# economy.cpp

Go to the documentation of this file.

    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 - c->current_loan >= -_economy.max_loan) {
    00528     c->months_of_bankruptcy = 0;
    00529     c->bankrupt_asked = 0;
    00530     return;
    00531   }
    00532
    00533   c->months_of_bankruptcy++;
    00534
    00535   switch (c->months_of_bankruptcy) {
    00536     /* All the boring cases (months) with a bad balance where no action is taken */
    00537     case 0:
    00538     case 1:
    00539     case 2:
    00540     case 3:
    00541
    00542     case 5:
    00543     case 6:
    00544
    00545     case 8:
    00546     case 9:
    00547       break;
    00548
    00549     /* Warn about bancruptcy after 3 months */
    00550     case 4: {
    00551       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00552       cni->FillData(c);
    00553       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00554       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00555       SetDParamStr(2, cni->company_name);
    00556       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
    00557       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
    00558       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
    00559       break;
    00560     }
    00561
    00562     /* Offer company for sale after 6 months */
    00563     case 7: {
    00564       /* Check if the company has any value. If not, declare it bankrupt
    00565        *  right now */
    00566       Money val = CalculateCompanyValue(c, false);
    00567       if (val > 0) {
    00568         c->bankrupt_value = val;
    00569         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00570         c->bankrupt_timeout = 0;
    00571         break;
    00572       }
    00573       /* FALL THROUGH  to case 10 */
    00574     }
    00575
    00576     /* Bancrupt company after 6 months (if the company has no value) or latest
    00577      * after 9 months (if it still had value after 6 months) */
    00578     default:
    00579     case 10: {
    00580       if (!_networking && _local_company == c->index) {
    00581         /* If we are in offline mode, leave the company playing. Eg. there
    00582          * is no THE-END, otherwise mark the client as spectator to make sure
    00583          * he/she is no long in control of this company. However... when you
    00584          * join another company (cheat) the "unowned" company can bankrupt. */
    00585         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00586         break;
    00587       }
    00588
    00589       /* Actually remove the company, but not when we're a network client.
    00590        * In case of network clients we will be getting a command from the
    00591        * server. It is done in this way as we are called from the
    00592        * StateGameLoop which can't change the current company, and thus
    00593        * updating the local company triggers an assert later on. In the
    00594        * case of a network game the command will be processed at a time
    00595        * that changing the current company is okay. In case of single
    00596        * player we are sure (the above check) that we are not the local
    00597        * company and thus we won't be moved. */
    00598       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
    00599       break;
    00600     }
    00601   }
    00602 }
    00603
    00608 static void CompaniesGenStatistics()
    00609 {
    00610   Station *st;
    00611
    00612   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00613   Company *c;
    00614
    00615   if (!_settings_game.economy.infrastructure_maintenance) {
    00616     FOR_ALL_STATIONS(st) {
    00617       cur_company.Change(st->owner);
    00618       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00619       SubtractMoneyFromCompany(cost);
    00620     }
    00621   } else {
    00622     /* Improved monthly infrastructure costs. */
    00623     FOR_ALL_COMPANIES(c) {
    00624       cur_company.Change(c->index);
    00625
    00626       CommandCost cost(EXPENSES_PROPERTY);
    00627       uint32 rail_total = c->infrastructure.GetRailTotal();
    00628       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
    00629         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
    00630       }
    00631       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
    00632       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
    00633         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
    00634       }
    00635       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
    00636       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
    00637       cost.AddCost(AirportMaintenanceCost(c->index));
    00638
    00639       SubtractMoneyFromCompany(cost);
    00640     }
    00641   }
    00642   cur_company.Restore();
    00643
    00644   /* Check for bankruptcy each month */
    00645   FOR_ALL_COMPANIES(c) {
    00646     CompanyCheckBankrupt(c);
    00647   }
    00648
    00649   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
    00650   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
    00651
    00652   FOR_ALL_COMPANIES(c) {
    00653     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00654     c->old_economy[0] = c->cur_economy;
    00655     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00656
    00657     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
    00658
    00659     UpdateCompanyRatingAndValue(c, true);
    00660     if (c->block_preview != 0) c->block_preview--;
    00661   }
    00662
    00663   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00664   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00665   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00666   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00667   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00668   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00669 }
    00670
    00676 bool AddInflation(bool check_year)
    00677 {
    00678   /* The cargo payment inflation differs from the normal inflation, so the
    00679    * relative amount of money you make with a transport decreases slowly over
    00680    * the 170 years. After a few hundred years we reach a level in which the
    00681    * games will become unplayable as the maximum income will be less than
    00682    * the minimum running cost.
