economy.cpp

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00001 /* $Id: economy.cpp 25498 2013-06-28 19:21:24Z rubidium $ */
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 "newgrf_engine.h"
00023 #include "engine_base.h"
00024 #include "ground_vehicle.hpp"
00025 #include "newgrf_cargo.h"
00026 #include "newgrf_sound.h"
00027 #include "newgrf_industrytiles.h"
00028 #include "newgrf_station.h"
00029 #include "newgrf_airporttiles.h"
00030 #include "object.h"
00031 #include "strings_func.h"
00032 #include "date_func.h"
00033 #include "vehicle_func.h"
00034 #include "sound_func.h"
00035 #include "autoreplace_func.h"
00036 #include "company_gui.h"
00037 #include "signs_base.h"
00038 #include "subsidy_base.h"
00039 #include "subsidy_func.h"
00040 #include "station_base.h"
00041 #include "waypoint_base.h"
00042 #include "economy_base.h"
00043 #include "core/pool_func.hpp"
00044 #include "core/backup_type.hpp"
00045 #include "water.h"
00046 #include "game/game.hpp"
00047 #include "cargomonitor.h"
00048 #include "goal_base.h"
00049 
00050 #include "table/strings.h"
00051 #include "table/pricebase.h"
00052 
00053 
00054 /* Initialize the cargo payment-pool */
00055 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00056 INSTANTIATE_POOL_METHODS(CargoPayment)
00057 
00058 
00069 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00070 {
00071   return (int32)((int64)a * (int64)b >> shift);
00072 }
00073 
00074 typedef SmallVector<Industry *, 16> SmallIndustryList;
00075 
00079 const ScoreInfo _score_info[] = {
00080   {     120, 100}, // SCORE_VEHICLES
00081   {      80, 100}, // SCORE_STATIONS
00082   {   10000, 100}, // SCORE_MIN_PROFIT
00083   {   50000,  50}, // SCORE_MIN_INCOME
00084   {  100000, 100}, // SCORE_MAX_INCOME
00085   {   40000, 400}, // SCORE_DELIVERED
00086   {       8,  50}, // SCORE_CARGO
00087   {10000000,  50}, // SCORE_MONEY
00088   {  250000,  50}, // SCORE_LOAN
00089   {       0,   0}  // SCORE_TOTAL
00090 };
00091 
00092 int _score_part[MAX_COMPANIES][SCORE_END];
00093 Economy _economy;
00094 Prices _price;
00095 Money _additional_cash_required;
00096 static PriceMultipliers _price_base_multiplier;
00097 
00107 Money CalculateCompanyValue(const Company *c, bool including_loan)
00108 {
00109   Owner owner = c->index;
00110 
00111   Station *st;
00112   uint num = 0;
00113 
00114   FOR_ALL_STATIONS(st) {
00115     if (st->owner == owner) num += CountBits((byte)st->facilities);
00116   }
00117 
00118   Money value = num * _price[PR_STATION_VALUE] * 25;
00119 
00120   Vehicle *v;
00121   FOR_ALL_VEHICLES(v) {
00122     if (v->owner != owner) continue;
00123 
00124     if (v->type == VEH_TRAIN ||
00125         v->type == VEH_ROAD ||
00126         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00127         v->type == VEH_SHIP) {
00128       value += v->value * 3 >> 1;
00129     }
00130   }
00131 
00132   /* Add real money value */
00133   if (including_loan) value -= c->current_loan;
00134   value += c->money;
00135 
00136   return max(value, (Money)1);
00137 }
00138 
00147 int UpdateCompanyRatingAndValue(Company *c, bool update)
00148 {
00149   Owner owner = c->index;
00150   int score = 0;
00151 
00152   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00153 
00154   /* Count vehicles */
00155   {
00156     Vehicle *v;
00157     Money min_profit = 0;
00158     bool min_profit_first = true;
00159     uint num = 0;
00160 
00161     FOR_ALL_VEHICLES(v) {
00162       if (v->owner != owner) continue;
00163       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00164         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00165         if (v->age > 730) {
00166           /* Find the vehicle with the lowest amount of profit */
00167           if (min_profit_first || min_profit > v->profit_last_year) {
00168             min_profit = v->profit_last_year;
00169             min_profit_first = false;
00170           }
00171         }
00172       }
00173     }
00174 
00175     min_profit >>= 8; // remove the fract part
00176 
00177     _score_part[owner][SCORE_VEHICLES] = num;
00178     /* Don't allow negative min_profit to show */
00179     if (min_profit > 0) {
00180       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00181     }
00182   }
00183 
00184   /* Count stations */
00185   {
00186     uint num = 0;
00187     const Station *st;
00188 
00189     FOR_ALL_STATIONS(st) {
00190       /* Only count stations that are actually serviced */
00191       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00192     }
00193     _score_part[owner][SCORE_STATIONS] = num;
00194   }
00195 
00196   /* Generate statistics depending on recent income statistics */
00197   {
00198     int numec = min(c->num_valid_stat_ent, 12);
00199     if (numec != 0) {
00200       const CompanyEconomyEntry *cee = c->old_economy;
00201       Money min_income = cee->income + cee->expenses;
00202       Money max_income = cee->income + cee->expenses;
00203 
00204       do {
00205         min_income = min(min_income, cee->income + cee->expenses);
00206         max_income = max(max_income, cee->income + cee->expenses);
00207       } while (++cee, --numec);
00208 
00209       if (min_income > 0) {
00210         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00211       }
00212 
00213       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00214     }
00215   }
00216 
00217   /* Generate score depending on amount of transported cargo */
00218   {
00219     int numec = min(c->num_valid_stat_ent, 4);
00220     if (numec != 0) {
00221       const CompanyEconomyEntry *cee = c->old_economy;
00222       OverflowSafeInt64 total_delivered = 0;
00223       do {
00224         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
00225       } while (++cee, --numec);
00226 
00227       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
00228     }
00229   }
00230 
00231   /* Generate score for variety of cargo */
00232   {
00233     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
00234   }
00235 
00236   /* Generate score for company's money */
00237   {
00238     if (c->money > 0) {
00239       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00240     }
00241   }
00242 
00243   /* Generate score for loan */
00244   {
00245     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00246   }
00247 
00248   /* Now we calculate the score for each item.. */
00249   {
00250     int total_score = 0;
00251     int s;
00252     score = 0;
00253     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00254       /* Skip the total */
00255       if (i == SCORE_TOTAL) continue;
00256       /*  Check the score */
00257       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00258       score += s;
00259       total_score += _score_info[i].score;
00260     }
00261 
00262     _score_part[owner][SCORE_TOTAL] = score;
00263 
00264     /*  We always want the score scaled to SCORE_MAX (1000) */
00265     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00266   }
00267 
00268   if (update) {
00269     c->old_economy[0].performance_history = score;
00270     UpdateCompanyHQ(c->location_of_HQ, score);
00271     c->old_economy[0].company_value = CalculateCompanyValue(c);
00272   }
00273 
00274   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00275   return score;
00276 }
00277 
00283 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00284 {
00285   /* We need to set _current_company to old_owner before we try to move
00286    * the client. This is needed as it needs to know whether "you" really
00287    * are the current local company. */
00288   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00289 #ifdef ENABLE_NETWORK
00290   /* In all cases, make spectators of clients connected to that company */
00291   if (_networking) NetworkClientsToSpectators(old_owner);
00292 #endif /* ENABLE_NETWORK */
00293   if (old_owner == _local_company) {
00294     /* Single player cheated to AI company.
