanyRatingAndValue(c, true);
696 if (c->block_preview != 0) c->block_preview--;
699 SetWindowDirty(WC_INCOME_GRAPH, 0);
700 SetWindowDirty(WC_OPERATING_PROFIT, 0);
701 SetWindowDirty(WC_DELIVERED_CARGO, 0);
702 SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
703 SetWindowDirty(WC_COMPANY_VALUE, 0);
704 SetWindowDirty(WC_COMPANY_LEAGUE, 0);
708 * Add monthly inflation
709 * @param check_year Shall the inflation get stopped after 170 years?
710 * @return true if inflation is maxed and nothing was changed
712 bool AddInflation(bool check_year)
714 /* The cargo payment inflation differs from the normal inflation, so the
715 * relative amount of money you make with a transport decreases slowly over
716 * the 170 years. After a few hundred years we reach a level in which the
717 * games will become unplayable as the maximum income will be less than
718 * the minimum running cost.
720 * Furthermore there are a lot of inflation related overflows all over the
721 * place. Solving them is hardly possible because inflation will always
722 * reach the overflow threshold some day. So we'll just perform the
723 * inflation mechanism during the first 170 years (the amount of years that
724 * one had in the original TTD) and stop doing the inflation after that
725 * because it only causes problems that can't be solved nicely and the
726 * inflation doesn't add anything after that either; it even makes playing
727 * it impossible due to the diverging cost and income rates.
729 if (check_year && (_cur_year < ORIGINAL_BASE_YEAR || _cur_year >= ORIGINAL_MAX_YEAR)) return true;
731 if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
733 /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
734 * scaled by 65536
735 * 12 -> months per year
736 * This is only a good approximation for small values
738 _economy.inflation_prices += (_economy.inflation_prices * _economy.infl_amount * 54) >> 16;
739 _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
741 if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
742 if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
744 return false;
748 * Computes all prices, payments and maximum loan.
750 void RecomputePrices()
752 /* Setup maximum loan */
753 _economy.max_loan = ((uint64)_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
755 /* Setup price bases */
756 for (Price i = PR_BEGIN; i < PR_END; i++) {
757 Money price = _price_base_specs[i].start_price;
759 /* Apply difficulty settings */
760 uint mod = 1;
761 switch (_price_base_specs[i].category) {
762 case PCAT_RUNNING:
763 mod = _settings_game.difficulty.vehicle_costs;
764 break;
766 case PCAT_CONSTRUCTION:
767 mod = _settings_game.difficulty.construction_cost;
768 break;
770 default: break;
772 switch (mod) {
773 case 0: price *= 6; break;
774 case 1: price *= 8; break; // normalised to 1 below
775 case 2: price *= 9; break;
776 default: NOT_REACHED();
779 /* Apply inflation */
780 price = (int64)price * _economy.inflation_prices;
782 /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
783 int shift = _price_base_multiplier[i] - 16 - 3;
784 if (shift >= 0) {
785 price <<= shift;
786 } else {
787 price >>= -shift;
790 /* Make sure the price does not get reduced to zero.
791 * Zero breaks quite a few commands that use a zero
792 * cost to see whether something got changed or not
793 * and based on that cause an error. When the price
794 * is zero that fails even when things are done. */
795 if (price == 0) {
796 price = Clamp(_price_base_specs[i].start_price, -1, 1);
797 /* No base price should be zero, but be sure. */
798 assert(price != 0);
800 /* Store value */
801 _price[i] = price;
804 /* Setup cargo payment */
805 for (CargoSpec *cs : CargoSpec::Iterate()) {
806 cs->current_payment = (cs->initial_payment * (int64)_economy.inflation_payment) >> 16;
809 SetWindowClassesDirty(WC_BUILD_VEHICLE);
810 SetWindowClassesDirty(WC_REPLACE_VEHICLE);
811 SetWindowClassesDirty(WC_VEHICLE_DETAILS);
812 SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
813 InvalidateWindowData(WC_PAYMENT_RATES, 0);
816 /** Let all companies pay the monthly interest on their loan. */
817 static void CompaniesPayInterest()
819 Backup<CompanyID> cur_company(_current_company, FILE_LINE);
820 for (const Company *c : Company::Iterate()) {
821 cur_company.Change(c->index);
823 /* Over a year the paid interest should be "loan * interest percentage",
824 * but... as that number is likely not dividable by 12 (pay each month),
825 * one needs to account for that in the monthly fee calculations.
826 * To easily calculate what one should pay "this" month, you calculate
827 * what (total) should have been paid up to this month and you subtract
828 * whatever has been paid in the previous months. This will mean one month
829 * it'll be a bit more and the other it'll be a bit less than the average
830 * monthly fee, but on average it will be exact.
831 * In order to prevent cheating or abuse (just not paying interest by not
832 * taking a loan we make companies pay interest on negative cash as well
834 Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
835 if (c->money < 0) {
836 yearly_fee += -c->money *_economy.interest_rate / 100;
838 Money up_to_previous_month = yearly_fee * _cur_month / 12;
839 Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
841 SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
843 SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
845 cur_company.Restore();
848 static void HandleEconomyFluctuations()
850 if (_settings_game.difficulty.economy != 0) {
851 /* When economy is Fluctuating, decrease counter */
852 _economy.fluct--;
853 } else if (EconomyIsInRecession()) {
854 /* When it's Steady and we are in recession, end it now */
855 _economy.fluct = -12;
856 } else {
857 /* No need to do anything else in other cases */
858 return;
861 if (_economy.fluct == 0) {
862 _economy.fluct = -(int)GB(Random(), 0, 2);
863 AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
864 } else if (_economy.fluct == -12) {
865 _economy.fluct = GB(Random(), 0, 8) + 312;
866 AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
872 * Reset changes to the price base multipliers.
