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 #include "cargomonitor.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 specatators 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        * Similiar 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   /* Change colour of existing windows */
00513   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00514 
00515   cur_company.Restore();
00516 
00517   MarkWholeScreenDirty();
00518 }
00519 
00524 static void CompanyCheckBankrupt(Company *c)
00525 {
00526   /*  If the company has money again, it does not go bankrupt */
00527   if (c->money >= 0) {
00528     c->quarters_of_bankruptcy = 0;
00529     c->bankrupt_asked = 0;
00530     return;
00531   }
00532 
00533   c->quarters_of_bankruptcy++;
00534 
00535   switch (c->quarters_of_bankruptcy) {
00536     case 0:
00537     case 1:
00538       break;
00539 
00540     case 2: {
00541       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00542       cni->FillData(c);
00543       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00544       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00545       SetDParamStr(2, cni->company_name);
00546       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
00547       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00548       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00549       break;
00550     }
00551 
00552     case 3: {
00553       /* Check if the company has any value.. if not, declare it bankrupt
00554        *  right now */
00555       Money val = CalculateCompanyValue(c, false);
00556       if (val > 0) {
00557         c->bankrupt_value = val;
00558         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00559         c->bankrupt_timeout = 0;
00560         break;
00561       }
00562       /* FALL THROUGH to case 4... */
00563     }
00564     default:
00565     case 4:
00566       if (!_networking && _local_company == c->index) {
00567         /* If we are in offline mode, leave the company playing. Eg. there
00568          * is no THE-END, otherwise mark the client as spectator to make sure
00569          * he/she is no long in control of this company. However... when you
00570          * join another company (cheat) the "unowned" company can bankrupt. */
00571         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00572         break;
00573       }
00574 
00575       /* Actually remove the company, but not when we're a network client.
00576        * In case of network clients we will be getting a command from the
00577        * server. It is done in this way as we are called from the
00578        * StateGameLoop which can't change the current company, and thus
00579        * updating the local company triggers an assert later on. In the
00580        * case of a network game the command will be processed at a time
00581        * that changing the current company is okay. In case of single
00582        * player we are sure (the above check) that we are not the local
00583        * company and thus we won't be moved. */
00584       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00585       break;
00586   }
00587 }
00588 
00593 static void CompaniesGenStatistics()
00594 {
00595   Station *st;
00596 
00597   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00598   Company *c;
00599 
00600   if (!_settings_game.economy.infrastructure_maintenance) {
00601     FOR_ALL_STATIONS(st) {
00602       cur_company.Change(st->owner);
00603       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00604       SubtractMoneyFromCompany(cost);
00605     }
00606   } else {
00607     /* Improved monthly infrastructure costs. */
00608     FOR_ALL_COMPANIES(c) {
00609       cur_company.Change(c->index);
00610 
00611       CommandCost cost(EXPENSES_PROPERTY);
00612       uint32 rail_total = c->infrastructure.GetRailTotal();
00613       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00614         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
00615       }
00616       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00617       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00618         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00619       }
00620       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00621       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00622       cost.AddCost(AirportMaintenanceCost(c->index));
00623 
00624       SubtractMoneyFromCompany(cost);
00625     }
00626   }
00627   cur_company.Restore();
00628 
00629   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00630   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00631 
00632   FOR_ALL_COMPANIES(c) {
00633     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00634     c->old_economy[0] = c->cur_economy;
00635     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00636 
00637     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00638 
00639     UpdateCompanyRatingAndValue(c, true);
00640     if (c->block_preview != 0) c->block_preview--;
00641     CompanyCheckBankrupt(c);
00642   }
00643 
00644   SetWindowDirty(WC_INCOME_GRAPH, 0);
00645   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00646   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00647   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00648   SetWindowDirty(WC_COMPANY_VALUE, 0);
00649   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00650 }
00651 
00657 bool AddInflation(bool check_year)
00658 {
00659   /* The cargo payment inflation differs from the normal inflation, so the
00660    * relative amount of money you make with a transport decreases slowly over
00661    * the 170 years. After a few hundred years we reach a level in which the
00662    * games will become unplayable as the maximum income will be less than
00663    * the minimum running cost.
00664    *
00665    * Furthermore there are a lot of inflation related overflows all over the
00666    * place. Solving them is hardly possible because inflation will always
00667    * reach the overflow threshold some day. So we'll just perform the
00668    * inflation mechanism during the first 170 years (the amount of years that
00669    * one had in the original TTD) and stop doing the inflation after that
00670    * because it only causes problems that can't be solved nicely and the
00671    * inflation doesn't add anything after that either; it even makes playing
00672    * it impossible due to the diverging cost and income rates.
