economy.cpp

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00001 /* $Id: economy.cpp 26596 2014-05-18 11:26:09Z frosch $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "company_func.h"
00014 #include "command_func.h"
00015 #include "industry.h"
00016 #include "town.h"
00017 #include "news_func.h"
00018 #include "network/network.h"
00019 #include "network/network_func.h"
00020 #include "ai/ai.hpp"
00021 #include "aircraft.h"
00022 #include "train.h"
00023 #include "newgrf_engine.h"
00024 #include "engine_base.h"
00025 #include "ground_vehicle.hpp"
00026 #include "newgrf_cargo.h"
00027 #include "newgrf_sound.h"
00028 #include "newgrf_industrytiles.h"
00029 #include "newgrf_station.h"
00030 #include "newgrf_airporttiles.h"
00031 #include "object.h"
00032 #include "strings_func.h"
00033 #include "date_func.h"
00034 #include "vehicle_func.h"
00035 #include "sound_func.h"
00036 #include "autoreplace_func.h"
00037 #include "company_gui.h"
00038 #include "signs_base.h"
00039 #include "subsidy_base.h"
00040 #include "subsidy_func.h"
00041 #include "station_base.h"
00042 #include "waypoint_base.h"
00043 #include "economy_base.h"
00044 #include "core/pool_func.hpp"
00045 #include "core/backup_type.hpp"
00046 #include "cargo_type.h"
00047 #include "water.h"
00048 #include "game/game.hpp"
00049 #include "cargomonitor.h"
00050 #include "goal_base.h"
00051 #include "story_base.h"
00052 #include "linkgraph/refresh.h"
00053 
00054 #include "table/strings.h"
00055 #include "table/pricebase.h"
00056 
00057 
00058 /* Initialize the cargo payment-pool */
00059 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00060 INSTANTIATE_POOL_METHODS(CargoPayment)
00061 
00062 
00073 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00074 {
00075   return (int32)((int64)a * (int64)b >> shift);
00076 }
00077 
00078 typedef SmallVector<Industry *, 16> SmallIndustryList;
00079 
00083 const ScoreInfo _score_info[] = {
00084   {     120, 100}, // SCORE_VEHICLES
00085   {      80, 100}, // SCORE_STATIONS
00086   {   10000, 100}, // SCORE_MIN_PROFIT
00087   {   50000,  50}, // SCORE_MIN_INCOME
00088   {  100000, 100}, // SCORE_MAX_INCOME
00089   {   40000, 400}, // SCORE_DELIVERED
00090   {       8,  50}, // SCORE_CARGO
00091   {10000000,  50}, // SCORE_MONEY
00092   {  250000,  50}, // SCORE_LOAN
00093   {       0,   0}  // SCORE_TOTAL
00094 };
00095 
00096 int _score_part[MAX_COMPANIES][SCORE_END];
00097 Economy _economy;
00098 Prices _price;
00099 Money _additional_cash_required;
00100 static PriceMultipliers _price_base_multiplier;
00101 
00111 Money CalculateCompanyValue(const Company *c, bool including_loan)
00112 {
00113   Owner owner = c->index;
00114 
00115   Station *st;
00116   uint num = 0;
00117 
00118   FOR_ALL_STATIONS(st) {
00119     if (st->owner == owner) num += CountBits((byte)st->facilities);
00120   }
00121 
00122   Money value = num * _price[PR_STATION_VALUE] * 25;
00123 
00124   Vehicle *v;
00125   FOR_ALL_VEHICLES(v) {
00126     if (v->owner != owner) continue;
00127 
00128     if (v->type == VEH_TRAIN ||
00129         v->type == VEH_ROAD ||
00130         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00131         v->type == VEH_SHIP) {
00132       value += v->value * 3 >> 1;
00133     }
00134   }
00135 
00136   /* Add real money value */
00137   if (including_loan) value -= c->current_loan;
00138   value += c->money;
00139 
00140   return max(value, (Money)1);
00141 }
00142 
00151 int UpdateCompanyRatingAndValue(Company *c, bool update)
00152 {
00153   Owner owner = c->index;
00154   int score = 0;
00155 
00156   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00157 
00158   /* Count vehicles */
00159   {
00160     Vehicle *v;
00161     Money min_profit = 0;
00162     bool min_profit_first = true;
00163     uint num = 0;
00164 
00165     FOR_ALL_VEHICLES(v) {
00166       if (v->owner != owner) continue;
00167       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00168         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00169         if (v->age > 730) {
00170           /* Find the vehicle with the lowest amount of profit */
00171           if (min_profit_first || min_profit > v->profit_last_year) {
00172             min_profit = v->profit_last_year;
00173             min_profit_first = false;
00174           }
00175         }
00176       }
00177     }
00178 
00179     min_profit >>= 8; // remove the fract part
00180 
00181     _score_part[owner][SCORE_VEHICLES] = num;
00182     /* Don't allow negative min_profit to show */
00183     if (min_profit > 0) {
00184       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00185     }
00186   }
00187 
00188   /* Count stations */
00189   {
00190     uint num = 0;
00191     const Station *st;
00192 
00193     FOR_ALL_STATIONS(st) {
00194       /* Only count stations that are actually serviced */
00195       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00196     }
00197     _score_part[owner][SCORE_STATIONS] = num;
00198   }
00199 
00200   /* Generate statistics depending on recent income statistics */
00201   {
00202     int numec = min(c->num_valid_stat_ent, 12);
00203     if (numec != 0) {
00204       const CompanyEconomyEntry *cee = c->old_economy;
00205       Money min_income = cee->income + cee->expenses;
00206       Money max_income = cee->income + cee->expenses;
00207 
00208       do {
00209         min_income = min(min_income, cee->income + cee->expenses);
00210         max_income = max(max_income, cee->income + cee->expenses);
00211       } while (++cee, --numec);
00212 
00213       if (min_income > 0) {
00214         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00215       }
00216 
00217       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00218     }
00219   }
00220 
00221   /* Generate score depending on amount of transported cargo */
00222   {
00223     int numec = min(c->num_valid_stat_ent, 4);
00224     if (numec != 0) {
00225       const CompanyEconomyEntry *cee = c->old_economy;
00226       OverflowSafeInt64 total_delivered = 0;
00227       do {
00228         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
00229       } while (++cee, --numec);
00230 
00231       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
00232     }
00233   }
00234 
00235   /* Generate score for variety of cargo */
00236   {
00237     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
00238   }
00239 
00240   /* Generate score for company's money */
00241   {
00242     if (c->money > 0) {
00243       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00244     }
00245   }
00246 
00247   /* Generate score for loan */
00248   {
00249     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00250   }
00251 
00252   /* Now we calculate the score for each item.. */
00253   {
00254     int total_score = 0;
00255     int s;
00256     score = 0;
00257     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00258       /* Skip the total */
00259       if (i == SCORE_TOTAL) continue;
00260       /*  Check the score */
00261       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00262       score += s;
00263       total_score += _score_info[i].score;
00264     }
00265 
00266     _score_part[owner][SCORE_TOTAL] = score;
00267 
00268     /*  We always want the score scaled to SCORE_MAX (1000) */
00269     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00270   }
00271 
00272   if (update) {
00273     c->old_economy[0].performance_history = score;
00274     UpdateCompanyHQ(c->location_of_HQ, score);
00275     c->old_economy[0].company_value = CalculateCompanyValue(c);
00276   }
00277 
00278   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00279   return score;
00280 }
00281 
00287 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00288 {
00289   /* We need to set _current_company to old_owner before we try to move
00290    * the client. This is needed as it needs to know whether "you" really
00291    * are the current local company. */
00292   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00293 #ifdef ENABLE_NETWORK
00294   /* In all cases, make spectators of clients connected to that company */
00295   if (_networking) NetworkClientsToSpectators(old_owner);
00296 #endif /* ENABLE_NETWORK */
00297   if (old_owner == _local_company) {
00298     /* Single player cheated to AI company.