00295      * There are no spectators in single player, so we must pick some other company. */
00296     assert(!_networking);
00297     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00298     Company *c;
00299     FOR_ALL_COMPANIES(c) {
00300       if (c->index != old_owner) {
00301         SetLocalCompany(c->index);
00302         break;
00303       }
00304     }
00305     cur_company.Restore();
00306     assert(old_owner != _local_company);
00307   }
00308 
00309   Town *t;
00310 
00311   assert(old_owner != new_owner);
00312 
00313   {
00314     Company *c;
00315     uint i;
00316 
00317     /* See if the old_owner had shares in other companies */
00318     FOR_ALL_COMPANIES(c) {
00319       for (i = 0; i < 4; i++) {
00320         if (c->share_owners[i] == old_owner) {
00321           /* Sell his shares */
00322           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00323           /* Because we are in a DoCommand, we can't just execute another one and
00324            *  expect the money to be removed. We need to do it ourself! */
00325           SubtractMoneyFromCompany(res);
00326         }
00327       }
00328     }
00329 
00330     /* Sell all the shares that people have on this company */
00331     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00332     c = Company::Get(old_owner);
00333     for (i = 0; i < 4; i++) {
00334       cur_company2.Change(c->share_owners[i]);
00335       if (_current_company != INVALID_OWNER) {
00336         /* Sell the shares */
00337         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00338         /* Because we are in a DoCommand, we can't just execute another one and
00339          *  expect the money to be removed. We need to do it ourself! */
00340         SubtractMoneyFromCompany(res);
00341       }
00342     }
00343     cur_company2.Restore();
00344   }
00345 
00346   /* Temporarily increase the company's money, to be sure that
00347    * removing his/her property doesn't fail because of lack of money.
00348    * Not too drastically though, because it could overflow */
00349   if (new_owner == INVALID_OWNER) {
00350     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00351   }
00352 
00353   Subsidy *s;
00354   FOR_ALL_SUBSIDIES(s) {
00355     if (s->awarded == old_owner) {
00356       if (new_owner == INVALID_OWNER) {
00357         delete s;
00358       } else {
00359         s->awarded = new_owner;
00360       }
00361     }
00362   }
00363   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00364 
00365   /* Take care of rating and transport rights in towns */
00366   FOR_ALL_TOWNS(t) {
00367     /* If a company takes over, give the ratings to that company. */
00368     if (new_owner != INVALID_OWNER) {
00369       if (HasBit(t->have_ratings, old_owner)) {
00370         if (HasBit(t->have_ratings, new_owner)) {
00371           /* use max of the two ratings. */
00372           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00373         } else {
00374           SetBit(t->have_ratings, new_owner);
00375           t->ratings[new_owner] = t->ratings[old_owner];
00376         }
00377       }
00378     }
00379 
00380     /* Reset the ratings for the old owner */
00381     t->ratings[old_owner] = RATING_INITIAL;
00382     ClrBit(t->have_ratings, old_owner);
00383 
00384     /* Transfer exclusive rights */
00385     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
00386       if (new_owner != INVALID_OWNER) {
00387         t->exclusivity = new_owner;
00388       } else {
00389         t->exclusive_counter = 0;
00390         t->exclusivity = INVALID_COMPANY;
00391       }
00392     }
00393   }
00394 
00395   {
00396     Vehicle *v;
00397     FOR_ALL_VEHICLES(v) {
00398       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00399         if (new_owner == INVALID_OWNER) {
00400           if (v->Previous() == NULL) delete v;
00401         } else {
00402           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00403           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00404         }
00405       }
00406     }
00407   }
00408 
00409   /* In all cases clear replace engine rules.