00673    */
00674   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
00675 
00676   if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
00677 
00678   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00679    * scaled by 65536
00680    * 12 -> months per year
00681    * This is only a good approxiamtion for small values
00682    */
00683   _economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
00684   _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
00685 
00686   if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
00687   if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
00688 
00689   return false;
00690 }
00691 
00695 void RecomputePrices()
00696 {
00697   /* Setup maximum loan */
00698   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00699 
00700   /* Setup price bases */
00701   for (Price i = PR_BEGIN; i < PR_END; i++) {
00702     Money price = _price_base_specs[i].start_price;
00703 
00704     /* Apply difficulty settings */
00705     uint mod = 1;
00706     switch (_price_base_specs[i].category) {
00707       case PCAT_RUNNING:
00708         mod = _settings_game.difficulty.vehicle_costs;
00709         break;
00710 
00711       case PCAT_CONSTRUCTION:
00712         mod = _settings_game.difficulty.construction_cost;
00713         break;
00714 
00715       default: break;
00716     }
00717     switch (mod) {
00718       case 0: price *= 6; break;
00719       case 1: price *= 8; break; // normalised to 1 below
00720       case 2: price *= 9; break;
00721       default: NOT_REACHED();
00722     }
00723 
00724     /* Apply inflation */
00725     price = (int64)price * _economy.inflation_prices;
00726 
00727     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00728     int shift = _price_base_multiplier[i] - 16 - 3;
00729     if (shift >= 0) {
00730       price <<= shift;
00731     } else {
00732       price >>= -shift;
00733     }
00734 
00735     /* Make sure the price does not get reduced to zero.
00736      * Zero breaks quite a few commands that use a zero
00737      * cost to see whether something got changed or not
00738      * and based on that cause an error. When the price
00739      * is zero that fails even when things are done. */
00740     if (price == 0) {
00741       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00742       /* No base price should be zero, but be sure. */
00743       assert(price != 0);
00744     }
00745     /* Store value */
00746     _price[i] = price;
00747   }
00748 
00749   /* Setup cargo payment */
00750   CargoSpec *cs;
00751   FOR_ALL_CARGOSPECS(cs) {
00752     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00753   }
00754 
00755   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00756   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00757   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00758   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00759   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00760 }
00761 
00763 static void CompaniesPayInterest()
00764 {
00765   const Company *c;
00766 
00767   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00768   FOR_ALL_COMPANIES(c) {
00769     cur_company.Change(c->index);
00770 
00771     /* Over a year the paid interest should be "loan * interest percentage",
00772      * but... as that number is likely not dividable by 12 (pay each month),
00773      * one needs to account for that in the monthly fee calculations.
00774      * To easily calculate what one should pay "this" month, you calculate
00775      * what (total) should have been paid up to this month and you subtract
00776      * whatever has been paid in the previous months. This will mean one month
00777      * it'll be a bit more and the other it'll be a bit less than the average
00778      * monthly fee, but on average it will be exact. */
00779     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00780     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00781     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00782 
00783     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00784 
00785     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00786   }
00787   cur_company.Restore();
00788 }
00789 
00790 static void HandleEconomyFluctuations()
00791 {
00792   if (_settings_game.difficulty.economy != 0) {
00793     /* When economy is Fluctuating, decrease counter */
00794     _economy.fluct--;
00795   } else if (EconomyIsInRecession()) {
00796     /* When it's Steady and we are in recession, end it now */
00797     _economy.fluct = -12;
00798   } else {
00799     /* No need to do anything else in other cases */
00800     return;
00801   }
00802 
00803   if (_economy.fluct == 0) {
00804     _economy.fluct = -(int)GB(Random(), 0, 2);
00805     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00806   } else if (_economy.fluct == -12) {
00807     _economy.fluct = GB(Random(), 0, 8) + 312;
00808     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00809   }
00810 }
00811 
00812 
00816 void ResetPriceBaseMultipliers()
00817 {
00818   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00819 }
00820 
00828 void SetPriceBaseMultiplier(Price price, int factor)
00829 {
00830   assert(price < PR_END);
00831   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00832 }
00833 
00838 void StartupIndustryDailyChanges(bool init_counter)
00839 {
00840   uint map_size = MapLogX() + MapLogY();
00841   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00842    * which stands for the days in a month.
