# economy.cpp

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    00001 /* $Id$ */
    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 "cargo_type.h"
    00046 #include "water.h"
    00047 #include "game/game.hpp"
    00048
    00049 #include "table/strings.h"
    00050 #include "table/pricebase.h"
    00051
    00052
    00053 /* Initialize the cargo payment-pool */
    00054 CargoPaymentPool _cargo_payment_pool("CargoPayment");
    00055 INSTANTIATE_POOL_METHODS(CargoPayment)
    00056
    00057
    00068 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
    00069 {
    00070   return (int32)((int64)a * (int64)b >> shift);
    00071 }
    00072
    00073 typedef SmallVector<Industry *, 16> SmallIndustryList;
    00074
    00078 const ScoreInfo _score_info[] = {
    00079   {     120, 100}, // SCORE_VEHICLES
    00080   {      80, 100}, // SCORE_STATIONS
    00081   {   10000, 100}, // SCORE_MIN_PROFIT
    00082   {   50000,  50}, // SCORE_MIN_INCOME
    00083   {  100000, 100}, // SCORE_MAX_INCOME
    00084   {   40000, 400}, // SCORE_DELIVERED
    00085   {       8,  50}, // SCORE_CARGO
    00086   {10000000,  50}, // SCORE_MONEY
    00087   {  250000,  50}, // SCORE_LOAN
    00088   {       0,   0}  // SCORE_TOTAL
    00089 };
    00090
    00091 int _score_part[MAX_COMPANIES][SCORE_END];
    00092 Economy _economy;
    00093 Prices _price;
    00094 Money _additional_cash_required;
    00095 static PriceMultipliers _price_base_multiplier;
    00096
    00106 Money CalculateCompanyValue(const Company *c, bool including_loan)
    00107 {
    00108   Owner owner = c->index;
    00109
    00110   Station *st;
    00111   uint num = 0;
    00112
    00113   FOR_ALL_STATIONS(st) {
    00114     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00115   }
    00116
    00117   Money value = num * _price[PR_STATION_VALUE] * 25;
    00118
    00119   Vehicle *v;
    00120   FOR_ALL_VEHICLES(v) {
    00121     if (v->owner != owner) continue;
    00122
    00123     if (v->type == VEH_TRAIN ||
    00124         v->type == VEH_ROAD ||
    00125         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00126         v->type == VEH_SHIP) {
    00127       value += v->value * 3 >> 1;
    00128     }
    00129   }
    00130
    00131   /* Add real money value */
    00132   if (including_loan) value -= c->current_loan;
    00133   value += c->money;
    00134
    00135   return max(value, (Money)1);
    00136 }
    00137
    00146 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00147 {
    00148   Owner owner = c->index;
    00149   int score = 0;
    00150
    00151   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00152
    00153   /* Count vehicles */
    00154   {
    00155     Vehicle *v;
    00156     Money min_profit = 0;
    00157     bool min_profit_first = true;
    00158     uint num = 0;
    00159
    00160     FOR_ALL_VEHICLES(v) {
    00161       if (v->owner != owner) continue;
    00162       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00163         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00164         if (v->age > 730) {
    00165           /* Find the vehicle with the lowest amount of profit */
    00166           if (min_profit_first || min_profit > v->profit_last_year) {
    00167             min_profit = v->profit_last_year;
    00168             min_profit_first = false;
    00169           }
    00170         }
    00171       }
    00172     }
    00173
    00174     min_profit >>= 8; // remove the fract part
    00175
    00176     _score_part[owner][SCORE_VEHICLES] = num;
    00177     /* Don't allow negative min_profit to show */
    00178     if (min_profit > 0) {
    00179       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00180     }
    00181   }
    00182
    00183   /* Count stations */
    00184   {
    00185     uint num = 0;
    00186     const Station *st;
    00187
    00188     FOR_ALL_STATIONS(st) {
    00189       /* Only count stations that are actually serviced */
    00190       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00191     }
    00192     _score_part[owner][SCORE_STATIONS] = num;
    00193   }
    00194
    00195   /* Generate statistics depending on recent income statistics */
    00196   {
    00197     int numec = min(c->num_valid_stat_ent, 12);
    00198     if (numec != 0) {
    00199       const CompanyEconomyEntry *cee = c->old_economy;
    00200       Money min_income = cee->income + cee->expenses;
    00201       Money max_income = cee->income + cee->expenses;
    00202
    00203       do {
    00204         min_income = min(min_income, cee->income + cee->expenses);
    00205         max_income = max(max_income, cee->income + cee->expenses);
    00206       } while (++cee, --numec);
    00207
    00208       if (min_income > 0) {
    00209         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00210       }
    00211
    00212       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00213     }
    00214   }
    00215
    00216   /* Generate score depending on amount of transported cargo */
    00217   {
    00218     int numec = min(c->num_valid_stat_ent, 4);
    00219     if (numec != 0) {
    00220       const CompanyEconomyEntry *cee = c->old_economy;
    00221       OverflowSafeInt64 total_delivered = 0;
    00222       do {
    00223         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
    00224       } while (++cee, --numec);
    00225
    00226       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
    00227     }
    00228   }
    00229
    00230   /* Generate score for variety of cargo */
    00231   {
    00232     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
    00233   }
    00234
    00235   /* Generate score for company's money */
    00236   {
    00237     if (c->money > 0) {
    00238       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00239     }
    00240   }
    00241
    00242   /* Generate score for loan */
    00243   {
    00244     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00245   }
    00246
    00247   /* Now we calculate the score for each item.. */
    00248   {
    00249     int total_score = 0;
    00250     int s;
    00251     score = 0;
    00252     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00253       /* Skip the total */
    00254       if (i == SCORE_TOTAL) continue;
    00255       /*  Check the score */
    00256       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00257       score += s;
    00258       total_score += _score_info[i].score;
    00259     }
    00260
    00261     _score_part[owner][SCORE_TOTAL] = score;
    00262
    00263     /*  We always want the score scaled to SCORE_MAX (1000) */
    00264     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00265   }
    00266
    00267   if (update) {
    00268     c->old_economy[0].performance_history = score;
    00269     UpdateCompanyHQ(c->location_of_HQ, score);
    00270     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00271   }
    00272
    00273   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00274   return score;
    00275 }
    00276
    00282 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00283 {
    00284   /* We need to set _current_company to old_owner before we try to move
    00285    * the client. This is needed as it needs to know whether "you" really
    00286    * are the current local company. */
    00287   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
    00288 #ifdef ENABLE_NETWORK
    00289   /* In all cases, make spectators of clients connected to that company */
    00290   if (_networking) NetworkClientsToSpectators(old_owner);
    00291 #endif /* ENABLE_NETWORK */
    00292   if (old_owner == _local_company) {
    00293     /* Single player cheated to AI company.
