Codefix: Documentation comment in IndustryDirectoryWindow (#13059)
[openttd-github.git] / src / economy.cpp
blobcc38b0468fffb7c856ec28afad1b303fa0c318b4
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 "newgrf_roadstop.h"
30 #include "object.h"
31 #include "strings_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 "core/container_func.hpp"
45 #include "cargo_type.h"
46 #include "water.h"
47 #include "game/game.hpp"
48 #include "cargomonitor.h"
49 #include "goal_base.h"
50 #include "story_base.h"
51 #include "linkgraph/refresh.h"
52 #include "company_cmd.h"
53 #include "economy_cmd.h"
54 #include "vehicle_cmd.h"
55 #include "timer/timer.h"
56 #include "timer/timer_game_calendar.h"
57 #include "timer/timer_game_economy.h"
59 #include "table/strings.h"
60 #include "table/pricebase.h"
62 #include "safeguards.h"
65 /* Initialize the cargo payment-pool */
66 CargoPaymentPool _cargo_payment_pool("CargoPayment");
67 INSTANTIATE_POOL_METHODS(CargoPayment)
69 /**
70 * Multiply two integer values and shift the results to right.
72 * This function multiplies two integer values. The result is
73 * shifted by the amount of shift to right.
75 * @param a The first integer
76 * @param b The second integer
77 * @param shift The amount to shift the value to right.
78 * @return The shifted result
80 static inline int32_t BigMulS(const int32_t a, const int32_t b, const uint8_t shift)
82 return (int32_t)((int64_t)a * (int64_t)b >> shift);
85 typedef std::vector<Industry *> SmallIndustryList;
87 /**
88 * Score info, values used for computing the detailed performance rating.
90 const ScoreInfo _score_info[] = {
91 { 120, 100}, // SCORE_VEHICLES
92 { 80, 100}, // SCORE_STATIONS
93 { 10000, 100}, // SCORE_MIN_PROFIT
94 { 50000, 50}, // SCORE_MIN_INCOME
95 { 100000, 100}, // SCORE_MAX_INCOME
96 { 40000, 400}, // SCORE_DELIVERED
97 { 8, 50}, // SCORE_CARGO
98 {10000000, 50}, // SCORE_MONEY
99 { 250000, 50}, // SCORE_LOAN
100 { 0, 0} // SCORE_TOTAL
103 int64_t _score_part[MAX_COMPANIES][SCORE_END];
104 Economy _economy;
105 Prices _price;
106 static PriceMultipliers _price_base_multiplier;
109 * Calculate the value of the assets of a company.
111 * @param c The company to calculate the value of.
112 * @return The value of the assets of the company.
114 static Money CalculateCompanyAssetValue(const Company *c)
116 Owner owner = c->index;
118 uint num = 0;
120 for (const Station *st : Station::Iterate()) {
121 if (st->owner == owner) num += CountBits((uint8_t)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 return value;
141 * Calculate the value of the company. That is the value of all
142 * assets (vehicles, stations) and money (including loan),
143 * except when including_loan is \c false which is useful when
144 * we want to calculate the value for bankruptcy.
145 * @param c the company to get the value of.
146 * @param including_loan include the loan in the company value.
147 * @return the value of the company.
149 Money CalculateCompanyValue(const Company *c, bool including_loan)
151 Money value = CalculateCompanyAssetValue(c);
153 /* Add real money value */
154 if (including_loan) value -= c->current_loan;
155 value += c->money;
157 return std::max<Money>(value, 1);
161 * Calculate what you have to pay to take over a company.
163 * This is different from bankruptcy and company value, and involves a few
164 * more parameters to make it more realistic.
166 * You have to pay for:
167 * - The value of all the assets in the company.
168 * - The loan the company has (the investors really want their money back).
169 * - The profit for the next two years (if positive) based on the last four quarters.
171 * And on top of that, they walk away with all the money they have in the bank.
173 * @param c the company to get the value of.
174 * @return The value of the company.
176 Money CalculateHostileTakeoverValue(const Company *c)
178 Money value = CalculateCompanyAssetValue(c);
180 value += c->current_loan;
181 /* Negative balance is basically a loan. */
182 if (c->money < 0) {
183 value += -c->money;
186 for (int quarter = 0; quarter < 4; quarter++) {
187 value += std::max<Money>(c->old_economy[quarter].income + c->old_economy[quarter].expenses, 0) * 2;
190 return std::max<Money>(value, 1);
194 * if update is set to true, the economy is updated with this score
195 * (also the house is updated, should only be true in the on-tick event)
196 * @param update the economy with calculated score
197 * @param c company been evaluated
198 * @return actual score of this company
201 int UpdateCompanyRatingAndValue(Company *c, bool update)
203 Owner owner = c->index;
204 int score = 0;
206 memset(_score_part[owner], 0, sizeof(_score_part[owner]));
208 /* Count vehicles */
210 Money min_profit = 0;
211 bool min_profit_first = true;
212 uint num = 0;
214 for (const Vehicle *v : Vehicle::Iterate()) {
215 if (v->owner != owner) continue;
216 if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
217 if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
218 if (v->economy_age > VEHICLE_PROFIT_MIN_AGE) {
219 /* Find the vehicle with the lowest amount of profit */
220 if (min_profit_first || min_profit > v->profit_last_year) {
221 min_profit = v->profit_last_year;
222 min_profit_first = false;
228 min_profit >>= 8; // remove the fract part
230 _score_part[owner][SCORE_VEHICLES] = num;
231 /* Don't allow negative min_profit to show */
232 if (min_profit > 0) {
233 _score_part[owner][SCORE_MIN_PROFIT] = min_profit;
237 /* Count stations */
239 uint num = 0;
240 for (const Station *st : Station::Iterate()) {
241 /* Only count stations that are actually serviced */
242 if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((uint8_t)st->facilities);
244 _score_part[owner][SCORE_STATIONS] = num;
247 /* Generate statistics depending on recent income statistics */
249 int numec = std::min<uint>(c->num_valid_stat_ent, 12u);
250 if (numec != 0) {
251 const CompanyEconomyEntry *cee = c->old_economy;
252 Money min_income = cee->income + cee->expenses;
253 Money max_income = cee->income + cee->expenses;
255 do {
256 min_income = std::min(min_income, cee->income + cee->expenses);
257 max_income = std::max(max_income, cee->income + cee->expenses);
258 } while (++cee, --numec);
260 if (min_income > 0) {
261 _score_part[owner][SCORE_MIN_INCOME] = min_income;
264 _score_part[owner][SCORE_MAX_INCOME] = max_income;
268 /* Generate score depending on amount of transported cargo */
270 int numec = std::min<uint>(c->num_valid_stat_ent, 4u);
271 if (numec != 0) {
272 const CompanyEconomyEntry *cee = c->old_economy;
273 OverflowSafeInt64 total_delivered = 0;
274 do {
275 total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
276 } while (++cee, --numec);
278 _score_part[owner][SCORE_DELIVERED] = total_delivered;
282 /* Generate score for variety of cargo */
284 _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
287 /* Generate score for company's money */
289 if (c->money > 0) {
290 _score_part[owner][SCORE_MONEY] = c->money;
294 /* Generate score for loan */
296 _score_part[owner][SCORE_LOAN] = _score_info[SCORE_LOAN].needed - c->current_loan;
299 /* Now we calculate the score for each item.. */
301 int total_score = 0;
302 int s;
303 score = 0;
304 for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
305 /* Skip the total */
306 if (i == SCORE_TOTAL) continue;
307 /* Check the score */
308 s = Clamp<int64_t>(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
309 score += s;
310 total_score += _score_info[i].score;
313 _score_part[owner][SCORE_TOTAL] = score;
315 /* We always want the score scaled to SCORE_MAX (1000) */
316 if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
319 if (update) {
320 c->old_economy[0].performance_history = score;
321 UpdateCompanyHQ(c->location_of_HQ, score);
322 c->old_economy[0].company_value = CalculateCompanyValue(c);
325 SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
326 return score;
330 * Change the ownership of all the items of a company.
331 * @param old_owner The company that gets removed.
332 * @param new_owner The company to merge to, or INVALID_OWNER to remove the company.
334 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
336 /* We need to set _current_company to old_owner before we try to move
337 * the client. This is needed as it needs to know whether "you" really
338 * are the current local company. */
339 Backup<CompanyID> cur_company(_current_company, old_owner);
340 /* In all cases, make spectators of clients connected to that company */
341 if (_networking) NetworkClientsToSpectators(old_owner);
342 if (old_owner == _local_company) {
343 /* Single player cheated to AI company.