00843    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00844    * would not be needed.
00845    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00846    * on the overall total number of changes performed */
00847   _economy.industry_daily_increment = (1 << map_size) / 31;
00848 
00849   if (init_counter) {
00850     /* A new game or a savegame from an older version will require the counter to be initialized */
00851     _economy.industry_daily_change_counter = 0;
00852   }
00853 }
00854 
00855 void StartupEconomy()
00856 {
00857   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00858   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00859   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00860   _economy.fluct = GB(Random(), 0, 8) + 168;
00861 
00862   /* Set up prices */
00863   RecomputePrices();
00864 
00865   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00866 
00867 }
00868 
00872 void InitializeEconomy()
00873 {
00874   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00875   ClearCargoPickupMonitoring();
00876   ClearCargoDeliveryMonitoring();
00877 }
00878 
00887 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00888 {
00889   if (index >= PR_END) return 0;
00890 
00891   Money cost = _price[index] * cost_factor;
00892   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00893 
00894   if (shift >= 0) {
00895     cost <<= shift;
00896   } else {
00897     cost >>= -shift;
00898   }
00899 
00900   return cost;
00901 }
00902 
00903 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00904 {
00905   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00906   if (!cs->IsValid()) {
00907     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00908     return 0;
00909   }
00910 
00911   /* Use callback to calculate cargo profit, if available */
00912   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00913     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00914     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00915     if (callback != CALLBACK_FAILED) {
00916       int result = GB(callback, 0, 14);
00917 
00918       /* Simulate a 15 bit signed value */
00919       if (HasBit(callback, 14)) result -= 0x4000;
00920 
00921       /* "The result should be a signed multiplier that gets multiplied
00922        * by the amount of cargo moved and the price factor, then gets
00923        * divided by 8192." */
00924       return result * num_pieces * cs->current_payment / 8192;
00925     }
00926   }
00927 
00928   static const int MIN_TIME_FACTOR = 31;
00929   static const int MAX_TIME_FACTOR = 255;
00930 
00931   const int days1 = cs->transit_days[0];
00932   const int days2 = cs->transit_days[1];
00933   const int days_over_days1 = max(   transit_days - days1, 0);
00934   const int days_over_days2 = max(days_over_days1 - days2, 0);
00935 
00936   /*
00937    * The time factor is calculated based on the time it took
00938    * (transit_days) compared two cargo-depending values. The
00939    * range is divided into three parts:
00940    *
00941    *  - constant for fast transits
00942    *  - linear decreasing with time with a slope of -1 for medium transports
00943    *  - linear decreasing with time with a slope of -2 for slow transports
00944    *
00945    */
00946   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00947 
00948   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00949 }
00950 
00952 static SmallIndustryList _cargo_delivery_destinations;
00953 
00963 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00964 {
00965   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00966    * This fails in three cases:
00967    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00968    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00969    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00970    */
00971 
00972   uint accepted = 0;
00973 
00974   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00975     Industry *ind = st->industries_near[i];
00976     if (ind->index == source) continue;
00977 
00978     uint cargo_index;
00979     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
00980       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
00981     }
00982     /* Check if matching cargo has been found */
00983     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
00984 
00985     /* Check if industry temporarily refuses acceptance */
00986     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
00987 
00988     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
00989     _cargo_delivery_destinations.Include(ind);
00990 
00991     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
00992     ind->incoming_cargo_waiting[cargo_index] += amount;
00993     num_pieces -= amount;
00994     accepted += amount;
00995   }
00996 
00997   return accepted;
00998 }
00999 
01013 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)
01014 {
01015   assert(num_pieces > 0);
01016 
01017   Station *st = Station::Get(dest);
01018 
01019   /* Give the goods to the industry. */
01020   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01021 
01022   /* If this cargo type is always accepted, accept all */
01023   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01024 
01025   /* Update station statistics */
01026   if (accepted > 0) {
01027     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01028     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01029     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01030   }
01031 
01032   /* Update company statistics */
01033   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01034 
01035   /* Increase town's counter for town effects */
01036   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01037   st->town->received[cs->town_effect].new_act += accepted;
01038 
01039   /* Determine profit */
01040   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01041 
01042   /* Update the cargo monitor. */
01043   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
01044 
01045   /* Modify profit if a subsidy is in effect */
01046   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01047     switch (_settings_game.difficulty.subsidy_multiplier) {
01048       case 0:  profit += profit >> 1; break;
01049       case 1:  profit *= 2; break;
01050       case 2:  profit *= 3; break;