    00294      * There are no specatators in single player, so we must pick some other company. */
    00295     assert(!_networking);
    00296     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00297     Company *c;
    00298     FOR_ALL_COMPANIES(c) {
    00299       if (c->index != old_owner) {
    00300         SetLocalCompany(c->index);
    00301         break;
    00302       }
    00303     }
    00304     cur_company.Restore();
    00305     assert(old_owner != _local_company);
    00306   }
    00307
    00308   Town *t;
    00309
    00310   assert(old_owner != new_owner);
    00311
    00312   {
    00313     Company *c;
    00314     uint i;
    00315
    00316     /* See if the old_owner had shares in other companies */
    00317     FOR_ALL_COMPANIES(c) {
    00318       for (i = 0; i < 4; i++) {
    00319         if (c->share_owners[i] == old_owner) {
    00320           /* Sell his shares */
    00321           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00322           /* Because we are in a DoCommand, we can't just execute another one and
    00323            *  expect the money to be removed. We need to do it ourself! */
    00324           SubtractMoneyFromCompany(res);
    00325         }
    00326       }
    00327     }
    00328
    00329     /* Sell all the shares that people have on this company */
    00330     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
    00331     c = Company::Get(old_owner);
    00332     for (i = 0; i < 4; i++) {
    00333       cur_company2.Change(c->share_owners[i]);
    00334       if (_current_company != INVALID_OWNER) {
    00335         /* Sell the shares */
    00336         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00337         /* Because we are in a DoCommand, we can't just execute another one and
    00338          *  expect the money to be removed. We need to do it ourself! */
    00339         SubtractMoneyFromCompany(res);
    00340       }
    00341     }
    00342     cur_company2.Restore();
    00343   }
    00344
    00345   /* Temporarily increase the company's money, to be sure that
    00346    * removing his/her property doesn't fail because of lack of money.
    00347    * Not too drastically though, because it could overflow */
    00348   if (new_owner == INVALID_OWNER) {
    00349     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00350   }
    00351
    00352   Subsidy *s;
    00353   FOR_ALL_SUBSIDIES(s) {
    00354     if (s->awarded == old_owner) {
    00355       if (new_owner == INVALID_OWNER) {
    00356         delete s;
    00357       } else {
    00358         s->awarded = new_owner;
    00359       }
    00360     }
    00361   }
    00362   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00363
    00364   /* Take care of rating in towns */
    00365   FOR_ALL_TOWNS(t) {
    00366     /* If a company takes over, give the ratings to that company. */
    00367     if (new_owner != INVALID_OWNER) {
    00368       if (HasBit(t->have_ratings, old_owner)) {
    00369         if (HasBit(t->have_ratings, new_owner)) {
    00370           /* use max of the two ratings. */
    00371           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00372         } else {
    00373           SetBit(t->have_ratings, new_owner);
    00374           t->ratings[new_owner] = t->ratings[old_owner];
    00375         }
    00376       }
    00377     }
    00378
    00379     /* Reset the ratings for the old owner */
    00380     t->ratings[old_owner] = RATING_INITIAL;
    00381     ClrBit(t->have_ratings, old_owner);
    00382   }
    00383
    00384   {
    00385     Vehicle *v;
    00386     FOR_ALL_VEHICLES(v) {
    00387       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00388         if (new_owner == INVALID_OWNER) {
    00389           if (v->Previous() == NULL) delete v;
    00390         } else {
    00391           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
    00392           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
    00393         }
    00394       }
    00395     }
    00396   }
    00397
    00398   /* In all cases clear replace engine rules.
    00399    * Even if it was copied, it could interfere with new owner's rules */
    00400   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00401
    00402   if (new_owner == INVALID_OWNER) {
    00403     RemoveAllGroupsForCompany(old_owner);
    00404   } else {
    00405     Group *g;
    00406     FOR_ALL_GROUPS(g) {
    00407       if (g->owner == old_owner) g->owner = new_owner;
    00408     }
    00409   }
    00410
    00411   {
    00412     FreeUnitIDGenerator unitidgen[] = {
    00413       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00414       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00415     };
    00416
    00417     Vehicle *v;
    00418     FOR_ALL_VEHICLES(v) {
    00419       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00420         assert(new_owner != INVALID_OWNER);
    00421
    00422         v->owner = new_owner;
    00423
    00424         /* Owner changes, clear cache */
    00425         v->colourmap = PAL_NONE;
    00426         v->InvalidateNewGRFCache();
    00427
    00428         if (v->IsEngineCountable()) {
    00429           GroupStatistics::CountEngine(v, 1);
    00430         }
    00431         if (v->IsPrimaryVehicle()) {
    00432           GroupStatistics::CountVehicle(v, 1);
    00433           v->unitnumber = unitidgen[v->type].NextID();
    00434         }
    00435
    00436         /* Invalidate the vehicle's cargo payment "owner cache". */
    00437         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
    00438       }
    00439     }
    00440
    00441     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
    00442   }
    00443
    00444   /*  Change ownership of tiles */
    00445   {
    00446     TileIndex tile = 0;
    00447     do {
    00448       ChangeTileOwner(tile, old_owner, new_owner);
    00449     } while (++tile != MapSize());
    00450
    00451     if (new_owner != INVALID_OWNER) {
    00452       /* Update all signals because there can be new segment that was owned by two companies
    00453        * and signals were not propagated
    00454        * Similiar with crossings - it is needed to bar crossings that weren't before
    00455        * because of different owner of crossing and approaching train */
    00456       tile = 0;
    00457
    00458       do {
    00459         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
    00460           TrackBits tracks = GetTrackBits(tile);
    00461           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
    00462             Track track = RemoveFirstTrack(&tracks);
    00463             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
    00464           } while (tracks != TRACK_BIT_NONE);
    00465         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
    00466           UpdateLevelCrossing(tile);
    00467         }
    00468       } while (++tile != MapSize());
    00469     }
    00470
    00471     /* update signals in buffer */
    00472     UpdateSignalsInBuffer();
    00473   }
    00474
    00475   /* Add airport infrastructure count of the old company to the new one. */
    00476   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
    00477
    00478   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00479   Station *st;
    00480   FOR_ALL_STATIONS(st) {