00299      * There are no spectators in single player, so we must pick some other company. */
00300     assert(!_networking);
00301     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00302     Company *c;
00303     FOR_ALL_COMPANIES(c) {
00304       if (c->index != old_owner) {
00305         SetLocalCompany(c->index);
00306         break;
00307       }
00308     }
00309     cur_company.Restore();
00310     assert(old_owner != _local_company);
00311   }
00312 
00313   Town *t;
00314 
00315   assert(old_owner != new_owner);
00316 
00317   {
00318     Company *c;
00319     uint i;
00320 
00321     /* See if the old_owner had shares in other companies */
00322     FOR_ALL_COMPANIES(c) {
00323       for (i = 0; i < 4; i++) {
00324         if (c->share_owners[i] == old_owner) {
00325           /* Sell his shares */
00326           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00327           /* Because we are in a DoCommand, we can't just execute another one and
00328            *  expect the money to be removed. We need to do it ourself! */
00329           SubtractMoneyFromCompany(res);
00330         }
00331       }
00332     }
00333 
00334     /* Sell all the shares that people have on this company */
00335     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00336     c = Company::Get(old_owner);
00337     for (i = 0; i < 4; i++) {
00338       cur_company2.Change(c->share_owners[i]);
00339       if (_current_company != INVALID_OWNER) {
00340         /* Sell the shares */
00341         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00342         /* Because we are in a DoCommand, we can't just execute another one and
00343          *  expect the money to be removed. We need to do it ourself! */
00344         SubtractMoneyFromCompany(res);
00345       }
00346     }
00347     cur_company2.Restore();
00348   }
00349 
00350   /* Temporarily increase the company's money, to be sure that
00351    * removing his/her property doesn't fail because of lack of money.
00352    * Not too drastically though, because it could overflow */
00353   if (new_owner == INVALID_OWNER) {
00354     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00355   }
00356 
00357   Subsidy *s;
00358   FOR_ALL_SUBSIDIES(s) {
00359     if (s->awarded == old_owner) {
00360       if (new_owner == INVALID_OWNER) {
00361         delete s;
00362       } else {
00363         s->awarded = new_owner;
00364       }
00365     }
00366   }
00367   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00368 
00369   /* Take care of rating and transport rights in towns */
00370   FOR_ALL_TOWNS(t) {
00371     /* If a company takes over, give the ratings to that company. */
00372     if (new_owner != INVALID_OWNER) {
00373       if (HasBit(t->have_ratings, old_owner)) {
00374         if (HasBit(t->have_ratings, new_owner)) {
00375           /* use max of the two ratings. */
00376           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00377         } else {
00378           SetBit(t->have_ratings, new_owner);
00379           t->ratings[new_owner] = t->ratings[old_owner];
00380         }
00381       }
00382     }
00383 
00384     /* Reset the ratings for the old owner */
00385     t->ratings[old_owner] = RATING_INITIAL;
00386     ClrBit(t->have_ratings, old_owner);
00387 
00388     /* Transfer exclusive rights */
00389     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
00390       if (new_owner != INVALID_OWNER) {
00391         t->exclusivity = new_owner;
00392       } else {
00393         t->exclusive_counter = 0;
00394         t->exclusivity = INVALID_COMPANY;
00395       }
00396     }
00397   }
00398 
00399   {
00400     Vehicle *v;
00401     FOR_ALL_VEHICLES(v) {
00402       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00403         if (new_owner == INVALID_OWNER) {
00404           if (v->Previous() == NULL) delete v;
00405         } else {
00406           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00407           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00408         }
00409       }
00410     }
00411   }
00412 
00413   /* In all cases clear replace engine rules.
00414    * Even if it was copied, it could interfere with new owner's rules */
00415   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00416 
00417   if (new_owner == INVALID_OWNER) {
00418     RemoveAllGroupsForCompany(old_owner);
00419   } else {
00420     Group *g;
00421     FOR_ALL_GROUPS(g) {
00422       if (g->owner == old_owner) g->owner = new_owner;
00423     }
00424   }
00425 
00426   {
00427     FreeUnitIDGenerator unitidgen[] = {
00428       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00429       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00430     };
00431 
00432     Vehicle *v;
00433     FOR_ALL_VEHICLES(v) {
00434       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00435         assert(new_owner != INVALID_OWNER);
00436 
00437         v->owner = new_owner;
00438 
00439         /* Owner changes, clear cache */
00440         v->colourmap = PAL_NONE;
00441         v->InvalidateNewGRFCache();
00442 
00443         if (v->IsEngineCountable()) {
00444           GroupStatistics::CountEngine(v, 1);
00445         }
00446         if (v->IsPrimaryVehicle()) {
00447           GroupStatistics::CountVehicle(v, 1);
00448           v->unitnumber = unitidgen[v->type].NextID();
00449         }
00450 
00451         /* Invalidate the vehicle's cargo payment "owner cache". */
00452         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00453       }
00454     }
00455 
00456     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00457   }
00458 
00459   /*  Change ownership of tiles */
00460   {
00461     TileIndex tile = 0;
00462     do {
00463       ChangeTileOwner(tile, old_owner, new_owner);
00464     } while (++tile != MapSize());
00465 
00466     if (new_owner != INVALID_OWNER) {
00467       /* Update all signals because there can be new segment that was owned by two companies
00468        * and signals were not propagated
00469        * Similar with crossings - it is needed to bar crossings that weren't before
00470        * because of different owner of crossing and approaching train */
00471       tile = 0;
00472 
00473       do {
00474         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00475           TrackBits tracks = GetTrackBits(tile);
00476           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00477             Track track = RemoveFirstTrack(&tracks);
00478             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00479           } while (tracks != TRACK_BIT_NONE);
00480         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00481           UpdateLevelCrossing(tile);
00482         }
00483       } while (++tile != MapSize());
00484     }
00485 
00486     /* update signals in buffer */
00487     UpdateSignalsInBuffer();
00488   }
00489 
00490   /* Add airport infrastructure count of the old company to the new one. */
00491   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00492 
00493   /* convert owner of stations (including deleted ones, but excluding buoys) */
00494   Station *st;
00495   FOR_ALL_STATIONS(st) {
00496     if (st->owner == old_owner) {
00497       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00498        * also, drawing station window would cause reading invalid company's colour */
00499       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00500     }
00501   }
00502 
00503   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00504   Waypoint *wp;