    00683    *
    00684    * Furthermore there are a lot of inflation related overflows all over the
    00685    * place. Solving them is hardly possible because inflation will always
    00686    * reach the overflow threshold some day. So we'll just perform the
    00687    * inflation mechanism during the first 170 years (the amount of years that
    00688    * one had in the original TTD) and stop doing the inflation after that
    00689    * because it only causes problems that can't be solved nicely and the
    00690    * inflation doesn't add anything after that either; it even makes playing
    00691    * it impossible due to the diverging cost and income rates.
    00692    */
    00693   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
    00694
    00695   if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
    00696
    00697   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00698    * scaled by 65536
    00699    * 12 -> months per year
    00700    * This is only a good approxiamtion for small values
    00701    */
    00702   _economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
    00703   _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
    00704
    00705   if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
    00706   if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
    00707
    00708   return false;
    00709 }
    00710
    00714 void RecomputePrices()
    00715 {
    00716   /* Setup maximum loan */
    00717   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00718
    00719   /* Setup price bases */
    00720   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00721     Money price = _price_base_specs[i].start_price;
    00722
    00723     /* Apply difficulty settings */
    00724     uint mod = 1;
    00725     switch (_price_base_specs[i].category) {
    00726       case PCAT_RUNNING:
    00727         mod = _settings_game.difficulty.vehicle_costs;
    00728         break;
    00729
    00730       case PCAT_CONSTRUCTION:
    00731         mod = _settings_game.difficulty.construction_cost;
    00732         break;
    00733
    00734       default: break;
    00735     }
    00736     switch (mod) {
    00737       case 0: price *= 6; break;
    00738       case 1: price *= 8; break; // normalised to 1 below
    00739       case 2: price *= 9; break;
    00740       default: NOT_REACHED();
    00741     }
    00742
    00743     /* Apply inflation */
    00744     price = (int64)price * _economy.inflation_prices;
    00745
    00746     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
    00747     int shift = _price_base_multiplier[i] - 16 - 3;
    00748     if (shift >= 0) {
    00749       price <<= shift;
    00750     } else {
    00751       price >>= -shift;
    00752     }
    00753
    00754     /* Make sure the price does not get reduced to zero.
    00755      * Zero breaks quite a few commands that use a zero
    00756      * cost to see whether something got changed or not
    00757      * and based on that cause an error. When the price
    00758      * is zero that fails even when things are done. */
    00759     if (price == 0) {
    00760       price = Clamp(_price_base_specs[i].start_price, -1, 1);
    00761       /* No base price should be zero, but be sure. */
    00762       assert(price != 0);
    00763     }
    00764     /* Store value */
    00765     _price[i] = price;
    00766   }
    00767
    00768   /* Setup cargo payment */
    00769   CargoSpec *cs;
    00770   FOR_ALL_CARGOSPECS(cs) {
    00771     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00772   }
    00773
    00774   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00775   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00776   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00777   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
    00778   InvalidateWindowData(WC_PAYMENT_RATES, 0);
    00779 }
    00780
    00782 static void CompaniesPayInterest()
    00783 {
    00784   const Company *c;
    00785
    00786   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00787   FOR_ALL_COMPANIES(c) {
    00788     cur_company.Change(c->index);
    00789
    00790     /* Over a year the paid interest should be "loan * interest percentage",
    00791      * but... as that number is likely not dividable by 12 (pay each month),
    00792      * one needs to account for that in the monthly fee calculations.