    00481     if (st->owner == old_owner) {
    00482       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00483        * also, drawing station window would cause reading invalid company's colour */
    00484       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00485     }
    00486   }
    00487
    00488   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00489   Waypoint *wp;
    00490   FOR_ALL_WAYPOINTS(wp) {
    00491     if (wp->owner == old_owner) {
    00492       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00493     }
    00494   }
    00495
    00496   Sign *si;
    00497   FOR_ALL_SIGNS(si) {
    00498     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00499   }
    00500
    00501   /* Change colour of existing windows */
    00502   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00503
    00504   cur_company.Restore();
    00505
    00506   MarkWholeScreenDirty();
    00507 }
    00508
    00513 static void CompanyCheckBankrupt(Company *c)
    00514 {
    00515   /*  If the company has money again, it does not go bankrupt */
    00516   if (c->money >= 0) {
    00517     c->quarters_of_bankruptcy = 0;
    00518     c->bankrupt_asked = 0;
    00519     return;
    00520   }
    00521
    00522   c->quarters_of_bankruptcy++;
    00523
    00524   switch (c->quarters_of_bankruptcy) {
    00525     case 0:
    00526     case 1:
    00527       break;
    00528
    00529     case 2: {
    00530       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00531       cni->FillData(c);
    00532       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00533       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00534       SetDParamStr(2, cni->company_name);
    00535       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
    00536       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
    00537       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
    00538       break;
    00539     }
    00540
    00541     case 3: {
    00542       /* Check if the company has any value.. if not, declare it bankrupt
    00543        *  right now */
    00544       Money val = CalculateCompanyValue(c, false);
    00545       if (val > 0) {
    00546         c->bankrupt_value = val;
    00547         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00548         c->bankrupt_timeout = 0;
    00549         break;
    00550       }
    00551       /* FALL THROUGH to case 4... */
    00552     }
    00553     default:
    00554     case 4:
    00555       if (!_networking && _local_company == c->index) {
    00556         /* If we are in offline mode, leave the company playing. Eg. there
    00557          * is no THE-END, otherwise mark the client as spectator to make sure
    00558          * he/she is no long in control of this company. However... when you
    00559          * join another company (cheat) the "unowned" company can bankrupt. */
    00560         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00561         break;
    00562       }
    00563
    00564       /* Actually remove the company, but not when we're a network client.
    00565        * In case of network clients we will be getting a command from the
    00566        * server. It is done in this way as we are called from the
    00567        * StateGameLoop which can't change the current company, and thus
    00568        * updating the local company triggers an assert later on. In the
    00569        * case of a network game the command will be processed at a time
    00570        * that changing the current company is okay. In case of single
    00571        * player we are sure (the above check) that we are not the local
    00572        * company and thus we won't be moved. */
    00573       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
    00574       break;
    00575   }
    00576 }
    00577
    00582 static void CompaniesGenStatistics()
    00583 {
    00584   Station *st;
    00585
    00586   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00587   Company *c;
    00588
    00589   if (!_settings_game.economy.infrastructure_maintenance) {
    00590     FOR_ALL_STATIONS(st) {
    00591       cur_company.Change(st->owner);
    00592       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00593       SubtractMoneyFromCompany(cost);
    00594     }
    00595   } else {
    00596     /* Improved monthly infrastructure costs. */
    00597     FOR_ALL_COMPANIES(c) {
    00598       cur_company.Change(c->index);
    00599
    00600       CommandCost cost(EXPENSES_PROPERTY);
    00601       uint32 rail_total = c->infrastructure.GetRailTotal();
    00602       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
    00603         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
    00604       }
    00605       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
    00606       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
    00607         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
    00608       }
    00609       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
    00610       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
    00611       cost.AddCost(AirportMaintenanceCost(c->index));
    00612
    00613       SubtractMoneyFromCompany(cost);
    00614     }
    00615   }
    00616   cur_company.Restore();
    00617
    00618   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
    00619   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
    00620
    00621   FOR_ALL_COMPANIES(c) {
    00622     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00623     c->old_economy[0] = c->cur_economy;
    00624     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00625
    00626     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
    00627
    00628     UpdateCompanyRatingAndValue(c, true);
    00629     if (c->block_preview != 0) c->block_preview--;
    00630     CompanyCheckBankrupt(c);
    00631   }
    00632
    00633   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00634   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00635   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00636   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00637   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00638   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00639 }
    00640
    00645 void AddInflation(bool check_year)
    00646 {
    00647   /* The cargo payment inflation differs from the normal inflation, so the
    00648    * relative amount of money you make with a transport decreases slowly over
    00649    * the 170 years. After a few hundred years we reach a level in which the
    00650    * games will become unplayable as the maximum income will be less than
    00651    * the minimum running cost.
    00652    *
    00653    * Furthermore there are a lot of inflation related overflows all over the
    00654    * place. Solving them is hardly possible because inflation will always
    00655    * reach the overflow threshold some day. So we'll just perform the
    00656    * inflation mechanism during the first 170 years (the amount of years that
    00657    * one had in the original TTD) and stop doing the inflation after that
    00658    * because it only causes problems that can't be solved nicely and the
    00659    * inflation doesn't add anything after that either; it even makes playing
    00660    * it impossible due to the diverging cost and income rates.