01051       default: profit *= 4; break;
01052     }
01053   }
01054 
01055   return profit;
01056 }
01057 
01063 static void TriggerIndustryProduction(Industry *i)
01064 {
01065   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01066   uint16 callback = indspec->callback_mask;
01067 
01068   i->was_cargo_delivered = true;
01069   i->last_cargo_accepted_at = _date;
01070 
01071   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01072     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01073       IndustryProductionCallback(i, 0);
01074     } else {
01075       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01076     }
01077   } else {
01078     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01079       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01080       if (cargo_waiting == 0) continue;
01081 
01082       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01083       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01084 
01085       i->incoming_cargo_waiting[cargo_index] = 0;
01086     }
01087   }
01088 
01089   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01090   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01091 }
01092 
01097 CargoPayment::CargoPayment(Vehicle *front) :
01098   front(front),
01099   current_station(front->last_station_visited)
01100 {
01101 }
01102 
01103 CargoPayment::~CargoPayment()
01104 {
01105   if (this->CleaningPool()) return;
01106 
01107   this->front->cargo_payment = NULL;
01108 
01109   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
01110 
01111   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01112 
01113   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01114   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
01115 
01116   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01117     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01118   }
01119 
01120   if (this->visual_transfer != 0) {
01121     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
01122         this->front->z_pos, this->visual_transfer, -this->visual_profit);
01123   } else if (this->visual_profit != 0) {
01124     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
01125         this->front->z_pos, -this->visual_profit);
01126   }
01127 
01128   cur_company.Restore();
01129 }
01130 
01136 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01137 {
01138   if (this->owner == NULL) {
01139     this->owner = Company::Get(this->front->owner);
01140   }
01141 
01142   /* Handle end of route payment */
01143   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01144   this->route_profit += profit;
01145 
01146   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01147   this->visual_profit += profit - cp->FeederShare();
01148 }
01149 
01156 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01157 {
01158   Money profit = GetTransportedGoodsIncome(
01159       count,
01160       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01161       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01162       cp->DaysInTransit(),
01163       this->ct);
01164 
01165   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01166 
01167   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
01168   return profit; // account for the (virtual) profit already made for the cargo packet
01169 }
01170 
01176 void PrepareUnload(Vehicle *front_v)
01177 {
01178   Station *curr_station = Station::Get(front_v->last_station_visited);
01179   curr_station->loading_vehicles.push_back(front_v);
01180 
01181   /* At this moment loading cannot be finished */
01182   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01183 
01184   /* Start unloading at the first possible moment */
01185   front_v->load_unload_ticks = 1;
01186 
01187   if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01188     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01189       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01190         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01191       }
01192     }
01193   }
01194 
01195   assert(front_v->cargo_payment == NULL);
01196   /* One CargoPayment per vehicle and the vehicle limit equals the
01197    * limit in number of CargoPayments. Can't go wrong. */
01198   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01199   assert(CargoPayment::CanAllocateItem());
01200   front_v->cargo_payment = new CargoPayment(front_v);
01201 }
01202 
01210 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
01211 {
01212   uint32 ret = 0;
01213   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01214     /* Update reserved cargo */
01215     for (Vehicle *v = u; v != NULL; v = v->Next()) {
01216       /* Only reserve if the vehicle is not unloading anymore.
01217        *
01218        * The packets that are kept in the vehicle because they have the
01219        * same destination as the vehicle are stored in the reservation
01220        * list while unloading for performance reasons. The reservation
01221        * list is swapped with the onboard list after unloading. This
01222        * doesn't increase the load/unload time. So if we start reserving
01223        * cargo before unloading has stopped we'll load that cargo for free
01224        * later. Like this there is a slightly increased probability that
01225        * another vehicle which has arrived later loads cargo that should
01226        * be loaded by this vehicle but as the algorithm isn't perfect in
01227        * that regard anyway we can tolerate it.
01228        *
01229        * The algorithm isn't perfect as it only counts free capacity for
01230        * reservation. If another vehicle arrives later but unloads faster
01231        * than this one, this vehicle won't reserve all the cargo it may
01232        * be able to take after fully unloading. So the other vehicle may
01233        * load it even if it has arrived later.
01234        */
01235       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
01236 
01237       int cap = v->cargo_cap - v->cargo.Count();
01238       if (cap > 0) {
01239         /* We could count the cargo in one round and then assign the
01240          * quantities in another round over all vehicles. This would
01241          * lead to an equal distribution of cargo over all vehicles
01242          * in the consist. I don't think it's worth it, though.