    00793      * To easily calculate what one should pay "this" month, you calculate
    00794      * what (total) should have been paid up to this month and you subtract
    00795      * whatever has been paid in the previous months. This will mean one month
    00796      * it'll be a bit more and the other it'll be a bit less than the average
    00797      * monthly fee, but on average it will be exact.
    00798      * In order to prevent cheating or abuse (just not paying interest by not
    00799      * taking a loan we make companies pay interest on negative cash as well
    00800      */
    00801     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00802     if (c->money < 0) {
    00803       yearly_fee += -c->money *_economy.interest_rate / 100;
    00804     }
    00805     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00806     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00807
    00808     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00809
    00810     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00811   }
    00812   cur_company.Restore();
    00813 }
    00814
    00815 static void HandleEconomyFluctuations()
    00816 {
    00817   if (_settings_game.difficulty.economy != 0) {
    00818     /* When economy is Fluctuating, decrease counter */
    00819     _economy.fluct--;
    00820   } else if (EconomyIsInRecession()) {
    00821     /* When it's Steady and we are in recession, end it now */
    00822     _economy.fluct = -12;
    00823   } else {
    00824     /* No need to do anything else in other cases */
    00825     return;
    00826   }
    00827
    00828   if (_economy.fluct == 0) {
    00829     _economy.fluct = -(int)GB(Random(), 0, 2);
    00830     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
    00831   } else if (_economy.fluct == -12) {
    00832     _economy.fluct = GB(Random(), 0, 8) + 312;
    00833     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
    00834   }
    00835 }
    00836
    00837
    00841 void ResetPriceBaseMultipliers()
    00842 {
    00843   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00844 }
    00845
    00853 void SetPriceBaseMultiplier(Price price, int factor)
    00854 {
    00855   assert(price < PR_END);
    00856   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00857 }
    00858
    00863 void StartupIndustryDailyChanges(bool init_counter)
    00864 {
    00865   uint map_size = MapLogX() + MapLogY();
    00866   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00867    * which stands for the days in a month.
    00868    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00869    * would not be needed.
    00870    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
    00871    * on the overall total number of changes performed */
    00872   _economy.industry_daily_increment = (1 << map_size) / 31;
    00873
    00874   if (init_counter) {
    00875     /* A new game or a savegame from an older version will require the counter to be initialized */
    00876     _economy.industry_daily_change_counter = 0;
    00877   }
    00878 }
    00879
    00880 void StartupEconomy()
    00881 {
    00882   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00883   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00884   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00885   _economy.fluct = GB(Random(), 0, 8) + 168;
    00886
    00887   /* Set up prices */
    00888   RecomputePrices();
    00889
    00890   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00891
    00892 }
    00893
    00897 void InitializeEconomy()
    00898 {
    00899   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00900   ClearCargoPickupMonitoring();
    00901   ClearCargoDeliveryMonitoring();
    00902 }
    00903
    00912 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00913 {
    00914   if (index >= PR_END) return 0;
    00915
    00916   Money cost = _price[index] * cost_factor;
    00917   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00918
    00919   if (shift >= 0) {
    00920     cost <<= shift;
    00921   } else {
    00922     cost >>= -shift;
    00923   }
    00924
    00925   return cost;
    00926 }
    00927
    00928 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00929 {
    00930   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00931   if (!cs->IsValid()) {
    00932     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00933     return 0;
    00934   }
    00935
    00936   /* Use callback to calculate cargo profit, if available */
    00937   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00938     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00939     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00940     if (callback != CALLBACK_FAILED) {
    00941       int result = GB(callback, 0, 14);
    00942
    00943       /* Simulate a 15 bit signed value */
    00944       if (HasBit(callback, 14)) result -= 0x4000;
    00945
    00946       /* "The result should be a signed multiplier that gets multiplied
    00947        * by the amount of cargo moved and the price factor, then gets
    00948        * divided by 8192." */
    00949       return result * num_pieces * cs->current_payment / 8192;
    00950     }
    00951   }
    00952
    00953   static const int MIN_TIME_FACTOR = 31;
    00954   static const int MAX_TIME_FACTOR = 255;
    00955
    00956   const int days1 = cs->transit_days[0];