    00661    */
    00662   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
    00663
    00664   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00665    * scaled by 65536
    00666    * 12 -> months per year
    00667    * This is only a good approxiamtion for small values
    00668    */
    00669   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
    00670   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
    00671 }
    00672
    00676 void RecomputePrices()
    00677 {
    00678   /* Setup maximum loan */
    00679   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00680
    00681   /* Setup price bases */
    00682   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00683     Money price = _price_base_specs[i].start_price;
    00684
    00685     /* Apply difficulty settings */
    00686     uint mod = 1;
    00687     switch (_price_base_specs[i].category) {
    00688       case PCAT_RUNNING:
    00689         mod = _settings_game.difficulty.vehicle_costs;
    00690         break;
    00691
    00692       case PCAT_CONSTRUCTION:
    00693         mod = _settings_game.difficulty.construction_cost;
    00694         break;
    00695
    00696       default: break;
    00697     }
    00698     switch (mod) {
    00699       case 0: price *= 6; break;
    00700       case 1: price *= 8; break; // normalised to 1 below
    00701       case 2: price *= 9; break;
    00702       default: NOT_REACHED();
    00703     }
    00704
    00705     /* Apply inflation */
    00706     price = (int64)price * _economy.inflation_prices;
    00707
    00708     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
    00709     int shift = _price_base_multiplier[i] - 16 - 3;
    00710     if (shift >= 0) {
    00711       price <<= shift;
    00712     } else {
    00713       price >>= -shift;
    00714     }
    00715
    00716     /* Make sure the price does not get reduced to zero.
    00717      * Zero breaks quite a few commands that use a zero
    00718      * cost to see whether something got changed or not
    00719      * and based on that cause an error. When the price
    00720      * is zero that fails even when things are done. */
    00721     if (price == 0) {
    00722       price = Clamp(_price_base_specs[i].start_price, -1, 1);
    00723       /* No base price should be zero, but be sure. */
    00724       assert(price != 0);
    00725     }
    00726     /* Store value */
    00727     _price[i] = price;
    00728   }
    00729
    00730   /* Setup cargo payment */
    00731   CargoSpec *cs;
    00732   FOR_ALL_CARGOSPECS(cs) {
    00733     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00734   }
    00735
    00736   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00737   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00738   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00739   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
    00740   InvalidateWindowData(WC_PAYMENT_RATES, 0);
    00741 }
    00742
    00744 static void CompaniesPayInterest()
    00745 {
    00746   const Company *c;
    00747
    00748   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00749   FOR_ALL_COMPANIES(c) {
    00750     cur_company.Change(c->index);
    00751
    00752     /* Over a year the paid interest should be "loan * interest percentage",
    00753      * but... as that number is likely not dividable by 12 (pay each month),
    00754      * one needs to account for that in the monthly fee calculations.
    00755      * To easily calculate what one should pay "this" month, you calculate
    00756      * what (total) should have been paid up to this month and you subtract
    00757      * whatever has been paid in the previous months. This will mean one month
    00758      * it'll be a bit more and the other it'll be a bit less than the average
    00759      * monthly fee, but on average it will be exact. */
    00760     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00761     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00762     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00763
    00764     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00765
    00766     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00767   }
    00768   cur_company.Restore();
    00769 }
    00770
    00771 static void HandleEconomyFluctuations()
    00772 {
    00773   if (_settings_game.difficulty.economy != 0) {
    00774     /* When economy is Fluctuating, decrease counter */
    00775     _economy.fluct--;
    00776   } else if (EconomyIsInRecession()) {
    00777     /* When it's Steady and we are in recession, end it now */
    00778     _economy.fluct = -12;
    00779   } else {
    00780     /* No need to do anything else in other cases */
    00781     return;
    00782   }
    00783
    00784   if (_economy.fluct == 0) {
    00785     _economy.fluct = -(int)GB(Random(), 0, 2);
    00786     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
    00787   } else if (_economy.fluct == -12) {
    00788     _economy.fluct = GB(Random(), 0, 8) + 312;
    00789     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
    00790   }
    00791 }
    00792
    00793
    00797 void ResetPriceBaseMultipliers()
    00798 {
    00799   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00800 }
    00801
    00809 void SetPriceBaseMultiplier(Price price, int factor)
    00810 {
    00811   assert(price < PR_END);
    00812   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00813 }
    00814
    00819 void StartupIndustryDailyChanges(bool init_counter)
    00820 {
    00821   uint map_size = MapLogX() + MapLogY();
    00822   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00823    * which stands for the days in a month.
    00824    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00825    * would not be needed.