344 * There are no spectators in singleplayer mode, so we must pick some other company. */
345 assert(!_networking);
346 Backup<CompanyID> cur_company2(_current_company);
347 for (const Company *c : Company::Iterate()) {
348 if (c->index != old_owner) {
349 SetLocalCompany(c->index);
350 break;
353 cur_company2.Restore();
354 assert(old_owner != _local_company);
357 assert(old_owner != new_owner);
359 /* Temporarily increase the company's money, to be sure that
360 * removing their property doesn't fail because of lack of money.
361 * Not too drastically though, because it could overflow */
362 if (new_owner == INVALID_OWNER) {
363 Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
366 for (Subsidy *s : Subsidy::Iterate()) {
367 if (s->awarded == old_owner) {
368 if (new_owner == INVALID_OWNER) {
369 delete s;
370 } else {
371 s->awarded = new_owner;
375 if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
377 /* Take care of rating and transport rights in towns */
378 for (Town *t : Town::Iterate()) {
379 /* If a company takes over, give the ratings to that company. */
380 if (new_owner != INVALID_OWNER) {
381 if (HasBit(t->have_ratings, old_owner)) {
382 if (HasBit(t->have_ratings, new_owner)) {
383 /* use max of the two ratings. */
384 t->ratings[new_owner] = std::max(t->ratings[new_owner], t->ratings[old_owner]);
385 } else {
386 SetBit(t->have_ratings, new_owner);
387 t->ratings[new_owner] = t->ratings[old_owner];
392 /* Reset the ratings for the old owner */
393 t->ratings[old_owner] = RATING_INITIAL;
394 ClrBit(t->have_ratings, old_owner);
396 /* Transfer exclusive rights */
397 if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
398 if (new_owner != INVALID_OWNER) {
399 t->exclusivity = new_owner;
400 } else {
401 t->exclusive_counter = 0;
402 t->exclusivity = INVALID_COMPANY;
408 for (Vehicle *v : Vehicle::Iterate()) {
409 if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
410 if (new_owner == INVALID_OWNER) {
411 if (v->Previous() == nullptr) delete v;
412 } else {
413 if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
414 if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
420 /* In all cases clear replace engine rules.
421 * Even if it was copied, it could interfere with new owner's rules */
422 RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
424 if (new_owner == INVALID_OWNER) {
425 RemoveAllGroupsForCompany(old_owner);
426 } else {
427 Company *c = Company::Get(old_owner);
428 for (Group *g : Group::Iterate()) {
429 if (g->owner == old_owner) {
430 g->owner = new_owner;
431 g->number = c->freegroups.UseID(c->freegroups.NextID());
437 Company *new_company = new_owner == INVALID_OWNER ? nullptr : Company::Get(new_owner);
439 /* Override company settings to new company defaults in case we need to convert them.
440 * This is required as the CmdChangeServiceInt doesn't copy the supplied value when it is non-custom
442 if (new_owner != INVALID_OWNER) {
443 Company *old_company = Company::Get(old_owner);
445 old_company->settings.vehicle.servint_aircraft = new_company->settings.vehicle.servint_aircraft;
446 old_company->settings.vehicle.servint_trains = new_company->settings.vehicle.servint_trains;
447 old_company->settings.vehicle.servint_roadveh = new_company->settings.vehicle.servint_roadveh;
448 old_company->settings.vehicle.servint_ships = new_company->settings.vehicle.servint_ships;
449 old_company->settings.vehicle.servint_ispercent = new_company->settings.vehicle.servint_ispercent;
452 for (Vehicle *v : Vehicle::Iterate()) {
453 if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
454 assert(new_owner != INVALID_OWNER);
456 /* Correct default values of interval settings while maintaining custom set ones.
457 * This prevents invalid values on mismatching company defaults being accepted.
459 if (!v->ServiceIntervalIsCustom()) {
460 /* Technically, passing the interval is not needed as the command will query the default value itself.
461 * However, do not rely on that behaviour.
463 int interval = CompanyServiceInterval(new_company, v->type);
464 Command<CMD_CHANGE_SERVICE_INT>::Do(DC_EXEC | DC_BANKRUPT, v->index, interval, false, new_company->settings.vehicle.servint_ispercent);
467 v->owner = new_owner;
469 /* Owner changes, clear cache */
470 v->colourmap = PAL_NONE;
471 v->InvalidateNewGRFCache();
473 if (v->IsEngineCountable()) {
474 GroupStatistics::CountEngine(v, 1);
476 if (v->IsPrimaryVehicle()) {
477 GroupStatistics::CountVehicle(v, 1);
478 auto &unitidgen = new_company->freeunits[v->type];
479 v->unitnumber = unitidgen.UseID(unitidgen.NextID());
482 /* Invalidate the vehicle's cargo payment "owner cache". */
483 if (v->cargo_payment != nullptr) v->cargo_payment->owner = nullptr;
487 if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
490 /* Change ownership of tiles */
492 TileIndex tile = 0;
493 do {
494 ChangeTileOwner(tile, old_owner, new_owner);
495 } while (++tile != Map::Size());
497 if (new_owner != INVALID_OWNER) {
498 /* Update all signals because there can be new segment that was owned by two companies
499 * and signals were not propagated
500 * Similar with crossings - it is needed to bar crossings that weren't before
501 * because of different owner of crossing and approaching train */
502 tile = 0;
504 do {
505 if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
506 TrackBits tracks = GetTrackBits(tile);
507 do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
508 Track track = RemoveFirstTrack(&tracks);
509 if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
510 } while (tracks != TRACK_BIT_NONE);
511 } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
512 UpdateLevelCrossing(tile);
514 } while (++tile != Map::Size());
517 /* update signals in buffer */
518 UpdateSignalsInBuffer();
521 /* Add airport infrastructure count of the old company to the new one. */
522 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
524 /* convert owner of stations (including deleted ones, but excluding buoys) */
525 for (Station *st : Station::Iterate()) {
526 if (st->owner == old_owner) {
527 /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
528 * also, drawing station window would cause reading invalid company's colour */
529 st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
533 /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
534 for (Waypoint *wp : Waypoint::Iterate()) {
535 if (wp->owner == old_owner) {
536 wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
540 for (Sign *si : Sign::Iterate()) {
541 if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
544 /* Remove Game Script created Goals, CargoMonitors and Story pages. */
545 for (Goal *g : Goal::Iterate()) {
546 if (g->company == old_owner) delete g;
549 ClearCargoPickupMonitoring(old_owner);
550 ClearCargoDeliveryMonitoring(old_owner);
552 for (StoryPage *sp : StoryPage::Iterate()) {
553 if (sp->company == old_owner) delete sp;
556 /* Change colour of existing windows */
557 if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
559 cur_company.Restore();
561 MarkWholeScreenDirty();
565 * Check for bankruptcy of a company. Called every three months.
566 * @param c Company to check.
568 static void CompanyCheckBankrupt(Company *c)
570 /* If "Infinite money" setting is on, companies should not go bankrupt. */
571 if (_settings_game.difficulty.infinite_money) return;
573 /* If the company has money again, it does not go bankrupt */
574 if (c->money - c->current_loan >= -c->GetMaxLoan()) {
575 int previous_months_of_bankruptcy = CeilDiv(c->months_of_bankruptcy, 3);
576 c->months_of_bankruptcy = 0;
577 c->bankrupt_asked = 0;
578 if (previous_months_of_bankruptcy != 0) CompanyAdminUpdate(c);
579 return;
582 c->months_of_bankruptcy++;
584 switch (c->months_of_bankruptcy) {
585 /* All the boring cases (months) with a bad balance where no action is taken */
586 case 0:
587 case 1:
588 case 2:
589 case 3:
591 case 5:
592 case 6:
594 case 8:
595 case 9:
596 break;
598 /* Warn about bankruptcy after 3 months */
599 case 4: {
600 CompanyNewsInformation *cni = new CompanyNewsInformation(c);
601 SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
602 SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
603 SetDParamStr(2, cni->company_name);
604 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
605 AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
606 Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
607 break;
610 /* Offer company for sale after 6 months */
611 case 7: {
612 /* Don't consider the loan */
613 Money val = CalculateCompanyValue(c, false);
615 c->bankrupt_value = val;
616 c->bankrupt_asked = 1 << c->index; // Don't ask the owner
617 c->bankrupt_timeout = 0;
619 /* The company assets should always have some value */
620 assert(c->bankrupt_value > 0);
621 break;
624 /* Bankrupt company after 6 months (if the company has no value) or latest
625 * after 9 months (if it still had value after 6 months) */
626 default:
627 case 10: {
628 if (!_networking && _local_company == c->index) {
629 /* If we are in singleplayer mode, leave the company playing. Eg. there
630 * is no THE-END, otherwise mark the client as spectator to make sure
631 * they are no longer in control of this company. However... when you
632 * join another company (cheat) the "unowned" company can bankrupt. */
633 c->bankrupt_asked = MAX_UVALUE(CompanyMask);
634 break;
637 /* Actually remove the company, but not when we're a network client.
