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/>.
8 /** @file economy.cpp Handling of the economy. */
11 #include "company_func.h"
12 #include "command_func.h"
15 #include "news_func.h"
16 #include "network/network.h"
17 #include "network/network_func.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"
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"
46 #include "game/game.hpp"
47 #include "cargomonitor.h"
48 #include "goal_base.h"
49 #include "story_base.h"
50 #include "linkgraph/refresh.h"
51 #include "company_cmd.h"
52 #include "economy_cmd.h"
53 #include "vehicle_cmd.h"
55 #include "table/strings.h"
56 #include "table/pricebase.h"
58 #include "safeguards.h"
61 /* Initialize the cargo payment-pool */
62 CargoPaymentPool
_cargo_payment_pool("CargoPayment");
63 INSTANTIATE_POOL_METHODS(CargoPayment
)
66 * Multiply two integer values and shift the results to right.
68 * This function multiplies two integer values. The result is
69 * shifted by the amount of shift to right.
71 * @param a The first integer
72 * @param b The second integer
73 * @param shift The amount to shift the value to right.
74 * @return The shifted result
76 static inline int32
BigMulS(const int32 a
, const int32 b
, const uint8 shift
)
78 return (int32
)((int64
)a
* (int64
)b
>> shift
);
81 typedef std::vector
<Industry
*> SmallIndustryList
;
84 * Score info, values used for computing the detailed performance rating.
86 const ScoreInfo _score_info
[] = {
87 { 120, 100}, // SCORE_VEHICLES
88 { 80, 100}, // SCORE_STATIONS
89 { 10000, 100}, // SCORE_MIN_PROFIT
90 { 50000, 50}, // SCORE_MIN_INCOME
91 { 100000, 100}, // SCORE_MAX_INCOME
92 { 40000, 400}, // SCORE_DELIVERED
93 { 8, 50}, // SCORE_CARGO
94 {10000000, 50}, // SCORE_MONEY
95 { 250000, 50}, // SCORE_LOAN
96 { 0, 0} // SCORE_TOTAL
99 int64 _score_part
[MAX_COMPANIES
][SCORE_END
];
102 Money _additional_cash_required
;
103 static PriceMultipliers _price_base_multiplier
;
106 * Calculate the value of the company. That is the value of all
107 * assets (vehicles, stations, etc) and money minus the loan,
108 * except when including_loan is \c false which is useful when
109 * we want to calculate the value for bankruptcy.
110 * @param c the company to get the value of.
111 * @param including_loan include the loan in the company value.
112 * @return the value of the company.
114 Money
CalculateCompanyValue(const Company
*c
, bool including_loan
)
116 Owner owner
= c
->index
;
120 for (const Station
*st
: Station::Iterate()) {
121 if (st
->owner
== owner
) num
+= CountBits((byte
)st
->facilities
);
124 Money value
= num
* _price
[PR_STATION_VALUE
] * 25;
126 for (const Vehicle
*v
: Vehicle::Iterate()) {
127 if (v
->owner
!= owner
) continue;
129 if (v
->type
== VEH_TRAIN
||
130 v
->type
== VEH_ROAD
||
131 (v
->type
== VEH_AIRCRAFT
&& Aircraft::From(v
)->IsNormalAircraft()) ||
132 v
->type
== VEH_SHIP
) {
133 value
+= v
->value
* 3 >> 1;
137 /* Add real money value */
138 if (including_loan
) value
-= c
->current_loan
;
141 return std::max
<Money
>(value
, 1);
145 * if update is set to true, the economy is updated with this score
146 * (also the house is updated, should only be true in the on-tick event)
147 * @param update the economy with calculated score
148 * @param c company been evaluated
149 * @return actual score of this company
152 int UpdateCompanyRatingAndValue(Company
*c
, bool update
)
154 Owner owner
= c
->index
;
157 memset(_score_part
[owner
], 0, sizeof(_score_part
[owner
]));
161 Money min_profit
= 0;
162 bool min_profit_first
= true;
165 for (const Vehicle
*v
: Vehicle::Iterate()) {
166 if (v
->owner
!= owner
) continue;
167 if (IsCompanyBuildableVehicleType(v
->type
) && v
->IsPrimaryVehicle()) {
168 if (v
->profit_last_year
> 0) num
++; // For the vehicle score only count profitable vehicles
170 /* Find the vehicle with the lowest amount of profit */
171 if (min_profit_first
|| min_profit
> v
->profit_last_year
) {
172 min_profit
= v
->profit_last_year
;
173 min_profit_first
= false;
179 min_profit
>>= 8; // remove the fract part
181 _score_part
[owner
][SCORE_VEHICLES
] = num
;
182 /* Don't allow negative min_profit to show */
183 if (min_profit
> 0) {
184 _score_part
[owner
][SCORE_MIN_PROFIT
] = min_profit
;
191 for (const Station
*st
: Station::Iterate()) {
192 /* Only count stations that are actually serviced */
193 if (st
->owner
== owner
&& (st
->time_since_load
<= 20 || st
->time_since_unload
<= 20)) num
+= CountBits((byte
)st
->facilities
);
195 _score_part
[owner
][SCORE_STATIONS
] = num
;
198 /* Generate statistics depending on recent income statistics */
200 int numec
= std::min
<uint
>(c
->num_valid_stat_ent
, 12u);
202 const CompanyEconomyEntry
*cee
= c
->old_economy
;
203 Money min_income
= cee
->income
+ cee
->expenses
;
204 Money max_income
= cee
->income
+ cee
->expenses
;
207 min_income
= std::min(min_income
, cee
->income
+ cee
->expenses
);
208 max_income
= std::max(max_income
, cee
->income
+ cee
->expenses
);
209 } while (++cee
, --numec
);
211 if (min_income
> 0) {
212 _score_part
[owner
][SCORE_MIN_INCOME
] = min_income
;
215 _score_part
[owner
][SCORE_MAX_INCOME
] = max_income
;
219 /* Generate score depending on amount of transported cargo */
221 int numec
= std::min
<uint
>(c
->num_valid_stat_ent
, 4u);
223 const CompanyEconomyEntry
*cee
= c
->old_economy
;
224 OverflowSafeInt64 total_delivered
= 0;
226 total_delivered
+= cee
->delivered_cargo
.GetSum
<OverflowSafeInt64
>();
227 } while (++cee
, --numec
);
229 _score_part
[owner
][SCORE_DELIVERED
] = total_delivered
;
233 /* Generate score for variety of cargo */
235 _score_part
[owner
][SCORE_CARGO
] = c
->old_economy
->delivered_cargo
.GetCount();
238 /* Generate score for company's money */
241 _score_part
[owner
][SCORE_MONEY
] = c
->money
;
245 /* Generate score for loan */
247 _score_part
[owner
][SCORE_LOAN
] = _score_info
[SCORE_LOAN
].needed
- c
->current_loan
;
250 /* Now we calculate the score for each item.. */
255 for (ScoreID i
= SCORE_BEGIN
; i
< SCORE_END
; i
++) {
257 if (i
== SCORE_TOTAL
) continue;
258 /* Check the score */
259 s
= Clamp
<int64
>(_score_part
[owner
][i
], 0, _score_info
[i
].needed
) * _score_info
[i
].score
/ _score_info
[i
].needed
;
261 total_score
+= _score_info
[i
].score
;
264 _score_part
[owner
][SCORE_TOTAL
] = score
;
266 /* We always want the score scaled to SCORE_MAX (1000) */
267 if (total_score
!= SCORE_MAX
) score
= score
* SCORE_MAX
/ total_score
;
271 c
->old_economy
[0].performance_history
= score
;
272 UpdateCompanyHQ(c
->location_of_HQ
, score
);
273 c
->old_economy
[0].company_value
= CalculateCompanyValue(c
);
276 SetWindowDirty(WC_PERFORMANCE_DETAIL
, 0);
281 * Change the ownership of all the items of a company.
282 * @param old_owner The company that gets removed.
283 * @param new_owner The company to merge to, or INVALID_OWNER to remove the company.
285 void ChangeOwnershipOfCompanyItems(Owner old_owner
, Owner new_owner
)
287 /* We need to set _current_company to old_owner before we try to move
288 * the client. This is needed as it needs to know whether "you" really
289 * are the current local company. */
290 Backup
<CompanyID
> cur_company(_current_company
, old_owner
, FILE_LINE
);
291 /* In all cases, make spectators of clients connected to that company */
292 if (_networking
) NetworkClientsToSpectators(old_owner
);
293 if (old_owner
== _local_company
) {
294 /* Single player cheated to AI company.
295 * There are no spectators in singleplayer mode, so we must pick some other company. */
296 assert(!_networking
);
297 Backup
<CompanyID
> cur_company2(_current_company
, FILE_LINE
);
298 for (const Company
*c
: Company::Iterate()) {
299 if (c
->index
!= old_owner
) {
300 SetLocalCompany(c
->index
);
304 cur_company2
.Restore();
305 assert(old_owner
!= _local_company
);
308 assert(old_owner
!= new_owner
);
313 /* See if the old_owner had shares in other companies */
314 for (const Company
*c
: Company::Iterate()) {
315 for (i
= 0; i
< 4; i
++) {
316 if (c
->share_owners
[i
] == old_owner
) {
317 /* Sell its shares */
318 CommandCost res
= Command
<CMD_SELL_SHARE_IN_COMPANY
>::Do(DC_EXEC
| DC_BANKRUPT
, 0, c
->index
, 0, {});
319 /* Because we are in a DoCommand, we can't just execute another one and
320 * expect the money to be removed. We need to do it ourself! */
321 SubtractMoneyFromCompany(res
);
326 /* Sell all the shares that people have on this company */
327 Backup
<CompanyID
> cur_company2(_current_company
, FILE_LINE
);
328 const Company
*c
= Company::Get(old_owner
);
329 for (i
= 0; i
< 4; i
++) {
330 if (c
->share_owners
[i
] == INVALID_OWNER
) continue;
332 if (c
->bankrupt_value
== 0 && c
->share_owners
[i
] == new_owner
) {
333 /* You are the one buying the company; so don't sell the shares back to you. */
334 Company::Get(new_owner
)->share_owners
[i
] = INVALID_OWNER
;
336 cur_company2
.Change(c
->share_owners
[i
]);
337 /* Sell the shares */
338 CommandCost res
= Command
<CMD_SELL_SHARE_IN_COMPANY
>::Do(DC_EXEC
| DC_BANKRUPT
, 0, old_owner
, 0, {});
339 /* Because we are in a DoCommand, we can't just execute another one and
340 * expect the money to be removed. We need to do it ourself! */
341 SubtractMoneyFromCompany(res
);
344 cur_company2
.Restore();
347 /* Temporarily increase the company's money, to be sure that
348 * removing their property doesn't fail because of lack of money.