    00826    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
    00827    * on the overall total number of changes performed */
    00828   _economy.industry_daily_increment = (1 << map_size) / 31;
    00829
    00830   if (init_counter) {
    00831     /* A new game or a savegame from an older version will require the counter to be initialized */
    00832     _economy.industry_daily_change_counter = 0;
    00833   }
    00834 }
    00835
    00836 void StartupEconomy()
    00837 {
    00838   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00839   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00840   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00841   _economy.fluct = GB(Random(), 0, 8) + 168;
    00842
    00843   /* Set up prices */
    00844   RecomputePrices();
    00845
    00846   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00847
    00848 }
    00849
    00853 void InitializeEconomy()
    00854 {
    00855   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00856 }
    00857
    00866 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00867 {
    00868   if (index >= PR_END) return 0;
    00869
    00870   Money cost = _price[index] * cost_factor;
    00871   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00872
    00873   if (shift >= 0) {
    00874     cost <<= shift;
    00875   } else {
    00876     cost >>= -shift;
    00877   }
    00878
    00879   return cost;
    00880 }
    00881
    00882 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00883 {
    00884   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00885   if (!cs->IsValid()) {
    00886     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00887     return 0;
    00888   }
    00889
    00890   /* Use callback to calculate cargo profit, if available */
    00891   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00892     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00893     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00894     if (callback != CALLBACK_FAILED) {
    00895       int result = GB(callback, 0, 14);
    00896
    00897       /* Simulate a 15 bit signed value */
    00898       if (HasBit(callback, 14)) result -= 0x4000;
    00899
    00900       /* "The result should be a signed multiplier that gets multiplied
    00901        * by the amount of cargo moved and the price factor, then gets
    00902        * divided by 8192." */
    00903       return result * num_pieces * cs->current_payment / 8192;
    00904     }
    00905   }
    00906
    00907   static const int MIN_TIME_FACTOR = 31;
    00908   static const int MAX_TIME_FACTOR = 255;
    00909
    00910   const int days1 = cs->transit_days[0];
    00911   const int days2 = cs->transit_days[1];
    00912   const int days_over_days1 = max(   transit_days - days1, 0);
    00913   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00914
    00915   /*
    00916    * The time factor is calculated based on the time it took
    00917    * (transit_days) compared two cargo-depending values. The
    00918    * range is divided into three parts:
    00919    *
    00920    *  - constant for fast transits
    00921    *  - linear decreasing with time with a slope of -1 for medium transports
    00922    *  - linear decreasing with time with a slope of -2 for slow transports
    00923    *
    00924    */
    00925   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00926
    00927   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00928 }
    00929
    00931 static SmallIndustryList _cargo_delivery_destinations;
    00932
    00942 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00943 {
    00944   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    00945    * This fails in three cases:
    00946    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    00947    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    00948    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    00949    */
    00950
    00951   uint accepted = 0;
    00952
    00953   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    00954     Industry *ind = st->industries_near[i];
    00955     if (ind->index == source) continue;
    00956
    00957     uint cargo_index;
    00958     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00959       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    00960     }
    00961     /* Check if matching cargo has been found */
    00962     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    00963
    00964     /* Check if industry temporarily refuses acceptance */
    00965     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
    00966
    00967     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    00968     _cargo_delivery_destinations.Include(ind);
    00969
    00970     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    00971     ind->incoming_cargo_waiting[cargo_index] += amount;
    00972     num_pieces -= amount;
    00973     accepted += amount;
    00974   }
    00975
    00976   return accepted;
    00977 }
    00978
    00992 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)
    00993 {
    00994   assert(num_pieces > 0);
    00995
    00996   Station *st = Station::Get(dest);
    00997
    00998   /* Give the goods to the industry. */
    00999   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    01000
    01001   /* If this cargo type is always accepted, accept all */
    01002   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    01003
    01004   /* Update station statistics */
    01005   if (accepted > 0) {
    01006     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
    01007     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
    01008     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
    01009   }
    01010
    01011   /* Update company statistics */
    01012   company->cur_economy.delivered_cargo[cargo_type] += accepted;
    01013
    01014   /* Increase town's counter for town effects */
    01015   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    01016   st->town->received[cs->town_effect].new_act += accepted;
    01017
    01018   /* Determine profit */
    01019   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    01020
    01021   /* Modify profit if a subsidy is in effect */
    01022   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    01023     switch (_settings_game.difficulty.subsidy_multiplier) {
    01024       case 0:  profit += profit >> 1; break;
    01025       case 1:  profit *= 2; break;
    01026       case 2:  profit *= 3; break;
    01027       default: profit *= 4; break;
    01028     }
    01029   }
    01030
    01031   return profit;
    01032 }
    01033
    01039 static void TriggerIndustryProduction(Industry *i)
    01040 {
    01041   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    01042   uint16 callback = indspec->callback_mask;
    01043
    01044   i->was_cargo_delivered = true;
    01045   i->last_cargo_accepted_at = _date;
    01046
    01047   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    01048     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    01049       IndustryProductionCallback(i, 0);
    01050     } else {
    01051       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01052     }
    01053   } else {
    01054     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    01055       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    01056       if (cargo_waiting == 0) continue;
    01057
    01058       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    01059       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01060
    01061       i->incoming_cargo_waiting[cargo_index] = 0;
    01062     }
    01063   }
    01064
    01065   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01066   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01067 }
    01068
    01073 CargoPayment::CargoPayment(Vehicle *front) :
    01074   front(front),
    01075   current_station(front->last_station_visited)
    01076 {
    01077 }
    01078
    01079 CargoPayment::~CargoPayment()
    01080 {
    01081   if (this->CleaningPool()) return;
    01082
    01083   this->front->cargo_payment = NULL;
    01084
    01085   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
    01086
    01087   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
    01088
    01089   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01090   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
    01091
    01092   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01093     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01094   }
    01095
    01096   if (this->visual_transfer != 0) {
    01097     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01098         this->front->z_pos, this->visual_transfer, -this->visual_profit);
    01099   } else if (this->visual_profit != 0) {
    01100     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01101         this->front->z_pos, -this->visual_profit);
    01102   }
    01103
    01104   cur_company.Restore();
    01105 }
    01106
    01112 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01113 {
    01114   if (this->owner == NULL) {
    01115     this->owner = Company::Get(this->front->owner);
    01116   }
    01117
    01118   /* Handle end of route payment */
    01119   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01120   this->route_profit += profit;
    01121
    01122   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01123   this->visual_profit += profit - cp->FeederShare();
    01124 }
    01125
    01132 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01133 {
    01134   Money profit = GetTransportedGoodsIncome(
    01135       count,
    01136       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01137       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01138       cp->DaysInTransit(),
    01139       this->ct);
    01140
    01141   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01142
    01143   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
    01144   return profit; // account for the (virtual) profit already made for the cargo packet
    01145 }
    01146
    01152 void PrepareUnload(Vehicle *front_v)
    01153 {
    01154   Station *curr_station = Station::Get(front_v->last_station_visited);
    01155   curr_station->loading_vehicles.push_back(front_v);
    01156
    01157   /* At this moment loading cannot be finished */
    01158   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01159
    01160   /* Start unloading at the first possible moment */
    01161   front_v->load_unload_ticks = 1;
    01162
    01163   if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01164     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01165       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01166         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01167       }
    01168     }
    01169   }
    01170
    01171   assert(front_v->cargo_payment == NULL);
    01172   /* One CargoPayment per vehicle and the vehicle limit equals the
    01173    * limit in number of CargoPayments. Can't go wrong. */
    01174   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
    01175   assert(CargoPayment::CanAllocateItem());
    01176   front_v->cargo_payment = new CargoPayment(front_v);
    01177 }
    01178
    01186 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
    01187 {
    01188   uint32 ret = 0;
    01189   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01190     /* Update reserved cargo */
    01191     for (Vehicle *v = u; v != NULL; v = v->Next()) {
    01192       /* Only reserve if the vehicle is not unloading anymore.