874 void ResetPriceBaseMultipliers()
876 memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
880 * Change a price base by the given factor.
881 * The price base is altered by factors of two.
882 * NewBaseCost = OldBaseCost * 2^n
883 * @param price Index of price base to change.
884 * @param factor Amount to change by.
886 void SetPriceBaseMultiplier(Price price, int factor)
888 assert(price < PR_END);
889 _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
893 * Initialize the variables that will maintain the daily industry change system.
894 * @param init_counter specifies if the counter is required to be initialized
896 void StartupIndustryDailyChanges(bool init_counter)
898 uint map_size = MapLogX() + MapLogY();
899 /* After getting map size, it needs to be scaled appropriately and divided by 31,
900 * which stands for the days in a month.
901 * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
902 * would not be needed.
903 * Since it is based on "fractional parts", the leftover days will not make much of a difference
904 * on the overall total number of changes performed */
905 _economy.industry_daily_increment = (1 << map_size) / 31;
907 if (init_counter) {
908 /* A new game or a savegame from an older version will require the counter to be initialized */
909 _economy.industry_daily_change_counter = 0;
913 void StartupEconomy()
915 _economy.interest_rate = _settings_game.difficulty.initial_interest;
916 _economy.infl_amount = _settings_game.difficulty.initial_interest;
917 _economy.infl_amount_pr = std::max(0, _settings_game.difficulty.initial_interest - 1);
918 _economy.fluct = GB(Random(), 0, 8) + 168;
920 if (_settings_game.economy.inflation) {
921 /* Apply inflation that happened before our game start year. */
922 int months = (std::min(_cur_year, ORIGINAL_MAX_YEAR) - ORIGINAL_BASE_YEAR) * 12;
923 for (int i = 0; i < months; i++) {
924 AddInflation(false);
928 /* Set up prices */
929 RecomputePrices();
931 StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
936 * Resets economy to initial values
938 void InitializeEconomy()
940 _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
941 ClearCargoPickupMonitoring();
942 ClearCargoDeliveryMonitoring();
946 * Determine a certain price
947 * @param index Price base
948 * @param cost_factor Price factor
949 * @param grf_file NewGRF to use local price multipliers from.
950 * @param shift Extra bit shifting after the computation
951 * @return Price
953 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
955 if (index >= PR_END) return 0;
957 Money cost = _price[index] * cost_factor;
958 if (grf_file != nullptr) shift += grf_file->price_base_multipliers[index];
960 if (shift >= 0) {
961 cost <<= shift;
962 } else {
963 cost >>= -shift;
966 return cost;
969 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
971 const CargoSpec *cs = CargoSpec::Get(cargo_type);
972 if (!cs->IsValid()) {
973 /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
974 return 0;
977 /* Use callback to calculate cargo profit, if available */
978 if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
979 uint32 var18 = std::min(dist, 0xFFFFu) | (std::min(num_pieces, 0xFFu) << 16) | (transit_days << 24);
980 uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
981 if (callback != CALLBACK_FAILED) {
982 int result = GB(callback, 0, 14);
984 /* Simulate a 15 bit signed value */
985 if (HasBit(callback, 14)) result -= 0x4000;
987 /* "The result should be a signed multiplier that gets multiplied
988 * by the amount of cargo moved and the price factor, then gets
989 * divided by 8192." */
990 return result * num_pieces * cs->current_payment / 8192;
994 static const int MIN_TIME_FACTOR = 31;
995 static const int MAX_TIME_FACTOR = 255;
997 const int days1 = cs->transit_days[0];
998 const int days2 = cs->transit_days[1];
999 const int days_over_days1 = std::max( transit_days - days1, 0);
1000 const int days_over_days2 = std::max(days_over_days1 - days2, 0);
1003 * The time factor is calculated based on the time it took
1004 * (transit_days) compared two cargo-depending values. The
1005 * range is divided into three parts:
1007 * - constant for fast transits
1008 * - linear decreasing with time with a slope of -1 for medium transports
1009 * - linear decreasing with time with a slope of -2 for slow transports
1012 const int time_factor = std::max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
1014 return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
1017 /** The industries we've currently brought cargo to. */
1018 static SmallIndustryList _cargo_delivery_destinations;
1021 * Transfer goods from station to industry.
1022 * All cargo is delivered to the nearest (Manhattan) industry to the station sign, which is inside the acceptance rectangle and actually accepts the cargo.
1023 * @param st The station that accepted the cargo
1024 * @param cargo_type Type of cargo delivered
1025 * @param num_pieces Amount of cargo delivered
1026 * @param source The source of the cargo
1027 * @param company The company delivering the cargo
1028 * @return actually accepted pieces of cargo
1030 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source, CompanyID company)
1032 /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
1033 * This fails in three cases:
1034 * 1) The station accepts the cargo because there are enough houses around it accepting the cargo.