349 * Not too drastically though, because it could overflow */
350 if (new_owner
== INVALID_OWNER
) {
351 Company::Get(old_owner
)->money
= UINT64_MAX
>> 2; // jackpot ;p
354 for (Subsidy
*s
: Subsidy::Iterate()) {
355 if (s
->awarded
== old_owner
) {
356 if (new_owner
== INVALID_OWNER
) {
359 s
->awarded
= new_owner
;
363 if (new_owner
== INVALID_OWNER
) RebuildSubsidisedSourceAndDestinationCache();
365 /* Take care of rating and transport rights in towns */
366 for (Town
*t
: Town::Iterate()) {
367 /* If a company takes over, give the ratings to that company. */
368 if (new_owner
!= INVALID_OWNER
) {
369 if (HasBit(t
->have_ratings
, old_owner
)) {
370 if (HasBit(t
->have_ratings
, new_owner
)) {
371 /* use max of the two ratings. */
372 t
->ratings
[new_owner
] = std::max(t
->ratings
[new_owner
], t
->ratings
[old_owner
]);
374 SetBit(t
->have_ratings
, new_owner
);
375 t
->ratings
[new_owner
] = t
->ratings
[old_owner
];
380 /* Reset the ratings for the old owner */
381 t
->ratings
[old_owner
] = RATING_INITIAL
;
382 ClrBit(t
->have_ratings
, old_owner
);
384 /* Transfer exclusive rights */
385 if (t
->exclusive_counter
> 0 && t
->exclusivity
== old_owner
) {
386 if (new_owner
!= INVALID_OWNER
) {
387 t
->exclusivity
= new_owner
;
389 t
->exclusive_counter
= 0;
390 t
->exclusivity
= INVALID_COMPANY
;
396 for (Vehicle
*v
: Vehicle::Iterate()) {
397 if (v
->owner
== old_owner
&& IsCompanyBuildableVehicleType(v
->type
)) {
398 if (new_owner
== INVALID_OWNER
) {
399 if (v
->Previous() == nullptr) delete v
;
401 if (v
->IsEngineCountable()) GroupStatistics::CountEngine(v
, -1);
402 if (v
->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v
, -1);
408 /* In all cases clear replace engine rules.
409 * Even if it was copied, it could interfere with new owner's rules */
410 RemoveAllEngineReplacementForCompany(Company::Get(old_owner
));
412 if (new_owner
== INVALID_OWNER
) {
413 RemoveAllGroupsForCompany(old_owner
);
415 for (Group
*g
: Group::Iterate()) {
416 if (g
->owner
== old_owner
) g
->owner
= new_owner
;
421 FreeUnitIDGenerator unitidgen
[] = {
422 FreeUnitIDGenerator(VEH_TRAIN
, new_owner
), FreeUnitIDGenerator(VEH_ROAD
, new_owner
),
423 FreeUnitIDGenerator(VEH_SHIP
, new_owner
), FreeUnitIDGenerator(VEH_AIRCRAFT
, new_owner
)
426 /* Override company settings to new company defaults in case we need to convert them.
427 * This is required as the CmdChangeServiceInt doesn't copy the supplied value when it is non-custom
429 if (new_owner
!= INVALID_OWNER
) {
430 Company
*old_company
= Company::Get(old_owner
);
431 Company
*new_company
= Company::Get(new_owner
);
433 old_company
->settings
.vehicle
.servint_aircraft
= new_company
->settings
.vehicle
.servint_aircraft
;
434 old_company
->settings
.vehicle
.servint_trains
= new_company
->settings
.vehicle
.servint_trains
;
435 old_company
->settings
.vehicle
.servint_roadveh
= new_company
->settings
.vehicle
.servint_roadveh
;
436 old_company
->settings
.vehicle
.servint_ships
= new_company
->settings
.vehicle
.servint_ships
;
437 old_company
->settings
.vehicle
.servint_ispercent
= new_company
->settings
.vehicle
.servint_ispercent
;
440 for (Vehicle
*v
: Vehicle::Iterate()) {
441 if (v
->owner
== old_owner
&& IsCompanyBuildableVehicleType(v
->type
)) {
442 assert(new_owner
!= INVALID_OWNER
);
444 /* Correct default values of interval settings while maintaining custom set ones.
445 * This prevents invalid values on mismatching company defaults being accepted.
447 if (!v
->ServiceIntervalIsCustom()) {
448 Company
*new_company
= Company::Get(new_owner
);
450 /* Technically, passing the interval is not needed as the command will query the default value itself.
451 * However, do not rely on that behaviour.
453 int interval
= CompanyServiceInterval(new_company
, v
->type
);
454 Command
<CMD_CHANGE_SERVICE_INT
>::Do(DC_EXEC
| DC_BANKRUPT
, v
->tile
, v
->index
, interval
| (new_company
->settings
.vehicle
.servint_ispercent
<< 17), {});
457 v
->owner
= new_owner
;
459 /* Owner changes, clear cache */
460 v
->colourmap
= PAL_NONE
;
461 v
->InvalidateNewGRFCache();
463 if (v
->IsEngineCountable()) {
464 GroupStatistics::CountEngine(v
, 1);
466 if (v
->IsPrimaryVehicle()) {
467 GroupStatistics::CountVehicle(v
, 1);
468 v
->unitnumber
= unitidgen
[v
->type
].NextID();
471 /* Invalidate the vehicle's cargo payment "owner cache". */
472 if (v
->cargo_payment
!= nullptr) v
->cargo_payment
->owner
= nullptr;
476 if (new_owner
!= INVALID_OWNER
) GroupStatistics::UpdateAutoreplace(new_owner
);
479 /* Change ownership of tiles */
483 ChangeTileOwner(tile
, old_owner
, new_owner
);
484 } while (++tile
!= MapSize());
486 if (new_owner
!= INVALID_OWNER
) {
487 /* Update all signals because there can be new segment that was owned by two companies
488 * and signals were not propagated
489 * Similar with crossings - it is needed to bar crossings that weren't before
490 * because of different owner of crossing and approaching train */
494 if (IsTileType(tile
, MP_RAILWAY
) && IsTileOwner(tile
, new_owner
) && HasSignals(tile
)) {
495 TrackBits tracks
= GetTrackBits(tile
);
496 do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
497 Track track
= RemoveFirstTrack(&tracks
);
498 if (HasSignalOnTrack(tile
, track
)) AddTrackToSignalBuffer(tile
, track
, new_owner
);
499 } while (tracks
!= TRACK_BIT_NONE
);
500 } else if (IsLevelCrossingTile(tile
) && IsTileOwner(tile
, new_owner
)) {
501 UpdateLevelCrossing(tile
);
503 } while (++tile
!= MapSize());
506 /* update signals in buffer */
507 UpdateSignalsInBuffer();
510 /* Add airport infrastructure count of the old company to the new one. */
511 if (new_owner
!= INVALID_OWNER
) Company::Get(new_owner
)->infrastructure
.airport
+= Company::Get(old_owner
)->infrastructure
.airport
;
513 /* convert owner of stations (including deleted ones, but excluding buoys) */
514 for (Station
*st
: Station::Iterate()) {
515 if (st
->owner
== old_owner
) {
516 /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
517 * also, drawing station window would cause reading invalid company's colour */
518 st
->owner
= new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
;
522 /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
523 for (Waypoint
*wp
: Waypoint::Iterate()) {
524 if (wp
->owner
== old_owner
) {
525 wp
->owner
= new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
;
529 for (Sign
*si
: Sign::Iterate()) {
530 if (si
->owner
== old_owner
) si
->owner
= new_owner
== INVALID_OWNER
? OWNER_NONE
: new_owner
;
533 /* Remove Game Script created Goals, CargoMonitors and Story pages. */
534 for (Goal
*g
: Goal::Iterate()) {
535 if (g
->company
== old_owner
) delete g
;
538 ClearCargoPickupMonitoring(old_owner
);
539 ClearCargoDeliveryMonitoring(old_owner
);
541 for (StoryPage
*sp
: StoryPage::Iterate()) {
542 if (sp
->company
== old_owner
) delete sp
;
545 /* Change colour of existing windows */
546 if (new_owner
!= INVALID_OWNER
) ChangeWindowOwner(old_owner
, new_owner
);
548 cur_company
.Restore();
550 MarkWholeScreenDirty();
554 * Check for bankruptcy of a company. Called every three months.
555 * @param c Company to check.
557 static void CompanyCheckBankrupt(Company
*c
)
559 /* If the company has money again, it does not go bankrupt */
560 if (c
->money
- c
->current_loan
>= -_economy
.max_loan
) {
561 int previous_months_of_bankruptcy
= CeilDiv(c
->months_of_bankruptcy
, 3);
562 c
->months_of_bankruptcy
= 0;
563 c
->bankrupt_asked
= 0;
564 if (previous_months_of_bankruptcy
!= 0) CompanyAdminUpdate(c
);
568 c
->months_of_bankruptcy
++;
570 switch (c
->months_of_bankruptcy
) {
571 /* All the boring cases (months) with a bad balance where no action is taken */
584 /* Warn about bankruptcy after 3 months */
586 CompanyNewsInformation
*cni
= new CompanyNewsInformation(c
);
587 SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE
);
588 SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION
);
589 SetDParamStr(2, cni
->company_name
);
590 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT
, cni
);
591 AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c
->index
));
592 Game::NewEvent(new ScriptEventCompanyInTrouble(c
->index
));
596 /* Offer company for sale after 6 months */
598 /* Don't consider the loan */
599 Money val
= CalculateCompanyValue(c
, false);
601 c
->bankrupt_value
= val
;
602 c
->bankrupt_asked
= 1 << c
->index
; // Don't ask the owner
603 c
->bankrupt_timeout
= 0;
605 /* The company assets should always have some value */
606 assert(c
->bankrupt_value
> 0);
610 /* Bankrupt company after 6 months (if the company has no value) or latest
611 * after 9 months (if it still had value after 6 months) */
614 if (!_networking
&& _local_company
== c
->index
) {
615 /* If we are in singleplayer mode, leave the company playing. Eg. there
616 * is no THE-END, otherwise mark the client as spectator to make sure
617 * they are no longer in control of this company. However... when you
618 * join another company (cheat) the "unowned" company can bankrupt. */
619 c
->bankrupt_asked
= MAX_UVALUE(CompanyMask
);
623 /* Actually remove the company, but not when we're a network client.