01243          */
01244         if (st->goods[v->cargo_type].cargo.MoveTo(&v->cargo, cap, next_station, true) > 0) {
01245           SetBit(ret, v->cargo_type);
01246         }
01247       }
01248     }
01249   }
01250   return ret;
01251 }
01252 
01258 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01259 {
01260   v = v->GetFirstEnginePart();
01261 
01262   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01263     if (v->cargo.Count() != 0) return false;
01264   }
01265 
01266   return true;
01267 }
01268 
01275 static uint32 LoadUnloadVehicle(Vehicle *front, uint32 cargos_reserved)
01276 {
01277   assert(front->current_order.IsType(OT_LOADING));
01278 
01279   StationID last_visited = front->last_station_visited;
01280   Station *st = Station::Get(last_visited);
01281 
01282   StationID next_station = front->GetNextStoppingStation();
01283   cargos_reserved |= ReserveConsist(st, front, next_station);
01284 
01285   /* We have not waited enough time till the next round of loading/unloading */
01286   if (front->load_unload_ticks != 0) return cargos_reserved;
01287 
01288   OrderUnloadFlags unload_flags = front->current_order.GetUnloadType();
01289 
01290   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01291     /* The train reversed in the station. Take the "easy" way
01292      * out and let the train just leave as it always did. */
01293     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01294     front->load_unload_ticks = 1;
01295     return cargos_reserved;
01296   }
01297 
01298   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
01299   CargoArray consist_capleft;
01300   if (use_autorefit) {
01301     /* Sum cargo, that can be loaded without refitting */
01302     for (Vehicle *v = front; v != NULL; v = v->Next()) {
01303       int cap_left = v->cargo_cap - v->cargo.Count();
01304       if (cap_left > 0) consist_capleft[v->cargo_type] += cap_left;
01305     }
01306   }
01307 
01308   int unloading_time = 0;
01309   bool dirty_vehicle = false;
01310   bool dirty_station = false;
01311 
01312   bool completely_emptied = true;
01313   bool anything_unloaded = false;
01314   bool anything_loaded   = false;
01315   uint32 full_load_amount = 0;
01316   uint32 cargo_not_full  = 0;
01317   uint32 cargo_full      = 0;
01318 
01319   front->cur_speed = 0;
01320 
01321   CargoPayment *payment = front->cargo_payment;
01322 
01323   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01324   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01325     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01326     if (v->cargo_cap == 0) continue;
01327     artic_part++;
01328 
01329     const Engine *e = v->GetEngine();
01330     byte load_amount = e->info.load_amount;
01331 
01332     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01333     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01334 
01335     if (_settings_game.order.gradual_loading) {
01336       uint16 cb_load_amount = CALLBACK_FAILED;
01337       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01338         /* Use callback 36 */
01339         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01340       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01341         /* Use callback 12 */
01342         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01343       }
01344       if (cb_load_amount != CALLBACK_FAILED) {
01345         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01346         if (cb_load_amount >= 0x100) {
01347           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01348         } else if (cb_load_amount != 0) {
01349           load_amount = cb_load_amount;
01350         }
01351       }
01352     }
01353 
01354     GoodsEntry *ge = &st->goods[v->cargo_type];
01355 
01356     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
01357       uint cargo_count = v->cargo.OnboardCount();
01358       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01359 
01360       uint prev_count = ge->cargo.Count();
01361       payment->SetCargo(v->cargo_type);
01362       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
01363           next_station, front->last_loading_station == last_visited, payment);
01364 
01365       st->time_since_unload = 0;
01366       unloading_time += delivered;
01367 
01368       if (ge->cargo.Count() > prev_count) {
01369         /* something has been transferred. The station windows need updating. */
01370         dirty_station = true;
01371         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01372           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01373           InvalidateWindowData(WC_STATION_LIST, last_visited);
01374         }
01375       }
01376 
01377       anything_unloaded = true;
01378       dirty_vehicle = true;
01379 
01380       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
01381        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
01382        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
01383        * swapped back when done unloading.