1035 * 2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
1036 * 3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
1039 uint accepted = 0;
1041 for (Industry *ind : st->industries_near) {
1042 if (num_pieces == 0) break;
1044 if (ind->index == source) continue;
1046 uint cargo_index;
1047 for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
1048 if (cargo_type == ind->accepts_cargo[cargo_index]) break;
1050 /* Check if matching cargo has been found */
1051 if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
1053 /* Check if industry temporarily refuses acceptance */
1054 if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
1056 if (ind->exclusive_supplier != INVALID_OWNER && ind->exclusive_supplier != st->owner) continue;
1058 /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
1059 include(_cargo_delivery_destinations, ind);
1061 uint amount = std::min(num_pieces, 0xFFFFu - ind->incoming_cargo_waiting[cargo_index]);
1062 ind->incoming_cargo_waiting[cargo_index] += amount;
1063 ind->last_cargo_accepted_at[cargo_index] = _date;
1064 num_pieces -= amount;
1065 accepted += amount;
1067 /* Update the cargo monitor. */
1068 AddCargoDelivery(cargo_type, company, amount, ST_INDUSTRY, source, st, ind->index);
1071 return accepted;
1075 * Delivers goods to industries/towns and calculates the payment
1076 * @param num_pieces amount of cargo delivered
1077 * @param cargo_type the type of cargo that is delivered
1078 * @param dest Station the cargo has been unloaded
1079 * @param source_tile The origin of the cargo for distance calculation
1080 * @param days_in_transit Travel time
1081 * @param company The company delivering the cargo
1082 * @param src_type Type of source of cargo (industry, town, headquarters)
1083 * @param src Index of source of cargo
1084 * @return Revenue for delivering cargo
1085 * @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
1087 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)
1089 assert(num_pieces > 0);
1091 Station *st = Station::Get(dest);
1093 /* Give the goods to the industry. */
1094 uint accepted_ind = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY, company->index);
1096 /* If this cargo type is always accepted, accept all */
1097 uint accepted_total = HasBit(st->always_accepted, cargo_type) ? num_pieces : accepted_ind;
1099 /* Update station statistics */
1100 if (accepted_total > 0) {
1101 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_EVER_ACCEPTED);
1102 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_CURRENT_MONTH);
1103 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_ACCEPTED_BIGTICK);
1106 /* Update company statistics */
1107 company->cur_economy.delivered_cargo[cargo_type] += accepted_total;
1109 /* Increase town's counter for town effects */
1110 const CargoSpec *cs = CargoSpec::Get(cargo_type);
1111 st->town->received[cs->town_effect].new_act += accepted_total;
1113 /* Determine profit */
1114 Money profit = GetTransportedGoodsIncome(accepted_total, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
1116 /* Update the cargo monitor. */
1117 AddCargoDelivery(cargo_type, company->index, accepted_total - accepted_ind, src_type, src, st);
1119 /* Modify profit if a subsidy is in effect */
1120 if (CheckSubsidised(cargo_type, company->index, src_type, src, st)) {
1121 switch (_settings_game.difficulty.subsidy_multiplier) {
1122 case 0: profit += profit >> 1; break;
1123 case 1: profit *= 2; break;
1124 case 2: profit *= 3; break;
1125 default: profit *= 4; break;
1129 return profit;
1133 * Inform the industry about just delivered cargo
1134 * DeliverGoodsToIndustry() silently incremented incoming_cargo_waiting, now it is time to do something with the new cargo.
1135 * @param i The industry to process
1137 static void TriggerIndustryProduction(Industry *i)
1139 const IndustrySpec *indspec = GetIndustrySpec(i->type);
1140 uint16 callback = indspec->callback_mask;
1142 i->was_cargo_delivered = true;
1144 if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
1145 if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
1146 IndustryProductionCallback(i, 0);
1147 } else {
1148 SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
1150 } else {
1151 for (uint ci_in = 0; ci_in < lengthof(i->incoming_cargo_waiting); ci_in++) {
1152 uint cargo_waiting = i->incoming_cargo_waiting[ci_in];
1153 if (cargo_waiting == 0) continue;
1155 for (uint ci_out = 0; ci_out < lengthof(i->produced_cargo_waiting); ci_out++) {
1156 i->produced_cargo_waiting[ci_out] = std::min(i->produced_cargo_waiting[ci_out] + (cargo_waiting * indspec->input_cargo_multiplier[ci_in][ci_out] / 256), 0xFFFFu);
1159 i->incoming_cargo_waiting[ci_in] = 0;
1163 TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
1164 StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
1168 * Makes us a new cargo payment helper.
1169 * @param front The front of the train
1171 CargoPayment::CargoPayment(Vehicle *front) :
1172 front(front),
1173 current_station(front->last_station_visited)
1177 CargoPayment::~CargoPayment()
1179 if (this->CleaningPool()) return;
1181 this->front->cargo_payment = nullptr;
1183 if (this->visual_profit == 0 && this->visual_transfer == 0) return;
1185 Backup<CompanyID> cur_company(_current_company, this->front->owner, FILE_LINE);
1187 SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
1188 this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
1190 if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
1191 SndPlayVehicleFx(SND_14_CASHTILL, this->front);
1194 if (this->visual_transfer != 0) {
1195 ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
1196 this->front->z_pos, this->visual_transfer, -this->visual_profit);
1197 } else if (this->visual_profit != 0) {
1198 ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
1199 this->front->z_pos, -this->visual_profit);
1202 cur_company.Restore();
1206 * Handle payment for final delivery of the given cargo packet.
1207 * @param cp The cargo packet to pay for.
1208 * @param count The number of packets to pay for.
1210 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
1212 if (this->owner == nullptr) {
1213 this->owner = Company::Get(this->front->owner);
1216 /* Handle end of route payment */
1217 Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
1218 this->route_profit += profit;
1220 /* The vehicle's profit is whatever route profit there is minus feeder shares. */
1221 this->visual_profit += profit - cp->FeederShare(count);
1225 * Handle payment for transfer of the given cargo packet.
1226 * @param cp The cargo packet to pay for; actual payment won't be made!.
1227 * @param count The number of packets to pay for.
1228 * @return The amount of money paid for the transfer.
1230 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
1232 Money profit = -cp->FeederShare(count) + GetTransportedGoodsIncome(
1233 count,
1234 /* pay transfer vehicle the difference between the payment for the journey from
1235 * the source to the current point, and the sum of the previous transfer payments */
1236 DistanceManhattan(cp->SourceStationXY(), Station::Get(this->current_station)->xy),
1237 cp->DaysInTransit(),
1238 this->ct);
1240 profit = profit * _settings_game.economy.feeder_payment_share / 100;
1242 this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
1243 return profit; // account for the (virtual) profit already made for the cargo packet
1247 * Prepare the vehicle to be unloaded.