    00957   const int days2 = cs->transit_days[1];
    00958   const int days_over_days1 = max(   transit_days - days1, 0);
    00959   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00960
    00961   /*
    00962    * The time factor is calculated based on the time it took
    00963    * (transit_days) compared two cargo-depending values. The
    00964    * range is divided into three parts:
    00965    *
    00966    *  - constant for fast transits
    00967    *  - linear decreasing with time with a slope of -1 for medium transports
    00968    *  - linear decreasing with time with a slope of -2 for slow transports
    00969    *
    00970    */
    00971   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00972
    00973   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00974 }
    00975
    00977 static SmallIndustryList _cargo_delivery_destinations;
    00978
    00988 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00989 {
    00990   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    00991    * This fails in three cases:
    00992    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    00993    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    00994    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    00995    */
    00996
    00997   uint accepted = 0;
    00998
    00999   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    01000     Industry *ind = st->industries_near[i];
    01001     if (ind->index == source) continue;
    01002
    01003     uint cargo_index;
    01004     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    01005       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    01006     }
    01007     /* Check if matching cargo has been found */
    01008     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    01009
    01010     /* Check if industry temporarily refuses acceptance */
    01011     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
    01012
    01013     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    01014     _cargo_delivery_destinations.Include(ind);
    01015
    01016     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    01017     ind->incoming_cargo_waiting[cargo_index] += amount;
    01018     num_pieces -= amount;
    01019     accepted += amount;
    01020   }
    01021
    01022   return accepted;
    01023 }
    01024
    01038 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)
    01039 {
    01040   assert(num_pieces > 0);
    01041
    01042   Station *st = Station::Get(dest);
    01043
    01044   /* Give the goods to the industry. */
    01045   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    01046
    01047   /* If this cargo type is always accepted, accept all */
    01048   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    01049
    01050   /* Update station statistics */
    01051   if (accepted > 0) {
    01052     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
    01053     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
    01054     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
    01055   }
    01056
    01057   /* Update company statistics */
    01058   company->cur_economy.delivered_cargo[cargo_type] += accepted;
    01059
    01060   /* Increase town's counter for town effects */
    01061   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    01062   st->town->received[cs->town_effect].new_act += accepted;
    01063
    01064   /* Determine profit */
    01065   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    01066
    01067   /* Update the cargo monitor. */
    01068   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
    01069
    01070   /* Modify profit if a subsidy is in effect */
    01071   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    01072     switch (_settings_game.difficulty.subsidy_multiplier) {
    01073       case 0:  profit += profit >> 1; break;
    01074       case 1:  profit *= 2; break;
    01075       case 2:  profit *= 3; break;
    01076       default: profit *= 4; break;
    01077     }
    01078   }
    01079
    01080   return profit;
    01081 }
    01082
    01088 static void TriggerIndustryProduction(Industry *i)
    01089 {
    01090   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    01091   uint16 callback = indspec->callback_mask;
    01092
    01093   i->was_cargo_delivered = true;
    01094   i->last_cargo_accepted_at = _date;
    01095
    01096   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    01097     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    01098       IndustryProductionCallback(i, 0);
    01099     } else {
    01100       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01101     }
    01102   } else {
    01103     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    01104       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    01105       if (cargo_waiting == 0) continue;
    01106
    01107       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    01108       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01109
    01110       i->incoming_cargo_waiting[cargo_index] = 0;
    01111     }
    01112   }
    01113
    01114   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01115   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01116 }
    01117
    01122 CargoPayment::CargoPayment(Vehicle *front) :
    01123   front(front),