624 * In case of network clients we will be getting a command from the
625 * server. It is done in this way as we are called from the
626 * StateGameLoop which can't change the current company, and thus
627 * updating the local company triggers an assert later on. In the
628 * case of a network game the command will be processed at a time
629 * that changing the current company is okay. In case of single
630 * player we are sure (the above check) that we are not the local
631 * company and thus we won't be moved. */
632 if (!_networking
|| _network_server
) {
633 Command
<CMD_COMPANY_CTRL
>::Post(CCA_DELETE
, c
->index
, CRR_BANKRUPT
, INVALID_CLIENT_ID
);
640 if (CeilDiv(c
->months_of_bankruptcy
, 3) != CeilDiv(c
->months_of_bankruptcy
- 1, 3)) CompanyAdminUpdate(c
);
644 * Update the finances of all companies.
645 * Pay for the stations, update the history graph, update ratings and company values, and deal with bankruptcy.
647 static void CompaniesGenStatistics()
649 /* Check for bankruptcy each month */
650 for (Company
*c
: Company::Iterate()) {
651 CompanyCheckBankrupt(c
);
654 Backup
<CompanyID
> cur_company(_current_company
, FILE_LINE
);
656 if (!_settings_game
.economy
.infrastructure_maintenance
) {
657 for (const Station
*st
: Station::Iterate()) {
658 cur_company
.Change(st
->owner
);
659 CommandCost
cost(EXPENSES_PROPERTY
, _price
[PR_STATION_VALUE
] >> 1);
660 SubtractMoneyFromCompany(cost
);
663 /* Improved monthly infrastructure costs. */
664 for (const Company
*c
: Company::Iterate()) {
665 cur_company
.Change(c
->index
);
667 CommandCost
cost(EXPENSES_PROPERTY
);
668 uint32 rail_total
= c
->infrastructure
.GetRailTotal();
669 for (RailType rt
= RAILTYPE_BEGIN
; rt
< RAILTYPE_END
; rt
++) {
670 if (c
->infrastructure
.rail
[rt
] != 0) cost
.AddCost(RailMaintenanceCost(rt
, c
->infrastructure
.rail
[rt
], rail_total
));
672 cost
.AddCost(SignalMaintenanceCost(c
->infrastructure
.signal
));
673 uint32 road_total
= c
->infrastructure
.GetRoadTotal();
674 uint32 tram_total
= c
->infrastructure
.GetTramTotal();
675 for (RoadType rt
= ROADTYPE_BEGIN
; rt
< ROADTYPE_END
; rt
++) {
676 if (c
->infrastructure
.road
[rt
] != 0) cost
.AddCost(RoadMaintenanceCost(rt
, c
->infrastructure
.road
[rt
], RoadTypeIsRoad(rt
) ? road_total
: tram_total
));
678 cost
.AddCost(CanalMaintenanceCost(c
->infrastructure
.water
));
679 cost
.AddCost(StationMaintenanceCost(c
->infrastructure
.station
));
680 cost
.AddCost(AirportMaintenanceCost(c
->index
));
682 SubtractMoneyFromCompany(cost
);
685 cur_company
.Restore();
687 /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
688 if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month
)) return;
690 for (Company
*c
: Company::Iterate()) {
691 /* Drop the oldest history off the end */
692 std::copy_backward(c
->old_economy
, c
->old_economy
+ MAX_HISTORY_QUARTERS
- 1, c
->old_economy
+ MAX_HISTORY_QUARTERS
);
693 c
->old_economy
[0] = c
->cur_economy
;
696 if (c
->num_valid_stat_ent
!= MAX_HISTORY_QUARTERS
) c
->num_valid_stat_ent
++;
698 UpdateCompanyRatingAndValue(c
, true);
699 if (c
->block_preview
!= 0) c
->block_preview
--;
702 SetWindowDirty(WC_INCOME_GRAPH
, 0);
703 SetWindowDirty(WC_OPERATING_PROFIT
, 0);
704 SetWindowDirty(WC_DELIVERED_CARGO
, 0);
705 SetWindowDirty(WC_PERFORMANCE_HISTORY
, 0);
706 SetWindowDirty(WC_COMPANY_VALUE
, 0);
707 SetWindowDirty(WC_COMPANY_LEAGUE
, 0);
711 * Add monthly inflation
712 * @param check_year Shall the inflation get stopped after 170 years?
713 * @return true if inflation is maxed and nothing was changed
715 bool AddInflation(bool check_year
)
717 /* The cargo payment inflation differs from the normal inflation, so the
718 * relative amount of money you make with a transport decreases slowly over
719 * the 170 years. After a few hundred years we reach a level in which the
720 * games will become unplayable as the maximum income will be less than
721 * the minimum running cost.
723 * Furthermore there are a lot of inflation related overflows all over the
724 * place. Solving them is hardly possible because inflation will always
725 * reach the overflow threshold some day. So we'll just perform the
726 * inflation mechanism during the first 170 years (the amount of years that
727 * one had in the original TTD) and stop doing the inflation after that
728 * because it only causes problems that can't be solved nicely and the
729 * inflation doesn't add anything after that either; it even makes playing
730 * it impossible due to the diverging cost and income rates.
732 if (check_year
&& (_cur_year
< ORIGINAL_BASE_YEAR
|| _cur_year
>= ORIGINAL_MAX_YEAR
)) return true;
734 if (_economy
.inflation_prices
== MAX_INFLATION
|| _economy
.inflation_payment
== MAX_INFLATION
) return true;
736 /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
738 * 12 -> months per year
739 * This is only a good approximation for small values
741 _economy
.inflation_prices
+= (_economy
.inflation_prices
* _economy
.infl_amount
* 54) >> 16;
742 _economy
.inflation_payment
+= (_economy
.inflation_payment
* _economy
.infl_amount_pr
* 54) >> 16;
744 if (_economy
.inflation_prices
> MAX_INFLATION
) _economy
.inflation_prices
= MAX_INFLATION
;
745 if (_economy
.inflation_payment
> MAX_INFLATION
) _economy
.inflation_payment
= MAX_INFLATION
;
751 * Computes all prices, payments and maximum loan.
753 void RecomputePrices()
755 /* Setup maximum loan */
756 _economy
.max_loan
= ((uint64
)_settings_game
.difficulty
.max_loan
* _economy
.inflation_prices
>> 16) / 50000 * 50000;
758 /* Setup price bases */
759 for (Price i
= PR_BEGIN
; i
< PR_END
; i
++) {
760 Money price
= _price_base_specs
[i
].start_price
;
762 /* Apply difficulty settings */
764 switch (_price_base_specs
[i
].category
) {
766 mod
= _settings_game
.difficulty
.vehicle_costs
;
769 case PCAT_CONSTRUCTION
:
770 mod
= _settings_game
.difficulty
.construction_cost
;
776 case 0: price
*= 6; break;
777 case 1: price
*= 8; break; // normalised to 1 below
778 case 2: price
*= 9; break;
779 default: NOT_REACHED();
782 /* Apply inflation */
783 price
= (int64
)price
* _economy
.inflation_prices
;
785 /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
786 int shift
= _price_base_multiplier
[i
] - 16 - 3;
793 /* Make sure the price does not get reduced to zero.
794 * Zero breaks quite a few commands that use a zero
795 * cost to see whether something got changed or not
796 * and based on that cause an error. When the price
797 * is zero that fails even when things are done. */
799 price
= Clamp(_price_base_specs
[i
].start_price
, -1, 1);
800 /* No base price should be zero, but be sure. */
807 /* Setup cargo payment */
808 for (CargoSpec
*cs
: CargoSpec::Iterate()) {
809 cs
->current_payment
= (cs
->initial_payment
* (int64
)_economy
.inflation_payment
) >> 16;
812 SetWindowClassesDirty(WC_BUILD_VEHICLE
);
813 SetWindowClassesDirty(WC_REPLACE_VEHICLE
);
814 SetWindowClassesDirty(WC_VEHICLE_DETAILS
);
815 SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE
);
816 InvalidateWindowData(WC_PAYMENT_RATES
, 0);
819 /** Let all companies pay the monthly interest on their loan. */
820 static void CompaniesPayInterest()
822 Backup
<CompanyID
> cur_company(_current_company
, FILE_LINE
);
823 for (const Company
*c
: Company::Iterate()) {
824 cur_company
.Change(c
->index
);
826 /* Over a year the paid interest should be "loan * interest percentage",
827 * but... as that number is likely not dividable by 12 (pay each month),
828 * one needs to account for that in the monthly fee calculations.
829 * To easily calculate what one should pay "this" month, you calculate
830 * what (total) should have been paid up to this month and you subtract
831 * whatever has been paid in the previous months. This will mean one month
832 * it'll be a bit more and the other it'll be a bit less than the average
833 * monthly fee, but on average it will be exact.
834 * In order to prevent cheating or abuse (just not paying interest by not
835 * taking a loan we make companies pay interest on negative cash as well
837 Money yearly_fee
= c
->current_loan
* _economy
.interest_rate
/ 100;
839 yearly_fee
+= -c
->money
*_economy
.interest_rate
/ 100;
841 Money up_to_previous_month
= yearly_fee
* _cur_month
/ 12;
842 Money up_to_this_month
= yearly_fee
* (_cur_month
+ 1) / 12;
844 SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT
, up_to_this_month
- up_to_previous_month
));
846 SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER
, _price
[PR_STATION_VALUE
] >> 2));
848 cur_company
.Restore();
851 static void HandleEconomyFluctuations()
853 if (_settings_game
.difficulty
.economy
!= 0) {
854 /* When economy is Fluctuating, decrease counter */
856 } else if (EconomyIsInRecession()) {
857 /* When it's Steady and we are in recession, end it now */
858 _economy
.fluct
= -12;
860 /* No need to do anything else in other cases */
864 if (_economy
.fluct
== 0) {
865 _economy
.fluct
= -(int)GB(Random(), 0, 2);
866 AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION
, NT_ECONOMY
, NF_NORMAL
);
867 } else if (_economy
.fluct
== -12) {
868 _economy
.fluct
= GB(Random(), 0, 8) + 312;
869 AddNewsItem(STR_NEWS_END_OF_RECESSION
, NT_ECONOMY
, NF_NORMAL
);
875 * Reset changes to the price base multipliers.
877 void ResetPriceBaseMultipliers()
879 memset(_price_base_multiplier
, 0, sizeof(_price_base_multiplier
));
883 * Change a price base by the given factor.
884 * The price base is altered by factors of two.
885 * NewBaseCost = OldBaseCost * 2^n
886 * @param price Index of price base to change.
887 * @param factor Amount to change by.
889 void SetPriceBaseMultiplier(Price price
, int factor
)
891 assert(price
< PR_END
);
892 _price_base_multiplier
[price
] = Clamp(factor
, MIN_PRICE_MODIFIER
, MAX_PRICE_MODIFIER
);
896 * Initialize the variables that will maintain the daily industry change system.
897 * @param init_counter specifies if the counter is required to be initialized
899 void StartupIndustryDailyChanges(bool init_counter
)
901 uint map_size
= MapLogX() + MapLogY();
902 /* After getting map size, it needs to be scaled appropriately and divided by 31,
903 * which stands for the days in a month.
