Codechange: [Win32] simplify when/where GdiFlush() is called
[openttd-github.git] / src / economy.cpp
blob716446ba9ee6a0a0c8dcd1bd0238629292b161ae
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 his 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 cur_company2.Change(c->share_owners[i]);
328 if (_current_company != INVALID_OWNER) {
329 /* Sell the shares */
330 CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
331 /* Because we are in a DoCommand, we can't just execute another one and
332 * expect the money to be removed. We need to do it ourself! */
333 SubtractMoneyFromCompany(res);
336 cur_company2.Restore();
339 /* Temporarily increase the company's money, to be sure that
340 * removing his/her property doesn't fail because of lack of money.
341 * Not too drastically though, because it could overflow */
342 if (new_owner == INVALID_OWNER) {
343 Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
346 for (Subsidy *s : Subsidy::Iterate()) {
347 if (s->awarded == old_owner) {
348 if (new_owner == INVALID_OWNER) {
349 delete s;
350 } else {
351 s->awarded = new_owner;
355 if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
357 /* Take care of rating and transport rights in towns */
358 for (Town *t : Town::Iterate()) {
359 /* If a company takes over, give the ratings to that company. */
360 if (new_owner != INVALID_OWNER) {
361 if (HasBit(t->have_ratings, old_owner)) {
362 if (HasBit(t->have_ratings, new_owner)) {
363 /* use max of the two ratings. */
364 t->ratings[new_owner] = std::max(t->ratings[new_owner], t->ratings[old_owner]);
365 } else {
366 SetBit(t->have_ratings, new_owner);
367 t->ratings[new_owner] = t->ratings[old_owner];
372 /* Reset the ratings for the old owner */
373 t->ratings[old_owner] = RATING_INITIAL;
374 ClrBit(t->have_ratings, old_owner);
376 /* Transfer exclusive rights */
377 if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
378 if (new_owner != INVALID_OWNER) {
379 t->exclusivity = new_owner;
380 } else {
381 t->exclusive_counter = 0;
382 t->exclusivity = INVALID_COMPANY;
388 for (Vehicle *v : Vehicle::Iterate()) {
389 if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
390 if (new_owner == INVALID_OWNER) {
391 if (v->Previous() == nullptr) delete v;
392 } else {
393 if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
394 if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
400 /* In all cases clear replace engine rules.
401 * Even if it was copied, it could interfere with new owner's rules */
402 RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
404 if (new_owner == INVALID_OWNER) {
405 RemoveAllGroupsForCompany(old_owner);
406 } else {
407 for (Group *g : Group::Iterate()) {
408 if (g->owner == old_owner) g->owner = new_owner;
413 FreeUnitIDGenerator unitidgen[] = {
414 FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD, new_owner),
415 FreeUnitIDGenerator(VEH_SHIP, new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
418 /* Override company settings to new company defaults in case we need to convert them.
419 * This is required as the CmdChangeServiceInt doesn't copy the supplied value when it is non-custom
421 if (new_owner != INVALID_OWNER) {
422 Company *old_company = Company::Get(old_owner);
423 Company *new_company = Company::Get(new_owner);
425 old_company->settings.vehicle.servint_aircraft = new_company->settings.vehicle.servint_aircraft;
426 old_company->settings.vehicle.servint_trains = new_company->settings.vehicle.servint_trains;
427 old_company->settings.vehicle.servint_roadveh = new_company->settings.vehicle.servint_roadveh;
428 old_company->settings.vehicle.servint_ships = new_company->settings.vehicle.servint_ships;
429 old_company->settings.vehicle.servint_ispercent = new_company->settings.vehicle.servint_ispercent;
432 for (Vehicle *v : Vehicle::Iterate()) {
433 if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
434 assert(new_owner != INVALID_OWNER);
436 /* Correct default values of interval settings while maintaining custom set ones.
437 * This prevents invalid values on mismatching company defaults being accepted.
439 if (!v->ServiceIntervalIsCustom()) {
440 Company *new_company = Company::Get(new_owner);
442 /* Technically, passing the interval is not needed as the command will query the default value itself.
443 * However, do not rely on that behaviour.
445 int interval = CompanyServiceInterval(new_company, v->type);
446 DoCommand(v->tile, v->index, interval | (new_company->settings.vehicle.servint_ispercent << 17), DC_EXEC | DC_BANKRUPT, CMD_CHANGE_SERVICE_INT);
449 v->owner = new_owner;
451 /* Owner changes, clear cache */
452 v->colourmap = PAL_NONE;
453 v->InvalidateNewGRFCache();
455 if (v->IsEngineCountable()) {
456 GroupStatistics::CountEngine(v, 1);
458 if (v->IsPrimaryVehicle()) {
459 GroupStatistics::CountVehicle(v, 1);
460 v->unitnumber = unitidgen[v->type].NextID();
463 /* Invalidate the vehicle's cargo payment "owner cache". */
464 if (v->cargo_payment != nullptr) v->cargo_payment->owner = nullptr;
468 if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
471 /* Change ownership of tiles */
473 TileIndex tile = 0;
474 do {
475 ChangeTileOwner(tile, old_owner, new_owner);
476 } while (++tile != MapSize());
478 if (new_owner != INVALID_OWNER) {
479 /* Update all signals because there can be new segment that was owned by two companies
480 * and signals were not propagated
481 * Similar with crossings - it is needed to bar crossings that weren't before
482 * because of different owner of crossing and approaching train */
483 tile = 0;
485 do {
486 if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
487 TrackBits tracks = GetTrackBits(tile);
488 do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
489 Track track = RemoveFirstTrack(&tracks);
490 if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
491 } while (tracks != TRACK_BIT_NONE);
492 } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
493 UpdateLevelCrossing(tile);
495 } while (++tile != MapSize());
498 /* update signals in buffer */
499 UpdateSignalsInBuffer();
502 /* Add airport infrastructure count of the old company to the new one. */
503 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
505 /* convert owner of stations (including deleted ones, but excluding buoys) */
506 for (Station *st : Station::Iterate()) {
507 if (st->owner == old_owner) {
508 /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
509 * also, drawing station window would cause reading invalid company's colour */
510 st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
514 /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
515 for (Waypoint *wp : Waypoint::Iterate()) {
516 if (wp->owner == old_owner) {
517 wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
521 for (Sign *si : Sign::Iterate()) {
522 if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
525 /* Remove Game Script created Goals, CargoMonitors and Story pages. */
526 for (Goal *g : Goal::Iterate()) {
527 if (g->company == old_owner) delete g;
530 ClearCargoPickupMonitoring(old_owner);
531 ClearCargoDeliveryMonitoring(old_owner);
533 for (StoryPage *sp : StoryPage::Iterate()) {
534 if (sp->company == old_owner) delete sp;
537 /* Change colour of existing windows */
538 if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
540 cur_company.Restore();
542 MarkWholeScreenDirty();
546 * Check for bankruptcy of a company. Called every three months.
