Codechange: Revenue is not the same as Income
[openttd-github.git] / src / economy.cpp
blobfdccbd871b7ebefc97f43df8354b3ba6039ee5ed
1 /*
2 * This file is part of OpenTTD.
3 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
4 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
5 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
6 */
8 /** @file economy.cpp Handling of the economy. */
10 #include "stdafx.h"
11 #include "company_func.h"
12 #include "command_func.h"
13 #include "industry.h"
14 #include "town.h"
15 #include "news_func.h"
16 #include "network/network.h"
17 #include "network/network_func.h"
18 #include "ai/ai.hpp"
19 #include "aircraft.h"
20 #include "train.h"
21 #include "newgrf_engine.h"
22 #include "engine_base.h"
23 #include "ground_vehicle.hpp"
24 #include "newgrf_cargo.h"
25 #include "newgrf_sound.h"
26 #include "newgrf_industrytiles.h"
27 #include "newgrf_station.h"
28 #include "newgrf_airporttiles.h"
29 #include "object.h"
30 #include "strings_func.h"
31 #include "date_func.h"
32 #include "vehicle_func.h"
33 #include "sound_func.h"
34 #include "autoreplace_func.h"
35 #include "company_gui.h"
36 #include "signs_base.h"
37 #include "subsidy_base.h"
38 #include "subsidy_func.h"
39 #include "station_base.h"
40 #include "waypoint_base.h"
41 #include "economy_base.h"
42 #include "core/pool_func.hpp"
43 #include "core/backup_type.hpp"
44 #include "cargo_type.h"
45 #include "water.h"
46 #include "game/game.hpp"
47 #include "cargomonitor.h"
48 #include "goal_base.h"
49 #include "story_base.h"
50 #include "linkgraph/refresh.h"
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)
65 /**
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;
83 /**
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];
100 Economy _economy;
101 Prices _price;
102 static PriceMultipliers _price_base_multiplier;
105 * Calculate the value of the company. That is the value of all
106 * assets (vehicles, stations, etc) and money minus the loan,
107 * except when including_loan is \c false which is useful when
108 * we want to calculate the value for bankruptcy.
109 * @param c the company to get the value of.
110 * @param including_loan include the loan in the company value.
111 * @return the value of the company.
113 Money CalculateCompanyValue(const Company *c, bool including_loan)
115 Owner owner = c->index;
117 uint num = 0;
119 for (const Station *st : Station::Iterate()) {
120 if (st->owner == owner) num += CountBits((byte)st->facilities);
123 Money value = num * _price[PR_STATION_VALUE] * 25;
125 for (const Vehicle *v : Vehicle::Iterate()) {
126 if (v->owner != owner) continue;
128 if (v->type == VEH_TRAIN ||
129 v->type == VEH_ROAD ||
130 (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
131 v->type == VEH_SHIP) {
132 value += v->value * 3 >> 1;
136 /* Add real money value */
137 if (including_loan) value -= c->current_loan;
138 value += c->money;
140 return std::max<Money>(value, 1);
144 * if update is set to true, the economy is updated with this score
145 * (also the house is updated, should only be true in the on-tick event)
146 * @param update the economy with calculated score
147 * @param c company been evaluated
148 * @return actual score of this company
151 int UpdateCompanyRatingAndValue(Company *c, bool update)
153 Owner owner = c->index;
154 int score = 0;
156 memset(_score_part[owner], 0, sizeof(_score_part[owner]));
158 /* Count vehicles */
160 Money min_profit = 0;
161 bool min_profit_first = true;
162 uint num = 0;
164 for (const Vehicle *v : Vehicle::Iterate()) {
165 if (v->owner != owner) continue;
166 if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
167 if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
168 if (v->age > 730) {
169 /* Find the vehicle with the lowest amount of profit */
170 if (min_profit_first || min_profit > v->profit_last_year) {
171 min_profit = v->profit_last_year;
172 min_profit_first = false;
178 min_profit >>= 8; // remove the fract part
180 _score_part[owner][SCORE_VEHICLES] = num;
181 /* Don't allow negative min_profit to show */
182 if (min_profit > 0) {
183 _score_part[owner][SCORE_MIN_PROFIT] = min_profit;
187 /* Count stations */
189 uint num = 0;
190 for (const Station *st : Station::Iterate()) {
191 /* Only count stations that are actually serviced */
192 if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
194 _score_part[owner][SCORE_STATIONS] = num;
197 /* Generate statistics depending on recent income statistics */
199 int numec = std::min<uint>(c->num_valid_stat_ent, 12u);
200 if (numec != 0) {
201 const CompanyEconomyEntry *cee = c->old_economy;
202 Money min_income = cee->income + cee->expenses;
203 Money max_income = cee->income + cee->expenses;
205 do {
206 min_income = std::min(min_income, cee->income + cee->expenses);
207 max_income = std::max(max_income, cee->income + cee->expenses);
208 } while (++cee, --numec);
210 if (min_income > 0) {
211 _score_part[owner][SCORE_MIN_INCOME] = min_income;
214 _score_part[owner][SCORE_MAX_INCOME] = max_income;
218 /* Generate score depending on amount of transported cargo */
220 int numec = std::min<uint>(c->num_valid_stat_ent, 4u);
221 if (numec != 0) {
222 const CompanyEconomyEntry *cee = c->old_economy;
223 OverflowSafeInt64 total_delivered = 0;
224 do {
225 total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
226 } while (++cee, --numec);
228 _score_part[owner][SCORE_DELIVERED] = total_delivered;
232 /* Generate score for variety of cargo */
234 _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
237 /* Generate score for company's money */
239 if (c->money > 0) {
240 _score_part[owner][SCORE_MONEY] = c->money;
244 /* Generate score for loan */
246 _score_part[owner][SCORE_LOAN] = _score_info[SCORE_LOAN].needed - c->current_loan;
249 /* Now we calculate the score for each item.. */
251 int total_score = 0;
252 int s;
253 score = 0;
254 for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
255 /* Skip the total */
256 if (i == SCORE_TOTAL) continue;
257 /* Check the score */
258 s = Clamp<int64>(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
259 score += s;
260 total_score += _score_info[i].score;
263 _score_part[owner][SCORE_TOTAL] = score;
265 /* We always want the score scaled to SCORE_MAX (1000) */
266 if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
269 if (update) {
270 c->old_economy[0].performance_history = score;
271 UpdateCompanyHQ(c->location_of_HQ, score);
272 c->old_economy[0].company_value = CalculateCompanyValue(c);
275 SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
276 return score;
280 * Change the ownership of all the items of a company.
281 * @param old_owner The company that gets removed.
282 * @param new_owner The company to merge to, or INVALID_OWNER to remove the company.
284 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
286 /* We need to set _current_company to old_owner before we try to move
287 * the client. This is needed as it needs to know whether "you" really
288 * are the current local company. */
289 Backup<CompanyID> cur_company(_current_company, old_owner, FILE_LINE);
290 /* In all cases, make spectators of clients connected to that company */
291 if (_networking) NetworkClientsToSpectators(old_owner);
292 if (old_owner == _local_company) {
293 /* Single player cheated to AI company.
294 * There are no spectators in singleplayer mode, so we must pick some other company. */
295 assert(!_networking);
296 Backup<CompanyID> cur_company2(_current_company, FILE_LINE);
297 for (const Company *c : Company::Iterate()) {
298 if (c->index != old_owner) {
299 SetLocalCompany(c->index);
300 break;
303 cur_company2.Restore();
304 assert(old_owner != _local_company);
307 assert(old_owner != new_owner);
309 /* See if the old_owner had shares in other companies */
310 for (const Company *c : Company::Iterate()) {
311 for (auto share_owner : c->share_owners) {
312 if (share_owner == old_owner) {
313 /* Sell its shares */
314 CommandCost res = Command<CMD_SELL_SHARE_IN_COMPANY>::Do(DC_EXEC | DC_BANKRUPT, c->index);
315 /* Because we are in a DoCommand, we can't just execute another one and
316 * expect the money to be removed. We need to do it ourself! */
317 SubtractMoneyFromCompany(res);
322 /* Sell all the shares that people have on this company */
323 Backup<CompanyID> cur_company2(_current_company, FILE_LINE);
324 Company *c = Company::Get(old_owner);
325 for (auto &share_owner : c->share_owners) {
326 if (share_owner == INVALID_OWNER) continue;
328 if (c->bankrupt_value == 0 && share_owner == new_owner) {
329 /* You are the one buying the company; so don't sell the shares back to you. */
330 share_owner = INVALID_OWNER;
331 } else {
332 cur_company2.Change(share_owner);
333 /* Sell the shares */
334 CommandCost res = Command<CMD_SELL_SHARE_IN_COMPANY>::Do(DC_EXEC | DC_BANKRUPT, old_owner);
335 /* Because we are in a DoCommand, we can't just execute another one and
336 * expect the money to be removed. We need to do it ourself! */
337 SubtractMoneyFromCompany(res);
340 cur_company2.Restore();
342 /* Temporarily increase the company's money, to be sure that
343 * removing their property doesn't fail because of lack of money.