904 * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
905 * would not be needed.
906 * Since it is based on "fractional parts", the leftover days will not make much of a difference
907 * on the overall total number of changes performed */
908 _economy
.industry_daily_increment
= (1 << map_size
) / 31;
911 /* A new game or a savegame from an older version will require the counter to be initialized */
912 _economy
.industry_daily_change_counter
= 0;
916 void StartupEconomy()
918 _economy
.interest_rate
= _settings_game
.difficulty
.initial_interest
;
919 _economy
.infl_amount
= _settings_game
.difficulty
.initial_interest
;
920 _economy
.infl_amount_pr
= std::max(0, _settings_game
.difficulty
.initial_interest
- 1);
921 _economy
.fluct
= GB(Random(), 0, 8) + 168;
923 if (_settings_game
.economy
.inflation
) {
924 /* Apply inflation that happened before our game start year. */
925 int months
= (std::min(_cur_year
, ORIGINAL_MAX_YEAR
) - ORIGINAL_BASE_YEAR
) * 12;
926 for (int i
= 0; i
< months
; i
++) {
934 StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
939 * Resets economy to initial values
941 void InitializeEconomy()
943 _economy
.inflation_prices
= _economy
.inflation_payment
= 1 << 16;
944 ClearCargoPickupMonitoring();
945 ClearCargoDeliveryMonitoring();
949 * Determine a certain price
950 * @param index Price base
951 * @param cost_factor Price factor
952 * @param grf_file NewGRF to use local price multipliers from.
953 * @param shift Extra bit shifting after the computation
956 Money
GetPrice(Price index
, uint cost_factor
, const GRFFile
*grf_file
, int shift
)
958 if (index
>= PR_END
) return 0;
960 Money cost
= _price
[index
] * cost_factor
;
961 if (grf_file
!= nullptr) shift
+= grf_file
->price_base_multipliers
[index
];
972 Money
GetTransportedGoodsIncome(uint num_pieces
, uint dist
, byte transit_days
, CargoID cargo_type
)
974 const CargoSpec
*cs
= CargoSpec::Get(cargo_type
);
975 if (!cs
->IsValid()) {
976 /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
980 /* Use callback to calculate cargo profit, if available */
981 if (HasBit(cs
->callback_mask
, CBM_CARGO_PROFIT_CALC
)) {
982 uint32 var18
= std::min(dist
, 0xFFFFu
) | (std::min(num_pieces
, 0xFFu
) << 16) | (transit_days
<< 24);
983 uint16 callback
= GetCargoCallback(CBID_CARGO_PROFIT_CALC
, 0, var18
, cs
);
984 if (callback
!= CALLBACK_FAILED
) {
985 int result
= GB(callback
, 0, 14);
987 /* Simulate a 15 bit signed value */
988 if (HasBit(callback
, 14)) result
-= 0x4000;
990 /* "The result should be a signed multiplier that gets multiplied
991 * by the amount of cargo moved and the price factor, then gets
992 * divided by 8192." */
993 return result
* num_pieces
* cs
->current_payment
/ 8192;
997 static const int MIN_TIME_FACTOR
= 31;
998 static const int MAX_TIME_FACTOR
= 255;
1000 const int days1
= cs
->transit_days
[0];
1001 const int days2
= cs
->transit_days
[1];
1002 const int days_over_days1
= std::max( transit_days
- days1
, 0);
1003 const int days_over_days2
= std::max(days_over_days1
- days2
, 0);
1006 * The time factor is calculated based on the time it took
1007 * (transit_days) compared two cargo-depending values. The
1008 * range is divided into three parts:
1010 * - constant for fast transits
1011 * - linear decreasing with time with a slope of -1 for medium transports
1012 * - linear decreasing with time with a slope of -2 for slow transports
1015 const int time_factor
= std::max(MAX_TIME_FACTOR
- days_over_days1
- days_over_days2
, MIN_TIME_FACTOR
);
1017 return BigMulS(dist
* time_factor
* num_pieces
, cs
->current_payment
, 21);
1020 /** The industries we've currently brought cargo to. */
1021 static SmallIndustryList _cargo_delivery_destinations
;
1024 * Transfer goods from station to industry.
1025 * All cargo is delivered to the nearest (Manhattan) industry to the station sign, which is inside the acceptance rectangle and actually accepts the cargo.
1026 * @param st The station that accepted the cargo
1027 * @param cargo_type Type of cargo delivered
1028 * @param num_pieces Amount of cargo delivered
1029 * @param source The source of the cargo
1030 * @param company The company delivering the cargo
1031 * @return actually accepted pieces of cargo
1033 static uint
DeliverGoodsToIndustry(const Station
*st
, CargoID cargo_type
, uint num_pieces
, IndustryID source
, CompanyID company
)
1035 /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
1036 * This fails in three cases:
1037 * 1) The station accepts the cargo because there are enough houses around it accepting the cargo.
1038 * 2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
1039 * 3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
1044 for (Industry
*ind
: st
->industries_near
) {
1045 if (num_pieces
== 0) break;
1047 if (ind
->index
== source
) continue;
1050 for (cargo_index
= 0; cargo_index
< lengthof(ind
->accepts_cargo
); cargo_index
++) {
1051 if (cargo_type
== ind
->accepts_cargo
[cargo_index
]) break;
1053 /* Check if matching cargo has been found */
1054 if (cargo_index
>= lengthof(ind
->accepts_cargo
)) continue;
1056 /* Check if industry temporarily refuses acceptance */
1057 if (IndustryTemporarilyRefusesCargo(ind
, cargo_type
)) continue;
1059 if (ind
->exclusive_supplier
!= INVALID_OWNER
&& ind
->exclusive_supplier
!= st
->owner
) continue;
1061 /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
1062 include(_cargo_delivery_destinations
, ind
);
1064 uint amount
= std::min(num_pieces
, 0xFFFFu
- ind
->incoming_cargo_waiting
[cargo_index
]);
1065 ind
->incoming_cargo_waiting
[cargo_index
] += amount
;
1066 ind
->last_cargo_accepted_at
[cargo_index
] = _date
;
1067 num_pieces
-= amount
;
1070 /* Update the cargo monitor. */
1071 AddCargoDelivery(cargo_type
, company
, amount
, ST_INDUSTRY
, source
, st
, ind
->index
);
1078 * Delivers goods to industries/towns and calculates the payment
1079 * @param num_pieces amount of cargo delivered
1080 * @param cargo_type the type of cargo that is delivered
1081 * @param dest Station the cargo has been unloaded
1082 * @param source_tile The origin of the cargo for distance calculation
1083 * @param days_in_transit Travel time
1084 * @param company The company delivering the cargo
1085 * @param src_type Type of source of cargo (industry, town, headquarters)
1086 * @param src Index of source of cargo
1087 * @return Revenue for delivering cargo
1088 * @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
1090 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
)
1092 assert(num_pieces
> 0);
1094 Station
*st
= Station::Get(dest
);
1096 /* Give the goods to the industry. */
1097 uint accepted_ind
= DeliverGoodsToIndustry(st
, cargo_type
, num_pieces
, src_type
== ST_INDUSTRY
? src
: INVALID_INDUSTRY
, company
->index
);
1099 /* If this cargo type is always accepted, accept all */
1100 uint accepted_total
= HasBit(st
->always_accepted
, cargo_type
) ? num_pieces
: accepted_ind
;
1102 /* Update station statistics */
1103 if (accepted_total
> 0) {
1104 SetBit(st
->goods
[cargo_type
].status
, GoodsEntry::GES_EVER_ACCEPTED
);
1105 SetBit(st
->goods
[cargo_type
].status
, GoodsEntry::GES_CURRENT_MONTH
);
1106 SetBit(st
->goods
[cargo_type
].status
, GoodsEntry::GES_ACCEPTED_BIGTICK
);
1109 /* Update company statistics */
1110 company
->cur_economy
.delivered_cargo
[cargo_type
] += accepted_total
;
1112 /* Increase town's counter for town effects */
1113 const CargoSpec
*cs
= CargoSpec::Get(cargo_type
);
1114 st
->town
->received
[cs
->town_effect
].new_act
+= accepted_total
;
1116 /* Determine profit */
1117 Money profit
= GetTransportedGoodsIncome(accepted_total
, DistanceManhattan(source_tile
, st
->xy
), days_in_transit
, cargo_type
);
1119 /* Update the cargo monitor. */
1120 AddCargoDelivery(cargo_type
, company
->index
, accepted_total
- accepted_ind
, src_type
, src
, st
);
1122 /* Modify profit if a subsidy is in effect */
1123 if (CheckSubsidised(cargo_type
, company
->index
, src_type
, src
, st
)) {
1124 switch (_settings_game
.difficulty
.subsidy_multiplier
) {
1125 case 0: profit
+= profit
>> 1; break;
1126 case 1: profit
*= 2; break;
1127 case 2: profit
*= 3; break;
1128 default: profit
*= 4; break;
1136 * Inform the industry about just delivered cargo
1137 * DeliverGoodsToIndustry() silently incremented incoming_cargo_waiting, now it is time to do something with the new cargo.
1138 * @param i The industry to process
1140 static void TriggerIndustryProduction(Industry
*i
)
1142 const IndustrySpec
*indspec
= GetIndustrySpec(i
->type
);
1143 uint16 callback
= indspec
->callback_mask
;
1145 i
->was_cargo_delivered
= true;
1147 if (HasBit(callback
, CBM_IND_PRODUCTION_CARGO_ARRIVAL
) || HasBit(callback
, CBM_IND_PRODUCTION_256_TICKS
)) {
1148 if (HasBit(callback
, CBM_IND_PRODUCTION_CARGO_ARRIVAL
)) {
1149 IndustryProductionCallback(i
, 0);
1151 SetWindowDirty(WC_INDUSTRY_VIEW
, i
->index
);
1154 for (uint ci_in
= 0; ci_in
< lengthof(i
->incoming_cargo_waiting
); ci_in
++) {
1155 uint cargo_waiting
= i
->incoming_cargo_waiting
[ci_in
];
1156 if (cargo_waiting
== 0) continue;
1158 for (uint ci_out
= 0; ci_out
< lengthof(i
->produced_cargo_waiting
); ci_out
++) {
1159 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
);
1162 i
->incoming_cargo_waiting
[ci_in
] = 0;
1166 TriggerIndustry(i
, INDUSTRY_TRIGGER_RECEIVED_CARGO
);
1167 StartStopIndustryTileAnimation(i
, IAT_INDUSTRY_RECEIVED_CARGO
);
1171 * Makes us a new cargo payment helper.