01384        */
01385       if (v->cargo.OnboardCount() == 0) {
01386         /* done delivering */
01387         if (!v->cargo.Empty()) completely_emptied = false;
01388         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01389         v->cargo.SwapReserved();
01390       }
01391 
01392       continue;
01393     }
01394 
01395     /* Do not pick up goods when we have no-load set or loading is stopped. */
01396     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01397 
01398     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01399     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01400         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01401       Vehicle *v_start = v->GetFirstEnginePart();
01402       CargoID new_cid = front->current_order.GetRefitCargo();
01403       byte new_subtype = front->current_order.GetRefitSubtype();
01404 
01405       /* Remove old capacity from consist capacity */
01406       consist_capleft[v_start->cargo_type] -= v_start->cargo_cap;
01407       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
01408         w = w->GetNextArticulatedPart();
01409         consist_capleft[w->cargo_type] -= w->cargo_cap;
01410       }
01411 
01412       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01413 
01414       /* Check if all articulated parts are empty and collect refit mask. */
01415       uint32 refit_mask = e->info.refit_mask;
01416       Vehicle *w = v_start;
01417       while (w->HasArticulatedPart()) {
01418         w = w->GetNextArticulatedPart();
01419         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01420         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01421       }
01422 
01423       if (new_cid == CT_AUTO_REFIT) {
01424         /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
01425         CargoID cid;
01426         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01427           if (st->goods[cid].cargo.HasCargoFor(next_station) ||
01428               st->goods[cid].cargo.HasCargoFor(INVALID_STATION)) {
01429             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01430              * the returned refit capacity will be greater than zero. */
01431             new_subtype = GetBestFittingSubType(v, v, cid);
01432             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.
01433             /* Try to balance different loadable cargoes between parts of the consist, so that
01434              * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
01435              * to the first loadable cargo for which there is only one packet. */
01436             if (_returned_refit_capacity > 0 && consist_capleft[cid] < consist_capleft[new_cid]) {
01437               new_cid = cid;
01438             }
01439           }
01440         }
01441       }
01442 
01443       bool do_reserve = false;
01444       /* Refit if given a valid cargo. */
01445       if (new_cid < NUM_CARGO) {
01446         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.
01447         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01448         ge = &st->goods[v->cargo_type];
01449         do_reserve = _settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD);
01450       }
01451 
01452       /* Add new capacity to consist capacity and reserve cargo */
01453       w = v_start;
01454       do {
01455         consist_capleft[w->cargo_type] += w->cargo_cap;
01456         if (do_reserve && st->goods[w->cargo_type].cargo.MoveTo(&w->cargo, w->cargo_cap, next_station, true) > 0) {
01457           SetBit(cargos_reserved, w->cargo_type);
01458         }
01459         w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL;
01460       } while (w != NULL);
01461 
01462       cur_company.Restore();
01463     }
01464 
01465     /* update stats */
01466     int t;
01467     switch (front->type) {
01468       case VEH_TRAIN: /* FALL THROUGH */
01469       case VEH_SHIP:
01470         t = front->vcache.cached_max_speed;
01471         break;
01472 
01473       case VEH_ROAD:
01474         t = front->vcache.cached_max_speed / 2;
01475         break;
01476 
01477       case VEH_AIRCRAFT:
01478         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01479         break;
01480 
01481       default: NOT_REACHED();
01482     }
01483 
01484     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01485     ge->last_speed = min(t, 255);
01486     ge->last_age = _cur_year - front->build_year;
01487     ge->days_since_pickup = 0;
01488 
01489     /* If there's goods waiting at the station, and the vehicle
01490      * has capacity for it, load it on the vehicle. */
01491     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
01492     if (cap_left > 0) {
01493       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01494       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01495 
01496       int loaded = 0;
01497       if (v->cargo.ReservedCount() > 0) {
01498         loaded += v->cargo.LoadReserved(cap_left);
01499       } else {
01500         uint loaded_unreserved = ge->cargo.MoveTo(&v->cargo, cap_left, next_station);
01501         loaded += loaded_unreserved;
01502         consist_capleft[v->cargo_type] -= loaded_unreserved;
01503       }
01504 
01505       /* Store whether the maximum possible load amount was loaded or not.*/
01506       if (loaded == cap_left) {
01507         SetBit(full_load_amount, v->cargo_type);
01508       } else {
01509         ClrBit(full_load_amount, v->cargo_type);
01510       }
01511 
01512       /* TODO: Regarding this, when we do gradual loading, we
01513        * should first unload all vehicles and then start
01514        * loading them. Since this will cause
01515        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01516        * the whole vehicle chain is really totally empty, the