547 * @param c Company to check.
549 static void CompanyCheckBankrupt(Company *c)
551 /* If the company has money again, it does not go bankrupt */
552 if (c->money - c->current_loan >= -_economy.max_loan) {
553 int previous_months_of_bankruptcy = CeilDiv(c->months_of_bankruptcy, 3);
554 c->months_of_bankruptcy = 0;
555 c->bankrupt_asked = 0;
556 if (previous_months_of_bankruptcy != 0) CompanyAdminUpdate(c);
557 return;
560 c->months_of_bankruptcy++;
562 switch (c->months_of_bankruptcy) {
563 /* All the boring cases (months) with a bad balance where no action is taken */
564 case 0:
565 case 1:
566 case 2:
567 case 3:
569 case 5:
570 case 6:
572 case 8:
573 case 9:
574 break;
576 /* Warn about bankruptcy after 3 months */
577 case 4: {
578 CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
579 cni->FillData(c);
580 SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
581 SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
582 SetDParamStr(2, cni->company_name);
583 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
584 AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
585 Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
586 break;
589 /* Offer company for sale after 6 months */
590 case 7: {
591 /* Don't consider the loan */
592 Money val = CalculateCompanyValue(c, false);
594 c->bankrupt_value = val;
595 c->bankrupt_asked = 1 << c->index; // Don't ask the owner
596 c->bankrupt_timeout = 0;
598 /* The company assets should always have some value */
599 assert(c->bankrupt_value > 0);
600 break;
603 /* Bankrupt company after 6 months (if the company has no value) or latest
604 * after 9 months (if it still had value after 6 months) */
605 default:
606 case 10: {
607 if (!_networking && _local_company == c->index) {
608 /* If we are in singleplayer mode, leave the company playing. Eg. there
609 * is no THE-END, otherwise mark the client as spectator to make sure
610 * he/she is no long in control of this company. However... when you
611 * join another company (cheat) the "unowned" company can bankrupt. */
612 c->bankrupt_asked = MAX_UVALUE(CompanyMask);
613 break;
616 /* Actually remove the company, but not when we're a network client.
617 * In case of network clients we will be getting a command from the
618 * server. It is done in this way as we are called from the
619 * StateGameLoop which can't change the current company, and thus
620 * updating the local company triggers an assert later on. In the
621 * case of a network game the command will be processed at a time
622 * that changing the current company is okay. In case of single
623 * player we are sure (the above check) that we are not the local
624 * company and thus we won't be moved. */
625 if (!_networking || _network_server) {
626 DoCommandP(0, CCA_DELETE | (c->index << 16) | (CRR_BANKRUPT << 24), 0, CMD_COMPANY_CTRL);
627 return;
629 break;
633 if (CeilDiv(c->months_of_bankruptcy, 3) != CeilDiv(c->months_of_bankruptcy - 1, 3)) CompanyAdminUpdate(c);
637 * Update the finances of all companies.
638 * Pay for the stations, update the history graph, update ratings and company values, and deal with bankruptcy.
640 static void CompaniesGenStatistics()
642 /* Check for bankruptcy each month */
643 for (Company *c : Company::Iterate()) {
644 CompanyCheckBankrupt(c);
647 Backup<CompanyID> cur_company(_current_company, FILE_LINE);
649 if (!_settings_game.economy.infrastructure_maintenance) {
650 for (const Station *st : Station::Iterate()) {
651 cur_company.Change(st->owner);
652 CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
653 SubtractMoneyFromCompany(cost);
655 } else {
656 /* Improved monthly infrastructure costs. */
657 for (const Company *c : Company::Iterate()) {
658 cur_company.Change(c->index);
660 CommandCost cost(EXPENSES_PROPERTY);
661 uint32 rail_total = c->infrastructure.GetRailTotal();
662 for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
663 if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
665 cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
666 uint32 road_total = c->infrastructure.GetRoadTotal();
667 uint32 tram_total = c->infrastructure.GetTramTotal();
668 for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
669 if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt], RoadTypeIsRoad(rt) ? road_total : tram_total));
671 cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
672 cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
673 cost.AddCost(AirportMaintenanceCost(c->index));
675 SubtractMoneyFromCompany(cost);
678 cur_company.Restore();
680 /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
681 if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
683 for (Company *c : Company::Iterate()) {
684 /* Drop the oldest history off the end */
685 std::copy_backward(c->old_economy, c->old_economy + MAX_HISTORY_QUARTERS - 1, c->old_economy + MAX_HISTORY_QUARTERS);
686 c->old_economy[0] = c->cur_economy;
687 c->cur_economy = {};
689 if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
691 UpdateCompanyRatingAndValue(c, true);
692 if (c->block_preview != 0) c->block_preview--;
695 SetWindowDirty(WC_INCOME_GRAPH, 0);
696 SetWindowDirty(WC_OPERATING_PROFIT, 0);
697 SetWindowDirty(WC_DELIVERED_CARGO, 0);
698 SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
699 SetWindowDirty(WC_COMPANY_VALUE, 0);
700 SetWindowDirty(WC_COMPANY_LEAGUE, 0);
704 * Add monthly inflation
705 * @param check_year Shall the inflation get stopped after 170 years?
706 * @return true if inflation is maxed and nothing was changed
708 bool AddInflation(bool check_year)
710 /* The cargo payment inflation differs from the normal inflation, so the
711 * relative amount of money you make with a transport decreases slowly over
712 * the 170 years. After a few hundred years we reach a level in which the
713 * games will become unplayable as the maximum income will be less than
714 * the minimum running cost.
716 * Furthermore there are a lot of inflation related overflows all over the
717 * place. Solving them is hardly possible because inflation will always
718 * reach the overflow threshold some day. So we'll just perform the
719 * inflation mechanism during the first 170 years (the amount of years that
720 * one had in the original TTD) and stop doing the inflation after that
721 * because it only causes problems that can't be solved nicely and the
722 * inflation doesn't add anything after that either; it even makes playing
723 * it impossible due to the diverging cost and income rates.
725 if (check_year && (_cur_year < ORIGINAL_BASE_YEAR || _cur_year >= ORIGINAL_MAX_YEAR)) return true;
727 if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
729 /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
730 * scaled by 65536
731 * 12 -> months per year
732 * This is only a good approximation for small values
734 _economy.inflation_prices += (_economy.inflation_prices * _economy.infl_amount * 54) >> 16;
735 _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
737 if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
738 if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
740 return false;
744 * Computes all prices, payments and maximum loan.