00410    * Even if it was copied, it could interfere with new owner's rules */
00411   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00412 
00413   if (new_owner == INVALID_OWNER) {
00414     RemoveAllGroupsForCompany(old_owner);
00415   } else {
00416     Group *g;
00417     FOR_ALL_GROUPS(g) {
00418       if (g->owner == old_owner) g->owner = new_owner;
00419     }
00420   }
00421 
00422   {
00423     FreeUnitIDGenerator unitidgen[] = {
00424       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00425       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00426     };
00427 
00428     Vehicle *v;
00429     FOR_ALL_VEHICLES(v) {
00430       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00431         assert(new_owner != INVALID_OWNER);
00432 
00433         v->owner = new_owner;
00434 
00435         /* Owner changes, clear cache */
00436         v->colourmap = PAL_NONE;
00437         v->InvalidateNewGRFCache();
00438 
00439         if (v->IsEngineCountable()) {
00440           GroupStatistics::CountEngine(v, 1);
00441         }
00442         if (v->IsPrimaryVehicle()) {
00443           GroupStatistics::CountVehicle(v, 1);
00444           v->unitnumber = unitidgen[v->type].NextID();
00445         }
00446 
00447         /* Invalidate the vehicle's cargo payment "owner cache". */
00448         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00449       }
00450     }
00451 
00452     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00453   }
00454 
00455   /*  Change ownership of tiles */
00456   {
00457     TileIndex tile = 0;
00458     do {
00459       ChangeTileOwner(tile, old_owner, new_owner);
00460     } while (++tile != MapSize());
00461 
00462     if (new_owner != INVALID_OWNER) {
00463       /* Update all signals because there can be new segment that was owned by two companies
00464        * and signals were not propagated
00465        * Similar with crossings - it is needed to bar crossings that weren't before
00466        * because of different owner of crossing and approaching train */
00467       tile = 0;
00468 
00469       do {
00470         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00471           TrackBits tracks = GetTrackBits(tile);
00472           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00473             Track track = RemoveFirstTrack(&tracks);
00474             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00475           } while (tracks != TRACK_BIT_NONE);
00476         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00477           UpdateLevelCrossing(tile);
00478         }
00479       } while (++tile != MapSize());
00480     }
00481 
00482     /* update signals in buffer */
00483     UpdateSignalsInBuffer();
00484   }
00485 
00486   /* Add airport infrastructure count of the old company to the new one. */
00487   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00488 
00489   /* convert owner of stations (including deleted ones, but excluding buoys) */
00490   Station *st;
00491   FOR_ALL_STATIONS(st) {
00492     if (st->owner == old_owner) {
00493       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00494        * also, drawing station window would cause reading invalid company's colour */
00495       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00496     }
00497   }
00498 
00499   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00500   Waypoint *wp;
00501   FOR_ALL_WAYPOINTS(wp) {
00502     if (wp->owner == old_owner) {
00503       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00504     }
00505   }
00506 
00507   Sign *si;
00508   FOR_ALL_SIGNS(si) {
00509     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00510   }
00511 
00512   /* Remove Game Script created Goals and CargoMonitors. */
00513   Goal *g;
00514   FOR_ALL_GOALS(g) {
00515     if (g->company == old_owner) delete g;
00516   }
00517 
00518   ClearCargoPickupMonitoring(old_owner);
00519   ClearCargoDeliveryMonitoring(old_owner);
00520 
00521   /* Change colour of existing windows */
00522   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00523 
00524   cur_company.Restore();
00525 
00526   MarkWholeScreenDirty();
00527 }
00528 
00533 static void CompanyCheckBankrupt(Company *c)
00534 {
00535   /*  If the company has money again, it does not go bankrupt */
00536   if (c->money - c->current_loan >= -_economy.max_loan) {
00537     c->months_of_bankruptcy = 0;
00538     c->bankrupt_asked = 0;
00539     return;
00540   }
00541 
00542   c->months_of_bankruptcy++;
00543 
00544   switch (c->months_of_bankruptcy) {
00545     /* All the boring cases (months) with a bad balance where no action is taken */
00546     case 0:
00547     case 1:
00548     case 2:
00549     case 3:
00550 
00551     case 5:
00552     case 6:
00553 
00554     case 8:
00555     case 9:
00556       break;
00557 
00558     /* Warn about bankruptcy after 3 months */
00559     case 4: {
00560       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00561       cni->FillData(c);
00562       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00563       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00564       SetDParamStr(2, cni->company_name);
00565       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
00566       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00567       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00568       break;
00569     }
00570 
00571     /* Offer company for sale after 6 months */
00572     case 7: {
00573       /* Don't consider the loan */
00574       Money val = CalculateCompanyValue(c, false);
00575 
00576       c->bankrupt_value = val;
00577       c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00578       c->bankrupt_timeout = 0;
00579 
00580       /* The company assets should always have some value */
00581       assert(c->bankrupt_value > 0);
00582       break;
00583     }
00584 
00585     /* Bankrupt company after 6 months (if the company has no value) or latest
00586      * after 9 months (if it still had value after 6 months) */
00587     default:
00588     case 10: {
00589       if (!_networking && _local_company == c->index) {
00590         /* If we are in offline mode, leave the company playing. Eg. there
00591          * is no THE-END, otherwise mark the client as spectator to make sure
00592          * he/she is no long in control of this company. However... when you
00593          * join another company (cheat) the "unowned" company can bankrupt. */
00594         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00595         break;
00596       }
00597 
00598       /* Actually remove the company, but not when we're a network client.
00599        * In case of network clients we will be getting a command from the
00600        * server. It is done in this way as we are called from the
00601        * StateGameLoop which can't change the current company, and thus
00602        * updating the local company triggers an assert later on. In the
00603        * case of a network game the command will be processed at a time
00604        * that changing the current company is okay. In case of single
00605        * player we are sure (the above check) that we are not the local
00606        * company and thus we won't be moved. */
00607       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00608       break;
00609     }
00610   }
00611 }
00612 
00617 static void CompaniesGenStatistics()
00618 {
00619   Station *st;
00620 
00621   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00622   Company *c;
00623 
00624   if (!_settings_game.economy.infrastructure_maintenance) {
00625     FOR_ALL_STATIONS(st) {
00626       cur_company.Change(st->owner);
00627       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00628       SubtractMoneyFromCompany(cost);
00629     }
00630   } else {
00631     /* Improved monthly infrastructure costs. */
00632     FOR_ALL_COMPANIES(c) {
00633       cur_company.Change(c->index);
00634 
00635       CommandCost cost(EXPENSES_PROPERTY);
00636       uint32 rail_total = c->infrastructure.GetRailTotal();
00637       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00638         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
00639       }
00640       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00641       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00642         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00643       }
00644       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00645       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00646       cost.AddCost(AirportMaintenanceCost(c->index));
00647 
00648       SubtractMoneyFromCompany(cost);
00649     }
00650   }
00651   cur_company.Restore();
00652 
00653   /* Check for bankruptcy each month */
00654   FOR_ALL_COMPANIES(c) {
00655     CompanyCheckBankrupt(c);
00656   }
00657 
00658   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00659   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00660 
00661   FOR_ALL_COMPANIES(c) {
00662     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00663     c->old_economy[0] = c->cur_economy;
00664     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00665 
00666     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00667 
00668     UpdateCompanyRatingAndValue(c, true);
00669     if (c->block_preview != 0) c->block_preview--;
00670   }
00671 
00672   SetWindowDirty(WC_INCOME_GRAPH, 0);
00673   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00674   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00675   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00676   SetWindowDirty(WC_COMPANY_VALUE, 0);
00677   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00678 }
00679 
00685 bool AddInflation(bool check_year)
00686 {
00687   /* The cargo payment inflation differs from the normal inflation, so the
00688    * relative amount of money you make with a transport decreases slowly over
00689    * the 170 years. After a few hundred years we reach a level in which the
00690    * games will become unplayable as the maximum income will be less than
00691    * the minimum running cost.