344 * Not too drastically though, because it could overflow */
345 if (new_owner == INVALID_OWNER) {
346 Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
349 for (Subsidy *s : Subsidy::Iterate()) {
350 if (s->awarded == old_owner) {
351 if (new_owner == INVALID_OWNER) {
352 delete s;
353 } else {
354 s->awarded = new_owner;
358 if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
360 /* Take care of rating and transport rights in towns */
361 for (Town *t : Town::Iterate()) {
362 /* If a company takes over, give the ratings to that company. */
363 if (new_owner != INVALID_OWNER) {
364 if (HasBit(t->have_ratings, old_owner)) {
365 if (HasBit(t->have_ratings, new_owner)) {
366 /* use max of the two ratings. */
367 t->ratings[new_owner] = std::max(t->ratings[new_owner], t->ratings[old_owner]);
368 } else {
369 SetBit(t->have_ratings, new_owner);
370 t->ratings[new_owner] = t->ratings[old_owner];
375 /* Reset the ratings for the old owner */
376 t->ratings[old_owner] = RATING_INITIAL;
377 ClrBit(t->have_ratings, old_owner);
379 /* Transfer exclusive rights */
380 if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
381 if (new_owner != INVALID_OWNER) {
382 t->exclusivity = new_owner;
383 } else {
384 t->exclusive_counter = 0;
385 t->exclusivity = INVALID_COMPANY;
391 for (Vehicle *v : Vehicle::Iterate()) {
392 if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
393 if (new_owner == INVALID_OWNER) {
394 if (v->Previous() == nullptr) delete v;
395 } else {
396 if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
397 if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
403 /* In all cases clear replace engine rules.
404 * Even if it was copied, it could interfere with new owner's rules */
405 RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
407 if (new_owner == INVALID_OWNER) {
408 RemoveAllGroupsForCompany(old_owner);
409 } else {
410 for (Group *g : Group::Iterate()) {
411 if (g->owner == old_owner) g->owner = new_owner;
416 FreeUnitIDGenerator unitidgen[] = {
417 FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD, new_owner),
418 FreeUnitIDGenerator(VEH_SHIP, new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
421 /* Override company settings to new company defaults in case we need to convert them.
422 * This is required as the CmdChangeServiceInt doesn't copy the supplied value when it is non-custom
424 if (new_owner != INVALID_OWNER) {
425 Company *old_company = Company::Get(old_owner);
426 Company *new_company = Company::Get(new_owner);
428 old_company->settings.vehicle.servint_aircraft = new_company->settings.vehicle.servint_aircraft;
429 old_company->settings.vehicle.servint_trains = new_company->settings.vehicle.servint_trains;
430 old_company->settings.vehicle.servint_roadveh = new_company->settings.vehicle.servint_roadveh;
431 old_company->settings.vehicle.servint_ships = new_company->settings.vehicle.servint_ships;
432 old_company->settings.vehicle.servint_ispercent = new_company->settings.vehicle.servint_ispercent;
435 for (Vehicle *v : Vehicle::Iterate()) {
436 if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
437 assert(new_owner != INVALID_OWNER);
439 /* Correct default values of interval settings while maintaining custom set ones.
440 * This prevents invalid values on mismatching company defaults being accepted.
442 if (!v->ServiceIntervalIsCustom()) {
443 Company *new_company = Company::Get(new_owner);
445 /* Technically, passing the interval is not needed as the command will query the default value itself.
446 * However, do not rely on that behaviour.
448 int interval = CompanyServiceInterval(new_company, v->type);
449 Command<CMD_CHANGE_SERVICE_INT>::Do(DC_EXEC | DC_BANKRUPT, v->index, interval, false, new_company->settings.vehicle.servint_ispercent);
452 v->owner = new_owner;
454 /* Owner changes, clear cache */
455 v->colourmap = PAL_NONE;
456 v->InvalidateNewGRFCache();
458 if (v->IsEngineCountable()) {
459 GroupStatistics::CountEngine(v, 1);
461 if (v->IsPrimaryVehicle()) {
462 GroupStatistics::CountVehicle(v, 1);
463 v->unitnumber = unitidgen[v->type].NextID();
466 /* Invalidate the vehicle's cargo payment "owner cache". */
467 if (v->cargo_payment != nullptr) v->cargo_payment->owner = nullptr;
471 if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
474 /* Change ownership of tiles */
476 TileIndex tile = 0;
477 do {
478 ChangeTileOwner(tile, old_owner, new_owner);
479 } while (++tile != MapSize());
481 if (new_owner != INVALID_OWNER) {
482 /* Update all signals because there can be new segment that was owned by two companies
483 * and signals were not propagated
484 * Similar with crossings - it is needed to bar crossings that weren't before
485 * because of different owner of crossing and approaching train */
486 tile = 0;
488 do {
489 if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
490 TrackBits tracks = GetTrackBits(tile);
491 do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
492 Track track = RemoveFirstTrack(&tracks);
493 if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
494 } while (tracks != TRACK_BIT_NONE);
495 } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
496 UpdateLevelCrossing(tile);
498 } while (++tile != MapSize());
501 /* update signals in buffer */
502 UpdateSignalsInBuffer();
505 /* Add airport infrastructure count of the old company to the new one. */
506 if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
508 /* convert owner of stations (including deleted ones, but excluding buoys) */
509 for (Station *st : Station::Iterate()) {
510 if (st->owner == old_owner) {
511 /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
512 * also, drawing station window would cause reading invalid company's colour */
513 st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
517 /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
518 for (Waypoint *wp : Waypoint::Iterate()) {
519 if (wp->owner == old_owner) {
520 wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
524 for (Sign *si : Sign::Iterate()) {
525 if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
528 /* Remove Game Script created Goals, CargoMonitors and Story pages. */
529 for (Goal *g : Goal::Iterate()) {
530 if (g->company == old_owner) delete g;
533 ClearCargoPickupMonitoring(old_owner);
534 ClearCargoDeliveryMonitoring(old_owner);
536 for (StoryPage *sp : StoryPage::Iterate()) {
537 if (sp->company == old_owner) delete sp;
540 /* Change colour of existing windows */
541 if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
543 cur_company.Restore();
545 MarkWholeScreenDirty();
549 * Check for bankruptcy of a company. Called every three months.
550 * @param c Company to check.
552 static void CompanyCheckBankrupt(Company *c)
554 /* If the company has money again, it does not go bankrupt */
555 if (c->money - c->current_loan >= -_economy.max_loan) {
556 int previous_months_of_bankruptcy = CeilDiv(c->months_of_bankruptcy, 3);
557 c->months_of_bankruptcy = 0;
558 c->bankrupt_asked = 0;
559 if (previous_months_of_bankruptcy != 0) CompanyAdminUpdate(c);
560 return;
563 c->months_of_bankruptcy++;
565 switch (c->months_of_bankruptcy) {
566 /* All the boring cases (months) with a bad balance where no action is taken */
567 case 0:
568 case 1:
569 case 2:
570 case 3:
572 case 5:
573 case 6:
575 case 8:
576 case 9:
577 break;
579 /* Warn about bankruptcy after 3 months */
580 case 4: {
581 CompanyNewsInformation *cni = new CompanyNewsInformation(c);
582 SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
583 SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
584 SetDParamStr(2, cni->company_name);
585 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
586 AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
587 Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
588 break;
591 /* Offer company for sale after 6 months */
592 case 7: {
593 /* Don't consider the loan */
594 Money val = CalculateCompanyValue(c, false);
596 c->bankrupt_value = val;
597 c->bankrupt_asked = 1 << c->index; // Don't ask the owner
598 c->bankrupt_timeout = 0;
600 /* The company assets should always have some value */
601 assert(c->bankrupt_value > 0);
602 break;
605 /* Bankrupt company after 6 months (if the company has no value) or latest
606 * after 9 months (if it still had value after 6 months) */
607 default:
608 case 10: {
609 if (!_networking && _local_company == c->index) {
610 /* If we are in singleplayer mode, leave the company playing. Eg. there
611 * is no THE-END, otherwise mark the client as spectator to make sure
612 * they are no longer in control of this company. However... when you
613 * join another company (cheat) the "unowned" company can bankrupt. */
614 c->bankrupt_asked = MAX_UVALUE(CompanyMask);
615 break;
618 /* Actually remove the company, but not when we're a network client.