746 void RecomputePrices()
748 /* Setup maximum loan */
749 _economy.max_loan = ((uint64)_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
751 /* Setup price bases */
752 for (Price i = PR_BEGIN; i < PR_END; i++) {
753 Money price = _price_base_specs[i].start_price;
755 /* Apply difficulty settings */
756 uint mod = 1;
757 switch (_price_base_specs[i].category) {
758 case PCAT_RUNNING:
759 mod = _settings_game.difficulty.vehicle_costs;
760 break;
762 case PCAT_CONSTRUCTION:
763 mod = _settings_game.difficulty.construction_cost;
764 break;
766 default: break;
768 switch (mod) {
769 case 0: price *= 6; break;
770 case 1: price *= 8; break; // normalised to 1 below
771 case 2: price *= 9; break;
772 default: NOT_REACHED();
775 /* Apply inflation */
776 price = (int64)price * _economy.inflation_prices;
778 /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
779 int shift = _price_base_multiplier[i] - 16 - 3;
780 if (shift >= 0) {
781 price <<= shift;
782 } else {
783 price >>= -shift;
786 /* Make sure the price does not get reduced to zero.
787 * Zero breaks quite a few commands that use a zero
788 * cost to see whether something got changed or not
789 * and based on that cause an error. When the price
790 * is zero that fails even when things are done. */
791 if (price == 0) {
792 price = Clamp(_price_base_specs[i].start_price, -1, 1);
793 /* No base price should be zero, but be sure. */
794 assert(price != 0);
796 /* Store value */
797 _price[i] = price;
800 /* Setup cargo payment */
801 CargoSpec *cs;
802 FOR_ALL_CARGOSPECS(cs) {
803 cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
806 SetWindowClassesDirty(WC_BUILD_VEHICLE);
807 SetWindowClassesDirty(WC_REPLACE_VEHICLE);
808 SetWindowClassesDirty(WC_VEHICLE_DETAILS);
809 SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
810 InvalidateWindowData(WC_PAYMENT_RATES, 0);
813 /** Let all companies pay the monthly interest on their loan. */
814 static void CompaniesPayInterest()
816 Backup<CompanyID> cur_company(_current_company, FILE_LINE);
817 for (const Company *c : Company::Iterate()) {
818 cur_company.Change(c->index);
820 /* Over a year the paid interest should be "loan * interest percentage",
821 * but... as that number is likely not dividable by 12 (pay each month),
822 * one needs to account for that in the monthly fee calculations.
823 * To easily calculate what one should pay "this" month, you calculate
824 * what (total) should have been paid up to this month and you subtract
825 * whatever has been paid in the previous months. This will mean one month
826 * it'll be a bit more and the other it'll be a bit less than the average
827 * monthly fee, but on average it will be exact.
828 * In order to prevent cheating or abuse (just not paying interest by not
829 * taking a loan we make companies pay interest on negative cash as well
831 Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
832 if (c->money < 0) {
833 yearly_fee += -c->money *_economy.interest_rate / 100;
835 Money up_to_previous_month = yearly_fee * _cur_month / 12;
836 Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
838 SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
840 SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
842 cur_company.Restore();
845 static void HandleEconomyFluctuations()
847 if (_settings_game.difficulty.economy != 0) {
848 /* When economy is Fluctuating, decrease counter */
849 _economy.fluct--;
850 } else if (EconomyIsInRecession()) {
851 /* When it's Steady and we are in recession, end it now */
852 _economy.fluct = -12;
853 } else {
854 /* No need to do anything else in other cases */
855 return;
858 if (_economy.fluct == 0) {
859 _economy.fluct = -(int)GB(Random(), 0, 2);
860 AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
861 } else if (_economy.fluct == -12) {
862 _economy.fluct = GB(Random(), 0, 8) + 312;
863 AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
869 * Reset changes to the price base multipliers.
871 void ResetPriceBaseMultipliers()
873 memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
877 * Change a price base by the given factor.
878 * The price base is altered by factors of two.
879 * NewBaseCost = OldBaseCost * 2^n
880 * @param price Index of price base to change.
881 * @param factor Amount to change by.
883 void SetPriceBaseMultiplier(Price price, int factor)
885 assert(price < PR_END);
886 _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
890 * Initialize the variables that will maintain the daily industry change system.
891 * @param init_counter specifies if the counter is required to be initialized
893 void StartupIndustryDailyChanges(bool init_counter)
895 uint map_size = MapLogX() + MapLogY();
896 /* After getting map size, it needs to be scaled appropriately and divided by 31,
897 * which stands for the days in a month.
898 * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
899 * would not be needed.
900 * Since it is based on "fractional parts", the leftover days will not make much of a difference
901 * on the overall total number of changes performed */
902 _economy.industry_daily_increment = (1 << map_size) / 31;
904 if (init_counter) {
905 /* A new game or a savegame from an older version will require the counter to be initialized */
906 _economy.industry_daily_change_counter = 0;
910 void StartupEconomy()
912 _economy.interest_rate = _settings_game.difficulty.initial_interest;
913 _economy.infl_amount = _settings_game.difficulty.initial_interest;
914 _economy.infl_amount_pr = std::max(0, _settings_game.difficulty.initial_interest - 1);
915 _economy.fluct = GB(Random(), 0, 8) + 168;
917 if (_settings_game.economy.inflation) {
918 /* Apply inflation that happened before our game start year. */
919 int months = (std::min(_cur_year, ORIGINAL_MAX_YEAR) - ORIGINAL_BASE_YEAR) * 12;
920 for (int i = 0; i < months; i++) {
921 AddInflation(false);
925 /* Set up prices */
926 RecomputePrices();
928 StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
933 * Resets economy to initial values
935 void InitializeEconomy()
937 _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
938 ClearCargoPickupMonitoring();
939 ClearCargoDeliveryMonitoring();
943 * Determine a certain price
944 * @param index Price base
945 * @param cost_factor Price factor
946 * @param grf_file NewGRF to use local price multipliers from.