1248 * @param front_v the vehicle to be unloaded
1250 void PrepareUnload(Vehicle *front_v)
1252 Station *curr_station = Station::Get(front_v->last_station_visited);
1253 curr_station->loading_vehicles.push_back(front_v);
1255 /* At this moment loading cannot be finished */
1256 ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
1258 /* Start unloading at the first possible moment */
1259 front_v->load_unload_ticks = 1;
1261 assert(front_v->cargo_payment == nullptr);
1262 /* One CargoPayment per vehicle and the vehicle limit equals the
1263 * limit in number of CargoPayments. Can't go wrong. */
1264 static_assert(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
1265 assert(CargoPayment::CanAllocateItem());
1266 front_v->cargo_payment = new CargoPayment(front_v);
1268 StationIDStack next_station = front_v->GetNextStoppingStation();
1269 if (front_v->orders.list == nullptr || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
1270 Station *st = Station::Get(front_v->last_station_visited);
1271 for (Vehicle *v = front_v; v != nullptr; v = v->Next()) {
1272 const GoodsEntry *ge = &st->goods[v->cargo_type];
1273 if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) {
1274 v->cargo.Stage(
1275 HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE),
1276 front_v->last_station_visited, next_station,
1277 front_v->current_order.GetUnloadType(), ge,
1278 front_v->cargo_payment);
1279 if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
1286 * Gets the amount of cargo the given vehicle can load in the current tick.
1287 * This is only about loading speed. The free capacity is ignored.
1288 * @param v Vehicle to be queried.
1289 * @return Amount of cargo the vehicle can load at once.
1291 static uint GetLoadAmount(Vehicle *v)
1293 const Engine *e = v->GetEngine();
1294 uint load_amount = e->info.load_amount;
1296 /* The default loadamount for mail is 1/4 of the load amount for passengers */
1297 bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft();
1298 if (air_mail) load_amount = CeilDiv(load_amount, 4);
1300 if (_settings_game.order.gradual_loading) {
1301 uint16 cb_load_amount = CALLBACK_FAILED;
1302 if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
1303 /* Use callback 36 */
1304 cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
1305 } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
1306 /* Use callback 12 */
1307 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
1309 if (cb_load_amount != CALLBACK_FAILED) {
1310 if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
1311 if (cb_load_amount >= 0x100) {
1312 ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
1313 } else if (cb_load_amount != 0) {
1314 load_amount = cb_load_amount;
1319 /* Scale load amount the same as capacity */
1320 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);
1322 /* Zero load amount breaks a lot of things. */
1323 return std::max(1u, load_amount);
1327 * Iterate the articulated parts of a vehicle, also considering the special cases of "normal"
1328 * aircraft and double headed trains. Apply an action to each vehicle and immediately return false
1329 * if that action does so. Otherwise return true.
1330 * @tparam Taction Class of action to be applied. Must implement bool operator()([const] Vehicle *).
1331 * @param v First articulated part.
1332 * @param action Instance of Taction.
1333 * @return false if any of the action invocations returned false, true otherwise.
1335 template<class Taction>
1336 bool IterateVehicleParts(Vehicle *v, Taction action)
1338 for (Vehicle *w = v; w != nullptr;
1339 w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : nullptr) {
1340 if (!action(w)) return false;
1341 if (w->type == VEH_TRAIN) {
1342 Train *train = Train::From(w);
1343 if (train->IsMultiheaded() && !action(train->other_multiheaded_part)) return false;
1346 if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) return action(v->Next());
1347 return true;
1351 * Action to check if a vehicle has no stored cargo.
1353 struct IsEmptyAction
1356 * Checks if the vehicle has stored cargo.
1357 * @param v Vehicle to be checked.
1358 * @return true if v is either empty or has only reserved cargo, false otherwise.
1360 bool operator()(const Vehicle *v)
1362 return v->cargo.StoredCount() == 0;
1367 * Refit preparation action.
1369 struct PrepareRefitAction
1371 CargoArray &consist_capleft; ///< Capacities left in the consist.
1372 CargoTypes &refit_mask; ///< Bitmask of possible refit cargoes.
1375 * Create a refit preparation action.
1376 * @param consist_capleft Capacities left in consist, to be updated here.
1377 * @param refit_mask Refit mask to be constructed from refit information of vehicles.
1379 PrepareRefitAction(CargoArray &consist_capleft, CargoTypes &refit_mask) :
1380 consist_capleft(consist_capleft), refit_mask(refit_mask) {}
1383 * Prepares for refitting of a vehicle, subtracting its free capacity from consist_capleft and
1384 * adding the cargoes it can refit to to the refit mask.
1385 * @param v The vehicle to be refitted.
1386 * @return true.
1388 bool operator()(const Vehicle *v)
1390 this->consist_capleft[v->cargo_type] -= v->cargo_cap - v->cargo.ReservedCount();
1391 this->refit_mask |= EngInfo(v->engine_type)->refit_mask;
1392 return true;
1397 * Action for returning reserved cargo.
1399 struct ReturnCargoAction
1401 Station *st; ///< Station to give the returned cargo to.
1402 StationID next_hop; ///< Next hop the cargo should be assigned to.
1405 * Construct a cargo return action.
1406 * @param st Station to give the returned cargo to.
1407 * @param next_one Next hop the cargo should be assigned to.
1409 ReturnCargoAction(Station *st, StationID next_one) : st(st), next_hop(next_one) {}
1412 * Return all reserved cargo from a vehicle.
1413 * @param v Vehicle to return cargo from.
1414 * @return true.
1416 bool operator()(Vehicle *v)
1418 v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop);
1419 return true;
1424 * Action for finalizing a refit.
1426 struct FinalizeRefitAction
1428 CargoArray &consist_capleft; ///< Capacities left in the consist.
1429 Station *st; ///< Station to reserve cargo from.
1430 StationIDStack &next_station; ///< Next hops to reserve cargo for.
1431 bool do_reserve; ///< If the vehicle should reserve.