1172 * @param front The front of the train
1174 CargoPayment::CargoPayment(Vehicle
*front
) :
1176 current_station(front
->last_station_visited
)
1180 CargoPayment::~CargoPayment()
1182 if (this->CleaningPool()) return;
1184 this->front
->cargo_payment
= nullptr;
1186 if (this->visual_profit
== 0 && this->visual_transfer
== 0) return;
1188 Backup
<CompanyID
> cur_company(_current_company
, this->front
->owner
, FILE_LINE
);
1190 SubtractMoneyFromCompany(CommandCost(this->front
->GetExpenseType(true), -this->route_profit
));
1191 this->front
->profit_this_year
+= (this->visual_profit
+ this->visual_transfer
) << 8;
1193 if (this->route_profit
!= 0 && IsLocalCompany() && !PlayVehicleSound(this->front
, VSE_LOAD_UNLOAD
)) {
1194 SndPlayVehicleFx(SND_14_CASHTILL
, this->front
);
1197 if (this->visual_transfer
!= 0) {
1198 ShowFeederIncomeAnimation(this->front
->x_pos
, this->front
->y_pos
,
1199 this->front
->z_pos
, this->visual_transfer
, -this->visual_profit
);
1200 } else if (this->visual_profit
!= 0) {
1201 ShowCostOrIncomeAnimation(this->front
->x_pos
, this->front
->y_pos
,
1202 this->front
->z_pos
, -this->visual_profit
);
1205 cur_company
.Restore();
1209 * Handle payment for final delivery of the given cargo packet.
1210 * @param cp The cargo packet to pay for.
1211 * @param count The number of packets to pay for.
1213 void CargoPayment::PayFinalDelivery(const CargoPacket
*cp
, uint count
)
1215 if (this->owner
== nullptr) {
1216 this->owner
= Company::Get(this->front
->owner
);
1219 /* Handle end of route payment */
1220 Money profit
= DeliverGoods(count
, this->ct
, this->current_station
, cp
->SourceStationXY(), cp
->DaysInTransit(), this->owner
, cp
->SourceSubsidyType(), cp
->SourceSubsidyID());
1221 this->route_profit
+= profit
;
1223 /* The vehicle's profit is whatever route profit there is minus feeder shares. */
1224 this->visual_profit
+= profit
- cp
->FeederShare(count
);
1228 * Handle payment for transfer of the given cargo packet.
1229 * @param cp The cargo packet to pay for; actual payment won't be made!.
1230 * @param count The number of packets to pay for.
1231 * @return The amount of money paid for the transfer.
1233 Money
CargoPayment::PayTransfer(const CargoPacket
*cp
, uint count
)
1235 Money profit
= -cp
->FeederShare(count
) + GetTransportedGoodsIncome(
1237 /* pay transfer vehicle the difference between the payment for the journey from
1238 * the source to the current point, and the sum of the previous transfer payments */
1239 DistanceManhattan(cp
->SourceStationXY(), Station::Get(this->current_station
)->xy
),
1240 cp
->DaysInTransit(),
1243 profit
= profit
* _settings_game
.economy
.feeder_payment_share
/ 100;
1245 this->visual_transfer
+= profit
; // accumulate transfer profits for whole vehicle
1246 return profit
; // account for the (virtual) profit already made for the cargo packet
1250 * Prepare the vehicle to be unloaded.
1251 * @param front_v the vehicle to be unloaded
1253 void PrepareUnload(Vehicle
*front_v
)
1255 Station
*curr_station
= Station::Get(front_v
->last_station_visited
);
1256 curr_station
->loading_vehicles
.push_back(front_v
);
1258 /* At this moment loading cannot be finished */
1259 ClrBit(front_v
->vehicle_flags
, VF_LOADING_FINISHED
);
1261 /* Start unloading at the first possible moment */
1262 front_v
->load_unload_ticks
= 1;
1264 assert(front_v
->cargo_payment
== nullptr);
1265 /* One CargoPayment per vehicle and the vehicle limit equals the
1266 * limit in number of CargoPayments. Can't go wrong. */
1267 static_assert(CargoPaymentPool::MAX_SIZE
== VehiclePool::MAX_SIZE
);
1268 assert(CargoPayment::CanAllocateItem());
1269 front_v
->cargo_payment
= new CargoPayment(front_v
);
1271 StationIDStack next_station
= front_v
->GetNextStoppingStation();
1272 if (front_v
->orders
.list
== nullptr || (front_v
->current_order
.GetUnloadType() & OUFB_NO_UNLOAD
) == 0) {
1273 Station
*st
= Station::Get(front_v
->last_station_visited
);
1274 for (Vehicle
*v
= front_v
; v
!= nullptr; v
= v
->Next()) {
1275 const GoodsEntry
*ge
= &st
->goods
[v
->cargo_type
];
1276 if (v
->cargo_cap
> 0 && v
->cargo
.TotalCount() > 0) {
1278 HasBit(ge
->status
, GoodsEntry::GES_ACCEPTANCE
),
1279 front_v
->last_station_visited
, next_station
,
1280 front_v
->current_order
.GetUnloadType(), ge
,
1281 front_v
->cargo_payment
);
1282 if (v
->cargo
.UnloadCount() > 0) SetBit(v
->vehicle_flags
, VF_CARGO_UNLOADING
);
1289 * Gets the amount of cargo the given vehicle can load in the current tick.
1290 * This is only about loading speed. The free capacity is ignored.
1291 * @param v Vehicle to be queried.
1292 * @return Amount of cargo the vehicle can load at once.
1294 static uint
GetLoadAmount(Vehicle
*v
)
1296 const Engine
*e
= v
->GetEngine();
1297 uint load_amount
= e
->info
.load_amount
;
1299 /* The default loadamount for mail is 1/4 of the load amount for passengers */
1300 bool air_mail
= v
->type
== VEH_AIRCRAFT
&& !Aircraft::From(v
)->IsNormalAircraft();
1301 if (air_mail
) load_amount
= CeilDiv(load_amount
, 4);
1303 if (_settings_game
.order
.gradual_loading
) {
1304 uint16 cb_load_amount
= CALLBACK_FAILED
;
1305 if (e
->GetGRF() != nullptr && e
->GetGRF()->grf_version
>= 8) {
1306 /* Use callback 36 */
1307 cb_load_amount
= GetVehicleProperty(v
, PROP_VEHICLE_LOAD_AMOUNT
, CALLBACK_FAILED
);
1308 } else if (HasBit(e
->info
.callback_mask
, CBM_VEHICLE_LOAD_AMOUNT
)) {
1309 /* Use callback 12 */
1310 cb_load_amount
= GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT
, 0, 0, v
->engine_type
, v
);
1312 if (cb_load_amount
!= CALLBACK_FAILED
) {
1313 if (e
->GetGRF()->grf_version
< 8) cb_load_amount
= GB(cb_load_amount
, 0, 8);
1314 if (cb_load_amount
>= 0x100) {
1315 ErrorUnknownCallbackResult(e
->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT
, cb_load_amount
);
1316 } else if (cb_load_amount
!= 0) {
1317 load_amount
= cb_load_amount
;
1322 /* Scale load amount the same as capacity */
1323 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);
1325 /* Zero load amount breaks a lot of things. */
1326 return std::max(1u, load_amount
);
1330 * Iterate the articulated parts of a vehicle, also considering the special cases of "normal"
1331 * aircraft and double headed trains. Apply an action to each vehicle and immediately return false
1332 * if that action does so. Otherwise return true.
1333 * @tparam Taction Class of action to be applied. Must implement bool operator()([const] Vehicle *).
1334 * @param v First articulated part.
1335 * @param action Instance of Taction.
1336 * @return false if any of the action invocations returned false, true otherwise.
1338 template<class Taction
>
1339 bool IterateVehicleParts(Vehicle
*v
, Taction action
)
1341 for (Vehicle
*w
= v
; w
!= nullptr;
1342 w
= w
->HasArticulatedPart() ? w
->GetNextArticulatedPart() : nullptr) {
1343 if (!action(w
)) return false;
1344 if (w
->type
== VEH_TRAIN
) {
1345 Train
*train
= Train::From(w
);
1346 if (train
->IsMultiheaded() && !action(train
->other_multiheaded_part
)) return false;
1349 if (v
->type
== VEH_AIRCRAFT
&& Aircraft::From(v
)->IsNormalAircraft()) return action(v
->Next());
1354 * Action to check if a vehicle has no stored cargo.
1356 struct IsEmptyAction
1359 * Checks if the vehicle has stored cargo.
1360 * @param v Vehicle to be checked.
1361 * @return true if v is either empty or has only reserved cargo, false otherwise.
1363 bool operator()(const Vehicle
*v
)
1365 return v
->cargo
.StoredCount() == 0;
1370 * Refit preparation action.
1372 struct PrepareRefitAction
1374 CargoArray
&consist_capleft
; ///< Capacities left in the consist.
1375 CargoTypes
&refit_mask
; ///< Bitmask of possible refit cargoes.
1378 * Create a refit preparation action.
1379 * @param consist_capleft Capacities left in consist, to be updated here.
1380 * @param refit_mask Refit mask to be constructed from refit information of vehicles.
1382 PrepareRefitAction(CargoArray
&consist_capleft
, CargoTypes
&refit_mask
) :
1383 consist_capleft(consist_capleft
), refit_mask(refit_mask
) {}
1386 * Prepares for refitting of a vehicle, subtracting its free capacity from consist_capleft and
1387 * adding the cargoes it can refit to to the refit mask.
1388 * @param v The vehicle to be refitted.
1391 bool operator()(const Vehicle
*v
)
1393 this->consist_capleft
[v
->cargo_type
] -= v
->cargo_cap
- v
->cargo
.ReservedCount();
1394 this->refit_mask
|= EngInfo(v
->engine_type
)->refit_mask
;
1400 * Action for returning reserved cargo.
1402 struct ReturnCargoAction
1404 Station
*st
; ///< Station to give the returned cargo to.
1405 StationID next_hop
; ///< Next hop the cargo should be assigned to.
1408 * Construct a cargo return action.
1409 * @param st Station to give the returned cargo to.
1410 * @param next_one Next hop the cargo should be assigned to.
1412 ReturnCargoAction(Station
*st
, StationID next_one
) : st(st
), next_hop(next_one
) {}
1415 * Return all reserved cargo from a vehicle.
1416 * @param v Vehicle to return cargo from.
1419 bool operator()(Vehicle
*v
)
1421 v
->cargo
.Return(UINT_MAX
, &this->st
->goods
[v
->cargo_type
].cargo
, this->next_hop
);
1427 * Action for finalizing a refit.
1429 struct FinalizeRefitAction
1431 CargoArray
&consist_capleft
; ///< Capacities left in the consist.
1432 Station
*st
; ///< Station to reserve cargo from.