619 * In case of network clients we will be getting a command from the
620 * server. It is done in this way as we are called from the
621 * StateGameLoop which can't change the current company, and thus
622 * updating the local company triggers an assert later on. In the
623 * case of a network game the command will be processed at a time
624 * that changing the current company is okay. In case of single
625 * player we are sure (the above check) that we are not the local
626 * company and thus we won't be moved. */
627 if (!_networking || _network_server) {
628 Command<CMD_COMPANY_CTRL>::Post(CCA_DELETE, c->index, CRR_BANKRUPT, INVALID_CLIENT_ID);
629 return;
631 break;
635 if (CeilDiv(c->months_of_bankruptcy, 3) != CeilDiv(c->months_of_bankruptcy - 1, 3)) CompanyAdminUpdate(c);
639 * Update the finances of all companies.
640 * Pay for the stations, update the history graph, update ratings and company values, and deal with bankruptcy.
642 static void CompaniesGenStatistics()
644 /* Check for bankruptcy each month */
645 for (Company *c : Company::Iterate()) {
646 CompanyCheckBankrupt(c);
649 Backup<CompanyID> cur_company(_current_company, FILE_LINE);
651 /* Pay Infrastructure Maintenance, if enabled */
652 if (_settings_game.economy.infrastructure_maintenance) {
653 /* Improved monthly infrastructure costs. */
654 for (const Company *c : Company::Iterate()) {
655 cur_company.Change(c->index);
657 CommandCost cost(EXPENSES_PROPERTY);
658 uint32 rail_total = c->infrastructure.GetRailTotal();
659 for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
660 if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
662 cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
663 uint32 road_total = c->infrastructure.GetRoadTotal();
664 uint32 tram_total = c->infrastructure.GetTramTotal();
665 for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
666 if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt], RoadTypeIsRoad(rt) ? road_total : tram_total));
668 cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
669 cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
670 cost.AddCost(AirportMaintenanceCost(c->index));
672 SubtractMoneyFromCompany(cost);
675 cur_company.Restore();
677 /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
678 if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
680 for (Company *c : Company::Iterate()) {
681 /* Drop the oldest history off the end */
682 std::copy_backward(c->old_economy, c->old_economy + MAX_HISTORY_QUARTERS - 1, c->old_economy + MAX_HISTORY_QUARTERS);
683 c->old_economy[0] = c->cur_economy;
684 c->cur_economy = {};
686 if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
688 UpdateCompanyRatingAndValue(c, true);
689 if (c->block_preview != 0) c->block_preview--;
692 SetWindowDirty(WC_INCOME_GRAPH, 0);
693 SetWindowDirty(WC_OPERATING_PROFIT, 0);
694 SetWindowDirty(WC_DELIVERED_CARGO, 0);
695 SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
696 SetWindowDirty(WC_COMPANY_VALUE, 0);
697 SetWindowDirty(WC_COMPANY_LEAGUE, 0);
701 * Add monthly inflation
702 * @param check_year Shall the inflation get stopped after 170 years?
703 * @return true if inflation is maxed and nothing was changed
705 bool AddInflation(bool check_year)
707 /* The cargo payment inflation differs from the normal inflation, so the
708 * relative amount of money you make with a transport decreases slowly over
709 * the 170 years. After a few hundred years we reach a level in which the
710 * games will become unplayable as the maximum income will be less than
711 * the minimum running cost.
713 * Furthermore there are a lot of inflation related overflows all over the
714 * place. Solving them is hardly possible because inflation will always
715 * reach the overflow threshold some day. So we'll just perform the
716 * inflation mechanism during the first 170 years (the amount of years that
717 * one had in the original TTD) and stop doing the inflation after that
718 * because it only causes problems that can't be solved nicely and the
719 * inflation doesn't add anything after that either; it even makes playing
720 * it impossible due to the diverging cost and income rates.
722 if (check_year && (_cur_year < ORIGINAL_BASE_YEAR || _cur_year >= ORIGINAL_MAX_YEAR)) return true;
724 if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
726 /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
727 * scaled by 65536
728 * 12 -> months per year
729 * This is only a good approximation for small values
731 _economy.inflation_prices += (_economy.inflation_prices * _economy.infl_amount * 54) >> 16;
732 _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
734 if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
735 if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
737 return false;
741 * Computes all prices, payments and maximum loan.
743 void RecomputePrices()
745 /* Setup maximum loan */
746 _economy.max_loan = ((uint64)_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
748 /* Setup price bases */
749 for (Price i = PR_BEGIN; i < PR_END; i++) {
750 Money price = _price_base_specs[i].start_price;
752 /* Apply difficulty settings */
753 uint mod = 1;
754 switch (_price_base_specs[i].category) {
755 case PCAT_RUNNING:
756 mod = _settings_game.difficulty.vehicle_costs;
757 break;
759 case PCAT_CONSTRUCTION:
760 mod = _settings_game.difficulty.construction_cost;
761 break;
763 default: break;
765 switch (mod) {
766 case 0: price *= 6; break;
767 case 1: price *= 8; break; // normalised to 1 below
768 case 2: price *= 9; break;
769 default: NOT_REACHED();
772 /* Apply inflation */
773 price = (int64)price * _economy.inflation_prices;
775 /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
776 int shift = _price_base_multiplier[i] - 16 - 3;
777 if (shift >= 0) {
778 price <<= shift;
779 } else {
780 price >>= -shift;
783 /* Make sure the price does not get reduced to zero.
784 * Zero breaks quite a few commands that use a zero
785 * cost to see whether something got changed or not
786 * and based on that cause an error. When the price
787 * is zero that fails even when things are done. */
788 if (price == 0) {
789 price = Clamp(_price_base_specs[i].start_price, -1, 1);
790 /* No base price should be zero, but be sure. */
791 assert(price != 0);
793 /* Store value */
794 _price[i] = price;
797 /* Setup cargo payment */
798 for (CargoSpec *cs : CargoSpec::Iterate()) {
799 cs->current_payment = (cs->initial_payment * (int64)_economy.inflation_payment) >> 16;
802 SetWindowClassesDirty(WC_BUILD_VEHICLE);
803 SetWindowClassesDirty(WC_REPLACE_VEHICLE);
804 SetWindowClassesDirty(WC_VEHICLE_DETAILS);
805 SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
806 InvalidateWindowData(WC_PAYMENT_RATES, 0);
809 /** Let all companies pay the monthly interest on their loan. */
810 static void CompaniesPayInterest()
812 Backup<CompanyID> cur_company(_current_company, FILE_LINE);
813 for (const Company *c : Company::Iterate()) {
814 cur_company.Change(c->index);
816 /* Over a year the paid interest should be "loan * interest percentage",
817 * but... as that number is likely not dividable by 12 (pay each month),
818 * one needs to account for that in the monthly fee calculations.
819 * To easily calculate what one should pay "this" month, you calculate
820 * what (total) should have been paid up to this month and you subtract
821 * whatever has been paid in the previous months. This will mean one month
822 * it'll be a bit more and the other it'll be a bit less than the average
823 * monthly fee, but on average it will be exact.