00505   FOR_ALL_WAYPOINTS(wp) {
00506     if (wp->owner == old_owner) {
00507       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00508     }
00509   }
00510 
00511   Sign *si;
00512   FOR_ALL_SIGNS(si) {
00513     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00514   }
00515 
00516   /* Remove Game Script created Goals, CargoMonitors and Story pages. */
00517   Goal *g;
00518   FOR_ALL_GOALS(g) {
00519     if (g->company == old_owner) delete g;
00520   }
00521 
00522   ClearCargoPickupMonitoring(old_owner);
00523   ClearCargoDeliveryMonitoring(old_owner);
00524 
00525   StoryPage *sp;
00526   FOR_ALL_STORY_PAGES(sp) {
00527     if (sp->company == old_owner) delete sp;
00528   }
00529 
00530   /* Change colour of existing windows */
00531   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00532 
00533   cur_company.Restore();
00534 
00535   MarkWholeScreenDirty();
00536 }
00537 
00542 static void CompanyCheckBankrupt(Company *c)
00543 {
00544   /*  If the company has money again, it does not go bankrupt */
00545   if (c->money - c->current_loan >= -_economy.max_loan) {
00546     c->months_of_bankruptcy = 0;
00547     c->bankrupt_asked = 0;
00548     return;
00549   }
00550 
00551   c->months_of_bankruptcy++;
00552 
00553   switch (c->months_of_bankruptcy) {
00554     /* All the boring cases (months) with a bad balance where no action is taken */
00555     case 0:
00556     case 1:
00557     case 2:
00558     case 3:
00559 
00560     case 5:
00561     case 6:
00562 
00563     case 8:
00564     case 9:
00565       break;
00566 
00567     /* Warn about bankruptcy after 3 months */
00568     case 4: {
00569       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00570       cni->FillData(c);
00571       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00572       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00573       SetDParamStr(2, cni->company_name);
00574       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
00575       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00576       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00577       break;
00578     }
00579 
00580     /* Offer company for sale after 6 months */
00581     case 7: {
00582       /* Don't consider the loan */
00583       Money val = CalculateCompanyValue(c, false);
00584 
00585       c->bankrupt_value = val;
00586       c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00587       c->bankrupt_timeout = 0;
00588 
00589       /* The company assets should always have some value */
00590       assert(c->bankrupt_value > 0);
00591       break;
00592     }
00593 
00594     /* Bankrupt company after 6 months (if the company has no value) or latest
00595      * after 9 months (if it still had value after 6 months) */
00596     default:
00597     case 10: {
00598       if (!_networking && _local_company == c->index) {
00599         /* If we are in offline mode, leave the company playing. Eg. there
00600          * is no THE-END, otherwise mark the client as spectator to make sure
00601          * he/she is no long in control of this company. However... when you
00602          * join another company (cheat) the "unowned" company can bankrupt. */
00603         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00604         break;
00605       }
00606 
00607       /* Actually remove the company, but not when we're a network client.
00608        * In case of network clients we will be getting a command from the
00609        * server. It is done in this way as we are called from the
00610        * StateGameLoop which can't change the current company, and thus
00611        * updating the local company triggers an assert later on. In the
00612        * case of a network game the command will be processed at a time
00613        * that changing the current company is okay. In case of single
00614        * player we are sure (the above check) that we are not the local
00615        * company and thus we won't be moved. */
00616       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00617       break;
00618     }
00619   }
00620 }
00621 
00626 static void CompaniesGenStatistics()
00627 {
00628   Station *st;
00629 
00630   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00631   Company *c;
00632 
00633   if (!_settings_game.economy.infrastructure_maintenance) {
00634     FOR_ALL_STATIONS(st) {
00635       cur_company.Change(st->owner);
00636       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00637       SubtractMoneyFromCompany(cost);
00638     }
00639   } else {
00640     /* Improved monthly infrastructure costs. */
00641     FOR_ALL_COMPANIES(c) {
00642       cur_company.Change(c->index);
00643 
00644       CommandCost cost(EXPENSES_PROPERTY);
00645       uint32 rail_total = c->infrastructure.GetRailTotal();
00646       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00647         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
00648       }
00649       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00650       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00651         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00652       }
00653       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00654       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00655       cost.AddCost(AirportMaintenanceCost(c->index));
00656 
00657       SubtractMoneyFromCompany(cost);
00658     }
00659   }
00660   cur_company.Restore();
00661 
00662   /* Check for bankruptcy each month */
00663   FOR_ALL_COMPANIES(c) {
00664     CompanyCheckBankrupt(c);
00665   }
00666 
00667   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00668   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00669 
00670   FOR_ALL_COMPANIES(c) {
00671     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00672     c->old_economy[0] = c->cur_economy;
00673     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00674 
00675     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00676 
00677     UpdateCompanyRatingAndValue(c, true);
00678     if (c->block_preview != 0) c->block_preview--;
00679   }
00680 
00681   SetWindowDirty(WC_INCOME_GRAPH, 0);
00682   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00683   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00684   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00685   SetWindowDirty(WC_COMPANY_VALUE, 0);
00686   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00687 }
00688 
00694 bool AddInflation(bool check_year)
00695 {
00696   /* The cargo payment inflation differs from the normal inflation, so the
00697    * relative amount of money you make with a transport decreases slowly over
00698    * the 170 years. After a few hundred years we reach a level in which the
00699    * games will become unplayable as the maximum income will be less than
00700    * the minimum running cost.
00701    *
00702    * Furthermore there are a lot of inflation related overflows all over the
00703    * place. Solving them is hardly possible because inflation will always
00704    * reach the overflow threshold some day. So we'll just perform the
00705    * inflation mechanism during the first 170 years (the amount of years that
00706    * one had in the original TTD) and stop doing the inflation after that
00707    * because it only causes problems that can't be solved nicely and the
00708    * inflation doesn't add anything after that either; it even makes playing
00709    * it impossible due to the diverging cost and income rates.