638 * In case of network clients we will be getting a command from the
639 * server. It is done in this way as we are called from the
640 * StateGameLoop which can't change the current company, and thus
641 * updating the local company triggers an assert later on. In the
642 * case of a network game the command will be processed at a time
643 * that changing the current company is okay. In case of single
644 * player we are sure (the above check) that we are not the local
645 * company and thus we won't be moved. */
646 if (!_networking || _network_server) {
647 Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, c->index, CRR_BANKRUPT, INVALID_CLIENT_ID);
648 return;
650 break;
654 if (CeilDiv(c->months_of_bankruptcy, 3) != CeilDiv(c->months_of_bankruptcy - 1, 3)) CompanyAdminUpdate(c);
658 * Update the finances of all companies.
659 * Pay for the stations, update the history graph, update ratings and company values, and deal with bankruptcy.
661 static void CompaniesGenStatistics()
663 /* Check for bankruptcy each month */
664 for (Company *c : Company::Iterate()) {
665 CompanyCheckBankrupt(c);
668 Backup<CompanyID> cur_company(_current_company);
670 /* Pay Infrastructure Maintenance, if enabled */
671 if (_settings_game.economy.infrastructure_maintenance) {
672 /* Improved monthly infrastructure costs. */
673 for (const Company *c : Company::Iterate()) {
674 cur_company.Change(c->index);
676 CommandCost cost(EXPENSES_PROPERTY);
677 uint32_t rail_total = c->infrastructure.GetRailTotal();
678 for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
679 if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
681 cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
682 uint32_t road_total = c->infrastructure.GetRoadTotal();
683 uint32_t tram_total = c->infrastructure.GetTramTotal();
684 for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
685 if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt], RoadTypeIsRoad(rt) ? road_total : tram_total));
687 cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
688 cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
689 cost.AddCost(AirportMaintenanceCost(c->index));
691 SubtractMoneyFromCompany(cost);
694 cur_company.Restore();
696 /* Only run the economic statics and update company stats every 3rd economy month (1st of quarter). */
697 if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, TimerGameEconomy::month)) return;
699 for (Company *c : Company::Iterate()) {
700 /* Drop the oldest history off the end */
701 std::copy_backward(c->old_economy, c->old_economy + MAX_HISTORY_QUARTERS - 1, c->old_economy + MAX_HISTORY_QUARTERS);
702 c->old_economy[0] = c->cur_economy;
703 c->cur_economy = {};
705 if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
707 UpdateCompanyRatingAndValue(c, true);
708 if (c->block_preview != 0) c->block_preview--;
711 SetWindowDirty(WC_INCOME_GRAPH, 0);
712 SetWindowDirty(WC_OPERATING_PROFIT, 0);
713 SetWindowDirty(WC_DELIVERED_CARGO, 0);
714 SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
715 SetWindowDirty(WC_COMPANY_VALUE, 0);
716 SetWindowDirty(WC_COMPANY_LEAGUE, 0);
720 * Add monthly inflation
721 * @param check_year Shall the inflation get stopped after 170 years?
722 * @return true if inflation is maxed and nothing was changed
724 bool AddInflation(bool check_year)
726 /* The cargo payment inflation differs from the normal inflation, so the
727 * relative amount of money you make with a transport decreases slowly over
728 * the 170 years. After a few hundred years we reach a level in which the
729 * games will become unplayable as the maximum income will be less than
730 * the minimum running cost.
732 * Furthermore there are a lot of inflation related overflows all over the
733 * place. Solving them is hardly possible because inflation will always
734 * reach the overflow threshold some day. So we'll just perform the
735 * inflation mechanism during the first 170 years (the amount of years that
736 * one had in the original TTD) and stop doing the inflation after that
737 * because it only causes problems that can't be solved nicely and the
738 * inflation doesn't add anything after that either; it even makes playing
739 * it impossible due to the diverging cost and income rates.
741 if (check_year && (TimerGameCalendar::year < CalendarTime::ORIGINAL_BASE_YEAR || TimerGameCalendar::year >= CalendarTime::ORIGINAL_MAX_YEAR)) return true;
743 if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
745 /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
746 * scaled by 65536
747 * 12 -> months per year
748 * This is only a good approximation for small values
750 _economy.inflation_prices += (_economy.inflation_prices * _economy.infl_amount * 54) >> 16;
751 _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
753 if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
754 if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
756 return false;
760 * Computes all prices, payments and maximum loan.
762 void RecomputePrices()
764 /* Setup maximum loan as a rounded down multiple of LOAN_INTERVAL. */
765 _economy.max_loan = ((uint64_t)_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / LOAN_INTERVAL * LOAN_INTERVAL;
767 /* Setup price bases */
768 for (Price i = PR_BEGIN; i < PR_END; i++) {
769 Money price = _price_base_specs[i].start_price;
771 /* Apply difficulty settings */
772 uint mod = 1;
773 switch (_price_base_specs[i].category) {
774 case PCAT_RUNNING:
775 mod = _settings_game.difficulty.vehicle_costs;
776 break;
778 case PCAT_CONSTRUCTION:
779 mod = _settings_game.difficulty.construction_cost;
780 break;
782 default: break;
784 switch (mod) {
785 case 0: price *= 6; break;
786 case 1: price *= 8; break; // normalised to 1 below
787 case 2: price *= 9; break;
788 default: NOT_REACHED();
791 /* Apply inflation */
792 price = (int64_t)price * _economy.inflation_prices;
794 /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
795 int shift = _price_base_multiplier[i] - 16 - 3;
796 if (shift >= 0) {
797 price <<= shift;
798 } else {
799 price >>= -shift;
802 /* Make sure the price does not get reduced to zero.
803 * Zero breaks quite a few commands that use a zero
804 * cost to see whether something got changed or not
805 * and based on that cause an error. When the price
806 * is zero that fails even when things are done. */
807 if (price == 0) {
808 price = Clamp(_price_base_specs[i].start_price, -1, 1);
809 /* No base price should be zero, but be sure. */
810 assert(price != 0);
812 /* Store value */
813 _price[i] = price;
816 /* Setup cargo payment */
817 for (CargoSpec *cs : CargoSpec::Iterate()) {
818 cs->current_payment = (cs->initial_payment * (int64_t)_economy.inflation_payment) >> 16;
821 SetWindowClassesDirty(WC_BUILD_VEHICLE);
822 SetWindowClassesDirty(WC_REPLACE_VEHICLE);
823 SetWindowClassesDirty(WC_VEHICLE_DETAILS);
824 SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
825 InvalidateWindowData(WC_PAYMENT_RATES, 0);
828 /** Let all companies pay the monthly interest on their loan. */
829 static void CompaniesPayInterest()
831 Backup<CompanyID> cur_company(_current_company);
832 for (const Company *c : Company::Iterate()) {
833 cur_company.Change(c->index);
835 /* Over a year the paid interest should be "loan * interest percentage",
836 * but... as that number is likely not dividable by 12 (pay each month),
837 * one needs to account for that in the monthly fee calculations.
839 * To easily calculate what one should pay "this" month, you calculate
840 * what (total) should have been paid up to this month and you subtract
841 * whatever has been paid in the previous months. This will mean one month
842 * it'll be a bit more and the other it'll be a bit less than the average
843 * monthly fee, but on average it will be exact.
845 * In order to prevent cheating or abuse (just not paying interest by not
846 * taking a loan) we make companies pay interest on negative cash as well,
847 * except if infinite money is enabled.