824 * In order to prevent cheating or abuse (just not paying interest by not
825 * taking a loan we make companies pay interest on negative cash as well
827 Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
828 if (c->money < 0) {
829 yearly_fee += -c->money *_economy.interest_rate / 100;
831 Money up_to_previous_month = yearly_fee * _cur_month / 12;
832 Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
834 SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INTEREST, up_to_this_month - up_to_previous_month));
836 SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
838 cur_company.Restore();
841 static void HandleEconomyFluctuations()
843 if (_settings_game.difficulty.economy != 0) {
844 /* When economy is Fluctuating, decrease counter */
845 _economy.fluct--;
846 } else if (EconomyIsInRecession()) {
847 /* When it's Steady and we are in recession, end it now */
848 _economy.fluct = -12;
849 } else {
850 /* No need to do anything else in other cases */
851 return;
854 if (_economy.fluct == 0) {
855 _economy.fluct = -(int)GB(Random(), 0, 2);
856 AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
857 } else if (_economy.fluct == -12) {
858 _economy.fluct = GB(Random(), 0, 8) + 312;
859 AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
865 * Reset changes to the price base multipliers.
867 void ResetPriceBaseMultipliers()
869 memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
873 * Change a price base by the given factor.
874 * The price base is altered by factors of two.
875 * NewBaseCost = OldBaseCost * 2^n
876 * @param price Index of price base to change.
877 * @param factor Amount to change by.
879 void SetPriceBaseMultiplier(Price price, int factor)
881 assert(price < PR_END);
882 _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
886 * Initialize the variables that will maintain the daily industry change system.
887 * @param init_counter specifies if the counter is required to be initialized
889 void StartupIndustryDailyChanges(bool init_counter)
891 uint map_size = MapLogX() + MapLogY();
892 /* After getting map size, it needs to be scaled appropriately and divided by 31,
893 * which stands for the days in a month.
894 * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
895 * would not be needed.
896 * Since it is based on "fractional parts", the leftover days will not make much of a difference
897 * on the overall total number of changes performed */
898 _economy.industry_daily_increment = (1 << map_size) / 31;
900 if (init_counter) {
901 /* A new game or a savegame from an older version will require the counter to be initialized */
902 _economy.industry_daily_change_counter = 0;
906 void StartupEconomy()
908 _economy.interest_rate = _settings_game.difficulty.initial_interest;
909 _economy.infl_amount = _settings_game.difficulty.initial_interest;
910 _economy.infl_amount_pr = std::max(0, _settings_game.difficulty.initial_interest - 1);
911 _economy.fluct = GB(Random(), 0, 8) + 168;
913 if (_settings_game.economy.inflation) {
914 /* Apply inflation that happened before our game start year. */
915 int months = (std::min(_cur_year, ORIGINAL_MAX_YEAR) - ORIGINAL_BASE_YEAR) * 12;
916 for (int i = 0; i < months; i++) {
917 AddInflation(false);
921 /* Set up prices */
922 RecomputePrices();
924 StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
929 * Resets economy to initial values
931 void InitializeEconomy()
933 _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
934 ClearCargoPickupMonitoring();
935 ClearCargoDeliveryMonitoring();
939 * Determine a certain price
940 * @param index Price base
941 * @param cost_factor Price factor
942 * @param grf_file NewGRF to use local price multipliers from.
943 * @param shift Extra bit shifting after the computation
944 * @return Price
946 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
948 if (index >= PR_END) return 0;
950 Money cost = _price[index] * cost_factor;
951 if (grf_file != nullptr) shift += grf_file->price_base_multipliers[index];
953 if (shift >= 0) {
954 cost <<= shift;
955 } else {
956 cost >>= -shift;
959 return cost;
962 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
964 const CargoSpec *cs = CargoSpec::Get(cargo_type);
965 if (!cs->IsValid()) {
966 /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
967 return 0;
970 /* Use callback to calculate cargo profit, if available */
971 if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
972 uint32 var18 = std::min(dist, 0xFFFFu) | (std::min(num_pieces, 0xFFu) << 16) | (transit_days << 24);
973 uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
974 if (callback != CALLBACK_FAILED) {
975 int result = GB(callback, 0, 14);
977 /* Simulate a 15 bit signed value */
978 if (HasBit(callback, 14)) result -= 0x4000;
980 /* "The result should be a signed multiplier that gets multiplied
981 * by the amount of cargo moved and the price factor, then gets
982 * divided by 8192." */
983 return result * num_pieces * cs->current_payment / 8192;
987 static const int MIN_TIME_FACTOR = 31;
988 static const int MAX_TIME_FACTOR = 255;
990 const int days1 = cs->transit_days[0];
991 const int days2 = cs->transit_days[1];
992 const int days_over_days1 = std::max( transit_days - days1, 0);
993 const int days_over_days2 = std::max(days_over_days1 - days2, 0);
996 * The time factor is calculated based on the time it took
997 * (transit_days) compared two cargo-depending values. The
998 * range is divided into three parts:
1000 * - constant for fast transits
1001 * - linear decreasing with time with a slope of -1 for medium transports
1002 * - linear decreasing with time with a slope of -2 for slow transports
1005 const int time_factor = std::max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
1007 return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
1010 /** The industries we've currently brought cargo to. */
1011 static SmallIndustryList _cargo_delivery_destinations;
1014 * Transfer goods from station to industry.
1015 * All cargo is delivered to the nearest (Manhattan) industry to the station sign, which is inside the acceptance rectangle and actually accepts the cargo.
1016 * @param st The station that accepted the cargo
1017 * @param cargo_type Type of cargo delivered
1018 * @param num_pieces Amount of cargo delivered
1019 * @param source The source of the cargo
1020 * @param company The company delivering the cargo
1021 * @return actually accepted pieces of cargo
1023 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source, CompanyID company)
1025 /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
1026 * This fails in three cases:
1027 * 1) The station accepts the cargo because there are enough houses around it accepting the cargo.
1028 * 2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
1029 * 3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
1032 uint accepted = 0;
1034 for (const auto &i : st->industries_near) {
1035 if (num_pieces == 0) break;
1037 Industry *ind = i.industry;
1038 if (ind->index == source) continue;
1040 uint cargo_index;
1041 for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
1042 if (cargo_type == ind->accepts_cargo[cargo_index]) break;
1044 /* Check if matching cargo has been found */
1045 if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
1047 /* Check if industry temporarily refuses acceptance */
1048 if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
1050 if (ind->exclusive_supplier != INVALID_OWNER && ind->exclusive_supplier != st->owner) continue;
1052 /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
1053 include(_cargo_delivery_destinations, ind);
1055 uint amount = std::min(num_pieces, 0xFFFFu - ind->incoming_cargo_waiting[cargo_index]);
1056 ind->incoming_cargo_waiting[cargo_index] += amount;
1057 ind->last_cargo_accepted_at[cargo_index] = _date;
1058 num_pieces -= amount;
1059 accepted += amount;
1061 /* Update the cargo monitor. */
1062 AddCargoDelivery(cargo_type, company, amount, ST_INDUSTRY, source, st, ind->index);
1065 return accepted;
1069 * Delivers goods to industries/towns and calculates the payment
1070 * @param num_pieces amount of cargo delivered
1071 * @param cargo_type the type of cargo that is delivered
1072 * @param dest Station the cargo has been unloaded
1073 * @param source_tile The origin of the cargo for distance calculation
1074 * @param days_in_transit Travel time
1075 * @param company The company delivering the cargo
1076 * @param src_type Type of source of cargo (industry, town, headquarters)
1077 * @param src Index of source of cargo
1078 * @return Revenue for delivering cargo
1079 * @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
1081 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)
1083 assert(num_pieces > 0);
1085 Station *st = Station::Get(dest);
1087 /* Give the goods to the industry. */
1088 uint accepted_ind = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY, company->index);
1090 /* If this cargo type is always accepted, accept all */
1091 uint accepted_total = HasBit(st->always_accepted, cargo_type) ? num_pieces : accepted_ind;
1093 /* Update station statistics */
1094 if (accepted_total > 0) {
1095 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_EVER_ACCEPTED);
1096 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_CURRENT_MONTH);
1097 SetBit(st->goods[cargo_type].status, GoodsEntry::GES_ACCEPTED_BIGTICK);
1100 /* Update company statistics */
1101 company->cur_economy.delivered_cargo[cargo_type] += accepted_total;
1103 /* Increase town's counter for town effects */
1104 const CargoSpec *cs = CargoSpec::Get(cargo_type);
1105 st->town->received[cs->town_effect].new_act += accepted_total;
1107 /* Determine profit */
1108 Money profit = GetTransportedGoodsIncome(accepted_total, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
1110 /* Update the cargo monitor. */
1111 AddCargoDelivery(cargo_type, company->index, accepted_total - accepted_ind, src_type, src, st);
1113 /* Modify profit if a subsidy is in effect */
1114 if (CheckSubsidised(cargo_type, company->index, src_type, src, st)) {
1115 switch (_settings_game.difficulty.subsidy_multiplier) {
1116 case 0: profit += profit >> 1; break;
1117 case 1: profit *= 2; break;
1118 case 2: profit *= 3; break;
1119 default: profit *= 4; break;
1123 return profit;
1127 * Inform the industry about just delivered cargo
1128 * DeliverGoodsToIndustry() silently incremented incoming_cargo_waiting, now it is time to do something with the new cargo.