00692    *
00693    * Furthermore there are a lot of inflation related overflows all over the
00694    * place. Solving them is hardly possible because inflation will always
00695    * reach the overflow threshold some day. So we'll just perform the
00696    * inflation mechanism during the first 170 years (the amount of years that
00697    * one had in the original TTD) and stop doing the inflation after that
00698    * because it only causes problems that can't be solved nicely and the
00699    * inflation doesn't add anything after that either; it even makes playing
00700    * it impossible due to the diverging cost and income rates.
00701    */
00702   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
00703 
00704   if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
00705 
00706   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00707    * scaled by 65536
00708    * 12 -> months per year
00709    * This is only a good approximation for small values
00710    */
00711   _economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
00712   _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
00713 
00714   if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
00715   if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
00716 
00717   return false;
00718 }
00719 
00723 void RecomputePrices()
00724 {
00725   /* Setup maximum loan */
00726   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00727 
00728   /* Setup price bases */
00729   for (Price i = PR_BEGIN; i < PR_END; i++) {
00730     Money price = _price_base_specs[i].start_price;
00731 
00732     /* Apply difficulty settings */
00733     uint mod = 1;
00734     switch (_price_base_specs[i].category) {
00735       case PCAT_RUNNING:
00736         mod = _settings_game.difficulty.vehicle_costs;
00737         break;
00738 
00739       case PCAT_CONSTRUCTION:
00740         mod = _settings_game.difficulty.construction_cost;
00741         break;
00742 
00743       default: break;
00744     }
00745     switch (mod) {
00746       case 0: price *= 6; break;
00747       case 1: price *= 8; break; // normalised to 1 below
00748       case 2: price *= 9; break;
00749       default: NOT_REACHED();
00750     }
00751 
00752     /* Apply inflation */
00753     price = (int64)price * _economy.inflation_prices;
00754 
00755     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00756     int shift = _price_base_multiplier[i] - 16 - 3;
00757     if (shift >= 0) {
00758       price <<= shift;
00759     } else {
00760       price >>= -shift;
00761     }
00762 
00763     /* Make sure the price does not get reduced to zero.
00764      * Zero breaks quite a few commands that use a zero
00765      * cost to see whether something got changed or not
00766      * and based on that cause an error. When the price
00767      * is zero that fails even when things are done. */
00768     if (price == 0) {
00769       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00770       /* No base price should be zero, but be sure. */
00771       assert(price != 0);
00772     }
00773     /* Store value */
00774     _price[i] = price;
00775   }
00776 
00777   /* Setup cargo payment */
00778   CargoSpec *cs;
00779   FOR_ALL_CARGOSPECS(cs) {
00780     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00781   }
00782 
00783   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00784   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00785   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00786   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00787   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00788 }
00789 
00791 static void CompaniesPayInterest()
00792 {
00793   const Company *c;
00794 
00795   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00796   FOR_ALL_COMPANIES(c) {
00797     cur_company.Change(c->index);
00798 
00799     /* Over a year the paid interest should be "loan * interest percentage",
00800      * but... as that number is likely not dividable by 12 (pay each month),
00801      * one needs to account for that in the monthly fee calculations.
00802      * To easily calculate what one should pay "this" month, you calculate
00803      * what (total) should have been paid up to this month and you subtract
00804      * whatever has been paid in the previous months. This will mean one month
00805      * it'll be a bit more and the other it'll be a bit less than the average
00806      * monthly fee, but on average it will be exact.
00807      * In order to prevent cheating or abuse (just not paying interest by not
00808      * taking a loan we make companies pay interest on negative cash as well
00809      */
00810     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00811     if (c->money < 0) {
00812       yearly_fee += -c->money *_economy.interest_rate / 100;
00813     }
00814     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00815     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00816 
00817     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00818 
00819     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00820   }
00821   cur_company.Restore();
00822 }
00823 
00824 static void HandleEconomyFluctuations()
00825 {
00826   if (_settings_game.difficulty.economy != 0) {
00827     /* When economy is Fluctuating, decrease counter */
00828     _economy.fluct--;
00829   } else if (EconomyIsInRecession()) {
00830     /* When it's Steady and we are in recession, end it now */
00831     _economy.fluct = -12;
00832   } else {
00833     /* No need to do anything else in other cases */
00834     return;
00835   }
00836 
00837   if (_economy.fluct == 0) {
00838     _economy.fluct = -(int)GB(Random(), 0, 2);
00839     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00840   } else if (_economy.fluct == -12) {
00841     _economy.fluct = GB(Random(), 0, 8) + 312;
00842     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00843   }
00844 }
00845 
00846 
00850 void ResetPriceBaseMultipliers()
00851 {
00852   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00853 }
00854 
00862 void SetPriceBaseMultiplier(Price price, int factor)
00863 {
00864   assert(price < PR_END);
00865   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00866 }
00867 
00872 void StartupIndustryDailyChanges(bool init_counter)
00873 {
00874   uint map_size = MapLogX() + MapLogY();
00875   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00876    * which stands for the days in a month.
00877    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00878    * would not be needed.