00710    */
00711   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
00712 
00713   if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
00714 
00715   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00716    * scaled by 65536
00717    * 12 -> months per year
00718    * This is only a good approximation for small values
00719    */
00720   _economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
00721   _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
00722 
00723   if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
00724   if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
00725 
00726   return false;
00727 }
00728 
00732 void RecomputePrices()
00733 {
00734   /* Setup maximum loan */
00735   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00736 
00737   /* Setup price bases */
00738   for (Price i = PR_BEGIN; i < PR_END; i++) {
00739     Money price = _price_base_specs[i].start_price;
00740 
00741     /* Apply difficulty settings */
00742     uint mod = 1;
00743     switch (_price_base_specs[i].category) {
00744       case PCAT_RUNNING:
00745         mod = _settings_game.difficulty.vehicle_costs;
00746         break;
00747 
00748       case PCAT_CONSTRUCTION:
00749         mod = _settings_game.difficulty.construction_cost;
00750         break;
00751 
00752       default: break;
00753     }
00754     switch (mod) {
00755       case 0: price *= 6; break;
00756       case 1: price *= 8; break; // normalised to 1 below
00757       case 2: price *= 9; break;
00758       default: NOT_REACHED();
00759     }
00760 
00761     /* Apply inflation */
00762     price = (int64)price * _economy.inflation_prices;
00763 
00764     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00765     int shift = _price_base_multiplier[i] - 16 - 3;
00766     if (shift >= 0) {
00767       price <<= shift;
00768     } else {
00769       price >>= -shift;
00770     }
00771 
00772     /* Make sure the price does not get reduced to zero.
00773      * Zero breaks quite a few commands that use a zero
00774      * cost to see whether something got changed or not
00775      * and based on that cause an error. When the price
00776      * is zero that fails even when things are done. */
00777     if (price == 0) {
00778       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00779       /* No base price should be zero, but be sure. */
00780       assert(price != 0);
00781     }
00782     /* Store value */
00783     _price[i] = price;
00784   }
00785 
00786   /* Setup cargo payment */
00787   CargoSpec *cs;
00788   FOR_ALL_CARGOSPECS(cs) {
00789     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00790   }
00791 
00792   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00793   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00794   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00795   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00796   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00797 }
00798 
00800 static void CompaniesPayInterest()
00801 {
00802   const Company *c;
00803 
00804   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00805   FOR_ALL_COMPANIES(c) {
00806     cur_company.Change(c->index);
00807 
00808     /* Over a year the paid interest should be "loan * interest percentage",
00809      * but... as that number is likely not dividable by 12 (pay each month),
00810      * one needs to account for that in the monthly fee calculations.
00811      * To easily calculate what one should pay "this" month, you calculate
00812      * what (total) should have been paid up to this month and you subtract
00813      * whatever has been paid in the previous months. This will mean one month
00814      * it'll be a bit more and the other it'll be a bit less than the average
00815      * monthly fee, but on average it will be exact.
00816      * In order to prevent cheating or abuse (just not paying interest by not
00817      * taking a loan we make companies pay interest on negative cash as well
00818      */
00819     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00820     if (c->money < 0) {
00821       yearly_fee += -c->money *_economy.interest_rate / 100;
00822     }
00823     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00824     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00825 
00826     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00827 
00828     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00829   }
00830   cur_company.Restore();
00831 }
00832 
00833 static void HandleEconomyFluctuations()
00834 {
00835   if (_settings_game.difficulty.economy != 0) {
00836     /* When economy is Fluctuating, decrease counter */
00837     _economy.fluct--;
00838   } else if (EconomyIsInRecession()) {
00839     /* When it's Steady and we are in recession, end it now */
00840     _economy.fluct = -12;
00841   } else {
00842     /* No need to do anything else in other cases */
00843     return;
00844   }
00845 
00846   if (_economy.fluct == 0) {
00847     _economy.fluct = -(int)GB(Random(), 0, 2);
00848     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00849   } else if (_economy.fluct == -12) {
00850     _economy.fluct = GB(Random(), 0, 8) + 312;
00851     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00852   }
00853 }
00854 
00855 
00859 void ResetPriceBaseMultipliers()
00860 {
00861   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00862 }
00863 
00871 void SetPriceBaseMultiplier(Price price, int factor)
00872 {
00873   assert(price < PR_END);
00874   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00875 }
00876 
00881 void StartupIndustryDailyChanges(bool init_counter)
00882 {
00883   uint map_size = MapLogX() + MapLogY();
00884   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00885    * which stands for the days in a month.
00886    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00887    * would not be needed.
00888    * Since it is based on "fractional parts", the leftover days will not make much of a difference
00889    * on the overall total number of changes performed */
00890   _economy.industry_daily_increment = (1 << map_size) / 31;
00891 
00892   if (init_counter) {
00893     /* A new game or a savegame from an older version will require the counter to be initialized */
00894     _economy.industry_daily_change_counter = 0;
00895   }
00896 }
00897 
00898 void StartupEconomy()
00899 {
00900   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00901   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00902   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00903   _economy.fluct = GB(Random(), 0, 8) + 168;
00904 
00905   /* Set up prices */
00906   RecomputePrices();
00907 
00908   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00909 
00910 }
00911 
00915 void InitializeEconomy()
00916 {
00917   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00918   ClearCargoPickupMonitoring();
00919   ClearCargoDeliveryMonitoring();
00920 }
00921 
00930 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00931 {
00932   if (index >= PR_END) return 0;
00933 
00934   Money cost = _price[index] * cost_factor;
00935   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00936 
00937   if (shift >= 0) {
00938     cost <<= shift;
00939   } else {
00940     cost >>= -shift;
00941   }
00942 
00943   return cost;
00944 }
00945 
00946 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00947 {
00948   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00949   if (!cs->IsValid()) {
00950     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00951     return 0;
00952   }
00953 
00954   /* Use callback to calculate cargo profit, if available */
00955   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00956     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00957     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00958     if (callback != CALLBACK_FAILED) {
00959       int result = GB(callback, 0, 14);
00960 
00961       /* Simulate a 15 bit signed value */
00962       if (HasBit(callback, 14)) result -= 0x4000;
00963 
00964       /* "The result should be a signed multiplier that gets multiplied
00965        * by the amount of cargo moved and the price factor, then gets
00966        * divided by 8192." */
00967       return result * num_pieces * cs->current_payment / 8192;
00968     }
00969   }
00970 
00971   static const int MIN_TIME_FACTOR = 31;
00972   static const int MAX_TIME_FACTOR = 255;
00973 
00974   const int days1 = cs->transit_days[0];
00975   const int days2 = cs->transit_days[1];
00976   const int days_over_days1 = max(   transit_days - days1, 0);
00977   const int days_over_days2 = max(days_over_days1 - days2, 0);
00978 
00979   /*
00980    * The time factor is calculated based on the time it took
00981    * (transit_days) compared two cargo-depending values. The
00982    * range is divided into three parts:
00983    *
00984    *  - constant for fast transits
00985    *  - linear decreasing with time with a slope of -1 for medium transports
00986    *  - linear decreasing with time with a slope of -2 for slow transports
00987    *
00988    */
00989   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00990 
00991   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00992 }
00993 
00995 static SmallIndustryList _cargo_delivery_destinations;
00996 
01006 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
01007 {
01008   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
01009    * This fails in three cases:
01010    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
01011    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