1129 * @param i The industry to process
1131 static void TriggerIndustryProduction(Industry *i)
1133 const IndustrySpec *indspec = GetIndustrySpec(i->type);
1134 uint16 callback = indspec->callback_mask;
1136 i->was_cargo_delivered = true;
1138 if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
1139 if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
1140 IndustryProductionCallback(i, 0);
1141 } else {
1142 SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
1144 } else {
1145 for (uint ci_in = 0; ci_in < lengthof(i->incoming_cargo_waiting); ci_in++) {
1146 uint cargo_waiting = i->incoming_cargo_waiting[ci_in];
1147 if (cargo_waiting == 0) continue;
1149 for (uint ci_out = 0; ci_out < lengthof(i->produced_cargo_waiting); ci_out++) {
1150 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);
1153 i->incoming_cargo_waiting[ci_in] = 0;
1157 TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
1158 StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
1162 * Makes us a new cargo payment helper.
1163 * @param front The front of the train
1165 CargoPayment::CargoPayment(Vehicle *front) :
1166 front(front),
1167 current_station(front->last_station_visited)
1171 CargoPayment::~CargoPayment()
1173 if (this->CleaningPool()) return;
1175 this->front->cargo_payment = nullptr;
1177 if (this->visual_profit == 0 && this->visual_transfer == 0) return;
1179 Backup<CompanyID> cur_company(_current_company, this->front->owner, FILE_LINE);
1181 SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
1182 this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
1184 if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
1185 SndPlayVehicleFx(SND_14_CASHTILL, this->front);
1188 if (this->visual_transfer != 0) {
1189 ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
1190 this->front->z_pos, this->visual_transfer, -this->visual_profit);
1191 } else if (this->visual_profit != 0) {
1192 ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
1193 this->front->z_pos, -this->visual_profit);
1196 cur_company.Restore();
1200 * Handle payment for final delivery of the given cargo packet.
1201 * @param cp The cargo packet to pay for.
1202 * @param count The number of packets to pay for.
1204 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
1206 if (this->owner == nullptr) {
1207 this->owner = Company::Get(this->front->owner);
1210 /* Handle end of route payment */
1211 Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
1212 this->route_profit += profit;
1214 /* The vehicle's profit is whatever route profit there is minus feeder shares. */
1215 this->visual_profit += profit - cp->FeederShare(count);
1219 * Handle payment for transfer of the given cargo packet.
1220 * @param cp The cargo packet to pay for; actual payment won't be made!.
1221 * @param count The number of packets to pay for.
1222 * @return The amount of money paid for the transfer.
1224 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
1226 Money profit = -cp->FeederShare(count) + GetTransportedGoodsIncome(
1227 count,
1228 /* pay transfer vehicle the difference between the payment for the journey from
1229 * the source to the current point, and the sum of the previous transfer payments */
1230 DistanceManhattan(cp->SourceStationXY(), Station::Get(this->current_station)->xy),
1231 cp->DaysInTransit(),
1232 this->ct);
1234 profit = profit * _settings_game.economy.feeder_payment_share / 100;
1236 this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
1237 return profit; // account for the (virtual) profit already made for the cargo packet
1241 * Prepare the vehicle to be unloaded.
1242 * @param front_v the vehicle to be unloaded
1244 void PrepareUnload(Vehicle *front_v)
1246 Station *curr_station = Station::Get(front_v->last_station_visited);
1247 curr_station->loading_vehicles.push_back(front_v);
1249 /* At this moment loading cannot be finished */
1250 ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
1252 /* Start unloading at the first possible moment */
1253 front_v->load_unload_ticks = 1;
1255 assert(front_v->cargo_payment == nullptr);
1256 /* One CargoPayment per vehicle and the vehicle limit equals the
1257 * limit in number of CargoPayments. Can't go wrong. */
1258 static_assert(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
1259 assert(CargoPayment::CanAllocateItem());
1260 front_v->cargo_payment = new CargoPayment(front_v);
1262 StationIDStack next_station = front_v->GetNextStoppingStation();
1263 if (front_v->orders == nullptr || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
1264 Station *st = Station::Get(front_v->last_station_visited);
1265 for (Vehicle *v = front_v; v != nullptr; v = v->Next()) {
1266 const GoodsEntry *ge = &st->goods[v->cargo_type];
1267 if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) {
1268 v->cargo.Stage(
1269 HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE),
1270 front_v->last_station_visited, next_station,
1271 front_v->current_order.GetUnloadType(), ge,
1272 front_v->cargo_payment);
1273 if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
1280 * Gets the amount of cargo the given vehicle can load in the current tick.
1281 * This is only about loading speed. The free capacity is ignored.
1282 * @param v Vehicle to be queried.
1283 * @return Amount of cargo the vehicle can load at once.
1285 static uint GetLoadAmount(Vehicle *v)
1287 const Engine *e = v->GetEngine();
1288 uint load_amount = e->info.load_amount;
1290 /* The default loadamount for mail is 1/4 of the load amount for passengers */
1291 bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft();
1292 if (air_mail) load_amount = CeilDiv(load_amount, 4);
1294 if (_settings_game.order.gradual_loading) {
1295 uint16 cb_load_amount = CALLBACK_FAILED;
1296 if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) {
1297 /* Use callback 36 */
1298 cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
1299 } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
1300 /* Use callback 12 */
1301 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
1303 if (cb_load_amount != CALLBACK_FAILED) {
1304 if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
1305 if (cb_load_amount >= 0x100) {
1306 ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
1307 } else if (cb_load_amount != 0) {
1308 load_amount = cb_load_amount;
1313 /* Scale load amount the same as capacity */
1314 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);
1316 /* Zero load amount breaks a lot of things. */
1317 return std::max(1u, load_amount);
1321 * Iterate the articulated parts of a vehicle, also considering the special cases of "normal"
1322 * aircraft and double headed trains. Apply an action to each vehicle and immediately return false
1323 * if that action does so. Otherwise return true.
1324 * @tparam Taction Class of action to be applied. Must implement bool operator()([const] Vehicle *).
1325 * @param v First articulated part.
1326 * @param action Instance of Taction.
1327 * @return false if any of the action invocations returned false, true otherwise.
1329 template<class Taction>
1330 bool IterateVehicleParts(Vehicle *v, Taction action)
1332 for (Vehicle *w = v; w != nullptr;
1333 w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : nullptr) {
1334 if (!action(w)) return false;
1335 if (w->type == VEH_TRAIN) {
1336 Train *train = Train::From(w);
1337 if (train->IsMultiheaded() && !action(train->other_multiheaded_part)) return false;
1340 if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) return action(v->Next());
1341 return true;
1345 * Action to check if a vehicle has no stored cargo.
1347 struct IsEmptyAction
1350 * Checks if the vehicle has stored cargo.
1351 * @param v Vehicle to be checked.
1352 * @return true if v is either empty or has only reserved cargo, false otherwise.
1354 bool operator()(const Vehicle *v)
1356 return v->cargo.StoredCount() == 0;
1361 * Refit preparation action.
1363 struct PrepareRefitAction
1365 CargoArray &consist_capleft; ///< Capacities left in the consist.
1366 CargoTypes &refit_mask; ///< Bitmask of possible refit cargoes.
1369 * Create a refit preparation action.
1370 * @param consist_capleft Capacities left in consist, to be updated here.
1371 * @param refit_mask Refit mask to be constructed from refit information of vehicles.