849 Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
850 Money available_money = GetAvailableMoney(c->index);
851 if (available_money < 0) {
852 yearly_fee += -available_money * _economy.interest_rate / 100;
854 Money up_to_previous_month = yearly_fee * TimerGameEconomy::month / 12;
855 Money up_to_this_month = yearly_fee * (TimerGameEconomy::month + 1) / 12;
857 SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INTEREST, up_to_this_month - up_to_previous_month));
859 SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
861 cur_company.Restore();
864 static void HandleEconomyFluctuations()
866 if (_settings_game.difficulty.economy != 0) {
867 /* When economy is Fluctuating, decrease counter */
868 _economy.fluct--;
869 } else if (EconomyIsInRecession()) {
870 /* When it's Steady and we are in recession, end it now */
871 _economy.fluct = -12;
872 } else {
873 /* No need to do anything else in other cases */
874 return;
877 if (_economy.fluct == 0) {
878 _economy.fluct = -(int)GB(Random(), 0, 2);
879 AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
880 } else if (_economy.fluct == -12) {
881 _economy.fluct = GB(Random(), 0, 8) + 312;
882 AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
888 * Reset changes to the price base multipliers.
890 void ResetPriceBaseMultipliers()
892 memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
896 * Change a price base by the given factor.
897 * The price base is altered by factors of two.
898 * NewBaseCost = OldBaseCost * 2^n
899 * @param price Index of price base to change.
900 * @param factor Amount to change by.
902 void SetPriceBaseMultiplier(Price price, int factor)
904 assert(price < PR_END);
905 _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
909 * Initialize the variables that will maintain the daily industry change system.
910 * @param init_counter specifies if the counter is required to be initialized
912 void StartupIndustryDailyChanges(bool init_counter)
914 uint map_size = Map::LogX() + Map::LogY();
915 /* After getting map size, it needs to be scaled appropriately and divided by 31,
916 * which stands for the days in a month.
917 * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
918 * would not be needed.
919 * Since it is based on "fractional parts", the leftover days will not make much of a difference
920 * on the overall total number of changes performed */
921 _economy.industry_daily_increment = (1 << map_size) / 31;
923 if (init_counter) {
924 /* A new game or a savegame from an older version will require the counter to be initialized */
925 _economy.industry_daily_change_counter = 0;
929 void StartupEconomy()
931 _economy.interest_rate = _settings_game.difficulty.initial_interest;
932 _economy.infl_amount = _settings_game.difficulty.initial_interest;
933 _economy.infl_amount_pr = std::max(0, _settings_game.difficulty.initial_interest - 1);
934 _economy.fluct = GB(Random(), 0, 8) + 168;
936 if (_settings_game.economy.inflation) {
937 /* Apply inflation that happened before our game start year. */
938 int months = (std::min(TimerGameCalendar::year, CalendarTime::ORIGINAL_MAX_YEAR) - CalendarTime::ORIGINAL_BASE_YEAR).base() * 12;
939 for (int i = 0; i < months; i++) {
940 AddInflation(false);
944 /* Set up prices */
945 RecomputePrices();
947 StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
952 * Resets economy to initial values
954 void InitializeEconomy()
956 _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
957 ClearCargoPickupMonitoring();
958 ClearCargoDeliveryMonitoring();
962 * Determine a certain price
963 * @param index Price base
964 * @param cost_factor Price factor
965 * @param grf_file NewGRF to use local price multipliers from.
966 * @param shift Extra bit shifting after the computation
967 * @return Price
969 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
971 if (index >= PR_END) return 0;
973 Money cost = _price[index] * cost_factor;
974 if (grf_file != nullptr) shift += grf_file->price_base_multipliers[index];
976 if (shift >= 0) {
977 cost <<= shift;
978 } else {
979 cost >>= -shift;
982 return cost;
985 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, uint16_t transit_periods, CargoID cargo_type)
987 const CargoSpec *cs = CargoSpec::Get(cargo_type);
988 if (!cs->IsValid()) {
989 /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
990 return 0;
993 /* Use callback to calculate cargo profit, if available */
994 if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
995 uint32_t var18 = ClampTo<uint16_t>(dist) | (ClampTo<uint8_t>(num_pieces) << 16) | (ClampTo<uint8_t>(transit_periods) << 24);
996 uint16_t callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
997 if (callback != CALLBACK_FAILED) {
998 int result = GB(callback, 0, 14);
1000 /* Simulate a 15 bit signed value */
1001 if (HasBit(callback, 14)) result -= 0x4000;
1003 /* "The result should be a signed multiplier that gets multiplied
1004 * by the amount of cargo moved and the price factor, then gets
1005 * divided by 8192." */
1006 return result * num_pieces * cs->current_payment / 8192;
1010 static const int MIN_TIME_FACTOR = 31;
1011 static const int MAX_TIME_FACTOR = 255;
1012 static const int TIME_FACTOR_FRAC_BITS = 4;
1013 static const int TIME_FACTOR_FRAC = 1 << TIME_FACTOR_FRAC_BITS;
1015 const int periods1 = cs->transit_periods[0];
1016 const int periods2 = cs->transit_periods[1];
1017 const int periods_over_periods1 = std::max(transit_periods - periods1, 0);
1018 const int periods_over_periods2 = std::max(periods_over_periods1 - periods2, 0);
1019 int periods_over_max = MIN_TIME_FACTOR - MAX_TIME_FACTOR;
1020 if (periods2 > -periods_over_max) {
1021 periods_over_max += transit_periods - periods1;
1022 } else {
1023 periods_over_max += 2 * (transit_periods - periods1) - periods2;
1027 * The time factor is calculated based on the time it took
1028 * (transit_periods) compared two cargo-depending values. The
1029 * range is divided into four parts:
1031 * - constant for fast transits
1032 * - linear decreasing with time with a slope of -1 for medium transports
1033 * - linear decreasing with time with a slope of -2 for slow transports
1034 * - after hitting MIN_TIME_FACTOR, the time factor will be asymptotically decreased to a limit of 1 with a scaled 1/(x+1) function.
1037 if (periods_over_max > 0) {
1038 const int time_factor = std::max(2 * MIN_TIME_FACTOR * TIME_FACTOR_FRAC * TIME_FACTOR_FRAC / (periods_over_max + 2 * TIME_FACTOR_FRAC), 1); // MIN_TIME_FACTOR / (x/(2 * TIME_FACTOR_FRAC) + 1) + 1, expressed as fixed point with TIME_FACTOR_FRAC_BITS.
1039 return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21 + TIME_FACTOR_FRAC_BITS);
1040 } else {
1041 const int time_factor = std::max(MAX_TIME_FACTOR - periods_over_periods1 - periods_over_periods2, MIN_TIME_FACTOR);
1042 return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
1046 /** The industries we've currently brought cargo to. */
1047 static SmallIndustryList _cargo_delivery_destinations;
1050 * Transfer goods from station to industry.
1051 * All cargo is delivered to the nearest (Manhattan) industry to the station sign, which is inside the acceptance rectangle and actually accepts the cargo.
1052 * @param st The station that accepted the cargo
1053 * @param cargo_type Type of cargo delivered
1054 * @param num_pieces Amount of cargo delivered
1055 * @param source The source of the cargo
1056 * @param company The company delivering the cargo
1057 * @return actually accepted pieces of cargo
1059 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source, CompanyID company)
1061 /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
1062 * This fails in three cases:
1063 * 1) The station accepts the cargo because there are enough houses around it accepting the cargo.
1064 * 2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
1065 * 3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
1068 uint accepted = 0;
1070 for (const auto &i : st->industries_near) {
1071 if (num_pieces == 0) break;
1073 Industry *ind = i.industry;
1074 if (ind->index == source) continue;
1076 auto it = ind->GetCargoAccepted(cargo_type);
1077 /* Check if matching cargo has been found */
1078 if (it == std::end(ind->accepted)) continue;
1080 /* Check if industry temporarily refuses acceptance */
1081 if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
1083 if (ind->exclusive_supplier != INVALID_OWNER && ind->exclusive_supplier != st->owner) continue;
1085 /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
1086 include(_cargo_delivery_destinations, ind);
1088 uint amount = std::min(num_pieces, 0xFFFFu - it->waiting);
1089 it->waiting += amount;
1090 it->last_accepted = TimerGameEconomy::date;
1091 num_pieces -= amount;
1092 accepted += amount;
1094 /* Update the cargo monitor. */
1095 AddCargoDelivery(cargo_type, company, amount, SourceType::Industry, source, st, ind->index);
1098 return accepted;
1102 * Delivers goods to industries/towns and calculates the payment
1103 * @param num_pieces amount of cargo delivered
1104 * @param cargo_type the type of cargo that is delivered
1105 * @param dest Station the cargo has been unloaded
1106 * @param distance The distance the cargo has traveled.