947 * @param shift Extra bit shifting after the computation
948 * @return Price
950 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
952 if (index >= PR_END) return 0;
954 Money cost = _price[index] * cost_factor;
955 if (grf_file != nullptr) shift += grf_file->price_base_multipliers[index];
957 if (shift >= 0) {
958 cost <<= shift;
959 } else {
960 cost >>= -shift;
963 return cost;
966 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
968 const CargoSpec *cs = CargoSpec::Get(cargo_type);
969 if (!cs->IsValid()) {
970 /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
971 return 0;
974 /* Use callback to calculate cargo profit, if available */
975 if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
976 uint32 var18 = std::min(dist, 0xFFFFu) | (std::min(num_pieces, 0xFFu) << 16) | (transit_days << 24);
977 uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
978 if (callback != CALLBACK_FAILED) {
979 int result = GB(callback, 0, 14);
981 /* Simulate a 15 bit signed value */
982 if (HasBit(callback, 14)) result -= 0x4000;
984 /* "The result should be a signed multiplier that gets multiplied
985 * by the amount of cargo moved and the price factor, then gets
986 * divided by 8192." */
987 return result * num_pieces * cs->current_payment / 8192;
991 static const int MIN_TIME_FACTOR = 31;
992 static const int MAX_TIME_FACTOR = 255;
994 const int days1 = cs->transit_days[0];
995 const int days2 = cs->transit_days[1];
996 const int days_over_days1 = std::max( transit_days - days1, 0);
997 const int days_over_days2 = std::max(days_over_days1 - days2, 0);
1000 * The time factor is calculated based on the time it took
1001 * (transit_days) compared two cargo-depending values. The
1002 * range is divided into three parts:
1004 * - constant for fast transits
1005 * - linear decreasing with time with a slope of -1 for medium transports
1006 * - linear decreasing with time with a slope of -2 for slow transports
1009 const int time_factor = std::max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
1011 return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
1014 /** The industries we've currently brought cargo to. */
1015 static SmallIndustryList _cargo_delivery_destinations;
1018 * Transfer goods from station to industry.
1019 * All cargo is delivered to the nearest (Manhattan) industry to the station sign, which is inside the acceptance rectangle and actually accepts the cargo.
1020 * @param st The station that accepted the cargo
1021 * @param cargo_type Type of cargo delivered
1022 * @param num_pieces Amount of cargo delivered
1023 * @param source The source of the cargo
1024 * @param company The company delivering the cargo
1025 * @return actually accepted pieces of cargo
1027 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source, CompanyID company)
1029 /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
1030 * This fails in three cases:
1031 * 1) The station accepts the cargo because there are enough houses around it accepting the cargo.
1032 * 2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
1033 * 3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
1036 uint accepted = 0;
1038 for (Industry *ind : st->industries_near) {
1039 if (num_pieces == 0) break;
1041 if (ind->index == source) continue;
1043 uint cargo_index;
1044 for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
1045 if (cargo_type == ind->accepts_cargo[cargo_index]) break;
1047 /* Check if matching cargo has been found */
1048 if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
1050 /* Check if industry temporarily refuses acceptance */
1051 if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
1053 if (ind->exclusive_supplier != INVALID_OWNER && ind->exclusive_supplier != st->owner) continue;
1055 /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
1056 include(_cargo_delivery_destinations, ind);
1058 uint amount = std::min(num_pieces, 0xFFFFu - ind->incoming_cargo_waiting[cargo_index]);
1059 ind->incoming_cargo_waiting[cargo_index] += amount;
1060 ind->last_cargo_accepted_at[cargo_index] = _date;
1061 num_pieces -= amount;
1062 accepted += amount;
1064 /* Update the cargo monitor. */
1065 AddCargoDelivery(cargo_type, company, amount, ST_INDUSTRY, source, st, ind->index);
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_type Type of source of cargo (industry, town, headquarters)
1080 * @param src Index of source of cargo
1081 * @return Revenue for delivering cargo
1082 * @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
1084 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)
1086 assert(num_pieces > 0);
1088 Station *st = Station::Get(dest);
1090 /* Give the goods to the industry. */
1091 uint accepted_ind = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY, company->index);
1093 /* If this cargo type is always accepted, accept all */
1094 uint accepted_total = HasBit(st->always_accepted, cargo_type) ? num_pieces : accepted_ind;
1096 /* Update station statistics */
1097 if (accepted_total > 0) {
1098 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_EVER_ACCEPTED);
1099 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_CURRENT_MONTH);
1100 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_ACCEPTED_BIGTICK);
1103 /* Update company statistics */
1104 company->cur_economy.delivered_cargo[cargo_type] += accepted_total;
1106 /* Increase town's counter for town effects */
1107 const CargoSpec *cs = CargoSpec::Get(cargo_type);
1108 st->town->received[cs->town_effect].new_act += accepted_total;
1110 /* Determine profit */
1111 Money profit = GetTransportedGoodsIncome(accepted_total, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
1113 /* Update the cargo monitor. */
1114 AddCargoDelivery(cargo_type, company->index, accepted_total - accepted_ind, src_type, src, st);
1116 /* Modify profit if a subsidy is in effect */
1117 if (CheckSubsidised(cargo_type, company->index, src_type, src, st)) {
1118 switch (_settings_game.difficulty.subsidy_multiplier) {
1119 case 0: profit += profit >> 1; break;
1120 case 1: profit *= 2; break;
1121 case 2: profit *= 3; break;
1122 default: profit *= 4; break;
1126 return profit;
1130 * Inform the industry about just delivered cargo
1131 * DeliverGoodsToIndustry() silently incremented incoming_cargo_waiting, now it is time to do something with the new cargo.
1132 * @param i The industry to process
1134 static void TriggerIndustryProduction(Industry *i)
1136 const IndustrySpec *indspec = GetIndustrySpec(i->type);
1137 uint16 callback = indspec->callback_mask;
1139 i->was_cargo_delivered = true;
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 ci_in = 0; ci_in < lengthof(i->incoming_cargo_waiting); ci_in++) {
1149 uint cargo_waiting = i->incoming_cargo_waiting[ci_in];
1150 if (cargo_waiting == 0) continue;
1152 for (uint ci_out = 0; ci_out < lengthof(i->produced_cargo_waiting); ci_out++) {
1153 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);
1156 i->incoming_cargo_waiting[ci_in] = 0;
1160 TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
1161 StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
1165 * Makes us a new cargo payment helper.
1166 * @param front The front of the train
1168 CargoPayment::CargoPayment(Vehicle *front) :
1169 front(front),
1170 current_station(front->last_station_visited)
1174 CargoPayment::~CargoPayment()
1176 if (this->CleaningPool()) return;
1178 this->front->cargo_payment = nullptr;
1180 if (this->visual_profit == 0 && this->visual_transfer == 0) return;
1182 Backup<CompanyID> cur_company(_current_company, this->front->owner, FILE_LINE);
1184 SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
1185 this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
1187 if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
1188 SndPlayVehicleFx(SND_14_CASHTILL, this->front);
1191 if (this->visual_transfer != 0) {
1192 ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
1193 this->front->z_pos, this->visual_transfer, -this->visual_profit);
1194 } else if (this->visual_profit != 0) {
1195 ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
1196 this->front->z_pos, -this->visual_profit);
1199 cur_company.Restore();
1203 * Handle payment for final delivery of the given cargo packet.
1204 * @param cp The cargo packet to pay for.
1205 * @param count The number of packets to pay for.