    01193        *
    01194        * The packets that are kept in the vehicle because they have the
    01195        * same destination as the vehicle are stored in the reservation
    01196        * list while unloading for performance reasons. The reservation
    01197        * list is swapped with the onboard list after unloading. This
    01198        * doesn't increase the load/unload time. So if we start reserving
    01199        * cargo before unloading has stopped we'll load that cargo for free
    01200        * later. Like this there is a slightly increased probability that
    01201        * another vehicle which has arrived later loads cargo that should
    01202        * be loaded by this vehicle but as the algorithm isn't perfect in
    01203        * that regard anyway we can tolerate it.
    01204        *
    01205        * The algorithm isn't perfect as it only counts free capacity for
    01206        * reservation. If another vehicle arrives later but unloads faster
    01207        * than this one, this vehicle won't reserve all the cargo it may
    01208        * be able to take after fully unloading. So the other vehicle may
    01209        * load it even if it has arrived later.
    01210        */
    01211       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
    01212
    01213       int cap = v->cargo_cap - v->cargo.Count();
    01214       if (cap > 0) {
    01215         int reserved = st->goods[v->cargo_type].cargo.MoveTo(&v->cargo, cap, next_station, true);
    01216         if (reserved > 0) {
    01217           cap -= reserved;
    01218           SetBit(ret, v->cargo_type);
    01219         }
    01220       }
    01221     }
    01222   }
    01223   return ret;
    01224 }
    01225
    01231 static bool IsArticulatedVehicleEmpty(Vehicle *v)
    01232 {
    01233   v = v->GetFirstEnginePart();
    01234
    01235   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
    01236     if (v->cargo.Count() != 0) return false;
    01237   }
    01238
    01239   return true;
    01240 }
    01241
    01248 static uint32 LoadUnloadVehicle(Vehicle *front, uint32 cargos_reserved)
    01249 {
    01250   assert(front->current_order.IsType(OT_LOADING));
    01251
    01252   StationID last_visited = front->last_station_visited;
    01253   Station *st = Station::Get(last_visited);
    01254
    01255   StationID next_station = front->GetNextStoppingStation();
    01256
    01257   /* We have not waited enough time till the next round of loading/unloading */
    01258   if (front->load_unload_ticks != 0) {
    01259     return cargos_reserved | ReserveConsist(st, front, next_station);
    01260   }
    01261
    01262   OrderUnloadFlags unload_flags = front->current_order.GetUnloadType();
    01263
    01264   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
    01265     /* The train reversed in the station. Take the "easy" way
    01266      * out and let the train just leave as it always did. */
    01267     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
    01268     front->load_unload_ticks = 1;
    01269     return cargos_reserved;
    01270   }
    01271
    01272   int unloading_time = 0;
    01273   bool dirty_vehicle = false;
    01274   bool dirty_station = false;
    01275
    01276   bool completely_emptied = true;
    01277   bool anything_unloaded = false;
    01278   bool anything_loaded   = false;
    01279   uint32 full_load_amount = 0;
    01280   uint32 cargo_not_full  = 0;
    01281   uint32 cargo_full      = 0;
    01282
    01283   front->cur_speed = 0;
    01284
    01285   CargoPayment *payment = front->cargo_payment;
    01286
    01287   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
    01288   for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01289     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
    01290     if (v->cargo_cap == 0) continue;
    01291     artic_part++;
    01292
    01293     const Engine *e = v->GetEngine();
    01294     byte load_amount = e->info.load_amount;
    01295
    01296     /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01297     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
    01298
    01299     if (_settings_game.order.gradual_loading) {
    01300       uint16 cb_load_amount = CALLBACK_FAILED;
    01301       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
    01302         /* Use callback 36 */
    01303         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
    01304       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01305         /* Use callback 12 */
    01306         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01307       }
    01308       if (cb_load_amount != CALLBACK_FAILED) {
    01309         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
    01310         if (cb_load_amount >= 0x100) {
    01311           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
    01312         } else if (cb_load_amount != 0) {
    01313           load_amount = cb_load_amount;
    01314         }
    01315       }
    01316     }
    01317
    01318     GoodsEntry *ge = &st->goods[v->cargo_type];
    01319
    01320     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
    01321       uint cargo_count = v->cargo.OnboardCount();
    01322       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01323
    01324       uint prev_count = ge->cargo.Count();
    01325       payment->SetCargo(v->cargo_type);
    01326       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
    01327           next_station, front->last_loading_station == last_visited, payment);
    01328
    01329       st->time_since_unload = 0;
    01330       unloading_time += delivered;
    01331
    01332       if (ge->cargo.Count() > prev_count) {
    01333         /* something has been transferred. The station windows need updating. */
    01334         dirty_station = true;
    01335         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
    01336           InvalidateWindowData(WC_STATION_LIST, last_visited);
    01337           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
    01338         }
    01339       }
    01340
    01341       anything_unloaded = true;
    01342       dirty_vehicle = true;
    01343
    01344       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
    01345        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
    01346        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
    01347        * swapped back when done unloading.
    01348        */
    01349       if (v->cargo.OnboardCount() == 0) {
    01350         /* done delivering */
    01351         if (!v->cargo.Empty()) completely_emptied = false;
    01352         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01353         v->cargo.SwapReserved();
    01354       }
    01355
    01356       continue;
    01357     }
    01358
    01359     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01360     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
    01361
    01362     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
    01363     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
    01364         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
    01365       Vehicle *v_start = v->GetFirstEnginePart();
    01366       CargoID new_cid = front->current_order.GetRefitCargo();
    01367       byte new_subtype = front->current_order.GetRefitSubtype();
    01368
    01369       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
    01370
    01371       /* Check if all articulated parts are empty and collect refit mask. */
    01372       uint32 refit_mask = e->info.refit_mask;
    01373       Vehicle *w = v_start;
    01374       while (w->HasArticulatedPart()) {
    01375         w = w->GetNextArticulatedPart();
    01376         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
    01377         refit_mask |= EngInfo(w->engine_type)->refit_mask;
    01378       }
    01379
    01380       if (new_cid == CT_AUTO_REFIT) {
    01381         /* Get refittable cargo type with the most waiting cargo. */
    01382         uint amount = 0;
    01383         CargoID cid;
    01384         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
    01385           if (st->goods[cid].cargo.Count() > amount) {
    01386             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
    01387              * the returned refit capacity will be greater than zero. */
    01388             new_subtype = GetBestFittingSubType(v, v, cid);
    01389             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.