1373 PrepareRefitAction(CargoArray &consist_capleft, CargoTypes &refit_mask) :
1374 consist_capleft(consist_capleft), refit_mask(refit_mask) {}
1377 * Prepares for refitting of a vehicle, subtracting its free capacity from consist_capleft and
1378 * adding the cargoes it can refit to to the refit mask.
1379 * @param v The vehicle to be refitted.
1380 * @return true.
1382 bool operator()(const Vehicle *v)
1384 this->consist_capleft[v->cargo_type] -= v->cargo_cap - v->cargo.ReservedCount();
1385 this->refit_mask |= EngInfo(v->engine_type)->refit_mask;
1386 return true;
1391 * Action for returning reserved cargo.
1393 struct ReturnCargoAction
1395 Station *st; ///< Station to give the returned cargo to.
1396 StationID next_hop; ///< Next hop the cargo should be assigned to.
1399 * Construct a cargo return action.
1400 * @param st Station to give the returned cargo to.
1401 * @param next_one Next hop the cargo should be assigned to.
1403 ReturnCargoAction(Station *st, StationID next_one) : st(st), next_hop(next_one) {}
1406 * Return all reserved cargo from a vehicle.
1407 * @param v Vehicle to return cargo from.
1408 * @return true.
1410 bool operator()(Vehicle *v)
1412 v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop);
1413 return true;
1418 * Action for finalizing a refit.
1420 struct FinalizeRefitAction
1422 CargoArray &consist_capleft; ///< Capacities left in the consist.
1423 Station *st; ///< Station to reserve cargo from.
1424 StationIDStack &next_station; ///< Next hops to reserve cargo for.
1425 bool do_reserve; ///< If the vehicle should reserve.
1428 * Create a finalizing action.
1429 * @param consist_capleft Capacities left in the consist.
1430 * @param st Station to reserve cargo from.
1431 * @param next_station Next hops to reserve cargo for.
1432 * @param do_reserve If we should reserve cargo or just add up the capacities.
1434 FinalizeRefitAction(CargoArray &consist_capleft, Station *st, StationIDStack &next_station, bool do_reserve) :
1435 consist_capleft(consist_capleft), st(st), next_station(next_station), do_reserve(do_reserve) {}
1438 * Reserve cargo from the station and update the remaining consist capacities with the
1439 * vehicle's remaining free capacity.
1440 * @param v Vehicle to be finalized.
1441 * @return true.
1443 bool operator()(Vehicle *v)
1445 if (this->do_reserve) {
1446 this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
1447 &v->cargo, st->xy, this->next_station);
1449 this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
1450 return true;
1455 * Refit a vehicle in a station.
1456 * @param v Vehicle to be refitted.
1457 * @param consist_capleft Added cargo capacities in the consist.
1458 * @param st Station the vehicle is loading at.
1459 * @param next_station Possible next stations the vehicle can travel to.
1460 * @param new_cid Target cargo for refit.
1462 static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station *st, StationIDStack next_station, CargoID new_cid)
1464 Vehicle *v_start = v->GetFirstEnginePart();
1465 if (!IterateVehicleParts(v_start, IsEmptyAction())) return;
1467 Backup<CompanyID> cur_company(_current_company, v->owner, FILE_LINE);
1469 CargoTypes refit_mask = v->GetEngine()->info.refit_mask;
1471 /* Remove old capacity from consist capacity and collect refit mask. */
1472 IterateVehicleParts(v_start, PrepareRefitAction(consist_capleft, refit_mask));
1474 bool is_auto_refit = new_cid == CT_AUTO_REFIT;
1475 if (is_auto_refit) {
1476 /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
1477 new_cid = v_start->cargo_type;
1478 for (CargoID cid : SetCargoBitIterator(refit_mask)) {
1479 if (st->goods[cid].cargo.HasCargoFor(next_station)) {
1480 /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
1481 * the returned refit capacity will be greater than zero. */
1482 auto [cc, refit_capacity, mail_capacity] = 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.
1483 /* Try to balance different loadable cargoes between parts of the consist, so that
1484 * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
1485 * to the first loadable cargo for which there is only one packet. If the capacities
1486 * are equal refit to the cargo of which most is available. This is important for
1487 * consists of only a single vehicle as those will generally have a consist_capleft
1488 * of 0 for all cargoes. */
1489 if (refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] ||
1490 (consist_capleft[cid] == consist_capleft[new_cid] &&
1491 st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) {
1492 new_cid = cid;
1498 /* Refit if given a valid cargo. */
1499 if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
1500 /* INVALID_STATION because in the DT_MANUAL case that's correct and in the DT_(A)SYMMETRIC
1501 * cases the next hop of the vehicle doesn't really tell us anything if the cargo had been
1502 * "via any station" before reserving. We rather produce some more "any station" cargo than
1503 * misrouting it. */
1504 IterateVehicleParts(v_start, ReturnCargoAction(st, INVALID_STATION));
1505 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.
1506 if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
1509 /* Add new capacity to consist capacity and reserve cargo */
1510 IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station,
1511 is_auto_refit || (v->First()->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0));
1513 cur_company.Restore();
1517 * Test whether a vehicle can load cargo at a station even if exclusive transport rights are present.
1518 * @param st Station with cargo waiting to be loaded.
1519 * @param v Vehicle loading the cargo.
1520 * @return true when a vehicle can load the cargo.
1522 static bool MayLoadUnderExclusiveRights(const Station *st, const Vehicle *v)
1524 return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner;
1527 struct ReserveCargoAction {
1528 Station *st;
1529 StationIDStack *next_station;
1531 ReserveCargoAction(Station *st, StationIDStack *next_station) :
1532 st(st), next_station(next_station) {}
1534 bool operator()(Vehicle *v)
1536 if (v->cargo_cap > v->cargo.RemainingCount() && MayLoadUnderExclusiveRights(st, v)) {
1537 st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
1538 &v->cargo, st->xy, *next_station);
1541 return true;
1547 * Reserves cargo if the full load order and improved_load is set or if the
1548 * current order allows autorefit.
1549 * @param st Station where the consist is loading at the moment.
1550 * @param u Front of the loading vehicle consist.
1551 * @param consist_capleft If given, save free capacities after reserving there.
1552 * @param next_station Station(s) the vehicle will stop at next.
1554 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack *next_station)
1556 /* If there is a cargo payment not all vehicles of the consist have tried to do the refit.
1557 * In that case, only reserve if it's a fixed refit and the equivalent of "articulated chain"
1558 * a vehicle belongs to already has the right cargo. */
1559 bool must_reserve = !u->current_order.IsRefit() || u->cargo_payment == nullptr;
1560 for (Vehicle *v = u; v != nullptr; v = v->Next()) {
1561 assert(v->cargo_cap >= v->cargo.RemainingCount());
1563 /* Exclude various ways in which the vehicle might not be the head of an equivalent of
1564 * "articulated chain". Also don't do the reservation if the vehicle is going to refit
1565 * to a different cargo and hasn't tried to do so, yet. */
1566 if (!v->IsArticulatedPart() &&
1567 (v->type != VEH_TRAIN || !Train::From(v)->IsRearDualheaded()) &&
1568 (v->type != VEH_AIRCRAFT || Aircraft::From(v)->IsNormalAircraft()) &&
1569 (must_reserve || u->current_order.GetRefitCargo() == v->cargo_type)) {
1570 IterateVehicleParts(v, ReserveCargoAction(st, next_station));
1572 if (consist_capleft == nullptr || v->cargo_cap == 0) continue;
1573 (*consist_capleft)[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
1578 * Update the vehicle's load_unload_ticks, the time it will wait until it tries to load or unload
1579 * again. Adjust for overhang of trains and set it at least to 1.
1580 * @param front The vehicle to be updated.
1581 * @param st The station the vehicle is loading at.
1582 * @param ticks The time it would normally wait, based on cargo loaded and unloaded.
1584 static void UpdateLoadUnloadTicks(Vehicle *front, const Station *st, int ticks)
1586 if (front->type == VEH_TRAIN) {
1587 /* Each platform tile is worth 2 rail vehicles. */
1588 int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
1589 if (overhang > 0) {
1590 ticks <<= 1;
1591 ticks += (overhang * ticks) / 8;
1594 /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
1595 front->load_unload_ticks = std::max(1, ticks);
1599 * Loads/unload the vehicle if possible.