    01124   current_station(front->last_station_visited)
    01125 {
    01126 }
    01127
    01128 CargoPayment::~CargoPayment()
    01129 {
    01130   if (this->CleaningPool()) return;
    01131
    01132   this->front->cargo_payment = NULL;
    01133
    01134   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
    01135
    01136   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
    01137
    01138   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01139   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
    01140
    01141   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01142     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01143   }
    01144
    01145   if (this->visual_transfer != 0) {
    01146     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01147         this->front->z_pos, this->visual_transfer, -this->visual_profit);
    01148   } else if (this->visual_profit != 0) {
    01149     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01150         this->front->z_pos, -this->visual_profit);
    01151   }
    01152
    01153   cur_company.Restore();
    01154 }
    01155
    01161 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01162 {
    01163   if (this->owner == NULL) {
    01164     this->owner = Company::Get(this->front->owner);
    01165   }
    01166
    01167   /* Handle end of route payment */
    01168   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01169   this->route_profit += profit;
    01170
    01171   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01172   this->visual_profit += profit - cp->FeederShare();
    01173 }
    01174
    01181 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01182 {
    01183   Money profit = GetTransportedGoodsIncome(
    01184       count,
    01185       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01186       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01187       cp->DaysInTransit(),
    01188       this->ct);
    01189
    01190   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01191
    01192   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
    01193   return profit; // account for the (virtual) profit already made for the cargo packet
    01194 }
    01195
    01201 void PrepareUnload(Vehicle *front_v)
    01202 {
    01203   Station *curr_station = Station::Get(front_v->last_station_visited);
    01204   curr_station->loading_vehicles.push_back(front_v);
    01205
    01206   /* At this moment loading cannot be finished */
    01207   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01208
    01209   /* Start unloading at the first possible moment */
    01210   front_v->load_unload_ticks = 1;
    01211
    01212   if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01213     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01214       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01215         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01216       }
    01217     }
    01218   }
    01219
    01220   assert(front_v->cargo_payment == NULL);
    01221   /* One CargoPayment per vehicle and the vehicle limit equals the
    01222    * limit in number of CargoPayments. Can't go wrong. */
    01223   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
    01224   assert(CargoPayment::CanAllocateItem());
    01225   front_v->cargo_payment = new CargoPayment(front_v);
    01226 }
    01227
    01235 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
    01236 {
    01237   uint32 ret = 0;
    01238   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01239     /* Update reserved cargo */
    01240     for (Vehicle *v = u; v != NULL; v = v->Next()) {
    01241       /* Only reserve if the vehicle is not unloading anymore.
    01242        *
    01243        * The packets that are kept in the vehicle because they have the
    01244        * same destination as the vehicle are stored in the reservation
    01245        * list while unloading for performance reasons. The reservation
    01246        * list is swapped with the onboard list after unloading. This
    01247        * doesn't increase the load/unload time. So if we start reserving
    01248        * cargo before unloading has stopped we'll load that cargo for free
    01249        * later. Like this there is a slightly increased probability that
    01250        * another vehicle which has arrived later loads cargo that should
    01251        * be loaded by this vehicle but as the algorithm isn't perfect in
    01252        * that regard anyway we can tolerate it.
    01253        *
    01254        * The algorithm isn't perfect as it only counts free capacity for
    01255        * reservation. If another vehicle arrives later but unloads faster
    01256        * than this one, this vehicle won't reserve all the cargo it may
    01257        * be able to take after fully unloading. So the other vehicle may
    01258        * load it even if it has arrived later.
    01259        */
    01260       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
    01261
    01262       int cap = v->cargo_cap - v->cargo.Count();
    01263       if (cap > 0) {
    01264         /* We could count the cargo in one round and then assign the
    01265          * quantities in another round over all vehicles. This would
    01266          * lead to an equal distribution of cargo over all vehicles
    01267          * in the consist. I don't think it's worth it, though.