1107 * @param periods_in_transit Travel time in cargo aging periods
1108 * @param company The company delivering the cargo
1109 * @param src_type Type of source of cargo (industry, town, headquarters)
1110 * @param src Index of source of cargo
1111 * @return Revenue for delivering cargo
1112 * @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
1114 static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, uint distance, uint16_t periods_in_transit, Company *company, SourceType src_type, SourceID src)
1116 assert(num_pieces > 0);
1118 Station *st = Station::Get(dest);
1120 /* Give the goods to the industry. */
1121 uint accepted_ind = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == SourceType::Industry ? src : INVALID_INDUSTRY, company->index);
1123 /* If this cargo type is always accepted, accept all */
1124 uint accepted_total = HasBit(st->always_accepted, cargo_type) ? num_pieces : accepted_ind;
1126 /* Update station statistics */
1127 if (accepted_total > 0) {
1128 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_EVER_ACCEPTED);
1129 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_CURRENT_MONTH);
1130 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_ACCEPTED_BIGTICK);
1133 /* Update company statistics */
1134 company->cur_economy.delivered_cargo[cargo_type] += accepted_total;
1136 /* Increase town's counter for town effects */
1137 const CargoSpec *cs = CargoSpec::Get(cargo_type);
1138 st->town->received[cs->town_acceptance_effect].new_act += accepted_total;
1140 /* Determine profit */
1141 Money profit = GetTransportedGoodsIncome(accepted_total, distance, periods_in_transit, cargo_type);
1143 /* Update the cargo monitor. */
1144 AddCargoDelivery(cargo_type, company->index, accepted_total - accepted_ind, src_type, src, st);
1146 /* Modify profit if a subsidy is in effect */
1147 if (CheckSubsidised(cargo_type, company->index, src_type, src, st)) {
1148 switch (_settings_game.difficulty.subsidy_multiplier) {
1149 case 0: profit += profit >> 1; break;
1150 case 1: profit *= 2; break;
1151 case 2: profit *= 3; break;
1152 default: profit *= 4; break;
1156 return profit;
1160 * Inform the industry about just delivered cargo
1161 * DeliverGoodsToIndustry() silently incremented incoming_cargo_waiting, now it is time to do something with the new cargo.
1162 * @param i The industry to process
1164 static void TriggerIndustryProduction(Industry *i)
1166 const IndustrySpec *indspec = GetIndustrySpec(i->type);
1167 uint16_t callback = indspec->callback_mask;
1169 i->was_cargo_delivered = true;
1171 if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
1172 if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
1173 IndustryProductionCallback(i, 0);
1174 } else {
1175 SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
1177 } else {
1178 for (auto ita = std::begin(i->accepted); ita != std::end(i->accepted); ++ita) {
1179 if (ita->waiting == 0 || !IsValidCargoID(ita->cargo)) continue;
1181 for (auto itp = std::begin(i->produced); itp != std::end(i->produced); ++itp) {
1182 if (!IsValidCargoID(itp->cargo)) continue;
1183 itp->waiting = ClampTo<uint16_t>(itp->waiting + (ita->waiting * indspec->input_cargo_multiplier[ita - std::begin(i->accepted)][itp - std::begin(i->produced)] / 256));
1186 ita->waiting = 0;
1190 TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
1191 StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
1195 * Makes us a new cargo payment helper.
1196 * @param front The front of the train
1198 CargoPayment::CargoPayment(Vehicle *front) :
1199 current_station(front->last_station_visited),
1200 front(front)
1204 CargoPayment::~CargoPayment()
1206 if (this->CleaningPool()) return;
1208 this->front->cargo_payment = nullptr;
1210 if (this->visual_profit == 0 && this->visual_transfer == 0) return;
1212 Backup<CompanyID> cur_company(_current_company, this->front->owner);
1214 SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
1215 this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
1217 if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
1218 SndPlayVehicleFx(SND_14_CASHTILL, this->front);
1221 if (this->visual_transfer != 0) {
1222 ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
1223 this->front->z_pos, this->visual_transfer, -this->visual_profit);
1224 } else {
1225 ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
1226 this->front->z_pos, -this->visual_profit);
1229 cur_company.Restore();
1233 * Handle payment for final delivery of the given cargo packet.
1234 * @param cargo The cargo type of the cargo.
1235 * @param cp The cargo packet to pay for.
1236 * @param count The number of packets to pay for.
1237 * @param current_tile Current tile the payment is happening on.
1239 void CargoPayment::PayFinalDelivery(CargoID cargo, const CargoPacket *cp, uint count, TileIndex current_tile)
1241 if (this->owner == nullptr) {
1242 this->owner = Company::Get(this->front->owner);
1245 /* Handle end of route payment */
1246 Money profit = DeliverGoods(count, cargo, this->current_station, cp->GetDistance(current_tile), cp->GetPeriodsInTransit(), this->owner, cp->GetSourceType(), cp->GetSourceID());
1247 this->route_profit += profit;
1249 /* The vehicle's profit is whatever route profit there is minus feeder shares. */
1250 this->visual_profit += profit - cp->GetFeederShare(count);
1254 * Handle payment for transfer of the given cargo packet.
1255 * @param cargo The cargo type of the cargo.
1256 * @param cp The cargo packet to pay for; actual payment won't be made!.
1257 * @param count The number of packets to pay for.
1258 * @param current_tile Current tile the payment is happening on.
1259 * @return The amount of money paid for the transfer.
1261 Money CargoPayment::PayTransfer(CargoID cargo, const CargoPacket *cp, uint count, TileIndex current_tile)
1263 /* Pay transfer vehicle the difference between the payment for the journey from
1264 * the source to the current point, and the sum of the previous transfer payments */
1265 Money profit = -cp->GetFeederShare(count) + GetTransportedGoodsIncome(
1266 count,
1267 cp->GetDistance(current_tile),
1268 cp->GetPeriodsInTransit(),
1269 cargo);
1271 profit = profit * _settings_game.economy.feeder_payment_share / 100;
1273 this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
1274 return profit; // account for the (virtual) profit already made for the cargo packet
1278 * Prepare the vehicle to be unloaded.
1279 * @param front_v the vehicle to be unloaded
1281 void PrepareUnload(Vehicle *front_v)
1283 Station *curr_station = Station::Get(front_v->last_station_visited);
1284 curr_station->loading_vehicles.push_back(front_v);
1286 /* At this moment loading cannot be finished */
1287 ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
1289 /* Start unloading at the first possible moment */
1290 front_v->load_unload_ticks = 1;
1292 assert(front_v->cargo_payment == nullptr);
1293 /* One CargoPayment per vehicle and the vehicle limit equals the
1294 * limit in number of CargoPayments. Can't go wrong. */
1295 static_assert(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
1296 assert(CargoPayment::CanAllocateItem());
1297 front_v->cargo_payment = new CargoPayment(front_v);
1299 StationIDStack next_station = front_v->GetNextStoppingStation();
1300 if (front_v->orders == nullptr || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
1301 Station *st = Station::Get(front_v->last_station_visited);
1302 for (Vehicle *v = front_v; v != nullptr; v = v->Next()) {
1303 const GoodsEntry *ge = &st->goods[v->cargo_type];
1304 if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) {
1305 v->cargo.Stage(
1306 HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE),
1307 front_v->last_station_visited, next_station,
1308 front_v->current_order.GetUnloadType(), ge,
1309 v->cargo_type, front_v->cargo_payment,
1310 v->GetCargoTile());
1311 if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
1318 * Gets the amount of cargo the given vehicle can load in the current tick.
1319 * This is only about loading speed. The free capacity is ignored.
1320 * @param v Vehicle to be queried.
1321 * @return Amount of cargo the vehicle can load at once.
1323 static uint GetLoadAmount(Vehicle *v)
1325 const Engine *e = v->GetEngine();
1326 uint load_amount = e->info.load_amount;
1328 /* The default loadamount for mail is 1/4 of the load amount for passengers */
1329 bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft();
1330 if (air_mail) load_amount = CeilDiv(load_amount, 4);
1332 if (_settings_game.order.gradual_loading) {
1333 uint16_t cb_load_amount = CALLBACK_FAILED;
1334 if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
1335 /* Use callback 36 */
1336 cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
1337 } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
1338 /* Use callback 12 */
1339 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
1341 if (cb_load_amount != CALLBACK_FAILED) {
1342 if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
1343 if (cb_load_amount >= 0x100) {
1344 ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
1345 } else if (cb_load_amount != 0) {
1346 load_amount = cb_load_amount;
1351 /* Scale load amount the same as capacity */
1352 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);
1354 /* Zero load amount breaks a lot of things. */
1355 return std::max(1u, load_amount);
1359 * Iterate the articulated parts of a vehicle, also considering the special cases of "normal"
1360 * aircraft and double headed trains. Apply an action to each vehicle and immediately return false
1361 * if that action does so. Otherwise return true.