1600 * @param front the vehicle to be (un)loaded
1602 static void LoadUnloadVehicle(Vehicle *front)
1604 assert(front->current_order.IsType(OT_LOADING));
1606 StationID last_visited = front->last_station_visited;
1607 Station *st = Station::Get(last_visited);
1609 StationIDStack next_station = front->GetNextStoppingStation();
1610 bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
1611 CargoArray consist_capleft;
1612 if (_settings_game.order.improved_load && use_autorefit ?
1613 front->cargo_payment == nullptr : (front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0) {
1614 ReserveConsist(st, front,
1615 (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : nullptr,
1616 &next_station);
1619 /* We have not waited enough time till the next round of loading/unloading */
1620 if (front->load_unload_ticks != 0) return;
1622 if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
1623 /* The train reversed in the station. Take the "easy" way
1624 * out and let the train just leave as it always did. */
1625 SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
1626 front->load_unload_ticks = 1;
1627 return;
1630 int new_load_unload_ticks = 0;
1631 bool dirty_vehicle = false;
1632 bool dirty_station = false;
1634 bool completely_emptied = true;
1635 bool anything_unloaded = false;
1636 bool anything_loaded = false;
1637 CargoTypes full_load_amount = 0;
1638 CargoTypes cargo_not_full = 0;
1639 CargoTypes cargo_full = 0;
1640 CargoTypes reservation_left = 0;
1642 front->cur_speed = 0;
1644 CargoPayment *payment = front->cargo_payment;
1646 uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
1647 for (Vehicle *v = front; v != nullptr; v = v->Next()) {
1648 if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
1649 if (v->cargo_cap == 0) continue;
1650 artic_part++;
1652 GoodsEntry *ge = &st->goods[v->cargo_type];
1654 if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
1655 uint cargo_count = v->cargo.UnloadCount();
1656 uint amount_unloaded = _settings_game.order.gradual_loading ? std::min(cargo_count, GetLoadAmount(v)) : cargo_count;
1657 bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
1659 assert(payment != nullptr);
1660 payment->SetCargo(v->cargo_type);
1662 if (!HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
1663 /* The station does not accept our goods anymore. */
1664 if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
1665 /* Transfer instead of delivering. */
1666 v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER>(
1667 v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), INVALID_STATION);
1668 } else {
1669 uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
1670 if (v->cargo_cap < new_remaining) {
1671 /* Return some of the reserved cargo to not overload the vehicle. */
1672 v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION);
1675 /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
1676 v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP>(
1677 v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));
1679 /* ... say we unloaded something, otherwise we'll think we didn't unload
1680 * something and we didn't load something, so we must be finished
1681 * at this station. Setting the unloaded means that we will get a
1682 * retry for loading in the next cycle. */
1683 anything_unloaded = true;
1687 if (v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0) {
1688 /* Mark the station dirty if we transfer, but not if we only deliver. */
1689 dirty_station = true;
1691 if (!ge->HasRating()) {
1692 /* Upon transferring cargo, make sure the station has a rating. Fake a pickup for the
1693 * first unload to prevent the cargo from quickly decaying after the initial drop. */
1694 ge->time_since_pickup = 0;
1695 SetBit(ge->status, GoodsEntry::GES_RATING);
1699 amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
1700 remaining = v->cargo.UnloadCount() > 0;
1701 if (amount_unloaded > 0) {
1702 dirty_vehicle = true;
1703 anything_unloaded = true;
1704 new_load_unload_ticks += amount_unloaded;
1706 /* Deliver goods to the station */
1707 st->time_since_unload = 0;
1710 if (_settings_game.order.gradual_loading && remaining) {
1711 completely_emptied = false;
1712 } else {
1713 /* We have finished unloading (cargo count == 0) */
1714 ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
1717 continue;
1720 /* Do not pick up goods when we have no-load set or loading is stopped. */
1721 if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
1723 /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
1724 if (front->current_order.IsRefit() && artic_part == 1) {
1725 HandleStationRefit(v, consist_capleft, st, next_station, front->current_order.GetRefitCargo());
1726 ge = &st->goods[v->cargo_type];
1729 /* As we're loading here the following link can carry the full capacity of the vehicle. */
1730 v->refit_cap = v->cargo_cap;
1732 /* update stats */
1733 int t;
1734 switch (front->type) {
1735 case VEH_TRAIN:
1736 case VEH_SHIP:
1737 t = front->vcache.cached_max_speed;
1738 break;
1740 case VEH_ROAD:
1741 t = front->vcache.cached_max_speed / 2;
1742 break;
1744 case VEH_AIRCRAFT:
1745 t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
1746 break;
1748 default: NOT_REACHED();
1751 /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
1752 ge->last_speed = std::min(t, 255);
1753 ge->last_age = std::min(_cur_year - front->build_year, 255);
1755 assert(v->cargo_cap >= v->cargo.StoredCount());
1756 /* Capacity available for loading more cargo. */
1757 uint cap_left = v->cargo_cap - v->cargo.StoredCount();
1759 if (cap_left > 0) {
1760 /* If vehicle can load cargo, reset time_since_pickup. */
1761 ge->time_since_pickup = 0;
1763 /* If there's goods waiting at the station, and the vehicle
1764 * has capacity for it, load it on the vehicle. */
1765 if ((v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st, v)) {
1766 if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
1767 if (_settings_game.order.gradual_loading) cap_left = std::min(cap_left, GetLoadAmount(v));
1769 uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
1770 if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
1771 /* Remember if there are reservations left so that we don't stop
1772 * loading before they're loaded. */
1773 SetBit(reservation_left, v->cargo_type);
1776 /* Store whether the maximum possible load amount was loaded or not.*/
1777 if (loaded == cap_left) {
1778 SetBit(full_load_amount, v->cargo_type);
1779 } else {
1780 ClrBit(full_load_amount, v->cargo_type);
1783 /* TODO: Regarding this, when we do gradual loading, we
1784 * should first unload all vehicles and then start
1785 * loading them. Since this will cause
1786 * VEHICLE_TRIGGER_EMPTY to be called at the time when
1787 * the whole vehicle chain is really totally empty, the
1788 * completely_emptied assignment can then be safely
1789 * removed; that's how TTDPatch behaves too. --pasky */
1790 if (loaded > 0) {
1791 completely_emptied = false;
1792 anything_loaded = true;
1794 st->time_since_load = 0;
1795 st->last_vehicle_type = v->type;
1797 if (ge->cargo.TotalCount() == 0) {
1798 TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
1799 TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
1800 AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
1803 new_load_unload_ticks += loaded;
1805 dirty_vehicle = dirty_station = true;
1810 if (v->cargo.StoredCount() >= v->cargo_cap) {
1811 SetBit(cargo_full, v->cargo_type);
1812 } else {
1813 SetBit(cargo_not_full, v->cargo_type);
1817 if (anything_loaded || anything_unloaded) {
1818 if (front->type == VEH_TRAIN) {
1819 TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
1820 TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
1824 /* Only set completely_emptied, if we just unloaded all remaining cargo */
1825 completely_emptied &= anything_unloaded;
1827 if (!anything_unloaded) delete payment;
1829 ClrBit(front->vehicle_flags, VF_STOP_LOADING);
1830 if (anything_loaded || anything_unloaded) {
1831 if (_settings_game.order.gradual_loading) {
1832 /* The time it takes to load one 'slice' of cargo or passengers depends
1833 * on the vehicle type - the values here are those found in TTDPatch */
1834 const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
1836 new_load_unload_ticks = gradual_loading_wait_time[front->type];
1838 /* We loaded less cargo than possible for all cargo types and it's not full
1839 * load and we're not supposed to wait any longer: stop loading. */
1840 if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
1841 front->current_order_time >= (uint)std::max(front->current_order.GetTimetabledWait() - front->lateness_counter, 0)) {