    01268          */
    01269         if (st->goods[v->cargo_type].cargo.MoveTo(&v->cargo, cap, next_station, true) > 0) {
    01270           SetBit(ret, v->cargo_type);
    01271         }
    01272       }
    01273     }
    01274   }
    01275   return ret;
    01276 }
    01277
    01283 static bool IsArticulatedVehicleEmpty(Vehicle *v)
    01284 {
    01285   v = v->GetFirstEnginePart();
    01286
    01287   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
    01288     if (v->cargo.Count() != 0) return false;
    01289   }
    01290
    01291   return true;
    01292 }
    01293
    01300 static uint32 LoadUnloadVehicle(Vehicle *front, uint32 cargos_reserved)
    01301 {
    01302   assert(front->current_order.IsType(OT_LOADING));
    01303
    01304   StationID last_visited = front->last_station_visited;
    01305   Station *st = Station::Get(last_visited);
    01306
    01307   StationID next_station = front->GetNextStoppingStation();
    01308   cargos_reserved |= ReserveConsist(st, front, next_station);
    01309
    01310   /* We have not waited enough time till the next round of loading/unloading */
    01311   if (front->load_unload_ticks != 0) return cargos_reserved;
    01312
    01313   OrderUnloadFlags unload_flags = front->current_order.GetUnloadType();
    01314
    01315   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
    01316     /* The train reversed in the station. Take the "easy" way
    01317      * out and let the train just leave as it always did. */
    01318     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
    01319     front->load_unload_ticks = 1;
    01320     return cargos_reserved;
    01321   }
    01322
    01323   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
    01324   CargoArray consist_capleft;
    01325   if (use_autorefit) {
    01326     /* Sum cargo, that can be loaded without refitting */
    01327     for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01328       int cap_left = v->cargo_cap - v->cargo.Count();
    01329       if (cap_left > 0) consist_capleft[v->cargo_type] += cap_left;
    01330     }
    01331   }
    01332
    01333   int unloading_time = 0;
    01334   bool dirty_vehicle = false;
    01335   bool dirty_station = false;
    01336
    01337   bool completely_emptied = true;
    01338   bool anything_unloaded = false;
    01339   bool anything_loaded   = false;
    01340   uint32 full_load_amount = 0;
    01341   uint32 cargo_not_full  = 0;
    01342   uint32 cargo_full      = 0;
    01343
    01344   front->cur_speed = 0;
    01345
    01346   CargoPayment *payment = front->cargo_payment;
    01347
    01348   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
    01349   for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01350     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
    01351     if (v->cargo_cap == 0) continue;
    01352     artic_part++;
    01353
    01354     const Engine *e = v->GetEngine();
    01355     byte load_amount = e->info.load_amount;
    01356
    01357     /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01358     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
    01359
    01360     if (_settings_game.order.gradual_loading) {
    01361       uint16 cb_load_amount = CALLBACK_FAILED;
    01362       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
    01363         /* Use callback 36 */
    01364         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
    01365       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01366         /* Use callback 12 */
    01367         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01368       }
    01369       if (cb_load_amount != CALLBACK_FAILED) {
    01370         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
    01371         if (cb_load_amount >= 0x100) {
    01372           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
    01373         } else if (cb_load_amount != 0) {
    01374           load_amount = cb_load_amount;
    01375         }
    01376       }
    01377     }
    01378
    01379     GoodsEntry *ge = &st->goods[v->cargo_type];
    01380
    01381     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
    01382       uint cargo_count = v->cargo.OnboardCount();
    01383       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01384
    01385       uint prev_count = ge->cargo.Count();
    01386       payment->SetCargo(v->cargo_type);
    01387       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
    01388           next_station, front->last_loading_station == last_visited, payment);
    01389
    01390       st->time_since_unload = 0;
    01391       unloading_time += delivered;
    01392
    01393       if (ge->cargo.Count() > prev_count) {
    01394         /* something has been transferred. The station windows need updating. */
    01395         dirty_station = true;
    01396         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
    01397           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
    01398           InvalidateWindowData(WC_STATION_LIST, last_visited);
    01399         }
    01400       }
    01401
    01402       anything_unloaded = true;
    01403       dirty_vehicle = true;
    01404
    01405       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
    01406        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
    01407        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
    01408        * swapped back when done unloading.