1362 * @tparam Taction Class of action to be applied. Must implement bool operator()([const] Vehicle *).
1363 * @param v First articulated part.
1364 * @param action Instance of Taction.
1365 * @return false if any of the action invocations returned false, true otherwise.
1367 template<class Taction>
1368 bool IterateVehicleParts(Vehicle *v, Taction action)
1370 for (Vehicle *w = v; w != nullptr;
1371 w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : nullptr) {
1372 if (!action(w)) return false;
1373 if (w->type == VEH_TRAIN) {
1374 Train *train = Train::From(w);
1375 if (train->IsMultiheaded() && !action(train->other_multiheaded_part)) return false;
1378 if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) return action(v->Next());
1379 return true;
1383 * Action to check if a vehicle has no stored cargo.
1385 struct IsEmptyAction
1388 * Checks if the vehicle has stored cargo.
1389 * @param v Vehicle to be checked.
1390 * @return true if v is either empty or has only reserved cargo, false otherwise.
1392 bool operator()(const Vehicle *v)
1394 return v->cargo.StoredCount() == 0;
1399 * Refit preparation action.
1401 struct PrepareRefitAction
1403 CargoArray &consist_capleft; ///< Capacities left in the consist.
1404 CargoTypes &refit_mask; ///< Bitmask of possible refit cargoes.
1407 * Create a refit preparation action.
1408 * @param consist_capleft Capacities left in consist, to be updated here.
1409 * @param refit_mask Refit mask to be constructed from refit information of vehicles.
1411 PrepareRefitAction(CargoArray &consist_capleft, CargoTypes &refit_mask) :
1412 consist_capleft(consist_capleft), refit_mask(refit_mask) {}
1415 * Prepares for refitting of a vehicle, subtracting its free capacity from consist_capleft and
1416 * adding the cargoes it can refit to to the refit mask.
1417 * @param v The vehicle to be refitted.
1418 * @return true.
1420 bool operator()(const Vehicle *v)
1422 this->consist_capleft[v->cargo_type] -= v->cargo_cap - v->cargo.ReservedCount();
1423 this->refit_mask |= EngInfo(v->engine_type)->refit_mask;
1424 return true;
1429 * Action for returning reserved cargo.
1431 struct ReturnCargoAction
1433 Station *st; ///< Station to give the returned cargo to.
1434 StationID next_hop; ///< Next hop the cargo should be assigned to.
1437 * Construct a cargo return action.
1438 * @param st Station to give the returned cargo to.
1439 * @param next_one Next hop the cargo should be assigned to.
1441 ReturnCargoAction(Station *st, StationID next_one) : st(st), next_hop(next_one) {}
1444 * Return all reserved cargo from a vehicle.
1445 * @param v Vehicle to return cargo from.
1446 * @return true.
1448 bool operator()(Vehicle *v)
1450 v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop, v->GetCargoTile());
1451 return true;
1456 * Action for finalizing a refit.
1458 struct FinalizeRefitAction
1460 CargoArray &consist_capleft; ///< Capacities left in the consist.
1461 Station *st; ///< Station to reserve cargo from.
1462 StationIDStack &next_station; ///< Next hops to reserve cargo for.
1463 bool do_reserve; ///< If the vehicle should reserve.
1466 * Create a finalizing action.
1467 * @param consist_capleft Capacities left in the consist.
1468 * @param st Station to reserve cargo from.
1469 * @param next_station Next hops to reserve cargo for.
1470 * @param do_reserve If we should reserve cargo or just add up the capacities.
1472 FinalizeRefitAction(CargoArray &consist_capleft, Station *st, StationIDStack &next_station, bool do_reserve) :
1473 consist_capleft(consist_capleft), st(st), next_station(next_station), do_reserve(do_reserve) {}
1476 * Reserve cargo from the station and update the remaining consist capacities with the
1477 * vehicle's remaining free capacity.
1478 * @param v Vehicle to be finalized.
1479 * @return true.
1481 bool operator()(Vehicle *v)
1483 if (this->do_reserve) {
1484 this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
1485 &v->cargo, this->next_station, v->GetCargoTile());
1487 this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
1488 return true;
1493 * Refit a vehicle in a station.
1494 * @param v Vehicle to be refitted.
1495 * @param consist_capleft Added cargo capacities in the consist.
1496 * @param st Station the vehicle is loading at.
1497 * @param next_station Possible next stations the vehicle can travel to.
1498 * @param new_cid Target cargo for refit.
1500 static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station *st, StationIDStack next_station, CargoID new_cid)
1502 Vehicle *v_start = v->GetFirstEnginePart();
1503 if (!IterateVehicleParts(v_start, IsEmptyAction())) return;
1505 Backup<CompanyID> cur_company(_current_company, v->owner);
1507 CargoTypes refit_mask = v->GetEngine()->info.refit_mask;
1509 /* Remove old capacity from consist capacity and collect refit mask. */
1510 IterateVehicleParts(v_start, PrepareRefitAction(consist_capleft, refit_mask));
1512 bool is_auto_refit = new_cid == CARGO_AUTO_REFIT;
1513 if (is_auto_refit) {
1514 /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
1515 new_cid = v_start->cargo_type;
1516 for (CargoID cid : SetCargoBitIterator(refit_mask)) {
1517 if (st->goods[cid].cargo.HasCargoFor(next_station)) {
1518 /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
1519 * the returned refit capacity will be greater than zero. */
1520 auto [cc, refit_capacity, mail_capacity, cargo_capacities] = Command<CMD_REFIT_VEHICLE>::Do(DC_QUERY_COST, v_start->index, cid, 0xFF, true, false, 1); // Auto-refit and only this vehicle including artic parts.
1521 /* Try to balance different loadable cargoes between parts of the consist, so that
1522 * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
1523 * to the first loadable cargo for which there is only one packet. If the capacities
1524 * are equal refit to the cargo of which most is available. This is important for
1525 * consists of only a single vehicle as those will generally have a consist_capleft
1526 * of 0 for all cargoes. */
1527 if (refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] ||
1528 (consist_capleft[cid] == consist_capleft[new_cid] &&
1529 st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) {
1530 new_cid = cid;
1536 /* Refit if given a valid cargo. */
1537 if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
1538 /* INVALID_STATION because in the DT_MANUAL case that's correct and in the DT_(A)SYMMETRIC
1539 * cases the next hop of the vehicle doesn't really tell us anything if the cargo had been
1540 * "via any station" before reserving. We rather produce some more "any station" cargo than
1541 * misrouting it. */
1542 IterateVehicleParts(v_start, ReturnCargoAction(st, INVALID_STATION));
1543 CommandCost cost = std::get<0>(Command<CMD_REFIT_VEHICLE>::Do(DC_EXEC, v_start->index, new_cid, 0xFF, true, false, 1)); // Auto-refit and only this vehicle including artic parts.
1544 if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
1547 /* Add new capacity to consist capacity and reserve cargo */
1548 IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station,
1549 is_auto_refit || (v->First()->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0));
1551 cur_company.Restore();
1555 * Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
1556 * @param st Station with cargo waiting to be loaded.
1557 * @param v Vehicle loading the cargo.
1558 * @return true when a vehicle can load the cargo.
1560 static bool MayLoadUnderExclusiveRights(const Station *st, const Vehicle *v)
1562 return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner;
1565 struct ReserveCargoAction {
1566 Station *st;
1567 StationIDStack *next_station;
1569 ReserveCargoAction(Station *st, StationIDStack *next_station) :
1570 st(st), next_station(next_station) {}
1572 bool operator()(Vehicle *v)
1574 if (v->cargo_cap > v->cargo.RemainingCount() && MayLoadUnderExclusiveRights(st, v)) {
1575 st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
1576 &v->cargo, *next_station, v->GetCargoTile());
1579 return true;
1585 * Reserves cargo if the full load order and improved_load is set or if the
1586 * current order allows autorefit.
1587 * @param st Station where the consist is loading at the moment.
1588 * @param u Front of the loading vehicle consist.
1589 * @param consist_capleft If given, save free capacities after reserving there.
1590 * @param next_station Station(s) the vehicle will stop at next.
1592 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack *next_station)
1594 /* If there is a cargo payment not all vehicles of the consist have tried to do the refit.