00879    * Since it is based on "fractional parts", the leftover days will not make much of a difference
00880    * on the overall total number of changes performed */
00881   _economy.industry_daily_increment = (1 << map_size) / 31;
00882 
00883   if (init_counter) {
00884     /* A new game or a savegame from an older version will require the counter to be initialized */
00885     _economy.industry_daily_change_counter = 0;
00886   }
00887 }
00888 
00889 void StartupEconomy()
00890 {
00891   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00892   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00893   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00894   _economy.fluct = GB(Random(), 0, 8) + 168;
00895 
00896   /* Set up prices */
00897   RecomputePrices();
00898 
00899   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00900 
00901 }
00902 
00906 void InitializeEconomy()
00907 {
00908   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00909   ClearCargoPickupMonitoring();
00910   ClearCargoDeliveryMonitoring();
00911 }
00912 
00921 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00922 {
00923   if (index >= PR_END) return 0;
00924 
00925   Money cost = _price[index] * cost_factor;
00926   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00927 
00928   if (shift >= 0) {
00929     cost <<= shift;
00930   } else {
00931     cost >>= -shift;
00932   }
00933 
00934   return cost;
00935 }
00936 
00937 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00938 {
00939   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00940   if (!cs->IsValid()) {
00941     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00942     return 0;
00943   }
00944 
00945   /* Use callback to calculate cargo profit, if available */
00946   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00947     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00948     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00949     if (callback != CALLBACK_FAILED) {
00950       int result = GB(callback, 0, 14);
00951 
00952       /* Simulate a 15 bit signed value */
00953       if (HasBit(callback, 14)) result -= 0x4000;
00954 
00955       /* "The result should be a signed multiplier that gets multiplied
00956        * by the amount of cargo moved and the price factor, then gets
00957        * divided by 8192." */
00958       return result * num_pieces * cs->current_payment / 8192;
00959     }
00960   }
00961 
00962   static const int MIN_TIME_FACTOR = 31;
00963   static const int MAX_TIME_FACTOR = 255;
00964 
00965   const int days1 = cs->transit_days[0];
00966   const int days2 = cs->transit_days[1];
00967   const int days_over_days1 = max(   transit_days - days1, 0);
00968   const int days_over_days2 = max(days_over_days1 - days2, 0);
00969 
00970   /*
00971    * The time factor is calculated based on the time it took
00972    * (transit_days) compared two cargo-depending values. The
00973    * range is divided into three parts:
00974    *
00975    *  - constant for fast transits
00976    *  - linear decreasing with time with a slope of -1 for medium transports
00977    *  - linear decreasing with time with a slope of -2 for slow transports
00978    *
00979    */
00980   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00981 
00982   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00983 }
00984 
00986 static SmallIndustryList _cargo_delivery_destinations;
00987 
00997 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00998 {
00999   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
01000    * This fails in three cases:
01001    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
01002    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
01003    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
01004    */
01005 
01006   uint accepted = 0;
01007 
01008   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
01009     Industry *ind = st->industries_near[i];
01010     if (ind->index == source) continue;
01011 
01012     uint cargo_index;
01013     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
01014       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
01015     }
01016     /* Check if matching cargo has been found */
01017     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
01018 
01019     /* Check if industry temporarily refuses acceptance */
01020     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
01021 
01022     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
01023     _cargo_delivery_destinations.Include(ind);
01024 
01025     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
01026     ind->incoming_cargo_waiting[cargo_index] += amount;
01027     num_pieces -= amount;
01028     accepted += amount;
01029   }
01030 
01031   return accepted;
01032 }
01033 
01047 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)
01048 {
01049   assert(num_pieces > 0);
01050 
01051   Station *st = Station::Get(dest);
01052 
01053   /* Give the goods to the industry. */
01054   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01055 
01056   /* If this cargo type is always accepted, accept all */
01057   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01058 
01059   /* Update station statistics */
01060   if (accepted > 0) {
01061     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01062     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01063     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01064   }
01065 
01066   /* Update company statistics */
01067   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01068 
01069   /* Increase town's counter for town effects */
01070   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01071   st->town->received[cs->town_effect].new_act += accepted;
01072 
01073   /* Determine profit */
01074   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01075 
01076   /* Update the cargo monitor. */
01077   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
01078 
01079   /* Modify profit if a subsidy is in effect */
01080   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01081     switch (_settings_game.difficulty.subsidy_multiplier) {
01082       case 0:  profit += profit >> 1; break;
01083       case 1:  profit *= 2; break;
01084       case 2:  profit *= 3; break;
01085       default: profit *= 4; break;
01086     }
01087   }
01088 
01089   return profit;
01090 }
01091 
01097 static void TriggerIndustryProduction(Industry *i)
01098 {
01099   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01100   uint16 callback = indspec->callback_mask;
01101 
01102   i->was_cargo_delivered = true;
01103   i->last_cargo_accepted_at = _date;
01104 
01105   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01106     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01107       IndustryProductionCallback(i, 0);
01108     } else {
01109       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01110     }
01111   } else {
01112     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01113       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01114       if (cargo_waiting == 0) continue;
01115 
01116       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01117       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01118 
01119       i->incoming_cargo_waiting[cargo_index] = 0;
01120     }
01121   }
01122 
01123   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01124   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01125 }
01126 
01131 CargoPayment::CargoPayment(Vehicle *front) :
01132   front(front),
01133   current_station(front->last_station_visited)
01134 {
01135 }
01136 
01137 CargoPayment::~CargoPayment()
01138 {
01139   if (this->CleaningPool()) return;
01140 
01141   this->front->cargo_payment = NULL;
01142 
01143   if (this->visual_profit == 0) return;
01144 
01145   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01146 
01147   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01148   this->front->profit_this_year += this->visual_profit << 8;
01149 
01150   if (this->route_profit != 0) {
01151     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01152       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01153     }
01154 
01155     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01156   } else {
01157     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01158   }
01159 
01160   cur_company.Restore();
01161 }
01162 
01168 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01169 {
01170   if (this->owner == NULL) {
01171     this->owner = Company::Get(this->front->owner);
01172   }
01173 
01174   /* Handle end of route payment */
01175   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01176   this->route_profit += profit;
01177 
01178   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01179   this->visual_profit += profit - cp->FeederShare();
01180 }
01181 
01188 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01189 {
01190   Money profit = GetTransportedGoodsIncome(
01191       count,
01192       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01193       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01194       cp->DaysInTransit(),
01195       this->ct);
01196 
01197   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01198 
01199   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01200   return profit; // account for the (virtual) profit already made for the cargo packet
01201 }
01202 
01207 void PrepareUnload(Vehicle *front_v)
01208 {
01209   /* At this moment loading cannot be finished */
01210   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01211 
01212   /* Start unloading in at the first possible moment */
01213   front_v->load_unload_ticks = 1;
01214 
01215   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01216     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01217       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01218         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01219       }