    01409        */
    01410       if (v->cargo.OnboardCount() == 0) {
    01411         /* done delivering */
    01412         if (!v->cargo.Empty()) completely_emptied = false;
    01413         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01414         v->cargo.SwapReserved();
    01415       }
    01416
    01417       continue;
    01418     }
    01419
    01420     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01421     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
    01422
    01423     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
    01424     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
    01425         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
    01426       Vehicle *v_start = v->GetFirstEnginePart();
    01427       CargoID new_cid = front->current_order.GetRefitCargo();
    01428       byte new_subtype = front->current_order.GetRefitSubtype();
    01429
    01430       /* Remove old capacity from consist capacity */
    01431       consist_capleft[v_start->cargo_type] -= v_start->cargo_cap;
    01432       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
    01433         w = w->GetNextArticulatedPart();
    01434         consist_capleft[w->cargo_type] -= w->cargo_cap;
    01435       }
    01436
    01437       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
    01438
    01439       /* Check if all articulated parts are empty and collect refit mask. */
    01440       uint32 refit_mask = e->info.refit_mask;
    01441       Vehicle *w = v_start;
    01442       while (w->HasArticulatedPart()) {
    01443         w = w->GetNextArticulatedPart();
    01444         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
    01445         refit_mask |= EngInfo(w->engine_type)->refit_mask;
    01446       }
    01447
    01448       if (new_cid == CT_AUTO_REFIT) {
    01449         /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
    01450         CargoID cid;
    01451         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
    01452           if (st->goods[cid].cargo.HasCargoFor(next_station) ||
    01453               st->goods[cid].cargo.HasCargoFor(INVALID_STATION)) {
    01454             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
    01455              * the returned refit capacity will be greater than zero. */
    01456             new_subtype = GetBestFittingSubType(v, v, cid);
    01457             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.
    01458             /* Try to balance different loadable cargoes between parts of the consist, so that
    01459              * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
    01460              * to the first loadable cargo for which there is only one packet. */
    01461             if (_returned_refit_capacity > 0 && consist_capleft[cid] < consist_capleft[new_cid]) {
    01462               new_cid = cid;
    01463             }
    01464           }
    01465         }
    01466       }
    01467
    01468       bool do_reserve = false;
    01469       /* Refit if given a valid cargo. */
    01470       if (new_cid < NUM_CARGO) {
    01471         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.