1595 * In that case, only reserve if it's a fixed refit and the equivalent of "articulated chain"
1596 * a vehicle belongs to already has the right cargo. */
1597 bool must_reserve = !u->current_order.IsRefit() || u->cargo_payment == nullptr;
1598 for (Vehicle *v = u; v != nullptr; v = v->Next()) {
1599 assert(v->cargo_cap >= v->cargo.RemainingCount());
1601 /* Exclude various ways in which the vehicle might not be the head of an equivalent of
1602 * "articulated chain". Also don't do the reservation if the vehicle is going to refit
1603 * to a different cargo and hasn't tried to do so, yet. */
1604 if (!v->IsArticulatedPart() &&
1605 (v->type != VEH_TRAIN || !Train::From(v)->IsRearDualheaded()) &&
1606 (v->type != VEH_AIRCRAFT || Aircraft::From(v)->IsNormalAircraft()) &&
1607 (must_reserve || u->current_order.GetRefitCargo() == v->cargo_type)) {
1608 IterateVehicleParts(v, ReserveCargoAction(st, next_station));
1610 if (consist_capleft == nullptr || v->cargo_cap == 0) continue;
1611 (*consist_capleft)[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
1616 * Update the vehicle's load_unload_ticks, the time it will wait until it tries to load or unload
1617 * again. Adjust for overhang of trains and set it at least to 1.
1618 * @param front The vehicle to be updated.
1619 * @param st The station the vehicle is loading at.
1620 * @param ticks The time it would normally wait, based on cargo loaded and unloaded.
1622 static void UpdateLoadUnloadTicks(Vehicle *front, const Station *st, int ticks)
1624 if (front->type == VEH_TRAIN && _settings_game.order.station_length_loading_penalty) {
1625 /* Each platform tile is worth 2 rail vehicles. */
1626 int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
1627 if (overhang > 0) {
1628 ticks <<= 1;
1629 ticks += (overhang * ticks) / 8;
1632 /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
1633 front->load_unload_ticks = std::max(1, ticks);
1637 * Loads/unload the vehicle if possible.
1638 * @param front the vehicle to be (un)loaded
1640 static void LoadUnloadVehicle(Vehicle *front)
1642 assert(front->current_order.IsType(OT_LOADING));
1644 StationID last_visited = front->last_station_visited;
1645 Station *st = Station::Get(last_visited);
1647 StationIDStack next_station = front->GetNextStoppingStation();
1648 bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CARGO_AUTO_REFIT;
1649 CargoArray consist_capleft{};
1650 if (_settings_game.order.improved_load && use_autorefit ?
1651 front->cargo_payment == nullptr : (front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0) {
1652 ReserveConsist(st, front,
1653 (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : nullptr,
1654 &next_station);
1657 /* We have not waited enough time till the next round of loading/unloading */
1658 if (front->load_unload_ticks != 0) return;
1660 if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
1661 /* The train reversed in the station. Take the "easy" way
1662 * out and let the train just leave as it always did. */
1663 SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
1664 front->load_unload_ticks = 1;
1665 return;
1668 int new_load_unload_ticks = 0;
1669 bool dirty_vehicle = false;
1670 bool dirty_station = false;
1672 bool completely_emptied = true;
1673 bool anything_unloaded = false;
1674 bool anything_loaded = false;
1675 CargoTypes full_load_amount = 0;
1676 CargoTypes cargo_not_full = 0;
1677 CargoTypes cargo_full = 0;
1678 CargoTypes reservation_left = 0;
1680 front->cur_speed = 0;
1682 CargoPayment *payment = front->cargo_payment;
1684 uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
1685 for (Vehicle *v = front; v != nullptr; v = v->Next()) {
1686 if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
1687 if (v->cargo_cap == 0) continue;
1688 artic_part++;
1690 GoodsEntry *ge = &st->goods[v->cargo_type];
1692 if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
1693 uint cargo_count = v->cargo.UnloadCount();
1694 uint amount_unloaded = _settings_game.order.gradual_loading ? std::min(cargo_count, GetLoadAmount(v)) : cargo_count;
1695 bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
1697 if (!HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
1698 /* The station does not accept our goods anymore. */
1699 if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
1700 /* Transfer instead of delivering. */
1701 v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER>(
1702 v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));
1703 } else {
1704 uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
1705 if (v->cargo_cap < new_remaining) {
1706 /* Return some of the reserved cargo to not overload the vehicle. */
1707 v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION, v->GetCargoTile());
1710 /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
1711 v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP>(
1712 v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));
1714 /* ... say we unloaded something, otherwise we'll think we didn't unload
1715 * something and we didn't load something, so we must be finished
1716 * at this station. Setting the unloaded means that we will get a
1717 * retry for loading in the next cycle. */
1718 anything_unloaded = true;
1722 if (v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0) {
1723 /* Mark the station dirty if we transfer, but not if we only deliver. */
1724 dirty_station = true;
1726 if (!ge->HasRating()) {
1727 /* Upon transferring cargo, make sure the station has a rating. Fake a pickup for the
1728 * first unload to prevent the cargo from quickly decaying after the initial drop. */
1729 ge->time_since_pickup = 0;
1730 SetBit(ge->status, GoodsEntry::GES_RATING);
1734 assert(payment != nullptr);
1735 amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, v->cargo_type, payment, v->GetCargoTile());
1736 remaining = v->cargo.UnloadCount() > 0;
1737 if (amount_unloaded > 0) {
1738 dirty_vehicle = true;
1739 anything_unloaded = true;
1740 new_load_unload_ticks += amount_unloaded;
1742 /* Deliver goods to the station */
1743 st->time_since_unload = 0;
1746 if (_settings_game.order.gradual_loading && remaining) {
1747 completely_emptied = false;
1748 } else {
1749 /* We have finished unloading (cargo count == 0) */
1750 ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
1753 continue;
1756 /* Do not pick up goods when we have no-load set or loading is stopped. */
1757 if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
1759 /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
1760 if (front->current_order.IsRefit() && artic_part == 1) {
1761 HandleStationRefit(v, consist_capleft, st, next_station, front->current_order.GetRefitCargo());
1762 ge = &st->goods[v->cargo_type];
1765 /* As we're loading here the following link can carry the full capacity of the vehicle. */
1766 v->refit_cap = v->cargo_cap;
1768 /* update stats */
1769 int t;
1770 switch (front->type) {
1771 case VEH_TRAIN:
1772 case VEH_SHIP:
1773 t = front->vcache.cached_max_speed;
1774 break;
1776 case VEH_ROAD:
1777 t = front->vcache.cached_max_speed / 2;
1778 break;
1780 case VEH_AIRCRAFT:
1781 t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
1782 break;
1784 default: NOT_REACHED();
1787 /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
1788 ge->last_speed = ClampTo<uint8_t>(t);
1789 ge->last_age = ClampTo<uint8_t>(TimerGameCalendar::year - front->build_year);
1791 assert(v->cargo_cap >= v->cargo.StoredCount());
1792 /* Capacity available for loading more cargo. */
1793 uint cap_left = v->cargo_cap - v->cargo.StoredCount();
1795 if (cap_left > 0) {
1796 /* If vehicle can load cargo, reset time_since_pickup. */
1797 ge->time_since_pickup = 0;
1799 /* If there's goods waiting at the station, and the vehicle
1800 * has capacity for it, load it on the vehicle. */
1801 if ((v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st, v)) {
1802 if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
1803 if (_settings_game.order.gradual_loading) cap_left = std::min(cap_left, GetLoadAmount(v));
1805 uint loaded = ge->cargo.Load(cap_left, &v->cargo, next_station, v->GetCargoTile());
1806 if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
1807 /* Remember if there are reservations left so that we don't stop
1808 * loading before they're loaded. */
1809 SetBit(reservation_left, v->cargo_type);
1812 /* Store whether the maximum possible load amount was loaded or not.*/
1813 if (loaded == cap_left) {
1814 SetBit(full_load_amount, v->cargo_type);
1815 } else {
1816 ClrBit(full_load_amount, v->cargo_type);
1819 /* TODO: Regarding this, when we do gradual loading, we
1820 * should first unload all vehicles and then start
1821 * loading them. Since this will cause
1822 * VEHICLE_TRIGGER_EMPTY to be called at the time when
1823 * the whole vehicle chain is really totally empty, the
1824 * completely_emptied assignment can then be safely
1825 * removed; that's how TTDPatch behaves too. --pasky */
1826 if (loaded > 0) {
1827 completely_emptied = false;
1828 anything_loaded = true;
1830 st->time_since_load = 0;
1831 st->last_vehicle_type = v->type;
1833 if (ge->cargo.TotalCount() == 0) {
1834 TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
1835 TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
1836 AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
1837 TriggerRoadStopRandomisation(st, st->xy, RSRT_CARGO_TAKEN, v->cargo_type);
1838 TriggerRoadStopAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
1841 new_load_unload_ticks += loaded;
1843 dirty_vehicle = dirty_station = true;
1848 if (v->cargo.StoredCount() >= v->cargo_cap) {
1849 SetBit(cargo_full, v->cargo_type);
1850 } else {
1851 SetBit(cargo_not_full, v->cargo_type);
1855 if (anything_loaded || anything_unloaded) {
1856 if (front->type == VEH_TRAIN) {
1857 TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
1858 TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
1859 } else if (front->type == VEH_ROAD) {
1860 TriggerRoadStopRandomisation(st, front->tile, RSRT_VEH_LOADS);
1861 TriggerRoadStopAnimation(st, front->tile, SAT_TRAIN_LOADS);
1865 /* Only set completely_emptied, if we just unloaded all remaining cargo */
1866 completely_emptied &= anything_unloaded;
1868 if (!anything_unloaded) delete payment;
1870 ClrBit(front->vehicle_flags, VF_STOP_LOADING);
1871 if (anything_loaded || anything_unloaded) {
1872 if (_settings_game.order.gradual_loading) {
1873 /* The time it takes to load one 'slice' of cargo or passengers depends
1874 * on the vehicle type - the values here are those found in TTDPatch */
1875 const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
1877 new_load_unload_ticks = gradual_loading_wait_time[front->type];
1879 /* We loaded less cargo than possible for all cargo types and it's not full
1880 * load and we're not supposed to wait any longer: stop loading. */
1881 if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
1882 front->current_order_time >= std::max(front->current_order.GetTimetabledWait() - front->lateness_counter, 0)) {