01220     }
01221   }
01222 
01223   assert(front_v->cargo_payment == NULL);
01224   /* One CargoPayment per vehicle and the vehicle limit equals the
01225    * limit in number of CargoPayments. Can't go wrong. */
01226   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01227   assert(CargoPayment::CanAllocateItem());
01228   front_v->cargo_payment = new CargoPayment(front_v);
01229 }
01230 
01236 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01237 {
01238   v = v->GetFirstEnginePart();
01239 
01240   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01241     if (v->cargo.Count() != 0) return false;
01242   }
01243 
01244   return true;
01245 }
01246 
01255 static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
01256 {
01257   assert(front->current_order.IsType(OT_LOADING));
01258 
01259   /* We have not waited enough time till the next round of loading/unloading */
01260   if (front->load_unload_ticks != 0) {
01261     if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01262       /* 'Reserve' this cargo for this vehicle, because we were first. */
01263       for (Vehicle *v = front; v != NULL; v = v->Next()) {
01264         int cap_left = v->cargo_cap;
01265         if (!HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) cap_left -= v->cargo.Count();
01266         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01267       }
01268     }
01269     return;
01270   }
01271 
01272   StationID last_visited = front->last_station_visited;
01273   Station *st = Station::Get(last_visited);
01274 
01275   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01276     /* The train reversed in the station. Take the "easy" way
01277      * out and let the train just leave as it always did. */
01278     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01279     front->load_unload_ticks = 1;
01280     return;
01281   }
01282 
01283   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
01284   CargoArray consist_capleft;
01285   if (use_autorefit) {
01286     /* Sum cargo, that can be loaded without refitting */
01287     for (Vehicle *v = front; v != NULL; v = v->Next()) {
01288       int cap_left = v->cargo_cap - v->cargo.Count();
01289       if (cap_left > 0) consist_capleft[v->cargo_type] += cap_left;
01290     }
01291   }
01292 
01293   int unloading_time = 0;
01294   bool dirty_vehicle = false;
01295   bool dirty_station = false;
01296 
01297   bool completely_emptied = true;
01298   bool anything_unloaded  = false;
01299   bool anything_loaded    = false;
01300   uint32 full_load_amount = 0;
01301   uint32 cargo_not_full   = 0;
01302   uint32 cargo_full       = 0;
01303   uint32 reservation_left = 0;
01304 
01305   front->cur_speed = 0;
01306 
01307   CargoPayment *payment = front->cargo_payment;
01308 
01309   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01310   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01311     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01312     if (v->cargo_cap == 0) continue;
01313     artic_part++;
01314 
01315     const Engine *e = v->GetEngine();
01316     uint load_amount = e->info.load_amount;
01317 
01318     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01319     bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft();
01320     if (air_mail) load_amount = CeilDiv(load_amount, 4);
01321 
01322     if (_settings_game.order.gradual_loading) {
01323       uint16 cb_load_amount = CALLBACK_FAILED;
01324       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01325         /* Use callback 36 */
01326         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01327       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01328         /* Use callback 12 */
01329         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01330       }
01331       if (cb_load_amount != CALLBACK_FAILED) {
01332         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01333         if (cb_load_amount >= 0x100) {
01334           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01335         } else if (cb_load_amount != 0) {
01336           load_amount = cb_load_amount;
01337         }
01338       }
01339     }
01340 
01341     /* Scale load amount the same as capacity */
01342     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);
01343 
01344     GoodsEntry *ge = &st->goods[v->cargo_type];
01345 
01346     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01347       uint cargo_count = v->cargo.Count();
01348       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01349       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01350       bool accepted  = false; // Is the cargo accepted by the station?
01351 
01352       payment->SetCargo(v->cargo_type);
01353 
01354       if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01355         /* The cargo has reached its final destination, the packets may now be destroyed */
01356         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01357 
01358         dirty_vehicle = true;
01359         accepted = true;
01360       }
01361 
01362       /* The !accepted || v->cargo.Count == cargo_count clause is there
01363        * to make it possible to force unload vehicles at the station where
01364        * they were loaded, but to not force unload the vehicle when the
01365        * station is still accepting the cargo in the vehicle. It doesn't
01366        * accept cargo that was loaded at the same station. */
01367       if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01368         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01369         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01370           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01371           InvalidateWindowData(WC_STATION_LIST, last_visited);
01372         }
01373 
01374         dirty_vehicle = dirty_station = true;
01375       } else if (!accepted) {
01376         /* The order changed while unloading (unset unload/transfer) or the
01377          * station does not accept our goods. */
01378         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01379 
01380         /* Say we loaded something, otherwise we'll think we didn't unload
01381          * something and we didn't load something, so we must be finished
01382          * at this station. Setting the unloaded means that we will get a
01383          * retry for loading in the next cycle. */
01384         anything_unloaded = true;
01385         continue;
01386       }
01387 
01388       /* Deliver goods to the station */
01389       st->time_since_unload = 0;
01390 
01391       unloading_time += amount_unloaded;
01392 
01393       anything_unloaded = true;
01394       if (_settings_game.order.gradual_loading && remaining) {
01395         completely_emptied = false;
01396       } else {
01397         /* We have finished unloading (cargo count == 0) */
01398         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01399       }
01400 
01401       continue;
01402     }
01403 
01404     /* Do not pick up goods when we have no-load set or loading is stopped. */
01405     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01406 
01407     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01408     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01409         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01410       Vehicle *v_start = v->GetFirstEnginePart();
01411       CargoID new_cid = front->current_order.GetRefitCargo();
01412       byte new_subtype = front->current_order.GetRefitSubtype();
01413 
01414       /* Remove old capacity from consist capacity */
01415       consist_capleft[v_start->cargo_type] -= v_start->cargo_cap;
01416       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
01417         w = w->GetNextArticulatedPart();
01418         consist_capleft[w->cargo_type] -= w->cargo_cap;
01419       }
01420 
01421       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01422 
01423       /* Check if all articulated parts are empty and collect refit mask. */
01424       uint32 refit_mask = e->info.refit_mask;
01425       Vehicle *w = v_start;
01426       while (w->HasArticulatedPart()) {
01427         w = w->GetNextArticulatedPart();
01428         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01429         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01430       }
01431 
01432       if (new_cid == CT_AUTO_REFIT) {
01433         /* Get refittable cargo type with the most waiting cargo. */
01434         int amount = 0;
01435         CargoID cid;
01436         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01437           /* Consider refitting to this cargo, if other vehicles of the consist cannot
01438            * already take the cargo without refitting */
01439           if (cargo_left[cid] > (int)consist_capleft[cid] + amount) {
01440             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01441              * the returned refit capacity will be greater than zero. */
01442             new_subtype = GetBestFittingSubType(v, v, cid);
01443             DoCommand(v_start->tile, v_start->index, cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
01444             if (_returned_refit_capacity > 0) {
01445               amount = cargo_left[cid] - consist_capleft[cid];
01446               new_cid = cid;
01447             }
01448           }
01449         }
01450       }
01451 
01452       /* Refit if given a valid cargo. */
01453       if (new_cid < NUM_CARGO) {
01454         CommandCost cost = DoCommand(v_start->tile, v_start->index, new_cid | 1U << 6 | new_subtype << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
01455         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01456         ge = &st->goods[v->cargo_type];
01457       }
01458 
01459       /* Add new capacity to consist capacity */
01460       consist_capleft[v_start->cargo_type] += v_start->cargo_cap;
01461       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