01012    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
01013    */
01014 
01015   uint accepted = 0;
01016 
01017   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
01018     Industry *ind = st->industries_near[i];
01019     if (ind->index == source) continue;
01020 
01021     uint cargo_index;
01022     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
01023       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
01024     }
01025     /* Check if matching cargo has been found */
01026     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
01027 
01028     /* Check if industry temporarily refuses acceptance */
01029     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
01030 
01031     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
01032     _cargo_delivery_destinations.Include(ind);
01033 
01034     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
01035     ind->incoming_cargo_waiting[cargo_index] += amount;
01036     num_pieces -= amount;
01037     accepted += amount;
01038   }
01039 
01040   return accepted;
01041 }
01042 
01056 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)
01057 {
01058   assert(num_pieces > 0);
01059 
01060   Station *st = Station::Get(dest);
01061 
01062   /* Give the goods to the industry. */
01063   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01064 
01065   /* If this cargo type is always accepted, accept all */
01066   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01067 
01068   /* Update station statistics */
01069   if (accepted > 0) {
01070     SetBit(st->goods[cargo_type].status, GoodsEntry::GES_EVER_ACCEPTED);
01071     SetBit(st->goods[cargo_type].status, GoodsEntry::GES_CURRENT_MONTH);
01072     SetBit(st->goods[cargo_type].status, GoodsEntry::GES_ACCEPTED_BIGTICK);
01073   }
01074 
01075   /* Update company statistics */
01076   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01077 
01078   /* Increase town's counter for town effects */
01079   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01080   st->town->received[cs->town_effect].new_act += accepted;
01081 
01082   /* Determine profit */
01083   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01084 
01085   /* Update the cargo monitor. */
01086   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
01087 
01088   /* Modify profit if a subsidy is in effect */
01089   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01090     switch (_settings_game.difficulty.subsidy_multiplier) {
01091       case 0:  profit += profit >> 1; break;
01092       case 1:  profit *= 2; break;
01093       case 2:  profit *= 3; break;
01094       default: profit *= 4; break;
01095     }
01096   }
01097 
01098   return profit;
01099 }
01100 
01106 static void TriggerIndustryProduction(Industry *i)
01107 {
01108   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01109   uint16 callback = indspec->callback_mask;
01110 
01111   i->was_cargo_delivered = true;
01112   i->last_cargo_accepted_at = _date;
01113 
01114   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01115     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01116       IndustryProductionCallback(i, 0);
01117     } else {
01118       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01119     }
01120   } else {
01121     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01122       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01123       if (cargo_waiting == 0) continue;
01124 
01125       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01126       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01127 
01128       i->incoming_cargo_waiting[cargo_index] = 0;
01129     }
01130   }
01131 
01132   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01133   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01134 }
01135 
01140 CargoPayment::CargoPayment(Vehicle *front) :
01141   front(front),
01142   current_station(front->last_station_visited)
01143 {
01144 }
01145 
01146 CargoPayment::~CargoPayment()
01147 {
01148   if (this->CleaningPool()) return;
01149 
01150   this->front->cargo_payment = NULL;
01151 
01152   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
01153 
01154   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01155 
01156   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01157   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
01158 
01159   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01160     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01161   }
01162 
01163   if (this->visual_transfer != 0) {
01164     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
01165         this->front->z_pos, this->visual_transfer, -this->visual_profit);
01166   } else if (this->visual_profit != 0) {
01167     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
01168         this->front->z_pos, -this->visual_profit);
01169   }
01170 
01171   cur_company.Restore();
01172 }
01173 
01179 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01180 {
01181   if (this->owner == NULL) {
01182     this->owner = Company::Get(this->front->owner);
01183   }
01184 
01185   /* Handle end of route payment */
01186   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01187   this->route_profit += profit;
01188 
01189   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01190   this->visual_profit += profit - cp->FeederShare(count);
01191 }
01192 
01199 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01200 {
01201   Money profit = GetTransportedGoodsIncome(
01202       count,
01203       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01204       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01205       cp->DaysInTransit(),
01206       this->ct);
01207 
01208   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01209 
01210   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
01211   return profit; // account for the (virtual) profit already made for the cargo packet
01212 }
01213 
01219 void PrepareUnload(Vehicle *front_v)
01220 {
01221   Station *curr_station = Station::Get(front_v->last_station_visited);
01222   curr_station->loading_vehicles.push_back(front_v);
01223 
01224   /* At this moment loading cannot be finished */
01225   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01226 
01227   /* Start unloading at the first possible moment */
01228   front_v->load_unload_ticks = 1;
01229 
01230   assert(front_v->cargo_payment == NULL);
01231   /* One CargoPayment per vehicle and the vehicle limit equals the
01232    * limit in number of CargoPayments. Can't go wrong. */
01233   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01234   assert(CargoPayment::CanAllocateItem());
01235   front_v->cargo_payment = new CargoPayment(front_v);
01236 
01237   StationIDStack next_station = front_v->GetNextStoppingStation();
01238   if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01239     Station *st = Station::Get(front_v->last_station_visited);
01240     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01241       const GoodsEntry *ge = &st->goods[v->cargo_type];
01242       if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) {
01243         v->cargo.Stage(
01244             HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE),
01245             front_v->last_station_visited, next_station,
01246             front_v->current_order.GetUnloadType(), ge,
01247             front_v->cargo_payment);
01248         if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01249       }
01250     }
01251   }
01252 }
01253 
01260 static uint GetLoadAmount(Vehicle *v)
01261 {
01262   const Engine *e = v->GetEngine();
01263   uint load_amount = e->info.load_amount;
01264 
01265   /* The default loadamount for mail is 1/4 of the load amount for passengers */
01266   bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft();
01267   if (air_mail) load_amount = CeilDiv(load_amount, 4);
01268 
01269   if (_settings_game.order.gradual_loading) {
01270     uint16 cb_load_amount = CALLBACK_FAILED;
01271     if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01272       /* Use callback 36 */
01273       cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01274     } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01275       /* Use callback 12 */
01276       cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01277     }
01278     if (cb_load_amount != CALLBACK_FAILED) {
01279       if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01280       if (cb_load_amount >= 0x100) {
01281         ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01282       } else if (cb_load_amount != 0) {
01283         load_amount = cb_load_amount;
01284       }
01285     }
01286   }
01287 
01288   /* Scale load amount the same as capacity */
01289   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);
01290 
01291   return load_amount;
01292 }
01293 
01302 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack next_station)
01303 {
01304   Vehicle *next_cargo = u;
01305   uint32 seen_cargos = 0;
01306 
01307   while (next_cargo != NULL) {
01308     if (next_cargo->cargo_cap == 0) {
01309       /* No need to reserve for vehicles without capacity. */
01310       next_cargo = next_cargo->Next();
01311       continue;
01312     }
01313 
01314     CargoID current_cargo = next_cargo->cargo_type;
01315 
01316     Vehicle *v = next_cargo;
01317     SetBit(seen_cargos, current_cargo);
01318     next_cargo = NULL;
01319     for (; v != NULL; v = v->Next()) {
01320       if (v->cargo_type != current_cargo) {
01321         /* Save start point for next cargo type. */