1434 * Create a finalizing action.
1435 * @param consist_capleft Capacities left in the consist.
1436 * @param st Station to reserve cargo from.
1437 * @param next_station Next hops to reserve cargo for.
1438 * @param do_reserve If we should reserve cargo or just add up the capacities.
1440 FinalizeRefitAction(CargoArray &consist_capleft, Station *st, StationIDStack &next_station, bool do_reserve) :
1441 consist_capleft(consist_capleft), st(st), next_station(next_station), do_reserve(do_reserve) {}
1444 * Reserve cargo from the station and update the remaining consist capacities with the
1445 * vehicle's remaining free capacity.
1446 * @param v Vehicle to be finalized.
1447 * @return true.
1449 bool operator()(Vehicle *v)
1451 if (this->do_reserve) {
1452 this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
1453 &v->cargo, st->xy, this->next_station);
1455 this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
1456 return true;
1461 * Refit a vehicle in a station.
1462 * @param v Vehicle to be refitted.
1463 * @param consist_capleft Added cargo capacities in the consist.
1464 * @param st Station the vehicle is loading at.
1465 * @param next_station Possible next stations the vehicle can travel to.
1466 * @param new_cid Target cargo for refit.
1468 static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station *st, StationIDStack next_station, CargoID new_cid)
1470 Vehicle *v_start = v->GetFirstEnginePart();
1471 if (!IterateVehicleParts(v_start, IsEmptyAction())) return;
1473 Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
1475 CargoTypes refit_mask = v->GetEngine()->info.refit_mask;
1477 /* Remove old capacity from consist capacity and collect refit mask. */
1478 IterateVehicleParts(v_start, PrepareRefitAction(consist_capleft, refit_mask));
1480 bool is_auto_refit = new_cid == CT_AUTO_REFIT;
1481 if (is_auto_refit) {
1482 /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
1483 new_cid = v_start->cargo_type;
1484 for (CargoID cid : SetCargoBitIterator(refit_mask)) {
1485 if (st->goods[cid].cargo.HasCargoFor(next_station)) {
1486 /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
1487 * the returned refit capacity will be greater than zero. */
1488 DoCommand(v_start->tile, v_start->index, cid | 1U << 24 | 0xFF << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
1489 /* Try to balance different loadable cargoes between parts of the consist, so that
1490 * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
1491 * to the first loadable cargo for which there is only one packet. If the capacities
1492 * are equal refit to the cargo of which most is available. This is important for
1493 * consists of only a single vehicle as those will generally have a consist_capleft
1494 * of 0 for all cargoes. */
1495 if (_returned_refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] ||
1496 (consist_capleft[cid] == consist_capleft[new_cid] &&
1497 st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) {
1498 new_cid = cid;
1504 /* Refit if given a valid cargo. */
1505 if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
1506 /* INVALID_STATION because in the DT_MANUAL case that's correct and in the DT_(A)SYMMETRIC
1507 * cases the next hop of the vehicle doesn't really tell us anything if the cargo had been
1508 * "via any station" before reserving. We rather produce some more "any station" cargo than
1509 * misrouting it. */
1510 IterateVehicleParts(v_start, ReturnCargoAction(st, INVALID_STATION));
1511 CommandCost cost = DoCommand(v_start->tile, v_start->index, new_cid | 1U << 24 | 0xFF << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
1512 if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
1515 /* Add new capacity to consist capacity and reserve cargo */
1516 IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station,
1517 is_auto_refit || (v->First()->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0));
1519 cur_company.Restore();
1523 * Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
1524 * @param st Station with cargo waiting to be loaded.
1525 * @param v Vehicle loading the cargo.
1526 * @return true when a vehicle can load the cargo.
1528 static bool MayLoadUnderExclusiveRights(const Station *st, const Vehicle *v)
1530 return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner;
1533 struct ReserveCargoAction {
1534 Station *st;
1535 StationIDStack *next_station;
1537 ReserveCargoAction(Station *st, StationIDStack *next_station) :
1538 st(st), next_station(next_station) {}
1540 bool operator()(Vehicle *v)
1542 if (v->cargo_cap > v->cargo.RemainingCount() && MayLoadUnderExclusiveRights(st, v)) {
1543 st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
1544 &v->cargo, st->xy, *next_station);
1547 return true;
1553 * Reserves cargo if the full load order and improved_load is set or if the
1554 * current order allows autorefit.
1555 * @param st Station where the consist is loading at the moment.
1556 * @param u Front of the loading vehicle consist.
1557 * @param consist_capleft If given, save free capacities after reserving there.
1558 * @param next_station Station(s) the vehicle will stop at next.
1560 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack *next_station)
1562 /* If there is a cargo payment not all vehicles of the consist have tried to do the refit.
1563 * In that case, only reserve if it's a fixed refit and the equivalent of "articulated chain"
1564 * a vehicle belongs to already has the right cargo. */
1565 bool must_reserve = !u->current_order.IsRefit() || u->cargo_payment == nullptr;
1566 for (Vehicle *v = u; v != nullptr; v = v->Next()) {
1567 assert(v->cargo_cap >= v->cargo.RemainingCount());
1569 /* Exclude various ways in which the vehicle might not be the head of an equivalent of
1570 * "articulated chain". Also don't do the reservation if the vehicle is going to refit
1571 * to a different cargo and hasn't tried to do so, yet. */
1572 if (!v->IsArticulatedPart() &&
1573 (v->type != VEH_TRAIN || !Train::From(v)->IsRearDualheaded()) &&
1574 (v->type != VEH_AIRCRAFT || Aircraft::From(v)->IsNormalAircraft()) &&
1575 (must_reserve || u->current_order.GetRefitCargo() == v->cargo_type)) {
1576 IterateVehicleParts(v, ReserveCargoAction(st, next_station));
1578 if (consist_capleft == nullptr || v->cargo_cap == 0) continue;
1579 (*consist_capleft)[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
1584 * Update the vehicle's load_unload_ticks, the time it will wait until it tries to load or unload
1585 * again. Adjust for overhang of trains and set it at least to 1.