1842 SetBit(front->vehicle_flags, VF_STOP_LOADING);
1845 UpdateLoadUnloadTicks(front, st, new_load_unload_ticks);
1846 } else {
1847 UpdateLoadUnloadTicks(front, st, 20); // We need the ticks for link refreshing.
1848 bool finished_loading = true;
1849 if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
1850 if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
1851 /* if the aircraft carries passengers and is NOT full, then
1852 * continue loading, no matter how much mail is in */
1853 if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) ||
1854 (cargo_not_full != 0 && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
1855 finished_loading = false;
1857 } else if (cargo_not_full != 0) {
1858 finished_loading = false;
1861 /* Refresh next hop stats if we're full loading to make the links
1862 * known to the distribution algorithm and allow cargo to be sent
1863 * along them. Otherwise the vehicle could wait for cargo
1864 * indefinitely if it hasn't visited the other links yet, or if the
1865 * links die while it's loading. */
1866 if (!finished_loading) LinkRefresher::Run(front, true, true);
1869 SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
1872 /* Calculate the loading indicator fill percent and display
1873 * In the Game Menu do not display indicators
1874 * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
1875 * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
1876 * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
1878 if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
1879 StringID percent_up_down = STR_NULL;
1880 int percent = CalcPercentVehicleFilled(front, &percent_up_down);
1881 if (front->fill_percent_te_id == INVALID_TE_ID) {
1882 front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
1883 } else {
1884 UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
1888 if (completely_emptied) {
1889 /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
1890 * properties such as weight, power and TE whenever the trigger runs. */
1891 dirty_vehicle = true;
1892 TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
1895 if (dirty_vehicle) {
1896 SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
1897 SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
1898 front->MarkDirty();
1900 if (dirty_station) {
1901 st->MarkTilesDirty(true);
1902 SetWindowDirty(WC_STATION_VIEW, last_visited);
1903 InvalidateWindowData(WC_STATION_LIST, last_visited);
1908 * Load/unload the vehicles in this station according to the order
1909 * they entered.
1910 * @param st the station to do the loading/unloading for
1912 void LoadUnloadStation(Station *st)
1914 /* No vehicle is here... */
1915 if (st->loading_vehicles.empty()) return;
1917 Vehicle *last_loading = nullptr;
1918 std::list<Vehicle *>::iterator iter;
1920 /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
1921 for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
1922 Vehicle *v = *iter;
1924 if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
1926 assert(v->load_unload_ticks != 0);
1927 if (--v->load_unload_ticks == 0) last_loading = v;
1930 /* We only need to reserve and load/unload up to the last loading vehicle.
1931 * Anything else will be forgotten anyway after returning from this function.
1933 * Especially this means we do _not_ need to reserve cargo for a single
1934 * consist in a station which is not allowed to load yet because its
1935 * load_unload_ticks is still not 0.
1937 if (last_loading == nullptr) return;
1939 for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
1940 Vehicle *v = *iter;
1941 if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
1942 if (v == last_loading) break;
1945 /* Call the production machinery of industries */
1946 for (Industry *iid : _cargo_delivery_destinations) {
1947 TriggerIndustryProduction(iid);
1949 _cargo_delivery_destinations.clear();
1953 * Monthly update of the economic data (of the companies as well as economic fluctuations).
1955 void CompaniesMonthlyLoop()
1957 CompaniesGenStatistics();
1958 if (_settings_game.economy.inflation) {
1959 AddInflation();
1960 RecomputePrices();
1962 CompaniesPayInterest();
1963 HandleEconomyFluctuations();
1966 static void DoAcquireCompany(Company *c)
1968 CompanyID ci = c->index;
1970 CompanyNewsInformation *cni = new CompanyNewsInformation(c, Company::Get(_current_company));
1972 SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
1973 SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
1974 SetDParamStr(2, cni->company_name);
1975 SetDParamStr(3, cni->other_company_name);
1976 SetDParam(4, c->bankrupt_value);
1977 AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
1978 AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
1979 Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
1981 ChangeOwnershipOfCompanyItems(ci, _current_company);
1983 if (c->bankrupt_value == 0) {
1984 Company *owner = Company::Get(_current_company);
1986 /* Get both the balance and the loan of the company you just bought. */
1987 SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -c->money));
1988 owner->current_loan += c->current_loan;
1991 if (c->is_ai) AI::Stop(c->index);
1993 CloseCompanyWindows(ci);
1994 InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
1995 InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
1996 InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
1997 InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
1999 delete c;
2002 extern int GetAmountOwnedBy(const Company *c, Owner owner);
2005 * Acquire shares in an opposing company.
2006 * @param flags type of operation
2007 * @param p1 company to buy the shares from
2008 * @return the cost of this operation or an error
2010 CommandCost CmdBuyShareInCompany(DoCommandFlag flags, TileIndex tile, CompanyID target_company)
2012 CommandCost cost(EXPENSES_OTHER);
2013 Company *c = Company::GetIfValid(target_company);
2015 /* Check if buying shares is allowed (protection against modified clients)
2016 * Cannot buy own shares */
2017 if (c == nullptr || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
2019 /* Protect new companies from hostile takeovers */
2020 if (_cur_year - c->inaugurated_year < _settings_game.economy.min_years_for_shares) return_cmd_error(STR_ERROR_PROTECTED);
2022 /* Those lines are here for network-protection (clients can be slow) */
2023 if (GetAmountOwnedBy(c, INVALID_OWNER) == 0) return cost;
2025 if (GetAmountOwnedBy(c, INVALID_OWNER) == 1) {
2026 if (!c->is_ai) return cost; // We can not buy out a real company (temporarily). TODO: well, enable it obviously.
2028 if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
2032 cost.AddCost(CalculateCompanyValue(c) >> 2);
2033 if (flags & DC_EXEC) {
2034 auto unowned_share = std::find(c->share_owners.begin(), c->share_owners.end(), INVALID_OWNER);
2035 assert(unowned_share != c->share_owners.end()); // share owners is guaranteed to contain at least one INVALID_OWNER, i.e. unowned share
2036 *unowned_share = _current_company;
2038 auto current_company_owns_share = [](auto share_owner) { return share_owner == _current_company; };
2039 if (std::all_of(c->share_owners.begin(), c->share_owners.end(), current_company_owns_share)) {
2040 c->bankrupt_value = 0;
2041 DoAcquireCompany(c);
2043 InvalidateWindowData(WC_COMPANY, target_company);
2044 CompanyAdminUpdate(c);
2046 return cost;
2050 * Sell shares in an opposing company.
2051 * @param flags type of operation
2052 * @param target_company company to sell the shares from
2053 * @return the cost of this operation or an error
2055 CommandCost CmdSellShareInCompany(DoCommandFlag flags, CompanyID target_company)
2057 Company *c = Company::GetIfValid(target_company);
2059 /* Cannot sell own shares */
2060 if (c == nullptr || _current_company == target_company) return CMD_ERROR;
2062 /* Check if selling shares is allowed (protection against modified clients).
2063 * However, we must sell shares of companies being closed down. */
2064 if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
2066 /* Those lines are here for network-protection (clients can be slow) */
2067 if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
2069 /* adjust it a little to make it less profitable to sell and buy */
2070 Money cost = CalculateCompanyValue(c) >> 2;
2071 cost = -(cost - (cost >> 7));
2073 if (flags & DC_EXEC) {
2074 auto our_owner = std::find(c->share_owners.begin(), c->share_owners.end(), _current_company);
2075 assert(our_owner != c->share_owners.end()); // share owners is guaranteed to contain at least one INVALID_OWNER
2076 *our_owner = INVALID_OWNER;
2077 InvalidateWindowData(WC_COMPANY, target_company);
2078 CompanyAdminUpdate(c);
2080 return CommandCost(EXPENSES_OTHER, cost);
2084 * Buy up another company.
2085 * When a competing company is gone bankrupt you get the chance to purchase
2086 * that company.
2087 * @todo currently this only works for AI companies
2088 * @param flags type of operation
2089 * @param target_company company to buy up
2090 * @return the cost of this operation or an error
2092 CommandCost CmdBuyCompany(DoCommandFlag flags, CompanyID target_company)
2094 Company *c = Company::GetIfValid(target_company);
2095 if (c == nullptr) return CMD_ERROR;
2097 /* Disable takeovers when not asked */
2098 if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
2100 /* Disable taking over the local company in singleplayer mode */
2101 if (!_networking && _local_company == c->index) return CMD_ERROR;
2103 /* Do not allow companies to take over themselves */
2104 if (target_company == _current_company) return CMD_ERROR;
2106 /* Disable taking over when not allowed. */
2107 if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
2109 /* Get the cost here as the company is deleted in DoAcquireCompany. */
2110 CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
2112 if (flags & DC_EXEC) {
2113 DoAcquireCompany(c);
2115 return cost;