01322         if (next_cargo == NULL && !HasBit(seen_cargos, v->cargo_type)) next_cargo = v;
01323         continue;
01324       }
01325 
01326       assert(v->cargo_cap >= v->cargo.RemainingCount());
01327       uint cap = v->cargo_cap - v->cargo.RemainingCount();
01328 
01329       /* Nothing to do if the vehicle is full */
01330       if (cap > 0) {
01331         cap -= st->goods[v->cargo_type].cargo.Reserve(cap, &v->cargo, st->xy, next_station);
01332       }
01333 
01334       if (consist_capleft != NULL) {
01335         (*consist_capleft)[current_cargo] += cap;
01336       }
01337     }
01338   }
01339 }
01340 
01350 template<class Taction>
01351 bool IterateVehicleParts(Vehicle *v, Taction action)
01352 {
01353   for (Vehicle *w = v; w != NULL;
01354       w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL) {
01355     if (!action(w)) return false;
01356     if (w->type == VEH_TRAIN) {
01357       Train *train = Train::From(w);
01358       if (train->IsMultiheaded() && !action(train->other_multiheaded_part)) return false;
01359     }
01360   }
01361   if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) return action(v->Next());
01362   return true;
01363 }
01364 
01368 struct IsEmptyAction
01369 {
01375   bool operator()(const Vehicle *v)
01376   {
01377     return v->cargo.StoredCount() == 0;
01378   }
01379 };
01380 
01384 struct PrepareRefitAction
01385 {
01386   CargoArray &consist_capleft; 
01387   uint32 &refit_mask;          
01388 
01394   PrepareRefitAction(CargoArray &consist_capleft, uint32 &refit_mask) :
01395     consist_capleft(consist_capleft), refit_mask(refit_mask) {}
01396 
01403   bool operator()(const Vehicle *v)
01404   {
01405     this->consist_capleft[v->cargo_type] -= v->cargo_cap - v->cargo.ReservedCount();
01406     this->refit_mask |= EngInfo(v->engine_type)->refit_mask;
01407     return true;
01408   }
01409 };
01410 
01414 struct ReturnCargoAction
01415 {
01416   Station *st;        
01417   StationID next_hop; 
01418 
01424   ReturnCargoAction(Station *st, StationID next_one) : st(st), next_hop(next_one) {}
01425 
01431   bool operator()(Vehicle *v)
01432   {
01433     v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop);
01434     return true;
01435   }
01436 };
01437 
01441 struct FinalizeRefitAction
01442 {
01443   CargoArray &consist_capleft;  
01444   Station *st;                  
01445   StationIDStack &next_station; 
01446 
01453   FinalizeRefitAction(CargoArray &consist_capleft, Station *st, StationIDStack &next_station) :
01454     consist_capleft(consist_capleft), st(st), next_station(next_station) {}
01455 
01462   bool operator()(Vehicle *v)
01463   {
01464     this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
01465         &v->cargo, st->xy, next_station);
01466     this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
01467     return true;
01468   }
01469 };
01470 
01479 static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station *st, StationIDStack next_station, CargoID new_cid)
01480 {
01481   Vehicle *v_start = v->GetFirstEnginePart();
01482   if (!IterateVehicleParts(v_start, IsEmptyAction())) return;
01483 
01484   Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);
01485 
01486   uint32 refit_mask = v->GetEngine()->info.refit_mask;
01487 
01488   /* Remove old capacity from consist capacity and collect refit mask. */
01489   IterateVehicleParts(v_start, PrepareRefitAction(consist_capleft, refit_mask));
01490 
01491   if (new_cid == CT_AUTO_REFIT) {
01492     /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
01493     CargoID cid;
01494     new_cid = v_start->cargo_type;
01495     FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01496       if (st->goods[cid].cargo.HasCargoFor(next_station)) {
01497         /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01498          * the returned refit capacity will be greater than zero. */
01499         DoCommand(v_start->tile, v_start->index, cid | 1U << 6 | 0xFF << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
01500         /* Try to balance different loadable cargoes between parts of the consist, so that
01501          * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
01502          * to the first loadable cargo for which there is only one packet. If the capacities
01503          * are equal refit to the cargo of which most is available. This is important for
01504          * consists of only a single vehicle as those will generally have a consist_capleft
01505          * of 0 for all cargoes. */
01506         if (_returned_refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] ||
01507             (consist_capleft[cid] == consist_capleft[new_cid] &&
01508             st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) {
01509           new_cid = cid;
01510         }
01511       }
01512     }
01513   }
01514 
01515   /* Refit if given a valid cargo. */
01516   if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
01517     IterateVehicleParts(v_start, ReturnCargoAction(st, StationIDStack(next_station).Pop()));
01518     CommandCost cost = DoCommand(v_start->tile, v_start->index, new_cid | 1U << 6 | 0xFF << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
01519     if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
01520   }
01521 
01522   /* Add new capacity to consist capacity and reserve cargo */
01523   IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station));
01524 
01525   cur_company.Restore();
01526 }
01527 
01532 static void LoadUnloadVehicle(Vehicle *front)
01533 {
01534   assert(front->current_order.IsType(OT_LOADING));
01535 
01536   StationID last_visited = front->last_station_visited;
01537   Station *st = Station::Get(last_visited);
01538 
01539   StationIDStack next_station = front->GetNextStoppingStation();
01540   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
01541   CargoArray consist_capleft;
01542   if (_settings_game.order.improved_load &&
01543       ((front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0 || use_autorefit)) {
01544     ReserveConsist(st, front,
01545         (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL,
01546         next_station);
01547   }
01548 
01549   /* We have not waited enough time till the next round of loading/unloading */
01550   if (front->load_unload_ticks != 0) return;
01551 
01552   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01553     /* The train reversed in the station. Take the "easy" way
01554      * out and let the train just leave as it always did. */
01555     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01556     front->load_unload_ticks = 1;
01557     return;
01558   }
01559 
01560   int unloading_time = 0;
01561   bool dirty_vehicle = false;
01562   bool dirty_station = false;
01563 
01564   bool completely_emptied = true;
01565   bool anything_unloaded  = false;
01566   bool anything_loaded    = false;
01567   uint32 full_load_amount = 0;
01568   uint32 cargo_not_full   = 0;
01569   uint32 cargo_full       = 0;
01570   uint32 reservation_left = 0;
01571 
01572   front->cur_speed = 0;
01573 
01574   CargoPayment *payment = front->cargo_payment;
01575 
01576   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01577   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01578     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01579     if (v->cargo_cap == 0) continue;
01580     artic_part++;
01581 
01582     uint load_amount = GetLoadAmount(v);
01583 
01584     GoodsEntry *ge = &st->goods[v->cargo_type];
01585 
01586     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01587       uint cargo_count = v->cargo.UnloadCount();
01588       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01589       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01590 
01591       payment->SetCargo(v->cargo_type);
01592 
01593       if (!HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
01594         /* The station does not accept our goods anymore. */
01595         if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
01596           /* Transfer instead of delivering. */
01597           v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER>(
01598               v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), INVALID_STATION);
01599         } else {
01600           uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
01601           if (v->cargo_cap < new_remaining) {
01602             /* Return some of the reserved cargo to not overload the vehicle. */
01603             v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION);
01604           }
01605 
01606           /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
01607           v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP>(
01608               v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));
01609 
01610           /* ... say we unloaded something, otherwise we'll think we didn't unload
01611            * something and we didn't load something, so we must be finished
01612            * at this station. Setting the unloaded means that we will get a
01613            * retry for loading in the next cycle. */
01614           anything_unloaded = true;
01615         }
01616       }
01617 
01618       if (v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0) {
01619         /* Mark the station dirty if we transfer, but not if we only deliver. */
01620         dirty_station = true;
01621 
01622         if (!ge->HasRating()) {
01623           /* Upon transfering cargo, make sure the station has a rating. Fake a pickup for the