1207 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
1209 if (this->owner == nullptr) {
1210 this->owner = Company::Get(this->front->owner);
1213 /* Handle end of route payment */
1214 Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
1215 this->route_profit += profit;
1217 /* The vehicle's profit is whatever route profit there is minus feeder shares. */
1218 this->visual_profit += profit - cp->FeederShare(count);
1222 * Handle payment for transfer of the given cargo packet.
1223 * @param cp The cargo packet to pay for; actual payment won't be made!.
1224 * @param count The number of packets to pay for.
1225 * @return The amount of money paid for the transfer.
1227 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
1229 Money profit = -cp->FeederShare(count) + GetTransportedGoodsIncome(
1230 count,
1231 /* pay transfer vehicle the difference between the payment for the journey from
1232 * the source to the current point, and the sum of the previous transfer payments */
1233 DistanceManhattan(cp->SourceStationXY(), Station::Get(this->current_station)->xy),
1234 cp->DaysInTransit(),
1235 this->ct);
1237 profit = profit * _settings_game.economy.feeder_payment_share / 100;
1239 this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
1240 return profit; // account for the (virtual) profit already made for the cargo packet
1244 * Prepare the vehicle to be unloaded.
1245 * @param front_v the vehicle to be unloaded
1247 void PrepareUnload(Vehicle *front_v)
1249 Station *curr_station = Station::Get(front_v->last_station_visited);
1250 curr_station->loading_vehicles.push_back(front_v);
1252 /* At this moment loading cannot be finished */
1253 ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
1255 /* Start unloading at the first possible moment */
1256 front_v->load_unload_ticks = 1;
1258 assert(front_v->cargo_payment == nullptr);
1259 /* One CargoPayment per vehicle and the vehicle limit equals the
1260 * limit in number of CargoPayments. Can't go wrong. */
1261 static_assert(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
1262 assert(CargoPayment::CanAllocateItem());
1263 front_v->cargo_payment = new CargoPayment(front_v);
1265 StationIDStack next_station = front_v->GetNextStoppingStation();
1266 if (front_v->orders.list == nullptr || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
1267 Station *st = Station::Get(front_v->last_station_visited);
1268 for (Vehicle *v = front_v; v != nullptr; v = v->Next()) {
1269 const GoodsEntry *ge = &st->goods[v->cargo_type];
1270 if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) {
1271 v->cargo.Stage(
1272 HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE),
1273 front_v->last_station_visited, next_station,
1274 front_v->current_order.GetUnloadType(), ge,
1275 front_v->cargo_payment);
1276 if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
1283 * Gets the amount of cargo the given vehicle can load in the current tick.
1284 * This is only about loading speed. The free capacity is ignored.
1285 * @param v Vehicle to be queried.
1286 * @return Amount of cargo the vehicle can load at once.
1288 static uint GetLoadAmount(Vehicle *v)
1290 const Engine *e = v->GetEngine();
1291 uint load_amount = e->info.load_amount;
1293 /* The default loadamount for mail is 1/4 of the load amount for passengers */
1294 bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft();
1295 if (air_mail) load_amount = CeilDiv(load_amount, 4);
1297 if (_settings_game.order.gradual_loading) {
1298 uint16 cb_load_amount = CALLBACK_FAILED;
1299 if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
1300 /* Use callback 36 */
1301 cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
1302 } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
1303 /* Use callback 12 */
1304 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
1306 if (cb_load_amount != CALLBACK_FAILED) {
1307 if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
1308 if (cb_load_amount >= 0x100) {
1309 ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
1310 } else if (cb_load_amount != 0) {
1311 load_amount = cb_load_amount;
1316 /* Scale load amount the same as capacity */
1317 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);
1319 /* Zero load amount breaks a lot of things. */
1320 return std::max(1u, load_amount);
1324 * Iterate the articulated parts of a vehicle, also considering the special cases of "normal"
1325 * aircraft and double headed trains. Apply an action to each vehicle and immediately return false
1326 * if that action does so. Otherwise return true.
1327 * @tparam Taction Class of action to be applied. Must implement bool operator()([const] Vehicle *).
1328 * @param v First articulated part.
1329 * @param action Instance of Taction.
1330 * @return false if any of the action invocations returned false, true otherwise.
1332 template<class Taction>
1333 bool IterateVehicleParts(Vehicle *v, Taction action)
1335 for (Vehicle *w = v; w != nullptr;
1336 w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : nullptr) {
1337 if (!action(w)) return false;
1338 if (w->type == VEH_TRAIN) {
1339 Train *train = Train::From(w);
1340 if (train->IsMultiheaded() && !action(train->other_multiheaded_part)) return false;
1343 if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) return action(v->Next());
1344 return true;
1348 * Action to check if a vehicle has no stored cargo.
1350 struct IsEmptyAction
1353 * Checks if the vehicle has stored cargo.
1354 * @param v Vehicle to be checked.
1355 * @return true if v is either empty or has only reserved cargo, false otherwise.
1357 bool operator()(const Vehicle *v)
1359 return v->cargo.StoredCount() == 0;
1364 * Refit preparation action.
1366 struct PrepareRefitAction
1368 CargoArray &consist_capleft; ///< Capacities left in the consist.
1369 CargoTypes &refit_mask; ///< Bitmask of possible refit cargoes.
1372 * Create a refit preparation action.
1373 * @param consist_capleft Capacities left in consist, to be updated here.
1374 * @param refit_mask Refit mask to be constructed from refit information of vehicles.
1376 PrepareRefitAction(CargoArray &consist_capleft, CargoTypes &refit_mask) :
1377 consist_capleft(consist_capleft), refit_mask(refit_mask) {}
1380 * Prepares for refitting of a vehicle, subtracting its free capacity from consist_capleft and
1381 * adding the cargoes it can refit to to the refit mask.
1382 * @param v The vehicle to be refitted.
1383 * @return true.
1385 bool operator()(const Vehicle *v)
1387 this->consist_capleft[v->cargo_type] -= v->cargo_cap - v->cargo.ReservedCount();
1388 this->refit_mask |= EngInfo(v->engine_type)->refit_mask;
1389 return true;
1394 * Action for returning reserved cargo.
1396 struct ReturnCargoAction
1398 Station *st; ///< Station to give the returned cargo to.
1399 StationID next_hop; ///< Next hop the cargo should be assigned to.
1402 * Construct a cargo return action.
1403 * @param st Station to give the returned cargo to.
1404 * @param next_one Next hop the cargo should be assigned to.
1406 ReturnCargoAction(Station *st, StationID next_one) : st(st), next_hop(next_one) {}
1409 * Return all reserved cargo from a vehicle.
1410 * @param v Vehicle to return cargo from.
1411 * @return true.
1413 bool operator()(Vehicle *v)
1415 v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop);
1416 return true;
1421 * Action for finalizing a refit.