    01390             if (_returned_refit_capacity > 0) {
    01391               amount = st->goods[cid].cargo.Count();
    01392               new_cid = cid;
    01393             }
    01394           }
    01395         }
    01396       }
    01397
    01398       /* Refit if given a valid cargo. */
    01399       if (new_cid < NUM_CARGO) {
    01400         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.
    01401         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
    01402         ge = &st->goods[v->cargo_type];
    01403       }
    01404
    01405       cur_company.Restore();
    01406     }
    01407
    01408     /* update stats */
    01409     int t;
    01410     switch (front->type) {
    01411       case VEH_TRAIN: /* FALL THROUGH */
    01412       case VEH_SHIP:
    01413         t = front->vcache.cached_max_speed;
    01414         break;
    01415
    01416       case VEH_ROAD:
    01417         t = front->vcache.cached_max_speed / 2;
    01418         break;
    01419
    01420       case VEH_AIRCRAFT:
    01421         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
    01422         break;
    01423
    01424       default: NOT_REACHED();
    01425     }
    01426
    01427     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01428     ge->last_speed = min(t, 255);
    01429     ge->last_age = _cur_year - front->build_year;
    01430     ge->days_since_pickup = 0;
    01431
    01432     /* If there's goods waiting at the station, and the vehicle
    01433      * has capacity for it, load it on the vehicle. */
    01434     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
    01435     if (cap_left > 0) {
    01436       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
    01437       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01438
    01439       int loaded = 0;
    01440       if (_settings_game.order.improved_load) {
    01441         loaded += v->cargo.LoadReserved(cap_left);
    01442       }
    01443
    01444       loaded += ge->cargo.MoveTo(&v->cargo, cap_left - loaded, next_station);
    01445
    01446       /* Store whether the maximum possible load amount was loaded or not.*/
    01447       if (loaded == cap_left) {
    01448         SetBit(full_load_amount, v->cargo_type);
    01449       } else {
    01450         ClrBit(full_load_amount, v->cargo_type);
    01451       }
    01452
    01453       /* TODO: Regarding this, when we do gradual loading, we
    01454        * should first unload all vehicles and then start
    01455        * loading them. Since this will cause
    01456        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01457        * the whole vehicle chain is really totally empty, the
    01458        * completely_emptied assignment can then be safely
    01459        * removed; that's how TTDPatch behaves too. --pasky */
    01460       if (loaded > 0) {
    01461         completely_emptied = false;
    01462         anything_loaded = true;
    01463
    01464         st->time_since_load = 0;
    01465         st->last_vehicle_type = v->type;
    01466
    01467         if (ge->cargo.Empty()) {
    01468           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01469           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01470         }
    01471
    01472         unloading_time += loaded;
    01473
    01474         dirty_vehicle = dirty_station = true;
    01475       } else if (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
    01476         /* Skip loading this vehicle if another train/vehicle is already handling
    01477          * the same cargo type at this station */
    01478         SetBit(cargo_not_full, v->cargo_type);
    01479         continue;
    01480       }
    01481     }
    01482
    01483     if (v->cargo.OnboardCount() >= v->cargo_cap) {
    01484       SetBit(cargo_full, v->cargo_type);
    01485     } else {
    01486       SetBit(cargo_not_full, v->cargo_type);
    01487     }
    01488   }
    01489
    01490   if (anything_loaded || anything_unloaded) {
    01491     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
    01492   }
    01493
    01494   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01495   completely_emptied &= anything_unloaded;
    01496
    01497   if (!anything_unloaded) delete payment;
    01498
    01499   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
    01500   if (anything_loaded || anything_unloaded) {
    01501     if (_settings_game.order.gradual_loading) {
    01502       /* The time it takes to load one 'slice' of cargo or passengers depends
    01503        * on the vehicle type - the values here are those found in TTDPatch */
    01504       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01505
    01506       unloading_time = gradual_loading_wait_time[front->type];
    01507     }
    01508     /* We loaded less cargo than possible for all cargo types and it's not full
    01509      * load and we're not supposed to wait any longer: stop loading. */
    01510     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01511         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
    01512       SetBit(front->vehicle_flags, VF_STOP_LOADING);
    01513     }
    01514   } else {
    01515     bool finished_loading = true;
    01516     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01517       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01518         /* if the aircraft carries passengers and is NOT full, then
    01519          * continue loading, no matter how much mail is in */
    01520         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
    01521             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01522           finished_loading = false;
    01523         }
    01524       } else if (cargo_not_full != 0) {
    01525         finished_loading = false;
    01526       }
    01527
    01528       /* Refresh next hop stats if we're full loading to avoid deadlocks. */
    01529       if (!finished_loading) front->RefreshNextHopsStats();
    01530     }
    01531     unloading_time = 20;
    01532
    01533     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01534   }
    01535
    01536   if (front->type == VEH_TRAIN) {
    01537     /* Each platform tile is worth 2 rail vehicles. */
    01538     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
    01539     if (overhang > 0) {
    01540       unloading_time <<= 1;
    01541       unloading_time += (overhang * unloading_time) / 8;
    01542     }
    01543   }
    01544
    01545   /* Calculate the loading indicator fill percent and display
    01546    * In the Game Menu do not display indicators
    01547    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01548    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01549    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01550    */
    01551   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01552     StringID percent_up_down = STR_NULL;
    01553     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
    01554     if (front->fill_percent_te_id == INVALID_TE_ID) {
    01555       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
    01556     } else {
    01557       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
    01558     }
    01559   }
    01560
    01561   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01562   front->load_unload_ticks = max(1, unloading_time);
    01563
    01564   if (completely_emptied) {
    01565     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
    01566   }
    01567
    01568   if (dirty_vehicle) {
    01569     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
    01570     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01571     front->MarkDirty();
    01572   }
    01573   if (dirty_station) {
    01574     st->MarkTilesDirty(true);
    01575     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01576   }
    01577   return cargos_reserved;
    01578 }
    01579
    01585 void LoadUnloadStation(Station *st)
    01586 {
    01587   /* No vehicle is here... */
    01588   if (st->loading_vehicles.empty()) return;
    01589
    01590   Vehicle *last_loading = NULL;
    01591   std::list<Vehicle *>::iterator iter;
    01592
    01593   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01594   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01595     Vehicle *v = *iter;
    01596
    01597     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01598
    01599     assert(v->load_unload_ticks != 0);
    01600     if (--v->load_unload_ticks == 0) last_loading = v;
    01601   }
    01602
    01603   /* We only need to reserve and load/unload up to the last loading vehicle.