01624            * first unload to prevent the cargo from quickly decaying after the initial drop. */
01625           ge->time_since_pickup = 0;
01626           SetBit(ge->status, GoodsEntry::GES_RATING);
01627         }
01628       }
01629 
01630       amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
01631       remaining = v->cargo.UnloadCount() > 0;
01632       if (amount_unloaded > 0) {
01633         dirty_vehicle = true;
01634         anything_unloaded = true;
01635         unloading_time += amount_unloaded;
01636 
01637         /* Deliver goods to the station */
01638         st->time_since_unload = 0;
01639       }
01640 
01641       if (_settings_game.order.gradual_loading && remaining) {
01642         completely_emptied = false;
01643       } else {
01644         /* We have finished unloading (cargo count == 0) */
01645         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01646       }
01647 
01648       continue;
01649     }
01650 
01651     /* Do not pick up goods when we have no-load set or loading is stopped. */
01652     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01653 
01654     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01655     if (front->current_order.IsRefit() && artic_part == 1) {
01656       HandleStationRefit(v, consist_capleft, st, next_station, front->current_order.GetRefitCargo());
01657       ge = &st->goods[v->cargo_type];
01658     }
01659 
01660     /* As we're loading here the following link can carry the full capacity of the vehicle. */
01661     v->refit_cap = v->cargo_cap;
01662 
01663     /* update stats */
01664     int t;
01665     switch (front->type) {
01666       case VEH_TRAIN: /* FALL THROUGH */
01667       case VEH_SHIP:
01668         t = front->vcache.cached_max_speed;
01669         break;
01670 
01671       case VEH_ROAD:
01672         t = front->vcache.cached_max_speed / 2;
01673         break;
01674 
01675       case VEH_AIRCRAFT:
01676         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01677         break;
01678 
01679       default: NOT_REACHED();
01680     }
01681 
01682     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01683     ge->last_speed = min(t, 255);
01684     ge->last_age = min(_cur_year - front->build_year, 255);
01685     ge->time_since_pickup = 0;
01686 
01687     assert(v->cargo_cap >= v->cargo.StoredCount());
01688     /* If there's goods waiting at the station, and the vehicle
01689      * has capacity for it, load it on the vehicle. */
01690     uint cap_left = v->cargo_cap - v->cargo.StoredCount();
01691     if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0)) {
01692       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01693       if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01694 
01695       uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
01696       if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
01697         /* Remember if there are reservations left so that we don't stop
01698          * loading before they're loaded. */
01699         SetBit(reservation_left, v->cargo_type);
01700       }
01701 
01702       /* Store whether the maximum possible load amount was loaded or not.*/
01703       if (loaded == cap_left) {
01704         SetBit(full_load_amount, v->cargo_type);
01705       } else {
01706         ClrBit(full_load_amount, v->cargo_type);
01707       }
01708 
01709       /* TODO: Regarding this, when we do gradual loading, we
01710        * should first unload all vehicles and then start
01711        * loading them. Since this will cause
01712        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01713        * the whole vehicle chain is really totally empty, the
01714        * completely_emptied assignment can then be safely
01715        * removed; that's how TTDPatch behaves too. --pasky */
01716       if (loaded > 0) {
01717         completely_emptied = false;
01718         anything_loaded = true;
01719 
01720         st->time_since_load = 0;
01721         st->last_vehicle_type = v->type;
01722 
01723         if (ge->cargo.TotalCount() == 0) {
01724           TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
01725           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01726           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01727         }
01728 
01729         unloading_time += loaded;
01730 
01731         dirty_vehicle = dirty_station = true;
01732       }
01733     }
01734 
01735     if (v->cargo.StoredCount() >= v->cargo_cap) {
01736       SetBit(cargo_full, v->cargo_type);
01737     } else {
01738       SetBit(cargo_not_full, v->cargo_type);
01739     }
01740   }
01741 
01742   if (anything_loaded || anything_unloaded) {
01743     if (front->type == VEH_TRAIN) {
01744       TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
01745       TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
01746     }
01747   }
01748 
01749   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01750   completely_emptied &= anything_unloaded;
01751 
01752   if (!anything_unloaded) delete payment;
01753 
01754   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01755   if (anything_loaded || anything_unloaded) {
01756     if (_settings_game.order.gradual_loading) {
01757       /* The time it takes to load one 'slice' of cargo or passengers depends
01758        * on the vehicle type - the values here are those found in TTDPatch */
01759       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01760 
01761       unloading_time = gradual_loading_wait_time[front->type];
01762     }
01763     /* We loaded less cargo than possible for all cargo types and it's not full
01764      * load and we're not supposed to wait any longer: stop loading. */
01765     if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01766         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01767       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01768     }
01769   } else {
01770     bool finished_loading = true;
01771     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01772       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01773         /* if the aircraft carries passengers and is NOT full, then
01774          * continue loading, no matter how much mail is in */
01775         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) ||
01776             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01777           finished_loading = false;
01778         }
01779       } else if (cargo_not_full != 0) {
01780         finished_loading = false;
01781       }
01782 
01783       /* Refresh next hop stats if we're full loading to make the links
01784        * known to the distribution algorithm and allow cargo to be sent
01785        * along them. Otherwise the vehicle could wait for cargo
01786        * indefinitely if it hasn't visited the other links yet, or if the
01787        * links die while it's loading. */
01788       if (!finished_loading) LinkRefresher::Run(front);
01789     }
01790     unloading_time = 20;
01791 
01792     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01793   }
01794 
01795   if (front->type == VEH_TRAIN) {
01796     /* Each platform tile is worth 2 rail vehicles. */
01797     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01798     if (overhang > 0) {
01799       unloading_time <<= 1;
01800       unloading_time += (overhang * unloading_time) / 8;
01801     }
01802   }
01803 
01804   /* Calculate the loading indicator fill percent and display
01805    * In the Game Menu do not display indicators
01806    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01807    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01808    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01809    */
01810   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01811     StringID percent_up_down = STR_NULL;
01812     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01813     if (front->fill_percent_te_id == INVALID_TE_ID) {
01814       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01815     } else {
01816       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01817     }
01818   }
01819 
01820   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01821   front->load_unload_ticks = max(1, unloading_time);
01822 
01823   if (completely_emptied) {
01824     /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
01825      * properties such as weight, power and TE whenever the trigger runs. */
01826     dirty_vehicle = true;
01827     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01828   }
01829 
01830   if (dirty_vehicle) {
01831     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01832     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01833     front->MarkDirty();
01834   }
01835   if (dirty_station) {
01836     st->MarkTilesDirty(true);
01837     SetWindowDirty(WC_STATION_VIEW, last_visited);
01838     InvalidateWindowData(WC_STATION_LIST, last_visited);
01839   }
01840 }
01841 
01847 void LoadUnloadStation(Station *st)
01848 {
01849   /* No vehicle is here... */
01850   if (st->loading_vehicles.empty()) return;
01851 
01852   Vehicle *last_loading = NULL;
01853   std::list<Vehicle *>::iterator iter;
01854 
01855   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01856   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01857     Vehicle *v = *iter;
01858 
01859     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01860 
01861     assert(v->load_unload_ticks != 0);
01862     if (--v->load_unload_ticks == 0) last_loading = v;
01863   }
01864 
01865   /* We only need to reserve and load/unload up to the last loading vehicle.