01517        * completely_emptied assignment can then be safely
01518        * removed; that's how TTDPatch behaves too. --pasky */
01519       if (loaded > 0) {
01520         completely_emptied = false;
01521         anything_loaded = true;
01522 
01523         st->time_since_load = 0;
01524         st->last_vehicle_type = v->type;
01525 
01526         if (ge->cargo.Empty()) {
01527           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01528           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01529         }
01530 
01531         unloading_time += loaded;
01532 
01533         dirty_vehicle = dirty_station = true;
01534       } else if (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
01535         /* Skip loading this vehicle if another train/vehicle is already handling
01536          * the same cargo type at this station */
01537         SetBit(cargo_not_full, v->cargo_type);
01538         continue;
01539       }
01540     }
01541 
01542     if (v->cargo.OnboardCount() >= v->cargo_cap) {
01543       SetBit(cargo_full, v->cargo_type);
01544     } else {
01545       SetBit(cargo_not_full, v->cargo_type);
01546     }
01547   }
01548 
01549   if (anything_loaded || anything_unloaded) {
01550     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01551   }
01552 
01553   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01554   completely_emptied &= anything_unloaded;
01555 
01556   if (!anything_unloaded) delete payment;
01557 
01558   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01559   if (anything_loaded || anything_unloaded) {
01560     if (_settings_game.order.gradual_loading) {
01561       /* The time it takes to load one 'slice' of cargo or passengers depends
01562        * on the vehicle type - the values here are those found in TTDPatch */
01563       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01564 
01565       unloading_time = gradual_loading_wait_time[front->type];
01566     }
01567     /* We loaded less cargo than possible for all cargo types and it's not full
01568      * load and we're not supposed to wait any longer: stop loading. */
01569     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01570         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01571       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01572     }
01573   } else {
01574     bool finished_loading = true;
01575     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01576       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01577         /* if the aircraft carries passengers and is NOT full, then
01578          * continue loading, no matter how much mail is in */
01579         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
01580             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01581           finished_loading = false;
01582         }
01583       } else if (cargo_not_full != 0) {
01584         finished_loading = false;
01585       }
01586 
01587       /* Refresh next hop stats if we're full loading to avoid deadlocks. */
01588       if (!finished_loading) front->RefreshNextHopsStats();
01589     }
01590     unloading_time = 20;
01591 
01592     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01593   }
01594 
01595   if (front->type == VEH_TRAIN) {
01596     /* Each platform tile is worth 2 rail vehicles. */
01597     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01598     if (overhang > 0) {
01599       unloading_time <<= 1;
01600       unloading_time += (overhang * unloading_time) / 8;
01601     }
01602   }
01603 
01604   /* Calculate the loading indicator fill percent and display
01605    * In the Game Menu do not display indicators
01606    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01607    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01608    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01609    */
01610   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01611     StringID percent_up_down = STR_NULL;
01612     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01613     if (front->fill_percent_te_id == INVALID_TE_ID) {
01614       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01615     } else {
01616       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01617     }
01618   }
01619 
01620   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01621   front->load_unload_ticks = max(1, unloading_time);
01622 
01623   if (completely_emptied) {
01624     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01625   }
01626 
01627   if (dirty_vehicle) {
01628     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01629     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01630     front->MarkDirty();
01631   }
01632   if (dirty_station) {
01633     st->MarkTilesDirty(true);
01634     SetWindowDirty(WC_STATION_VIEW, last_visited);
01635   }
01636   return cargos_reserved;
01637 }
01638 
01644 void LoadUnloadStation(Station *st)
01645 {
01646   /* No vehicle is here... */
01647   if (st->loading_vehicles.empty()) return;
01648 
01649   Vehicle *last_loading = NULL;
01650   std::list<Vehicle *>::iterator iter;
01651 
01652   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01653   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01654     Vehicle *v = *iter;
01655 
01656     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01657 
01658     assert(v->load_unload_ticks != 0);
01659     if (--v->load_unload_ticks == 0) last_loading = v;
01660   }
01661 
01662   /* We only need to reserve and load/unload up to the last loading vehicle.
01663    * Anything else will be forgotten anyway after returning from this function.
01664    *
01665    * Especially this means we do _not_ need to reserve cargo for a single
01666    * consist in a station which is not allowed to load yet because its
01667    * load_unload_ticks is still not 0.