    01604    * Anything else will be forgotten anyway after returning from this function.
    01605    *
    01606    * Especially this means we do _not_ need to reserve cargo for a single
    01607    * consist in a station which is not allowed to load yet because its
    01608    * load_unload_ticks is still not 0.
    01609    */
    01610   if (last_loading == NULL) return;
    01611
    01612   uint cargos_reserved = 0;
    01613
    01614   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01615     Vehicle *v = *iter;
    01616     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
    01617     if (v == last_loading) break;
    01618   }
    01619
    01620   /* Call the production machinery of industries */
    01621   const Industry * const *isend = _cargo_delivery_destinations.End();
    01622   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01623     TriggerIndustryProduction(*iid);
    01624   }
    01625   _cargo_delivery_destinations.Clear();
    01626 }
    01627
    01631 void CompaniesMonthlyLoop()
    01632 {
    01633   CompaniesGenStatistics();
    01634   if (_settings_game.economy.inflation) {
    01635     AddInflation();
    01636     RecomputePrices();
    01637   }
    01638   CompaniesPayInterest();
    01639   HandleEconomyFluctuations();
    01640 }
    01641
    01642 static void DoAcquireCompany(Company *c)
    01643 {
    01644   CompanyID ci = c->index;
    01645
    01646   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01647   cni->FillData(c, Company::Get(_current_company));
    01648
    01649   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01650   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01651   SetDParamStr(2, cni->company_name);
    01652   SetDParamStr(3, cni->other_company_name);
    01653   SetDParam(4, c->bankrupt_value);
    01654   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
    01655   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01656   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01657
    01658   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01659
    01660   if (c->bankrupt_value == 0) {
    01661     Company *owner = Company::Get(_current_company);
    01662     owner->current_loan += c->current_loan;
    01663   }
    01664
    01665   if (c->is_ai) AI::Stop(c->index);
    01666
    01667   DeleteCompanyWindows(ci);
    01668   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01669   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01670   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01671   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01672
    01673   delete c;
    01674 }
    01675
    01676 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01677
    01687 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01688 {
    01689   CommandCost cost(EXPENSES_OTHER);
    01690   CompanyID target_company = (CompanyID)p1;
    01691   Company *c = Company::GetIfValid(target_company);
    01692
    01693   /* Check if buying shares is allowed (protection against modified clients)
    01694    * Cannot buy own shares */
    01695   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01696
    01697   /* Protect new companies from hostile takeovers */
    01698   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01699
    01700   /* Those lines are here for network-protection (clients can be slow) */
    01701   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01702
    01703   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01704     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01705
    01706     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01707   }
    01708
    01709
    01710   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01711   if (flags & DC_EXEC) {
    01712     OwnerByte *b = c->share_owners;
    01713
    01714     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01715     *b = _current_company;
    01716
    01717     for (int i = 0; c->share_owners[i] == _current_company;) {
    01718       if (++i == 4) {
    01719         c->bankrupt_value = 0;
    01720         DoAcquireCompany(c);
    01721         break;
    01722       }
    01723     }
    01724     SetWindowDirty(WC_COMPANY, target_company);
    01725     CompanyAdminUpdate(c);
    01726   }
    01727   return cost;
    01728 }
    01729
    01739 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01740 {
    01741   CompanyID target_company = (CompanyID)p1;
    01742   Company *c = Company::GetIfValid(target_company);
    01743
    01744   /* Cannot sell own shares */
    01745   if (c == NULL || _current_company == target_company) return CMD_ERROR;
    01746
    01747   /* Check if selling shares is allowed (protection against modified clients).
    01748    * However, we must sell shares of companies being closed down. */
    01749   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
    01750
    01751   /* Those lines are here for network-protection (clients can be slow) */
    01752   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01753
    01754   /* adjust it a little to make it less profitable to sell and buy */
    01755   Money cost = CalculateCompanyValue(c) >> 2;
    01756   cost = -(cost - (cost >> 7));
    01757
    01758   if (flags & DC_EXEC) {
    01759     OwnerByte *b = c->share_owners;
    01760     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01761     *b = COMPANY_SPECTATOR;
    01762     SetWindowDirty(WC_COMPANY, target_company);
    01763     CompanyAdminUpdate(c);
    01764   }
    01765   return CommandCost(EXPENSES_OTHER, cost);
    01766 }
    01767
    01780 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01781 {
    01782   CompanyID target_company = (CompanyID)p1;
    01783   Company *c = Company::GetIfValid(target_company);
    01784   if (c == NULL) return CMD_ERROR;
    01785
    01786   /* Disable takeovers when not asked */
    01787   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01788
    01789   /* Disable taking over the local company in single player */
    01790   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01791
    01792   /* Do not allow companies to take over themselves */
    01793   if (target_company == _current_company) return CMD_ERROR;
    01794
    01795   /* Disable taking over when not allowed. */
    01796   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    01797
    01798   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01799   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01800
    01801   if (flags & DC_EXEC) {
    01802     DoAcquireCompany(c);
    01803   }
    01804   return cost;
    01805 }