1586 * @param front The vehicle to be updated.
1587 * @param st The station the vehicle is loading at.
1588 * @param ticks The time it would normally wait, based on cargo loaded and unloaded.
1590 static void UpdateLoadUnloadTicks(Vehicle *front, const Station *st, int ticks)
1592 if (front->type == VEH_TRAIN) {
1593 /* Each platform tile is worth 2 rail vehicles. */
1594 int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
1595 if (overhang > 0) {
1596 ticks <<= 1;
1597 ticks += (overhang * ticks) / 8;
1600 /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
1601 front->load_unload_ticks = std::max(1, ticks);
1605 * Loads/unload the vehicle if possible.
1606 * @param front the vehicle to be (un)loaded
1608 static void LoadUnloadVehicle(Vehicle *front)
1610 assert(front->current_order.IsType(OT_LOADING));
1612 StationID last_visited = front->last_station_visited;
1613 Station *st = Station::Get(last_visited);
1615 StationIDStack next_station = front->GetNextStoppingStation();
1616 bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
1617 CargoArray consist_capleft;
1618 if (_settings_game.order.improved_load && use_autorefit ?
1619 front->cargo_payment == nullptr : (front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0) {
1620 ReserveConsist(st, front,
1621 (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : nullptr,
1622 &next_station);
1625 /* We have not waited enough time till the next round of loading/unloading */
1626 if (front->load_unload_ticks != 0) return;
1628 if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
1629 /* The train reversed in the station. Take the "easy" way
1630 * out and let the train just leave as it always did. */
1631 SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
1632 front->load_unload_ticks = 1;
1633 return;
1636 int new_load_unload_ticks = 0;
1637 bool dirty_vehicle = false;
1638 bool dirty_station = false;
1640 bool completely_emptied = true;
1641 bool anything_unloaded = false;
1642 bool anything_loaded = false;
1643 CargoTypes full_load_amount = 0;
1644 CargoTypes cargo_not_full = 0;
1645 CargoTypes cargo_full = 0;
1646 CargoTypes reservation_left = 0;
1648 front->cur_speed = 0;
1650 CargoPayment *payment = front->cargo_payment;
1652 uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
1653 for (Vehicle *v = front; v != nullptr; v = v->Next()) {
1654 if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
1655 if (v->cargo_cap == 0) continue;
1656 artic_part++;
1658 GoodsEntry *ge = &st->goods[v->cargo_type];
1660 if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
1661 uint cargo_count = v->cargo.UnloadCount();
1662 uint amount_unloaded = _settings_game.order.gradual_loading ? std::min(cargo_count, GetLoadAmount(v)) : cargo_count;
1663 bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
1665 assert(payment != nullptr);
1666 payment->SetCargo(v->cargo_type);
1668 if (!HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
1669 /* The station does not accept our goods anymore. */
1670 if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
1671 /* Transfer instead of delivering. */
1672 v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER>(
1673 v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), INVALID_STATION);
1674 } else {
1675 uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
1676 if (v->cargo_cap < new_remaining) {
1677 /* Return some of the reserved cargo to not overload the vehicle. */
1678 v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION);
1681 /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
1682 v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP>(
1683 v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));
1685 /* ... say we unloaded something, otherwise we'll think we didn't unload
1686 * something and we didn't load something, so we must be finished
1687 * at this station. Setting the unloaded means that we will get a
1688 * retry for loading in the next cycle. */
1689 anything_unloaded = true;
1693 if (v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0) {
1694 /* Mark the station dirty if we transfer, but not if we only deliver. */
1695 dirty_station = true;
1697 if (!ge->HasRating()) {
1698 /* Upon transferring cargo, make sure the station has a rating. Fake a pickup for the
1699 * first unload to prevent the cargo from quickly decaying after the initial drop. */
1700 ge->time_since_pickup = 0;
1701 SetBit(ge->status, GoodsEntry::GES_RATING);
1705 amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
1706 remaining = v->cargo.UnloadCount() > 0;
1707 if (amount_unloaded > 0) {
1708 dirty_vehicle = true;
1709 anything_unloaded = true;
1710 new_load_unload_ticks += amount_unloaded;
1712 /* Deliver goods to the station */
1713 st->time_since_unload = 0;
1716 if (_settings_game.order.gradual_loading && remaining) {
1717 completely_emptied = false;
1718 } else {
1719 /* We have finished unloading (cargo count == 0) */
1720 ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
1723 continue;
1726 /* Do not pick up goods when we have no-load set or loading is stopped. */
1727 if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
1729 /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
1730 if (front->current_order.IsRefit() && artic_part == 1) {
1731 HandleStationRefit(v, consist_capleft, st, next_station, front->current_order.GetRefitCargo());
1732 ge = &st->goods[v->cargo_type];
1735 /* As we're loading here the following link can carry the full capacity of the vehicle. */
1736 v->refit_cap = v->cargo_cap;
1738 /* update stats */
1739 int t;
1740 switch (front->type) {
1741 case VEH_TRAIN:
1742 case VEH_SHIP:
1743 t = front->vcache.cached_max_speed;
1744 break;
1746 case VEH_ROAD:
1747 t = front->vcache.cached_max_speed / 2;
1748 break;
1750 case VEH_AIRCRAFT:
1751 t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
1752 break;
1754 default: NOT_REACHED();
1757 /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
1758 ge->last_speed = std::min(t, 255);
1759 ge->last_age = std::min(_cur_year - front->build_year, 255);
1761 assert(v->cargo_cap >= v->cargo.StoredCount());
1762 /* Capacity available for loading more cargo. */
1763 uint cap_left = v->cargo_cap - v->cargo.StoredCount();
1765 if (cap_left > 0) {
1766 /* If vehicle can load cargo, reset time_since_pickup. */