01866    * Anything else will be forgotten anyway after returning from this function.
01867    *
01868    * Especially this means we do _not_ need to reserve cargo for a single
01869    * consist in a station which is not allowed to load yet because its
01870    * load_unload_ticks is still not 0.
01871    */
01872   if (last_loading == NULL) return;
01873 
01874   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01875     Vehicle *v = *iter;
01876     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
01877     if (v == last_loading) break;
01878   }
01879 
01880   /* Call the production machinery of industries */
01881   const Industry * const *isend = _cargo_delivery_destinations.End();
01882   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01883     TriggerIndustryProduction(*iid);
01884   }
01885   _cargo_delivery_destinations.Clear();
01886 }
01887 
01891 void CompaniesMonthlyLoop()
01892 {
01893   CompaniesGenStatistics();
01894   if (_settings_game.economy.inflation) {
01895     AddInflation();
01896     RecomputePrices();
01897   }
01898   CompaniesPayInterest();
01899   HandleEconomyFluctuations();
01900 }
01901 
01902 static void DoAcquireCompany(Company *c)
01903 {
01904   CompanyID ci = c->index;
01905 
01906   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01907   cni->FillData(c, Company::Get(_current_company));
01908 
01909   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01910   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01911   SetDParamStr(2, cni->company_name);
01912   SetDParamStr(3, cni->other_company_name);
01913   SetDParam(4, c->bankrupt_value);
01914   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
01915   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01916   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01917 
01918   ChangeOwnershipOfCompanyItems(ci, _current_company);
01919 
01920   if (c->bankrupt_value == 0) {
01921     Company *owner = Company::Get(_current_company);
01922     owner->current_loan += c->current_loan;
01923   }
01924 
01925   if (c->is_ai) AI::Stop(c->index);
01926 
01927   DeleteCompanyWindows(ci);
01928   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01929   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01930   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01931   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01932 
01933   delete c;
01934 }
01935 
01936 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01937 
01947 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01948 {
01949   CommandCost cost(EXPENSES_OTHER);
01950   CompanyID target_company = (CompanyID)p1;
01951   Company *c = Company::GetIfValid(target_company);
01952 
01953   /* Check if buying shares is allowed (protection against modified clients)
01954    * Cannot buy own shares */
01955   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01956 
01957   /* Protect new companies from hostile takeovers */
01958   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01959 
01960   /* Those lines are here for network-protection (clients can be slow) */
01961   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01962 
01963   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01964     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01965 
01966     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01967   }
01968 
01969 
01970   cost.AddCost(CalculateCompanyValue(c) >> 2);
01971   if (flags & DC_EXEC) {
01972     OwnerByte *b = c->share_owners;
01973 
01974     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01975     *b = _current_company;
01976 
01977     for (int i = 0; c->share_owners[i] == _current_company;) {
01978       if (++i == 4) {
01979         c->bankrupt_value = 0;
01980         DoAcquireCompany(c);
01981         break;
01982       }
01983     }
01984     InvalidateWindowData(WC_COMPANY, target_company);
01985     CompanyAdminUpdate(c);
01986   }
01987   return cost;
01988 }
01989 
01999 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02000 {
02001   CompanyID target_company = (CompanyID)p1;
02002   Company *c = Company::GetIfValid(target_company);
02003 
02004   /* Cannot sell own shares */
02005   if (c == NULL || _current_company == target_company) return CMD_ERROR;
02006 
02007   /* Check if selling shares is allowed (protection against modified clients).
02008    * However, we must sell shares of companies being closed down. */
02009   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
02010 
02011   /* Those lines are here for network-protection (clients can be slow) */
02012   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
02013 
02014   /* adjust it a little to make it less profitable to sell and buy */
02015   Money cost = CalculateCompanyValue(c) >> 2;
02016   cost = -(cost - (cost >> 7));
02017 
02018   if (flags & DC_EXEC) {
02019     OwnerByte *b = c->share_owners;
02020     while (*b != _current_company) b++; // share owners is guaranteed to contain company
02021     *b = COMPANY_SPECTATOR;
02022     InvalidateWindowData(WC_COMPANY, target_company);
02023     CompanyAdminUpdate(c);
02024   }
02025   return CommandCost(EXPENSES_OTHER, cost);
02026 }
02027 
02040 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
02041 {
02042   CompanyID target_company = (CompanyID)p1;
02043   Company *c = Company::GetIfValid(target_company);
02044   if (c == NULL) return CMD_ERROR;
02045 
02046   /* Disable takeovers when not asked */
02047   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
02048 
02049   /* Disable taking over the local company in single player */
02050   if (!_networking && _local_company == c->index) return CMD_ERROR;
02051 
02052   /* Do not allow companies to take over themselves */
02053   if (target_company == _current_company) return CMD_ERROR;
02054 
02055   /* Disable taking over when not allowed. */
02056   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
02057 
02058   /* Get the cost here as the company is deleted in DoAcquireCompany. */
02059   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
02060 
02061   if (flags & DC_EXEC) {
02062     DoAcquireCompany(c);
02063   }
02064   return cost;
02065 }