1423 struct FinalizeRefitAction
1425 CargoArray &consist_capleft; ///< Capacities left in the consist.
1426 Station *st; ///< Station to reserve cargo from.
1427 StationIDStack &next_station; ///< Next hops to reserve cargo for.
1428 bool do_reserve; ///< If the vehicle should reserve.
1431 * Create a finalizing action.
1432 * @param consist_capleft Capacities left in the consist.
1433 * @param st Station to reserve cargo from.
1434 * @param next_station Next hops to reserve cargo for.
1435 * @param do_reserve If we should reserve cargo or just add up the capacities.
1437 FinalizeRefitAction(CargoArray &consist_capleft, Station *st, StationIDStack &next_station, bool do_reserve) :
1438 consist_capleft(consist_capleft), st(st), next_station(next_station), do_reserve(do_reserve) {}
1441 * Reserve cargo from the station and update the remaining consist capacities with the
1442 * vehicle's remaining free capacity.
1443 * @param v Vehicle to be finalized.
1444 * @return true.
1446 bool operator()(Vehicle *v)
1448 if (this->do_reserve) {
1449 this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
1450 &v->cargo, st->xy, this->next_station);
1452 this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
1453 return true;
1458 * Refit a vehicle in a station.
1459 * @param v Vehicle to be refitted.
1460 * @param consist_capleft Added cargo capacities in the consist.
1461 * @param st Station the vehicle is loading at.
1462 * @param next_station Possible next stations the vehicle can travel to.
1463 * @param new_cid Target cargo for refit.
1465 static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station *st, StationIDStack next_station, CargoID new_cid)
1467 Vehicle *v_start = v->GetFirstEnginePart();
1468 if (!IterateVehicleParts(v_start, IsEmptyAction())) return;
1470 Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
1472 CargoTypes refit_mask = v->GetEngine()->info.refit_mask;
1474 /* Remove old capacity from consist capacity and collect refit mask. */
1475 IterateVehicleParts(v_start, PrepareRefitAction(consist_capleft, refit_mask));
1477 bool is_auto_refit = new_cid == CT_AUTO_REFIT;
1478 if (is_auto_refit) {
1479 /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
1480 CargoID cid;
1481 new_cid = v_start->cargo_type;
1482 FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
1483 if (st->goods[cid].cargo.HasCargoFor(next_station)) {
1484 /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
1485 * the returned refit capacity will be greater than zero. */
1486 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.
1487 /* Try to balance different loadable cargoes between parts of the consist, so that
1488 * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
1489 * to the first loadable cargo for which there is only one packet. If the capacities
1490 * are equal refit to the cargo of which most is available. This is important for
1491 * consists of only a single vehicle as those will generally have a consist_capleft
1492 * of 0 for all cargoes. */
1493 if (_returned_refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] ||
1494 (consist_capleft[cid] == consist_capleft[new_cid] &&
1495 st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) {
1496 new_cid = cid;
1502 /* Refit if given a valid cargo. */
1503 if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
1504 /* INVALID_STATION because in the DT_MANUAL case that's correct and in the DT_(A)SYMMETRIC
1505 * cases the next hop of the vehicle doesn't really tell us anything if the cargo had been
1506 * "via any station" before reserving. We rather produce some more "any station" cargo than
1507 * misrouting it. */
1508 IterateVehicleParts(v_start, ReturnCargoAction(st, INVALID_STATION));
1509 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.
1510 if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
1513 /* Add new capacity to consist capacity and reserve cargo */
1514 IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station,
1515 is_auto_refit || (v->First()->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0));
1517 cur_company.Restore();
1521 * Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
1522 * @param st Station with cargo waiting to be loaded.
1523 * @param v Vehicle loading the cargo.
1524 * @return true when a vehicle can load the cargo.
1526 static bool MayLoadUnderExclusiveRights(const Station *st, const Vehicle *v)
1528 return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner;
1531 struct ReserveCargoAction {
1532 Station *st;
1533 StationIDStack *next_station;
1535 ReserveCargoAction(Station *st, StationIDStack *next_station) :
1536 st(st), next_station(next_station) {}
1538 bool operator()(Vehicle *v)
1540 if (v->cargo_cap > v->cargo.RemainingCount() && MayLoadUnderExclusiveRights(st, v)) {
1541 st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
1542 &v->cargo, st->xy, *next_station);
1545 return true;
1551 * Reserves cargo if the full load order and improved_load is set or if the
1552 * current order allows autorefit.
1553 * @param st Station where the consist is loading at the moment.
1554 * @param u Front of the loading vehicle consist.
1555 * @param consist_capleft If given, save free capacities after reserving there.
1556 * @param next_station Station(s) the vehicle will stop at next.
1558 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack *next_station)
1560 /* If there is a cargo payment not all vehicles of the consist have tried to do the refit.
1561 * In that case, only reserve if it's a fixed refit and the equivalent of "articulated chain"
1562 * a vehicle belongs to already has the right cargo. */
1563 bool must_reserve = !u->current_order.IsRefit() || u->cargo_payment == nullptr;
1564 for (Vehicle *v = u; v != nullptr; v = v->Next()) {
1565 assert(v->cargo_cap >= v->cargo.RemainingCount());
1567 /* Exclude various ways in which the vehicle might not be the head of an equivalent of
1568 * "articulated chain". Also don't do the reservation if the vehicle is going to refit
1569 * to a different cargo and hasn't tried to do so, yet. */
1570 if (!v->IsArticulatedPart() &&
1571 (v->type != VEH_TRAIN || !Train::From(v)->IsRearDualheaded()) &&
1572 (v->type != VEH_AIRCRAFT || Aircraft::From(v)->IsNormalAircraft()) &&
1573 (must_reserve || u->current_order.GetRefitCargo() == v->cargo_type)) {
1574 IterateVehicleParts(v, ReserveCargoAction(st, next_station));
1576 if (consist_capleft == nullptr || v->cargo_cap == 0) continue;
1577 (*consist_capleft)[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
1582 * Update the vehicle's load_unload_ticks, the time it will wait until it tries to load or unload
1583 * again. Adjust for overhang of trains and set it at least to 1.
1584 * @param front The vehicle to be updated.
1585 * @param st The station the vehicle is loading at.
1586 * @param ticks The time it would normally wait, based on cargo loaded and unloaded.
1588 static void UpdateLoadUnloadTicks(Vehicle *front, const Station *st, int ticks)
1590 if (front->type == VEH_TRAIN) {
1591 /* Each platform tile is worth 2 rail vehicles. */
1592 int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
1593 if (overhang > 0) {
1594 ticks <<= 1;
1595 ticks += (overhang * ticks) / 8;
1598 /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
1599 front->load_unload_ticks = std::max(1, ticks);
1603 * Loads/unload the vehicle if possible.