1433 StationIDStack
&next_station
; ///< Next hops to reserve cargo for.
1434 bool do_reserve
; ///< If the vehicle should reserve.
1437 * Create a finalizing action.
1438 * @param consist_capleft Capacities left in the consist.
1439 * @param st Station to reserve cargo from.
1440 * @param next_station Next hops to reserve cargo for.
1441 * @param do_reserve If we should reserve cargo or just add up the capacities.
1443 FinalizeRefitAction(CargoArray
&consist_capleft
, Station
*st
, StationIDStack
&next_station
, bool do_reserve
) :
1444 consist_capleft(consist_capleft
), st(st
), next_station(next_station
), do_reserve(do_reserve
) {}
1447 * Reserve cargo from the station and update the remaining consist capacities with the
1448 * vehicle's remaining free capacity.
1449 * @param v Vehicle to be finalized.
1452 bool operator()(Vehicle
*v
)
1454 if (this->do_reserve
) {
1455 this->st
->goods
[v
->cargo_type
].cargo
.Reserve(v
->cargo_cap
- v
->cargo
.RemainingCount(),
1456 &v
->cargo
, st
->xy
, this->next_station
);
1458 this->consist_capleft
[v
->cargo_type
] += v
->cargo_cap
- v
->cargo
.RemainingCount();
1464 * Refit a vehicle in a station.
1465 * @param v Vehicle to be refitted.
1466 * @param consist_capleft Added cargo capacities in the consist.
1467 * @param st Station the vehicle is loading at.
1468 * @param next_station Possible next stations the vehicle can travel to.
1469 * @param new_cid Target cargo for refit.
1471 static void HandleStationRefit(Vehicle
*v
, CargoArray
&consist_capleft
, Station
*st
, StationIDStack next_station
, CargoID new_cid
)
1473 Vehicle
*v_start
= v
->GetFirstEnginePart();
1474 if (!IterateVehicleParts(v_start
, IsEmptyAction())) return;
1476 Backup
<CompanyID
> cur_company(_current_company
, v
->owner
, FILE_LINE
);
1478 CargoTypes refit_mask
= v
->GetEngine()->info
.refit_mask
;
1480 /* Remove old capacity from consist capacity and collect refit mask. */
1481 IterateVehicleParts(v_start
, PrepareRefitAction(consist_capleft
, refit_mask
));
1483 bool is_auto_refit
= new_cid
== CT_AUTO_REFIT
;
1484 if (is_auto_refit
) {
1485 /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
1486 new_cid
= v_start
->cargo_type
;
1487 for (CargoID cid
: SetCargoBitIterator(refit_mask
)) {
1488 if (st
->goods
[cid
].cargo
.HasCargoFor(next_station
)) {
1489 /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
1490 * the returned refit capacity will be greater than zero. */
1491 Command
<CMD_REFIT_VEHICLE
>::Do(DC_QUERY_COST
, v_start
->tile
, v_start
->index
, cid
| 1U << 24 | 0xFF << 8 | 1U << 16, {}); // Auto-refit and only this vehicle including artic parts.
1492 /* Try to balance different loadable cargoes between parts of the consist, so that
1493 * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
1494 * to the first loadable cargo for which there is only one packet. If the capacities
1495 * are equal refit to the cargo of which most is available. This is important for
1496 * consists of only a single vehicle as those will generally have a consist_capleft
1497 * of 0 for all cargoes. */
1498 if (_returned_refit_capacity
> 0 && (consist_capleft
[cid
] < consist_capleft
[new_cid
] ||
1499 (consist_capleft
[cid
] == consist_capleft
[new_cid
] &&
1500 st
->goods
[cid
].cargo
.AvailableCount() > st
->goods
[new_cid
].cargo
.AvailableCount()))) {
1507 /* Refit if given a valid cargo. */
1508 if (new_cid
< NUM_CARGO
&& new_cid
!= v_start
->cargo_type
) {
1509 /* INVALID_STATION because in the DT_MANUAL case that's correct and in the DT_(A)SYMMETRIC
1510 * cases the next hop of the vehicle doesn't really tell us anything if the cargo had been
1511 * "via any station" before reserving. We rather produce some more "any station" cargo than
1513 IterateVehicleParts(v_start
, ReturnCargoAction(st
, INVALID_STATION
));
1514 CommandCost cost
= Command
<CMD_REFIT_VEHICLE
>::Do(DC_EXEC
, v_start
->tile
, v_start
->index
, new_cid
| 1U << 24 | 0xFF << 8 | 1U << 16, {}); // Auto-refit and only this vehicle including artic parts.
1515 if (cost
.Succeeded()) v
->First()->profit_this_year
-= cost
.GetCost() << 8;
1518 /* Add new capacity to consist capacity and reserve cargo */
1519 IterateVehicleParts(v_start
, FinalizeRefitAction(consist_capleft
, st
, next_station
,
1520 is_auto_refit
|| (v
->First()->current_order
.GetLoadType() & OLFB_FULL_LOAD
) != 0));
1522 cur_company
.Restore();
1526 * Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
1527 * @param st Station with cargo waiting to be loaded.
1528 * @param v Vehicle loading the cargo.
1529 * @return true when a vehicle can load the cargo.
1531 static bool MayLoadUnderExclusiveRights(const Station
*st
, const Vehicle
*v
)
1533 return st
->owner
!= OWNER_NONE
|| st
->town
->exclusive_counter
== 0 || st
->town
->exclusivity
== v
->owner
;
1536 struct ReserveCargoAction
{
1538 StationIDStack
*next_station
;
1540 ReserveCargoAction(Station
*st
, StationIDStack
*next_station
) :
1541 st(st
), next_station(next_station
) {}
1543 bool operator()(Vehicle
*v
)
1545 if (v
->cargo_cap
> v
->cargo
.RemainingCount() && MayLoadUnderExclusiveRights(st
, v
)) {
1546 st
->goods
[v
->cargo_type
].cargo
.Reserve(v
->cargo_cap
- v
->cargo
.RemainingCount(),
1547 &v
->cargo
, st
->xy
, *next_station
);
1556 * Reserves cargo if the full load order and improved_load is set or if the
1557 * current order allows autorefit.
1558 * @param st Station where the consist is loading at the moment.
1559 * @param u Front of the loading vehicle consist.
1560 * @param consist_capleft If given, save free capacities after reserving there.
1561 * @param next_station Station(s) the vehicle will stop at next.
1563 static void ReserveConsist(Station
*st
, Vehicle
*u
, CargoArray
*consist_capleft
, StationIDStack
*next_station
)
1565 /* If there is a cargo payment not all vehicles of the consist have tried to do the refit.
1566 * In that case, only reserve if it's a fixed refit and the equivalent of "articulated chain"
1567 * a vehicle belongs to already has the right cargo. */
1568 bool must_reserve
= !u
->current_order
.IsRefit() || u
->cargo_payment
== nullptr;
1569 for (Vehicle
*v
= u
; v
!= nullptr; v
= v
->Next()) {
1570 assert(v
->cargo_cap
>= v
->cargo
.RemainingCount());
1572 /* Exclude various ways in which the vehicle might not be the head of an equivalent of
1573 * "articulated chain". Also don't do the reservation if the vehicle is going to refit
1574 * to a different cargo and hasn't tried to do so, yet. */
1575 if (!v
->IsArticulatedPart() &&
1576 (v
->type
!= VEH_TRAIN
|| !Train::From(v
)->IsRearDualheaded()) &&
1577 (v
->type
!= VEH_AIRCRAFT
|| Aircraft::From(v
)->IsNormalAircraft()) &&
1578 (must_reserve
|| u
->current_order
.GetRefitCargo() == v
->cargo_type
)) {
1579 IterateVehicleParts(v
, ReserveCargoAction(st
, next_station
));
1581 if (consist_capleft
== nullptr || v
->cargo_cap
== 0) continue;
1582 (*consist_capleft
)[v
->cargo_type
] += v
->cargo_cap
- v
->cargo
.RemainingCount();
1587 * Update the vehicle's load_unload_ticks, the time it will wait until it tries to load or unload
1588 * again. Adjust for overhang of trains and set it at least to 1.
1589 * @param front The vehicle to be updated.
1590 * @param st The station the vehicle is loading at.
1591 * @param ticks The time it would normally wait, based on cargo loaded and unloaded.
1593 static void UpdateLoadUnloadTicks(Vehicle
*front
, const Station
*st
, int ticks
)
1595 if (front
->type
== VEH_TRAIN
) {
1596 /* Each platform tile is worth 2 rail vehicles. */
1597 int overhang
= front
->GetGroundVehicleCache()->cached_total_length
- st
->GetPlatformLength(front
->tile
) * TILE_SIZE
;
1600 ticks
+= (overhang
* ticks
) / 8;
1603 /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
1604 front
->load_unload_ticks
= std::max(1, ticks
);
1608 * Loads/unload the vehicle if possible.
1609 * @param front the vehicle to be (un)loaded
1611 static void LoadUnloadVehicle(Vehicle
*front
)
1613 assert(front
->current_order
.IsType(OT_LOADING
));
1615 StationID last_visited
= front
->last_station_visited
;
1616 Station
*st
= Station::Get(last_visited
);
1618 StationIDStack next_station
= front
->GetNextStoppingStation();
1619 bool use_autorefit
= front
->current_order
.IsRefit() && front
->current_order
.GetRefitCargo() == CT_AUTO_REFIT
;
1620 CargoArray consist_capleft
;
1621 if (_settings_game
.order
.improved_load
&& use_autorefit
?
1622 front
->cargo_payment
== nullptr : (front
->current_order
.GetLoadType() & OLFB_FULL_LOAD
) != 0) {
1623 ReserveConsist(st
, front
,
1624 (use_autorefit
&& front
->load_unload_ticks
!= 0) ? &consist_capleft
: nullptr,
1628 /* We have not waited enough time till the next round of loading/unloading */
1629 if (front
->load_unload_ticks
!= 0) return;
1631 if (front
->type
== VEH_TRAIN
&& (!IsTileType(front
->tile
, MP_STATION
) || GetStationIndex(front
->tile
) != st
->index
)) {
1632 /* The train reversed in the station. Take the "easy" way
1633 * out and let the train just leave as it always did. */
1634 SetBit(front
->vehicle_flags
, VF_LOADING_FINISHED
);
1635 front
->load_unload_ticks
= 1;
1639 int new_load_unload_ticks
= 0;
1640 bool dirty_vehicle
= false;
1641 bool dirty_station
= false;
1643 bool completely_emptied
= true;
1644 bool anything_unloaded
= false;
1645 bool anything_loaded
= false;
1646 CargoTypes full_load_amount
= 0;
1647 CargoTypes cargo_not_full
= 0;
1648 CargoTypes cargo_full
= 0;
1649 CargoTypes reservation_left
= 0;
1651 front
->cur_speed
= 0;
1653 CargoPayment
*payment
= front
->cargo_payment
;
1655 uint artic_part
= 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
1656 for (Vehicle
*v
= front
; v
!= nullptr; v
= v
->Next()) {
1657 if (v
== front
|| !v
->Previous()->HasArticulatedPart()) artic_part
= 0;
1658 if (v
->cargo_cap
== 0) continue;
1661 GoodsEntry
*ge
= &st
->goods
[v
->cargo_type
];
1663 if (HasBit(v
->vehicle_flags
, VF_CARGO_UNLOADING
) && (front
->current_order
.GetUnloadType() & OUFB_NO_UNLOAD
) == 0) {
1664 uint cargo_count
= v
->cargo
.UnloadCount();
1665 uint amount_unloaded
= _settings_game
.order
.gradual_loading
? std::min(cargo_count
, GetLoadAmount(v
)) : cargo_count
;
1666 bool remaining
= false; // Are there cargo entities in this vehicle that can still be unloaded here?