1883 SetBit(front->vehicle_flags, VF_STOP_LOADING);
1886 UpdateLoadUnloadTicks(front, st, new_load_unload_ticks);
1887 } else {
1888 UpdateLoadUnloadTicks(front, st, 20); // We need the ticks for link refreshing.
1889 bool finished_loading = true;
1890 if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
1891 if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
1892 /* if the aircraft carries passengers and is NOT full, then
1893 * continue loading, no matter how much mail is in */
1894 if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) ||
1895 (cargo_not_full != 0 && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
1896 finished_loading = false;
1898 } else if (cargo_not_full != 0) {
1899 finished_loading = false;
1902 /* Refresh next hop stats if we're full loading to make the links
1903 * known to the distribution algorithm and allow cargo to be sent
1904 * along them. Otherwise the vehicle could wait for cargo
1905 * indefinitely if it hasn't visited the other links yet, or if the
1906 * links die while it's loading. */
1907 if (!finished_loading) LinkRefresher::Run(front, true, true);
1910 SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
1913 /* Calculate the loading indicator fill percent and display
1914 * In the Game Menu do not display indicators
1915 * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
1916 * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
1917 * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
1919 if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
1920 StringID percent_up_down = STR_NULL;
1921 int percent = CalcPercentVehicleFilled(front, &percent_up_down);
1922 if (front->fill_percent_te_id == INVALID_TE_ID) {
1923 front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
1924 } else {
1925 UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
1929 if (completely_emptied) {
1930 /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
1931 * properties such as weight, power and TE whenever the trigger runs. */
1932 dirty_vehicle = true;
1933 TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
1936 if (dirty_vehicle) {
1937 SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
1938 SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
1939 front->MarkDirty();
1941 if (dirty_station) {
1942 st->MarkTilesDirty(true);
1943 SetWindowDirty(WC_STATION_VIEW, st->index);
1944 SetWindowDirty(WC_STATION_LIST, st->owner);
1949 * Load/unload the vehicles in this station according to the order
1950 * they entered.
1951 * @param st the station to do the loading/unloading for
1953 void LoadUnloadStation(Station *st)
1955 /* No vehicle is here... */
1956 if (st->loading_vehicles.empty()) return;
1958 Vehicle *last_loading = nullptr;
1960 /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
1961 for (Vehicle *v : st->loading_vehicles) {
1962 if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
1964 assert(v->load_unload_ticks != 0);
1965 if (--v->load_unload_ticks == 0) last_loading = v;
1968 /* We only need to reserve and load/unload up to the last loading vehicle.
1969 * Anything else will be forgotten anyway after returning from this function.
1971 * Especially this means we do _not_ need to reserve cargo for a single
1972 * consist in a station which is not allowed to load yet because its
1973 * load_unload_ticks is still not 0.
1975 if (last_loading == nullptr) return;
1977 for (Vehicle *v : st->loading_vehicles) {
1978 if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
1979 if (v == last_loading) break;
1982 /* Call the production machinery of industries */
1983 for (Industry *iid : _cargo_delivery_destinations) {
1984 TriggerIndustryProduction(iid);
1986 _cargo_delivery_destinations.clear();
1990 * Every calendar month update of inflation.
1992 static IntervalTimer<TimerGameCalendar> _calendar_inflation_monthly({TimerGameCalendar::MONTH, TimerGameCalendar::Priority::COMPANY}, [](auto)
1994 if (_settings_game.economy.inflation) {
1995 AddInflation();
1996 RecomputePrices();
2001 * Every economy month update of company economic data, plus economy fluctuations.
2003 static IntervalTimer<TimerGameEconomy> _economy_companies_monthly({ TimerGameEconomy::MONTH, TimerGameEconomy::Priority::COMPANY }, [](auto)
2005 CompaniesGenStatistics();
2006 CompaniesPayInterest();
2007 HandleEconomyFluctuations();
2010 static void DoAcquireCompany(Company *c, bool hostile_takeover)
2012 CompanyID ci = c->index;
2014 CompanyNewsInformation *cni = new CompanyNewsInformation(c, Company::Get(_current_company));
2016 SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
2017 SetDParam(1, hostile_takeover ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
2018 SetDParamStr(2, cni->company_name);
2019 SetDParamStr(3, cni->other_company_name);
2020 SetDParam(4, c->bankrupt_value);
2021 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
2022 AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
2023 Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
2025 ChangeOwnershipOfCompanyItems(ci, _current_company);
2027 if (c->is_ai) AI::Stop(c->index);
2029 CloseCompanyWindows(ci);
2030 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
2031 InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
2032 InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
2033 InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
2035 delete c;
2039 * Buy up another company.
2040 * When a competing company is gone bankrupt you get the chance to purchase
2041 * that company.
2042 * @todo currently this only works for AI companies
2043 * @param flags type of operation
2044 * @param target_company company to buy up
2045 * @param hostile_takeover whether to buy up the company even if it is not bankrupt
2046 * @return the cost of this operation or an error
2048 CommandCost CmdBuyCompany(DoCommandFlag flags, CompanyID target_company, bool hostile_takeover)
2050 Company *c = Company::GetIfValid(target_company);
2051 if (c == nullptr) return CMD_ERROR;
2053 /* If you do a hostile takeover but the company went bankrupt, buy it via bankruptcy rules. */
2054 if (hostile_takeover && HasBit(c->bankrupt_asked, _current_company)) hostile_takeover = false;
2056 /* Disable takeovers when not asked */
2057 if (!hostile_takeover && !HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
2059 /* Only allow hostile takeover of AI companies and when in single player */
2060 if (hostile_takeover && !c->is_ai) return CMD_ERROR;
2061 if (hostile_takeover && _networking) return CMD_ERROR;
2063 /* Disable taking over the local company in singleplayer mode */
2064 if (!_networking && _local_company == c->index) return CMD_ERROR;
2066 /* Do not allow companies to take over themselves */
2067 if (target_company == _current_company) return CMD_ERROR;
2069 /* Do not allow takeover if the resulting company would have too many vehicles. */
2070 if (!CheckTakeoverVehicleLimit(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
2072 /* Get the cost here as the company is deleted in DoAcquireCompany.
2073 * For bankruptcy this amount is calculated when the offer was made;
2074 * for hostile takeover you pay the current price. */
2075 CommandCost cost(EXPENSES_OTHER, hostile_takeover ? CalculateHostileTakeoverValue(c) : c->bankrupt_value);
2077 if (flags & DC_EXEC) {
2078 DoAcquireCompany(c, hostile_takeover);
2080 return cost;