1767 ge->time_since_pickup = 0;
1769 /* If there's goods waiting at the station, and the vehicle
1770 * has capacity for it, load it on the vehicle. */
1771 if ((v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st, v)) {
1772 if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
1773 if (_settings_game.order.gradual_loading) cap_left = std::min(cap_left, GetLoadAmount(v));
1775 uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
1776 if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
1777 /* Remember if there are reservations left so that we don't stop
1778 * loading before they're loaded. */
1779 SetBit(reservation_left, v->cargo_type);
1782 /* Store whether the maximum possible load amount was loaded or not.*/
1783 if (loaded == cap_left) {
1784 SetBit(full_load_amount, v->cargo_type);
1785 } else {
1786 ClrBit(full_load_amount, v->cargo_type);
1789 /* TODO: Regarding this, when we do gradual loading, we
1790 * should first unload all vehicles and then start
1791 * loading them. Since this will cause
1792 * VEHICLE_TRIGGER_EMPTY to be called at the time when
1793 * the whole vehicle chain is really totally empty, the
1794 * completely_emptied assignment can then be safely
1795 * removed; that's how TTDPatch behaves too. --pasky */
1796 if (loaded > 0) {
1797 completely_emptied = false;
1798 anything_loaded = true;
1800 st->time_since_load = 0;
1801 st->last_vehicle_type = v->type;
1803 if (ge->cargo.TotalCount() == 0) {
1804 TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
1805 TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
1806 AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
1809 new_load_unload_ticks += loaded;
1811 dirty_vehicle = dirty_station = true;
1816 if (v->cargo.StoredCount() >= v->cargo_cap) {
1817 SetBit(cargo_full, v->cargo_type);
1818 } else {
1819 SetBit(cargo_not_full, v->cargo_type);
1823 if (anything_loaded || anything_unloaded) {
1824 if (front->type == VEH_TRAIN) {
1825 TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
1826 TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
1830 /* Only set completely_emptied, if we just unloaded all remaining cargo */
1831 completely_emptied &= anything_unloaded;
1833 if (!anything_unloaded) delete payment;
1835 ClrBit(front->vehicle_flags, VF_STOP_LOADING);
1836 if (anything_loaded || anything_unloaded) {
1837 if (_settings_game.order.gradual_loading) {
1838 /* The time it takes to load one 'slice' of cargo or passengers depends
1839 * on the vehicle type - the values here are those found in TTDPatch */
1840 const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
1842 new_load_unload_ticks = gradual_loading_wait_time[front->type];
1844 /* We loaded less cargo than possible for all cargo types and it's not full
1845 * load and we're not supposed to wait any longer: stop loading. */
1846 if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
1847 front->current_order_time >= (uint)std::max(front->current_order.GetTimetabledWait() - front->lateness_counter, 0)) {
1848 SetBit(front->vehicle_flags, VF_STOP_LOADING);
1851 UpdateLoadUnloadTicks(front, st, new_load_unload_ticks);
1852 } else {
1853 UpdateLoadUnloadTicks(front, st, 20); // We need the ticks for link refreshing.
1854 bool finished_loading = true;
1855 if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
1856 if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
1857 /* if the aircraft carries passengers and is NOT full, then
1858 * continue loading, no matter how much mail is in */
1859 if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) ||
1860 (cargo_not_full != 0 && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
1861 finished_loading = false;
1863 } else if (cargo_not_full != 0) {
1864 finished_loading = false;
1867 /* Refresh next hop stats if we're full loading to make the links
1868 * known to the distribution algorithm and allow cargo to be sent
1869 * along them. Otherwise the vehicle could wait for cargo
1870 * indefinitely if it hasn't visited the other links yet, or if the
1871 * links die while it's loading. */
1872 if (!finished_loading) LinkRefresher::Run(front, true, true);
1875 SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
1878 /* Calculate the loading indicator fill percent and display
1879 * In the Game Menu do not display indicators
1880 * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
1881 * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
1882 * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
1884 if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
1885 StringID percent_up_down = STR_NULL;
1886 int percent = CalcPercentVehicleFilled(front, &percent_up_down);
1887 if (front->fill_percent_te_id == INVALID_TE_ID) {
1888 front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
1889 } else {
1890 UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
1894 if (completely_emptied) {
1895 /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
1896 * properties such as weight, power and TE whenever the trigger runs. */
1897 dirty_vehicle = true;
1898 TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
1901 if (dirty_vehicle) {
1902 SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
1903 SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
1904 front->MarkDirty();
1906 if (dirty_station) {
1907 st->MarkTilesDirty(true);
1908 SetWindowDirty(WC_STATION_VIEW, last_visited);
1909 InvalidateWindowData(WC_STATION_LIST, last_visited);
1914 * Load/unload the vehicles in this station according to the order
1915 * they entered.
1916 * @param st the station to do the loading/unloading for
1918 void LoadUnloadStation(Station *st)
1920 /* No vehicle is here... */
1921 if (st->loading_vehicles.empty()) return;
1923 Vehicle *last_loading = nullptr;
1924 std::list<Vehicle *>::iterator iter;
1926 /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
1927 for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
1928 Vehicle *v = *iter;
1930 if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
1932 assert(v->load_unload_ticks != 0);
1933 if (--v->load_unload_ticks == 0) last_loading = v;
1936 /* We only need to reserve and load/unload up to the last loading vehicle.
1937 * Anything else will be forgotten anyway after returning from this function.