1668 assert(payment
!= nullptr);
1669 payment
->SetCargo(v
->cargo_type
);
1671 if (!HasBit(ge
->status
, GoodsEntry::GES_ACCEPTANCE
) && v
->cargo
.ActionCount(VehicleCargoList::MTA_DELIVER
) > 0) {
1672 /* The station does not accept our goods anymore. */
1673 if (front
->current_order
.GetUnloadType() & (OUFB_TRANSFER
| OUFB_UNLOAD
)) {
1674 /* Transfer instead of delivering. */
1675 v
->cargo
.Reassign
<VehicleCargoList::MTA_DELIVER
, VehicleCargoList::MTA_TRANSFER
>(
1676 v
->cargo
.ActionCount(VehicleCargoList::MTA_DELIVER
), INVALID_STATION
);
1678 uint new_remaining
= v
->cargo
.RemainingCount() + v
->cargo
.ActionCount(VehicleCargoList::MTA_DELIVER
);
1679 if (v
->cargo_cap
< new_remaining
) {
1680 /* Return some of the reserved cargo to not overload the vehicle. */
1681 v
->cargo
.Return(new_remaining
- v
->cargo_cap
, &ge
->cargo
, INVALID_STATION
);
1684 /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
1685 v
->cargo
.Reassign
<VehicleCargoList::MTA_DELIVER
, VehicleCargoList::MTA_KEEP
>(
1686 v
->cargo
.ActionCount(VehicleCargoList::MTA_DELIVER
));
1688 /* ... say we unloaded something, otherwise we'll think we didn't unload
1689 * something and we didn't load something, so we must be finished
1690 * at this station. Setting the unloaded means that we will get a
1691 * retry for loading in the next cycle. */
1692 anything_unloaded
= true;
1696 if (v
->cargo
.ActionCount(VehicleCargoList::MTA_TRANSFER
) > 0) {
1697 /* Mark the station dirty if we transfer, but not if we only deliver. */
1698 dirty_station
= true;
1700 if (!ge
->HasRating()) {
1701 /* Upon transferring cargo, make sure the station has a rating. Fake a pickup for the
1702 * first unload to prevent the cargo from quickly decaying after the initial drop. */
1703 ge
->time_since_pickup
= 0;
1704 SetBit(ge
->status
, GoodsEntry::GES_RATING
);
1708 amount_unloaded
= v
->cargo
.Unload(amount_unloaded
, &ge
->cargo
, payment
);
1709 remaining
= v
->cargo
.UnloadCount() > 0;
1710 if (amount_unloaded
> 0) {
1711 dirty_vehicle
= true;
1712 anything_unloaded
= true;
1713 new_load_unload_ticks
+= amount_unloaded
;
1715 /* Deliver goods to the station */
1716 st
->time_since_unload
= 0;
1719 if (_settings_game
.order
.gradual_loading
&& remaining
) {
1720 completely_emptied
= false;
1722 /* We have finished unloading (cargo count == 0) */
1723 ClrBit(v
->vehicle_flags
, VF_CARGO_UNLOADING
);
1729 /* Do not pick up goods when we have no-load set or loading is stopped. */
1730 if (front
->current_order
.GetLoadType() & OLFB_NO_LOAD
|| HasBit(front
->vehicle_flags
, VF_STOP_LOADING
)) continue;
1732 /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
1733 if (front
->current_order
.IsRefit() && artic_part
== 1) {
1734 HandleStationRefit(v
, consist_capleft
, st
, next_station
, front
->current_order
.GetRefitCargo());
1735 ge
= &st
->goods
[v
->cargo_type
];
1738 /* As we're loading here the following link can carry the full capacity of the vehicle. */
1739 v
->refit_cap
= v
->cargo_cap
;
1743 switch (front
->type
) {
1746 t
= front
->vcache
.cached_max_speed
;
1750 t
= front
->vcache
.cached_max_speed
/ 2;
1754 t
= Aircraft::From(front
)->GetSpeedOldUnits(); // Convert to old units.
1757 default: NOT_REACHED();
1760 /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
1761 ge
->last_speed
= std::min(t
, 255);
1762 ge
->last_age
= std::min(_cur_year
- front
->build_year
, 255);
1764 assert(v
->cargo_cap
>= v
->cargo
.StoredCount());
1765 /* Capacity available for loading more cargo. */
1766 uint cap_left
= v
->cargo_cap
- v
->cargo
.StoredCount();
1769 /* If vehicle can load cargo, reset time_since_pickup. */
1770 ge
->time_since_pickup
= 0;
1772 /* If there's goods waiting at the station, and the vehicle
1773 * has capacity for it, load it on the vehicle. */
1774 if ((v
->cargo
.ActionCount(VehicleCargoList::MTA_LOAD
) > 0 || ge
->cargo
.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st
, v
)) {
1775 if (v
->cargo
.StoredCount() == 0) TriggerVehicle(v
, VEHICLE_TRIGGER_NEW_CARGO
);
1776 if (_settings_game
.order
.gradual_loading
) cap_left
= std::min(cap_left
, GetLoadAmount(v
));
1778 uint loaded
= ge
->cargo
.Load(cap_left
, &v
->cargo
, st
->xy
, next_station
);
1779 if (v
->cargo
.ActionCount(VehicleCargoList::MTA_LOAD
) > 0) {
1780 /* Remember if there are reservations left so that we don't stop
1781 * loading before they're loaded. */
1782 SetBit(reservation_left
, v
->cargo_type
);
1785 /* Store whether the maximum possible load amount was loaded or not.*/
1786 if (loaded
== cap_left
) {
1787 SetBit(full_load_amount
, v
->cargo_type
);
1789 ClrBit(full_load_amount
, v
->cargo_type
);
1792 /* TODO: Regarding this, when we do gradual loading, we
1793 * should first unload all vehicles and then start
1794 * loading them. Since this will cause
1795 * VEHICLE_TRIGGER_EMPTY to be called at the time when
1796 * the whole vehicle chain is really totally empty, the
1797 * completely_emptied assignment can then be safely
1798 * removed; that's how TTDPatch behaves too. --pasky */
1800 completely_emptied
= false;
1801 anything_loaded
= true;
1803 st
->time_since_load
= 0;
1804 st
->last_vehicle_type
= v
->type
;
1806 if (ge
->cargo
.TotalCount() == 0) {
1807 TriggerStationRandomisation(st
, st
->xy
, SRT_CARGO_TAKEN
, v
->cargo_type
);
1808 TriggerStationAnimation(st
, st
->xy
, SAT_CARGO_TAKEN
, v
->cargo_type
);
1809 AirportAnimationTrigger(st
, AAT_STATION_CARGO_TAKEN
, v
->cargo_type
);
1812 new_load_unload_ticks
+= loaded
;
1814 dirty_vehicle
= dirty_station
= true;
1819 if (v
->cargo
.StoredCount() >= v
->cargo_cap
) {
1820 SetBit(cargo_full
, v
->cargo_type
);
1822 SetBit(cargo_not_full
, v
->cargo_type
);
1826 if (anything_loaded
|| anything_unloaded
) {
1827 if (front
->type
== VEH_TRAIN
) {
1828 TriggerStationRandomisation(st
, front
->tile
, SRT_TRAIN_LOADS
);
1829 TriggerStationAnimation(st
, front
->tile
, SAT_TRAIN_LOADS
);
1833 /* Only set completely_emptied, if we just unloaded all remaining cargo */
1834 completely_emptied
&= anything_unloaded
;
1836 if (!anything_unloaded
) delete payment
;
1838 ClrBit(front
->vehicle_flags
, VF_STOP_LOADING
);
1839 if (anything_loaded
|| anything_unloaded
) {
1840 if (_settings_game
.order
.gradual_loading
) {
1841 /* The time it takes to load one 'slice' of cargo or passengers depends
1842 * on the vehicle type - the values here are those found in TTDPatch */
1843 const uint gradual_loading_wait_time
[] = { 40, 20, 10, 20 };
1845 new_load_unload_ticks
= gradual_loading_wait_time
[front
->type
];
1847 /* We loaded less cargo than possible for all cargo types and it's not full
1848 * load and we're not supposed to wait any longer: stop loading. */
1849 if (!anything_unloaded
&& full_load_amount
== 0 && reservation_left
== 0 && !(front
->current_order
.GetLoadType() & OLFB_FULL_LOAD
) &&
1850 front
->current_order_time
>= (uint
)std::max(front
->current_order
.GetTimetabledWait() - front
->lateness_counter
, 0)) {
1851 SetBit(front
->vehicle_flags
, VF_STOP_LOADING
);
1854 UpdateLoadUnloadTicks(front
, st
, new_load_unload_ticks
);
1856 UpdateLoadUnloadTicks(front
, st
, 20); // We need the ticks for link refreshing.