1604 * @param front the vehicle to be (un)loaded
1606 static void LoadUnloadVehicle(Vehicle *front)
1608 assert(front->current_order.IsType(OT_LOADING));
1610 StationID last_visited = front->last_station_visited;
1611 Station *st = Station::Get(last_visited);
1613 StationIDStack next_station = front->GetNextStoppingStation();
1614 bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
1615 CargoArray consist_capleft;
1616 if (_settings_game.order.improved_load && use_autorefit ?
1617 front->cargo_payment == nullptr : (front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0) {
1618 ReserveConsist(st, front,
1619 (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : nullptr,
1620 &next_station);
1623 /* We have not waited enough time till the next round of loading/unloading */
1624 if (front->load_unload_ticks != 0) return;
1626 if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
1627 /* The train reversed in the station. Take the "easy" way
1628 * out and let the train just leave as it always did. */
1629 SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
1630 front->load_unload_ticks = 1;
1631 return;
1634 int new_load_unload_ticks = 0;
1635 bool dirty_vehicle = false;
1636 bool dirty_station = false;
1638 bool completely_emptied = true;
1639 bool anything_unloaded = false;
1640 bool anything_loaded = false;
1641 CargoTypes full_load_amount = 0;
1642 CargoTypes cargo_not_full = 0;
1643 CargoTypes cargo_full = 0;
1644 CargoTypes reservation_left = 0;
1646 front->cur_speed = 0;
1648 CargoPayment *payment = front->cargo_payment;
1650 uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
1651 for (Vehicle *v = front; v != nullptr; v = v->Next()) {
1652 if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
1653 if (v->cargo_cap == 0) continue;
1654 artic_part++;
1656 GoodsEntry *ge = &st->goods[v->cargo_type];
1658 if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
1659 uint cargo_count = v->cargo.UnloadCount();
1660 uint amount_unloaded = _settings_game.order.gradual_loading ? std::min(cargo_count, GetLoadAmount(v)) : cargo_count;
1661 bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
1663 assert(payment != nullptr);
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 transferring 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.GetRefitCargo());
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:
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 = std::min(t, 255);
1757 ge->last_age = std::min(_cur_year - front->build_year, 255);
1759 assert(v->cargo_cap >= v->cargo.StoredCount());
1760 /* Capacity available for loading more cargo. */
1761 uint cap_left = v->cargo_cap - v->cargo.StoredCount();
1763 if (cap_left > 0) {
1764 /* If vehicle can load cargo, reset time_since_pickup. */
1765 ge->time_since_pickup = 0;
1767 /* If there's goods waiting at the station, and the vehicle
1768 * has capacity for it, load it on the vehicle. */
1769 if ((v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st, v)) {
1770 if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
1771 if (_settings_game.order.gradual_loading) cap_left = std::min(cap_left, GetLoadAmount(v));
1773 uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
1774 if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
1775 /* Remember if there are reservations left so that we don't stop
1776 * loading before they're loaded. */
1777 SetBit(reservation_left, v->cargo_type);
1780 /* Store whether the maximum possible load amount was loaded or not.*/
1781 if (loaded == cap_left) {
1782 SetBit(full_load_amount, v->cargo_type);
1783 } else {
1784 ClrBit(full_load_amount, v->cargo_type);
1787 /* TODO: Regarding this, when we do gradual loading, we
1788 * should first unload all vehicles and then start
1789 * loading them. Since this will cause
1790 * VEHICLE_TRIGGER_EMPTY to be called at the time when
1791 * the whole vehicle chain is really totally empty, the
1792 * completely_emptied assignment can then be safely
1793 * removed; that's how TTDPatch behaves too. --pasky */
1794 if (loaded > 0) {
1795 completely_emptied = false;
1796 anything_loaded = true;
1798 st->time_since_load = 0;
1799 st->last_vehicle_type = v->type;
1801 if (ge->cargo.TotalCount() == 0) {
1802 TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
1803 TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
1804 AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
1807 new_load_unload_ticks += loaded;
1809 dirty_vehicle = dirty_station = true;
1814 if (v->cargo.StoredCount() >= v->cargo_cap) {
1815 SetBit(cargo_full, v->cargo_type);
1816 } else {
1817 SetBit(cargo_not_full, v->cargo_type);
1821 if (anything_loaded || anything_unloaded) {
1822 if (front->type == VEH_TRAIN) {
1823 TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
1824 TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
1828 /* Only set completely_emptied, if we just unloaded all remaining cargo */
1829 completely_emptied &= anything_unloaded;
1831 if (!anything_unloaded) delete payment;
1833 ClrBit(front->vehicle_flags, VF_STOP_LOADING);
1834 if (anything_loaded || anything_unloaded) {
1835 if (_settings_game.order.gradual_loading) {
1836 /* The time it takes to load one 'slice' of cargo or passengers depends
1837 * on the vehicle type - the values here are those found in TTDPatch */
1838 const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
1840 new_load_unload_ticks = gradual_loading_wait_time[front->type];
1842 /* We loaded less cargo than possible for all cargo types and it's not full
1843 * load and we're not supposed to wait any longer: stop loading. */
1844 if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
1845 front->current_order_time >= (uint)std::max(front->current_order.GetTimetabledWait() - front->lateness_counter, 0)) {
1846 SetBit(front->vehicle_flags, VF_STOP_LOADING);
1849 UpdateLoadUnloadTicks(front, st, new_load_unload_ticks);
1850 } else {
1851 UpdateLoadUnloadTicks(front, st, 20); // We need the ticks for link refreshing.
1852 bool finished_loading = true;
1853 if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
1854 if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
1855 /* if the aircraft carries passengers and is NOT full, then
1856 * continue loading, no matter how much mail is in */
1857 if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) ||
1858 (cargo_not_full != 0 && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
1859 finished_loading = false;
1861 } else if (cargo_not_full != 0) {
1862 finished_loading = false;
1865 /* Refresh next hop stats if we're full loading to make the links
1866 * known to the distribution algorithm and allow cargo to be sent
1867 * along them. Otherwise the vehicle could wait for cargo
1868 * indefinitely if it hasn't visited the other links yet, or if the
1869 * links die while it's loading. */
1870 if (!finished_loading) LinkRefresher::Run(front, true, true);
1873 SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
1876 /* Calculate the loading indicator fill percent and display
1877 * In the Game Menu do not display indicators
1878 * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
1879 * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
1880 * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
1882 if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
1883 StringID percent_up_down = STR_NULL;
1884 int percent = CalcPercentVehicleFilled(front, &percent_up_down);
1885 if (front->fill_percent_te_id == INVALID_TE_ID) {
1886 front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
1887 } else {
1888 UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
1892 if (completely_emptied) {
1893 /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
1894 * properties such as weight, power and TE whenever the trigger runs. */
1895 dirty_vehicle = true;
1896 TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
1899 if (dirty_vehicle) {
1900 SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
1901 SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
1902 front->MarkDirty();
1904 if (dirty_station) {
1905 st->MarkTilesDirty(true);
1906 SetWindowDirty(WC_STATION_VIEW, last_visited);
1907 InvalidateWindowData(WC_STATION_LIST, last_visited);
1912 * Load/unload the vehicles in this station according to the order
1913 * they entered.