01668    */
01669   if (last_loading == NULL) return;
01670 
01671   uint cargos_reserved = 0;
01672 
01673   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01674     Vehicle *v = *iter;
01675     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
01676     if (v == last_loading) break;
01677   }
01678 
01679   /* Call the production machinery of industries */
01680   const Industry * const *isend = _cargo_delivery_destinations.End();
01681   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01682     TriggerIndustryProduction(*iid);
01683   }
01684   _cargo_delivery_destinations.Clear();
01685 }
01686 
01690 void CompaniesMonthlyLoop()
01691 {
01692   CompaniesGenStatistics();
01693   if (_settings_game.economy.inflation) {
01694     AddInflation();
01695     RecomputePrices();
01696   }
01697   CompaniesPayInterest();
01698   HandleEconomyFluctuations();
01699 }
01700 
01701 static void DoAcquireCompany(Company *c)
01702 {
01703   CompanyID ci = c->index;
01704 
01705   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01706   cni->FillData(c, Company::Get(_current_company));
01707 
01708   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01709   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01710   SetDParamStr(2, cni->company_name);
01711   SetDParamStr(3, cni->other_company_name);
01712   SetDParam(4, c->bankrupt_value);
01713   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
01714   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01715   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01716 
01717   ChangeOwnershipOfCompanyItems(ci, _current_company);
01718 
01719   if (c->bankrupt_value == 0) {
01720     Company *owner = Company::Get(_current_company);
01721     owner->current_loan += c->current_loan;
01722   }
01723 
01724   if (c->is_ai) AI::Stop(c->index);
01725 
01726   DeleteCompanyWindows(ci);
01727   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01728   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01729   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01730   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01731 
01732   delete c;
01733 }
01734 
01735 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01736 
01746 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01747 {
01748   CommandCost cost(EXPENSES_OTHER);
01749   CompanyID target_company = (CompanyID)p1;
01750   Company *c = Company::GetIfValid(target_company);
01751 
01752   /* Check if buying shares is allowed (protection against modified clients)
01753    * Cannot buy own shares */
01754   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01755 
01756   /* Protect new companies from hostile takeovers */
01757   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01758 
01759   /* Those lines are here for network-protection (clients can be slow) */
01760   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01761 
01762   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01763     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01764 
01765     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01766   }
01767 
01768 
01769   cost.AddCost(CalculateCompanyValue(c) >> 2);
01770   if (flags & DC_EXEC) {
01771     OwnerByte *b = c->share_owners;
01772 
01773     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01774     *b = _current_company;
01775 
01776     for (int i = 0; c->share_owners[i] == _current_company;) {
01777       if (++i == 4) {
01778         c->bankrupt_value = 0;
01779         DoAcquireCompany(c);
01780         break;
01781       }
01782     }
01783     SetWindowDirty(WC_COMPANY, target_company);
01784     CompanyAdminUpdate(c);
01785   }
01786   return cost;
01787 }
01788 
01798 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01799 {
01800   CompanyID target_company = (CompanyID)p1;
01801   Company *c = Company::GetIfValid(target_company);
01802 
01803   /* Cannot sell own shares */
01804   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01805 
01806   /* Check if selling shares is allowed (protection against modified clients).
01807    * However, we must sell shares of companies being closed down. */
01808   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01809 
01810   /* Those lines are here for network-protection (clients can be slow) */
01811   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01812 
01813   /* adjust it a little to make it less profitable to sell and buy */
01814   Money cost = CalculateCompanyValue(c) >> 2;
01815   cost = -(cost - (cost >> 7));
01816 
01817   if (flags & DC_EXEC) {
01818     OwnerByte *b = c->share_owners;
01819     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01820     *b = COMPANY_SPECTATOR;
01821     SetWindowDirty(WC_COMPANY, target_company);
01822     CompanyAdminUpdate(c);
01823   }
01824   return CommandCost(EXPENSES_OTHER, cost);
01825 }
01826 
01839 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01840 {
01841   CompanyID target_company = (CompanyID)p1;
01842   Company *c = Company::GetIfValid(target_company);
01843   if (c == NULL) return CMD_ERROR;
01844 
01845   /* Disable takeovers when not asked */
01846   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01847 
01848   /* Disable taking over the local company in single player */
01849   if (!_networking && _local_company == c->index) return CMD_ERROR;
01850 
01851   /* Do not allow companies to take over themselves */
01852   if (target_company == _current_company) return CMD_ERROR;
01853 
01854   /* Disable taking over when not allowed. */
01855   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01856 
01857   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01858   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01859 
01860   if (flags & DC_EXEC) {
01861     DoAcquireCompany(c);
01862   }
01863   return cost;
01864 }