1857 bool finished_loading
= true;
1858 if (front
->current_order
.GetLoadType() & OLFB_FULL_LOAD
) {
1859 if (front
->current_order
.GetLoadType() == OLF_FULL_LOAD_ANY
) {
1860 /* if the aircraft carries passengers and is NOT full, then
1861 * continue loading, no matter how much mail is in */
1862 if ((front
->type
== VEH_AIRCRAFT
&& IsCargoInClass(front
->cargo_type
, CC_PASSENGERS
) && front
->cargo_cap
> front
->cargo
.StoredCount()) ||
1863 (cargo_not_full
!= 0 && (cargo_full
& ~cargo_not_full
) == 0)) { // There are still non-full cargoes
1864 finished_loading
= false;
1866 } else if (cargo_not_full
!= 0) {
1867 finished_loading
= false;
1870 /* Refresh next hop stats if we're full loading to make the links
1871 * known to the distribution algorithm and allow cargo to be sent
1872 * along them. Otherwise the vehicle could wait for cargo
1873 * indefinitely if it hasn't visited the other links yet, or if the
1874 * links die while it's loading. */
1875 if (!finished_loading
) LinkRefresher::Run(front
, true, true);
1878 SB(front
->vehicle_flags
, VF_LOADING_FINISHED
, 1, finished_loading
);
1881 /* Calculate the loading indicator fill percent and display
1882 * In the Game Menu do not display indicators
1883 * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
1884 * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
1885 * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
1887 if (_game_mode
!= GM_MENU
&& (_settings_client
.gui
.loading_indicators
> (uint
)(front
->owner
!= _local_company
&& _local_company
!= COMPANY_SPECTATOR
))) {
1888 StringID percent_up_down
= STR_NULL
;
1889 int percent
= CalcPercentVehicleFilled(front
, &percent_up_down
);
1890 if (front
->fill_percent_te_id
== INVALID_TE_ID
) {
1891 front
->fill_percent_te_id
= ShowFillingPercent(front
->x_pos
, front
->y_pos
, front
->z_pos
+ 20, percent
, percent_up_down
);
1893 UpdateFillingPercent(front
->fill_percent_te_id
, percent
, percent_up_down
);
1897 if (completely_emptied
) {
1898 /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
1899 * properties such as weight, power and TE whenever the trigger runs. */
1900 dirty_vehicle
= true;
1901 TriggerVehicle(front
, VEHICLE_TRIGGER_EMPTY
);
1904 if (dirty_vehicle
) {
1905 SetWindowDirty(GetWindowClassForVehicleType(front
->type
), front
->owner
);
1906 SetWindowDirty(WC_VEHICLE_DETAILS
, front
->index
);
1909 if (dirty_station
) {
1910 st
->MarkTilesDirty(true);
1911 SetWindowDirty(WC_STATION_VIEW
, last_visited
);
1912 InvalidateWindowData(WC_STATION_LIST
, last_visited
);
1917 * Load/unload the vehicles in this station according to the order
1919 * @param st the station to do the loading/unloading for
1921 void LoadUnloadStation(Station
*st
)
1923 /* No vehicle is here... */
1924 if (st
->loading_vehicles
.empty()) return;
1926 Vehicle
*last_loading
= nullptr;
1927 std::list
<Vehicle
*>::iterator iter
;
1929 /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
1930 for (iter
= st
->loading_vehicles
.begin(); iter
!= st
->loading_vehicles
.end(); ++iter
) {
1933 if ((v
->vehstatus
& (VS_STOPPED
| VS_CRASHED
))) continue;
1935 assert(v
->load_unload_ticks
!= 0);
1936 if (--v
->load_unload_ticks
== 0) last_loading
= v
;
1939 /* We only need to reserve and load/unload up to the last loading vehicle.
1940 * Anything else will be forgotten anyway after returning from this function.
1942 * Especially this means we do _not_ need to reserve cargo for a single
1943 * consist in a station which is not allowed to load yet because its
1944 * load_unload_ticks is still not 0.
1946 if (last_loading
== nullptr) return;
1948 for (iter
= st
->loading_vehicles
.begin(); iter
!= st
->loading_vehicles
.end(); ++iter
) {
1950 if (!(v
->vehstatus
& (VS_STOPPED
| VS_CRASHED
))) LoadUnloadVehicle(v
);
1951 if (v
== last_loading
) break;
1954 /* Call the production machinery of industries */
1955 for (Industry
*iid
: _cargo_delivery_destinations
) {
1956 TriggerIndustryProduction(iid
);
1958 _cargo_delivery_destinations
.clear();
1962 * Monthly update of the economic data (of the companies as well as economic fluctuations).
1964 void CompaniesMonthlyLoop()
1966 CompaniesGenStatistics();
1967 if (_settings_game
.economy
.inflation
) {
1971 CompaniesPayInterest();
1972 HandleEconomyFluctuations();
1975 static void DoAcquireCompany(Company
*c
)
1977 CompanyID ci
= c
->index
;
1979 CompanyNewsInformation
*cni
= new CompanyNewsInformation(c
, Company::Get(_current_company
));
1981 SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE
);
1982 SetDParam(1, c
->bankrupt_value
== 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE
: STR_NEWS_COMPANY_MERGER_DESCRIPTION
);
1983 SetDParamStr(2, cni
->company_name
);
1984 SetDParamStr(3, cni
->other_company_name
);
1985 SetDParam(4, c
->bankrupt_value
);
1986 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT
, cni
);
1987 AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci
, _current_company
));
1988 Game::NewEvent(new ScriptEventCompanyMerger(ci
, _current_company
));
1990 ChangeOwnershipOfCompanyItems(ci
, _current_company
);
1992 if (c
->bankrupt_value
== 0) {
1993 Company
*owner
= Company::Get(_current_company
);
1995 /* Get both the balance and the loan of the company you just bought. */
1996 SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER
, -c
->money
));
1997 owner
->current_loan
+= c
->current_loan
;
2000 if (c
->is_ai
) AI::Stop(c
->index
);
2002 CloseCompanyWindows(ci
);
2003 InvalidateWindowClassesData(WC_TRAINS_LIST
, 0);
2004 InvalidateWindowClassesData(WC_SHIPS_LIST
, 0);
2005 InvalidateWindowClassesData(WC_ROADVEH_LIST
, 0);
2006 InvalidateWindowClassesData(WC_AIRCRAFT_LIST
, 0);
2011 extern int GetAmountOwnedBy(const Company
*c
, Owner owner
);
2014 * Acquire shares in an opposing company.
2015 * @param flags type of operation
2016 * @param tile unused
2017 * @param p1 company to buy the shares from
2019 * @param text unused
2020 * @return the cost of this operation or an error
2022 CommandCost
CmdBuyShareInCompany(DoCommandFlag flags
, TileIndex tile
, uint32 p1
, uint32 p2
, const std::string
&text
)
2024 CommandCost
cost(EXPENSES_OTHER
);
2025 CompanyID target_company
= (CompanyID
)p1
;
2026 Company
*c
= Company::GetIfValid(target_company
);
2028 /* Check if buying shares is allowed (protection against modified clients)
2029 * Cannot buy own shares */
2030 if (c
== nullptr || !_settings_game
.economy
.allow_shares
|| _current_company
== target_company
) return CMD_ERROR
;
2032 /* Protect new companies from hostile takeovers */
2033 if (_cur_year
- c
->inaugurated_year
< _settings_game
.economy
.min_years_for_shares
) return_cmd_error(STR_ERROR_PROTECTED
);
2035 /* Those lines are here for network-protection (clients can be slow) */
2036 if (GetAmountOwnedBy(c
, COMPANY_SPECTATOR
) == 0) return cost
;
2038 if (GetAmountOwnedBy(c
, COMPANY_SPECTATOR
) == 1) {
2039 if (!c
->is_ai
) return cost
; // We can not buy out a real company (temporarily). TODO: well, enable it obviously.
2041 if (GetAmountOwnedBy(c
, _current_company
) == 3 && !MayCompanyTakeOver(_current_company
, target_company
)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME
);
2045 cost
.AddCost(CalculateCompanyValue(c
) >> 2);
2046 if (flags
& DC_EXEC
) {
2047 Owner
*b
= c
->share_owners
;
2049 while (*b
!= COMPANY_SPECTATOR
) b
++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
2050 *b
= _current_company
;
2052 for (int i
= 0; c
->share_owners
[i
] == _current_company
;) {
2054 c
->bankrupt_value
= 0;
2055 DoAcquireCompany(c
);
2059 InvalidateWindowData(WC_COMPANY
, target_company
);
2060 CompanyAdminUpdate(c
);
2066 * Sell shares in an opposing company.
2067 * @param flags type of operation
2068 * @param tile unused
2069 * @param p1 company to sell the shares from
2071 * @param text unused
2072 * @return the cost of this operation or an error
2074 CommandCost
CmdSellShareInCompany(DoCommandFlag flags
, TileIndex tile
, uint32 p1
, uint32 p2
, const std::string
&text
)
2076 CompanyID target_company
= (CompanyID
)p1
;
2077 Company
*c
= Company::GetIfValid(target_company
);
2079 /* Cannot sell own shares */
2080 if (c
== nullptr || _current_company
== target_company
) return CMD_ERROR
;
2082 /* Check if selling shares is allowed (protection against modified clients).
2083 * However, we must sell shares of companies being closed down. */
2084 if (!_settings_game
.economy
.allow_shares
&& !(flags
& DC_BANKRUPT
)) return CMD_ERROR
;
2086 /* Those lines are here for network-protection (clients can be slow) */
2087 if (GetAmountOwnedBy(c
, _current_company
) == 0) return CommandCost();
2089 /* adjust it a little to make it less profitable to sell and buy */
2090 Money cost
= CalculateCompanyValue(c
) >> 2;
2091 cost
= -(cost
- (cost
>> 7));
2093 if (flags
& DC_EXEC
) {
2094 Owner
*b
= c
->share_owners
;
2095 while (*b
!= _current_company
) b
++; // share owners is guaranteed to contain company
2096 *b
= COMPANY_SPECTATOR
;
2097 InvalidateWindowData(WC_COMPANY
, target_company
);
2098 CompanyAdminUpdate(c
);
2100 return CommandCost(EXPENSES_OTHER
, cost
);
2104 * Buy up another company.
2105 * When a competing company is gone bankrupt you get the chance to purchase
2107 * @todo currently this only works for AI companies
2108 * @param flags type of operation
2109 * @param tile unused
2110 * @param p1 company to buy up
2112 * @param text unused
2113 * @return the cost of this operation or an error
2115 CommandCost
CmdBuyCompany(DoCommandFlag flags
, TileIndex tile
, uint32 p1
, uint32 p2
, const std::string
&text
)
2117 CompanyID target_company
= (CompanyID
)p1
;
2118 Company
*c
= Company::GetIfValid(target_company
);
2119 if (c
== nullptr) return CMD_ERROR
;
2121 /* Disable takeovers when not asked */
2122 if (!HasBit(c
->bankrupt_asked
, _current_company
)) return CMD_ERROR
;
2124 /* Disable taking over the local company in singleplayer mode */
2125 if (!_networking
&& _local_company
== c
->index
) return CMD_ERROR
;
2127 /* Do not allow companies to take over themselves */
2128 if (target_company
== _current_company
) return CMD_ERROR
;
2130 /* Disable taking over when not allowed. */
2131 if (!MayCompanyTakeOver(_current_company
, target_company
)) return CMD_ERROR
;
2133 /* Get the cost here as the company is deleted in DoAcquireCompany. */
2134 CommandCost
cost(EXPENSES_OTHER
, c
->bankrupt_value
);
2136 if (flags
& DC_EXEC
) {
2137 DoAcquireCompany(c
);