01462         w = w->GetNextArticulatedPart();
01463         consist_capleft[w->cargo_type] += w->cargo_cap;
01464       }
01465 
01466       cur_company.Restore();
01467     }
01468 
01469     /* update stats */
01470     int t;
01471     switch (front->type) {
01472       case VEH_TRAIN: /* FALL THROUGH */
01473       case VEH_SHIP:
01474         t = front->vcache.cached_max_speed;
01475         break;
01476 
01477       case VEH_ROAD:
01478         t = front->vcache.cached_max_speed / 2;
01479         break;
01480 
01481       case VEH_AIRCRAFT:
01482         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01483         break;
01484 
01485       default: NOT_REACHED();
01486     }
01487 
01488     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01489     ge->last_speed = min(t, 255);
01490     ge->last_age = min(_cur_year - front->build_year, 255);
01491     ge->time_since_pickup = 0;
01492 
01493     /* If there's goods waiting at the station, and the vehicle
01494      * has capacity for it, load it on the vehicle. */
01495     int cap_left = v->cargo_cap - v->cargo.Count();
01496     if (!ge->cargo.Empty() && cap_left > 0) {
01497       uint cap = cap_left;
01498       uint count = ge->cargo.Count();
01499 
01500       /* Skip loading this vehicle if another train/vehicle is already handling
01501        * the same cargo type at this station */
01502       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01503         SetBit(cargo_not_full, v->cargo_type);
01504         continue;
01505       }
01506 
01507       if (cap > count) cap = count;
01508       if (_settings_game.order.gradual_loading) {
01509         cap = min(cap, load_amount);
01510         cap_left = min(cap_left, load_amount);
01511       }
01512       if (_settings_game.order.improved_load) {
01513         /* Don't load stuff that is already 'reserved' for other vehicles */
01514         cap = min((uint)cargo_left[v->cargo_type], cap);
01515         count = cargo_left[v->cargo_type];
01516         if (use_autorefit) {
01517           /* When using autorefit, reserve all cargo for this wagon to prevent other wagons
01518            * from feeling the need to refit. */
01519           uint total_cap_left = v->cargo_cap - v->cargo.Count();
01520           cargo_left[v->cargo_type] -= total_cap_left;
01521           consist_capleft[v->cargo_type] -= total_cap_left;
01522           if (total_cap_left > cap && count > cap) {
01523             /* Remember if there are reservations left so that we don't stop
01524              * loading before they're loaded. */
01525             SetBit(reservation_left, v->cargo_type);
01526           }
01527         } else {
01528           /* Update cargo left; but don't reserve everything yet, so other wagons
01529            * of the same consist load in parallel. */
01530           cargo_left[v->cargo_type] -= cap;
01531         }
01532       }
01533 
01534       /* Store whether the maximum possible load amount was loaded or not.*/
01535       if (count >= (uint)cap_left) {
01536         SetBit(full_load_amount, v->cargo_type);
01537       } else {
01538         ClrBit(full_load_amount, v->cargo_type);
01539       }
01540 
01541       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01542 
01543       /* TODO: Regarding this, when we do gradual loading, we
01544        * should first unload all vehicles and then start
01545        * loading them. Since this will cause
01546        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01547        * the whole vehicle chain is really totally empty, the
01548        * completely_emptied assignment can then be safely
01549        * removed; that's how TTDPatch behaves too. --pasky */
01550       completely_emptied = false;
01551       anything_loaded = true;
01552 
01553       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01554 
01555       st->time_since_load = 0;
01556       st->last_vehicle_type = v->type;
01557 
01558       if (ge->cargo.Empty()) {
01559         TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
01560         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01561         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01562       }
01563 
01564       unloading_time += cap;
01565 
01566       dirty_vehicle = dirty_station = true;
01567     }
01568 
01569     if (v->cargo.Count() >= v->cargo_cap) {
01570       SetBit(cargo_full, v->cargo_type);
01571     } else {
01572       SetBit(cargo_not_full, v->cargo_type);
01573     }
01574   }
01575 
01576   if (anything_loaded || anything_unloaded) {
01577     if (front->type == VEH_TRAIN) {
01578       TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
01579       TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
01580     }
01581   }
01582 
01583   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01584   completely_emptied &= anything_unloaded;
01585 
01586   /* For consists without autorefit-order we adjust the reserved cargo at the station after loading,
01587    * so that all wagons start loading if the consist is the first consist.
01588    *
01589    * If we use autorefit otoh, we only want to load/refit a vehicle if the other wagons cannot already hold the cargo,
01590    * to keep the option to still refit the vehicle when new cargo of different type shows up.
01591    */
01592   if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01593     /* Update left cargo */
01594     for (Vehicle *v = front; v != NULL; v = v->Next()) {
01595       int cap_left = v->cargo_cap;
01596       if (!HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
01597         if (use_autorefit) {
01598           continue;
01599         } else {
01600           cap_left -= v->cargo.Count();
01601         }
01602       }
01603       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01604     }
01605   }
01606 
01607   if (!anything_unloaded) delete payment;
01608 
01609   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01610   if (anything_loaded || anything_unloaded) {
01611     if (_settings_game.order.gradual_loading) {
01612       /* The time it takes to load one 'slice' of cargo or passengers depends
01613        * on the vehicle type - the values here are those found in TTDPatch */
01614       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01615 
01616       unloading_time = gradual_loading_wait_time[front->type];
01617     }
01618     /* We loaded less cargo than possible for all cargo types and it's not full
01619      * load and we're not supposed to wait any longer: stop loading. */
01620     if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01621         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01622       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01623     }
01624   } else {
01625     bool finished_loading = true;
01626     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01627       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01628         /* if the aircraft carries passengers and is NOT full, then
01629          * continue loading, no matter how much mail is in */
01630         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
01631             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01632           finished_loading = false;
01633         }
01634       } else if (cargo_not_full != 0) {
01635         finished_loading = false;
01636       }
01637     }
01638     unloading_time = 20;
01639 
01640     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01641   }
01642 
01643   if (front->type == VEH_TRAIN) {
01644     /* Each platform tile is worth 2 rail vehicles. */
01645     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01646     if (overhang > 0) {
01647       unloading_time <<= 1;
01648       unloading_time += (overhang * unloading_time) / 8;
01649     }
01650   }
01651 
01652   /* Calculate the loading indicator fill percent and display
01653    * In the Game Menu do not display indicators
01654    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01655    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01656    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01657    */
01658   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01659     StringID percent_up_down = STR_NULL;
01660     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01661     if (front->fill_percent_te_id == INVALID_TE_ID) {
01662       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01663     } else {
01664       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01665     }
01666   }
01667 
01668   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01669   front->load_unload_ticks = max(1, unloading_time);
01670 
01671   if (completely_emptied) {
01672     /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
01673      * properties such as weight, power and TE whenever the trigger runs. */
01674     dirty_vehicle = true;
01675     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01676   }
01677 
01678   if (dirty_vehicle) {
01679     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01680     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01681     front->MarkDirty();
01682   }
01683   if (dirty_station) {
01684     st->MarkTilesDirty(true);
01685     SetWindowDirty(WC_STATION_VIEW, last_visited);
01686   }
01687 }
01688 
01694 void LoadUnloadStation(Station *st)
01695 {
01696   /* No vehicle is here... */
01697   if (st->loading_vehicles.empty()) return;
01698 
01699   Vehicle *last_loading = NULL;
01700   std::list<Vehicle *>::iterator iter;
01701 
01702   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01703   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01704     Vehicle *v = *iter;
01705 
01706     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01707 
01708     assert(v->load_unload_ticks != 0);
01709     if (--v->load_unload_ticks == 0) last_loading = v;
01710   }
01711 
01712   /* We only need to reserve and load/unload up to the last loading vehicle.