1939 * Especially this means we do _not_ need to reserve cargo for a single
1940 * consist in a station which is not allowed to load yet because its
1941 * load_unload_ticks is still not 0.
1943 if (last_loading == nullptr) return;
1945 for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
1946 Vehicle *v = *iter;
1947 if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
1948 if (v == last_loading) break;
1951 /* Call the production machinery of industries */
1952 for (Industry *iid : _cargo_delivery_destinations) {
1953 TriggerIndustryProduction(iid);
1955 _cargo_delivery_destinations.clear();
1959 * Monthly update of the economic data (of the companies as well as economic fluctuations).
1961 void CompaniesMonthlyLoop()
1963 CompaniesGenStatistics();
1964 if (_settings_game.economy.inflation) {
1965 AddInflation();
1966 RecomputePrices();
1968 CompaniesPayInterest();
1969 HandleEconomyFluctuations();
1972 static void DoAcquireCompany(Company *c)
1974 CompanyID ci = c->index;
1976 CompanyNewsInformation *cni = new CompanyNewsInformation(c, Company::Get(_current_company));
1978 SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
1979 SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
1980 SetDParamStr(2, cni->company_name);
1981 SetDParamStr(3, cni->other_company_name);
1982 SetDParam(4, c->bankrupt_value);
1983 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
1984 AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
1985 Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
1987 ChangeOwnershipOfCompanyItems(ci, _current_company);
1989 if (c->bankrupt_value == 0) {
1990 Company *owner = Company::Get(_current_company);
1992 /* Get both the balance and the loan of the company you just bought. */
1993 SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -c->money));
1994 owner->current_loan += c->current_loan;
1997 if (c->is_ai) AI::Stop(c->index);
1999 CloseCompanyWindows(ci);
2000 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
2001 InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
2002 InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
2003 InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
2005 delete c;
2008 extern int GetAmountOwnedBy(const Company *c, Owner owner);
2011 * Acquire shares in an opposing company.
2012 * @param tile unused
2013 * @param flags type of operation
2014 * @param p1 company to buy the shares from
2015 * @param p2 unused
2016 * @param text unused
2017 * @return the cost of this operation or an error
2019 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2021 CommandCost cost(EXPENSES_OTHER);
2022 CompanyID target_company = (CompanyID)p1;
2023 Company *c = Company::GetIfValid(target_company);
2025 /* Check if buying shares is allowed (protection against modified clients)
2026 * Cannot buy own shares */
2027 if (c == nullptr || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
2029 /* Protect new companies from hostile takeovers */
2030 if (_cur_year - c->inaugurated_year < _settings_game.economy.min_years_for_shares) return_cmd_error(STR_ERROR_PROTECTED);
2032 /* Those lines are here for network-protection (clients can be slow) */
2033 if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
2035 if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
2036 if (!c->is_ai) return cost; // We can not buy out a real company (temporarily). TODO: well, enable it obviously.
2038 if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
2042 cost.AddCost(CalculateCompanyValue(c) >> 2);
2043 if (flags & DC_EXEC) {
2044 Owner *b = c->share_owners;
2046 while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
2047 *b = _current_company;
2049 for (int i = 0; c->share_owners[i] == _current_company;) {
2050 if (++i == 4) {
2051 c->bankrupt_value = 0;
2052 DoAcquireCompany(c);
2053 break;
2056 InvalidateWindowData(WC_COMPANY, target_company);
2057 CompanyAdminUpdate(c);
2059 return cost;
2063 * Sell shares in an opposing company.
2064 * @param tile unused
2065 * @param flags type of operation
2066 * @param p1 company to sell the shares from
2067 * @param p2 unused
2068 * @param text unused
2069 * @return the cost of this operation or an error
2071 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2073 CompanyID target_company = (CompanyID)p1;
2074 Company *c = Company::GetIfValid(target_company);
2076 /* Cannot sell own shares */
2077 if (c == nullptr || _current_company == target_company) return CMD_ERROR;
2079 /* Check if selling shares is allowed (protection against modified clients).
2080 * However, we must sell shares of companies being closed down. */
2081 if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
2083 /* Those lines are here for network-protection (clients can be slow) */
2084 if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
2086 /* adjust it a little to make it less profitable to sell and buy */
2087 Money cost = CalculateCompanyValue(c) >> 2;
2088 cost = -(cost - (cost >> 7));
2090 if (flags & DC_EXEC) {
2091 Owner *b = c->share_owners;
2092 while (*b != _current_company) b++; // share owners is guaranteed to contain company
2093 *b = COMPANY_SPECTATOR;
2094 InvalidateWindowData(WC_COMPANY, target_company);
2095 CompanyAdminUpdate(c);
2097 return CommandCost(EXPENSES_OTHER, cost);
2101 * Buy up another company.
2102 * When a competing company is gone bankrupt you get the chance to purchase
2103 * that company.
2104 * @todo currently this only works for AI companies
2105 * @param tile unused
2106 * @param flags type of operation
2107 * @param p1 company to buy up
2108 * @param p2 unused
2109 * @param text unused
2110 * @return the cost of this operation or an error
2112 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const std::string &text)
2114 CompanyID target_company = (CompanyID)p1;
2115 Company *c = Company::GetIfValid(target_company);
2116 if (c == nullptr) return CMD_ERROR;
2118 /* Disable takeovers when not asked */
2119 if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
2121 /* Disable taking over the local company in singleplayer mode */
2122 if (!_networking && _local_company == c->index) return CMD_ERROR;
2124 /* Do not allow companies to take over themselves */
2125 if (target_company == _current_company) return CMD_ERROR;
2127 /* Disable taking over when not allowed. */
2128 if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
2130 /* Get the cost here as the company is deleted in DoAcquireCompany. */
2131 CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
2133 if (flags & DC_EXEC) {
2134 DoAcquireCompany(c);
2136 return cost;