1914 * @param st the station to do the loading/unloading for
1916 void LoadUnloadStation(Station *st)
1918 /* No vehicle is here... */
1919 if (st->loading_vehicles.empty()) return;
1921 Vehicle *last_loading = nullptr;
1922 std::list<Vehicle *>::iterator iter;
1924 /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
1925 for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
1926 Vehicle *v = *iter;
1928 if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
1930 assert(v->load_unload_ticks != 0);
1931 if (--v->load_unload_ticks == 0) last_loading = v;
1934 /* We only need to reserve and load/unload up to the last loading vehicle.
1935 * Anything else will be forgotten anyway after returning from this function.
1937 * Especially this means we do _not_ need to reserve cargo for a single
1938 * consist in a station which is not allowed to load yet because its
1939 * load_unload_ticks is still not 0.
1941 if (last_loading == nullptr) return;
1943 for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
1944 Vehicle *v = *iter;
1945 if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
1946 if (v == last_loading) break;
1949 /* Call the production machinery of industries */
1950 for (Industry *iid : _cargo_delivery_destinations) {
1951 TriggerIndustryProduction(iid);
1953 _cargo_delivery_destinations.clear();
1957 * Monthly update of the economic data (of the companies as well as economic fluctuations).
1959 void CompaniesMonthlyLoop()
1961 CompaniesGenStatistics();
1962 if (_settings_game.economy.inflation) {
1963 AddInflation();
1964 RecomputePrices();
1966 CompaniesPayInterest();
1967 HandleEconomyFluctuations();
1970 static void DoAcquireCompany(Company *c)
1972 CompanyID ci = c->index;
1974 CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
1975 cni->FillData(c, Company::Get(_current_company));
1977 SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
1978 SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
1979 SetDParamStr(2, cni->company_name);
1980 SetDParamStr(3, cni->other_company_name);
1981 SetDParam(4, c->bankrupt_value);
1982 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
1983 AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
1984 Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
1986 ChangeOwnershipOfCompanyItems(ci, _current_company);
1988 if (c->bankrupt_value == 0) {
1989 Company *owner = Company::Get(_current_company);
1990 owner->current_loan += c->current_loan;
1993 if (c->is_ai) AI::Stop(c->index);
1995 DeleteCompanyWindows(ci);
1996 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1997 InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
1998 InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
1999 InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
2001 delete c;
2004 extern int GetAmountOwnedBy(const Company *c, Owner owner);
2007 * Acquire shares in an opposing company.
2008 * @param tile unused
2009 * @param flags type of operation
2010 * @param p1 company to buy the shares from
2011 * @param p2 unused
2012 * @param text unused
2013 * @return the cost of this operation or an error
2015 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2017 CommandCost cost(EXPENSES_OTHER);
2018 CompanyID target_company = (CompanyID)p1;
2019 Company *c = Company::GetIfValid(target_company);
2021 /* Check if buying shares is allowed (protection against modified clients)
2022 * Cannot buy own shares */
2023 if (c == nullptr || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
2025 /* Protect new companies from hostile takeovers */
2026 if (_cur_year - c->inaugurated_year < _settings_game.economy.min_years_for_shares) return_cmd_error(STR_ERROR_PROTECTED);
2028 /* Those lines are here for network-protection (clients can be slow) */
2029 if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
2031 if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
2032 if (!c->is_ai) return cost; // We can not buy out a real company (temporarily). TODO: well, enable it obviously.
2034 if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
2038 cost.AddCost(CalculateCompanyValue(c) >> 2);
2039 if (flags & DC_EXEC) {
2040 Owner *b = c->share_owners;
2042 while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
2043 *b = _current_company;
2045 for (int i = 0; c->share_owners[i] == _current_company;) {
2046 if (++i == 4) {
2047 c->bankrupt_value = 0;
2048 DoAcquireCompany(c);
2049 break;
2052 InvalidateWindowData(WC_COMPANY, target_company);
2053 CompanyAdminUpdate(c);
2055 return cost;
2059 * Sell shares in an opposing company.
2060 * @param tile unused
2061 * @param flags type of operation
2062 * @param p1 company to sell the shares from
2063 * @param p2 unused
2064 * @param text unused
2065 * @return the cost of this operation or an error
2067 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2069 CompanyID target_company = (CompanyID)p1;
2070 Company *c = Company::GetIfValid(target_company);
2072 /* Cannot sell own shares */
2073 if (c == nullptr || _current_company == target_company) return CMD_ERROR;
2075 /* Check if selling shares is allowed (protection against modified clients).
2076 * However, we must sell shares of companies being closed down. */
2077 if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
2079 /* Those lines are here for network-protection (clients can be slow) */
2080 if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
2082 /* adjust it a little to make it less profitable to sell and buy */
2083 Money cost = CalculateCompanyValue(c) >> 2;
2084 cost = -(cost - (cost >> 7));
2086 if (flags & DC_EXEC) {
2087 Owner *b = c->share_owners;
2088 while (*b != _current_company) b++; // share owners is guaranteed to contain company
2089 *b = COMPANY_SPECTATOR;
2090 InvalidateWindowData(WC_COMPANY, target_company);
2091 CompanyAdminUpdate(c);
2093 return CommandCost(EXPENSES_OTHER, cost);
2097 * Buy up another company.
2098 * When a competing company is gone bankrupt you get the chance to purchase
2099 * that company.
2100 * @todo currently this only works for AI companies
2101 * @param tile unused
2102 * @param flags type of operation
2103 * @param p1 company to buy up
2104 * @param p2 unused
2105 * @param text unused
2106 * @return the cost of this operation or an error
2108 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
2110 CompanyID target_company = (CompanyID)p1;
2111 Company *c = Company::GetIfValid(target_company);
2112 if (c == nullptr) return CMD_ERROR;
2114 /* Disable takeovers when not asked */
2115 if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
2117 /* Disable taking over the local company in singleplayer mode */
2118 if (!_networking && _local_company == c->index) return CMD_ERROR;
2120 /* Do not allow companies to take over themselves */
2121 if (target_company == _current_company) return CMD_ERROR;
2123 /* Disable taking over when not allowed. */
2124 if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
2126 /* Get the cost here as the company is deleted in DoAcquireCompany. */
2127 CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
2129 if (flags & DC_EXEC) {
2130 DoAcquireCompany(c);
2132 return cost;