01713    * Anything else will be forgotten anyway after returning from this function.
01714    *
01715    * Especially this means we do _not_ need to reserve cargo for a single
01716    * consist in a station which is not allowed to load yet because its
01717    * load_unload_ticks is still not 0.
01718    */
01719   if (last_loading == NULL) return;
01720 
01721   int cargo_left[NUM_CARGO];
01722 
01723   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01724 
01725   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01726     Vehicle *v = *iter;
01727     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01728     if (v == last_loading) break;
01729   }
01730 
01731   /* Call the production machinery of industries */
01732   const Industry * const *isend = _cargo_delivery_destinations.End();
01733   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01734     TriggerIndustryProduction(*iid);
01735   }
01736   _cargo_delivery_destinations.Clear();
01737 }
01738 
01742 void CompaniesMonthlyLoop()
01743 {
01744   CompaniesGenStatistics();
01745   if (_settings_game.economy.inflation) {
01746     AddInflation();
01747     RecomputePrices();
01748   }
01749   CompaniesPayInterest();
01750   HandleEconomyFluctuations();
01751 }
01752 
01753 static void DoAcquireCompany(Company *c)
01754 {
01755   CompanyID ci = c->index;
01756 
01757   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01758   cni->FillData(c, Company::Get(_current_company));
01759 
01760   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01761   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01762   SetDParamStr(2, cni->company_name);
01763   SetDParamStr(3, cni->other_company_name);
01764   SetDParam(4, c->bankrupt_value);
01765   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
01766   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01767   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01768 
01769   ChangeOwnershipOfCompanyItems(ci, _current_company);
01770 
01771   if (c->bankrupt_value == 0) {
01772     Company *owner = Company::Get(_current_company);
01773     owner->current_loan += c->current_loan;
01774   }
01775 
01776   if (c->is_ai) AI::Stop(c->index);
01777 
01778   DeleteCompanyWindows(ci);
01779   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01780   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01781   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01782   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01783 
01784   delete c;
01785 }
01786 
01787 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01788 
01798 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01799 {
01800   CommandCost cost(EXPENSES_OTHER);
01801   CompanyID target_company = (CompanyID)p1;
01802   Company *c = Company::GetIfValid(target_company);
01803 
01804   /* Check if buying shares is allowed (protection against modified clients)
01805    * Cannot buy own shares */
01806   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01807 
01808   /* Protect new companies from hostile takeovers */
01809   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01810 
01811   /* Those lines are here for network-protection (clients can be slow) */
01812   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01813 
01814   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01815     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01816 
01817     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01818   }
01819 
01820 
01821   cost.AddCost(CalculateCompanyValue(c) >> 2);
01822   if (flags & DC_EXEC) {
01823     OwnerByte *b = c->share_owners;
01824 
01825     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01826     *b = _current_company;
01827 
01828     for (int i = 0; c->share_owners[i] == _current_company;) {
01829       if (++i == 4) {
01830         c->bankrupt_value = 0;
01831         DoAcquireCompany(c);
01832         break;
01833       }
01834     }
01835     InvalidateWindowData(WC_COMPANY, target_company);
01836     CompanyAdminUpdate(c);
01837   }
01838   return cost;
01839 }
01840 
01850 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01851 {
01852   CompanyID target_company = (CompanyID)p1;
01853   Company *c = Company::GetIfValid(target_company);
01854 
01855   /* Cannot sell own shares */
01856   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01857 
01858   /* Check if selling shares is allowed (protection against modified clients).
01859    * However, we must sell shares of companies being closed down. */
01860   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01861 
01862   /* Those lines are here for network-protection (clients can be slow) */
01863   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01864 
01865   /* adjust it a little to make it less profitable to sell and buy */
01866   Money cost = CalculateCompanyValue(c) >> 2;
01867   cost = -(cost - (cost >> 7));
01868 
01869   if (flags & DC_EXEC) {
01870     OwnerByte *b = c->share_owners;
01871     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01872     *b = COMPANY_SPECTATOR;
01873     InvalidateWindowData(WC_COMPANY, target_company);
01874     CompanyAdminUpdate(c);
01875   }
01876   return CommandCost(EXPENSES_OTHER, cost);
01877 }
01878 
01891 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01892 {
01893   CompanyID target_company = (CompanyID)p1;
01894   Company *c = Company::GetIfValid(target_company);
01895   if (c == NULL) return CMD_ERROR;
01896 
01897   /* Disable takeovers when not asked */
01898   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01899 
01900   /* Disable taking over the local company in single player */
01901   if (!_networking && _local_company == c->index) return CMD_ERROR;
01902 
01903   /* Do not allow companies to take over themselves */
01904   if (target_company == _current_company) return CMD_ERROR;
01905 
01906   /* Disable taking over when not allowed. */
01907   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01908 
01909   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01910   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01911 
01912   if (flags & DC_EXEC) {
01913     DoAcquireCompany(c);
01914   }
01915   return cost;
01916 }