    01472         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
    01473         ge = &st->goods[v->cargo_type];
    01474         do_reserve = _settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD);
    01475       }
    01476
    01477       /* Add new capacity to consist capacity and reserve cargo */
    01478       w = v_start;
    01479       do {
    01480         consist_capleft[w->cargo_type] += w->cargo_cap;
    01481         if (do_reserve && st->goods[w->cargo_type].cargo.MoveTo(&w->cargo, w->cargo_cap, next_station, true) > 0) {
    01482           SetBit(cargos_reserved, w->cargo_type);
    01483         }
    01484         w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL;
    01485       } while (w != NULL);
    01486
    01487       cur_company.Restore();
    01488     }
    01489
    01490     /* update stats */
    01491     int t;
    01492     switch (front->type) {
    01493       case VEH_TRAIN: /* FALL THROUGH */
    01494       case VEH_SHIP:
    01495         t = front->vcache.cached_max_speed;
    01496         break;
    01497
    01498       case VEH_ROAD:
    01499         t = front->vcache.cached_max_speed / 2;
    01500         break;
    01501
    01502       case VEH_AIRCRAFT:
    01503         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
    01504         break;
    01505
    01506       default: NOT_REACHED();
    01507     }
    01508
    01509     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01510     ge->last_speed = min(t, 255);
    01511     ge->last_age = min(_cur_year - front->build_year, 255);
    01512     ge->time_since_pickup = 0;
    01513
    01514     /* If there's goods waiting at the station, and the vehicle
    01515      * has capacity for it, load it on the vehicle. */
    01516     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
    01517     if (cap_left > 0) {
    01518       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
    01519       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01520
    01521       int loaded = 0;
    01522       if (v->cargo.ReservedCount() > 0) {
    01523         loaded = v->cargo.LoadReserved(cap_left);
    01524       } else {
    01525         loaded = ge->cargo.MoveTo(&v->cargo, cap_left, next_station);
    01526         consist_capleft[v->cargo_type] -= loaded;
    01527       }
    01528
    01529       /* Store whether the maximum possible load amount was loaded or not.*/
    01530       if (loaded == cap_left) {
    01531         SetBit(full_load_amount, v->cargo_type);
    01532       } else {
    01533         ClrBit(full_load_amount, v->cargo_type);
    01534       }
    01535
    01536       /* TODO: Regarding this, when we do gradual loading, we
    01537        * should first unload all vehicles and then start
    01538        * loading them. Since this will cause
    01539        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01540        * the whole vehicle chain is really totally empty, the
    01541        * completely_emptied assignment can then be safely
    01542        * removed; that's how TTDPatch behaves too. --pasky */
    01543       if (loaded > 0) {
    01544         completely_emptied = false;
    01545         anything_loaded = true;
    01546
    01547         st->time_since_load = 0;
    01548         st->last_vehicle_type = v->type;
    01549
    01550         if (ge->cargo.Empty()) {
    01551           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01552           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01553         }
    01554
    01555         unloading_time += loaded;
    01556
    01557         dirty_vehicle = dirty_station = true;
    01558       } else if (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
    01559         /* Skip loading this vehicle if another train/vehicle is already handling
    01560          * the same cargo type at this station */
    01561         SetBit(cargo_not_full, v->cargo_type);
    01562         continue;
    01563       }
    01564     }
    01565
    01566     if (v->cargo.OnboardCount() >= v->cargo_cap) {
    01567       SetBit(cargo_full, v->cargo_type);
    01568     } else {
    01569       SetBit(cargo_not_full, v->cargo_type);
    01570     }
    01571   }
    01572
    01573   if (anything_loaded || anything_unloaded) {
    01574     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
    01575   }
    01576
    01577   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01578   completely_emptied &= anything_unloaded;
    01579
    01580   if (!anything_unloaded) delete payment;
    01581
    01582   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
    01583   if (anything_loaded || anything_unloaded) {
    01584     if (_settings_game.order.gradual_loading) {
    01585       /* The time it takes to load one 'slice' of cargo or passengers depends
    01586        * on the vehicle type - the values here are those found in TTDPatch */
    01587       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01588
    01589       unloading_time = gradual_loading_wait_time[front->type];
    01590     }
    01591     /* We loaded less cargo than possible for all cargo types and it's not full
    01592      * load and we're not supposed to wait any longer: stop loading. */
    01593     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01594         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
    01595       SetBit(front->vehicle_flags, VF_STOP_LOADING);
    01596     }
    01597   } else {
    01598     bool finished_loading = true;
    01599     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01600       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01601         /* if the aircraft carries passengers and is NOT full, then
    01602          * continue loading, no matter how much mail is in */
    01603         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
    01604             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01605           finished_loading = false;
    01606         }
    01607       } else if (cargo_not_full != 0) {
    01608         finished_loading = false;
    01609       }
    01610
    01611       /* Refresh next hop stats if we're full loading to avoid deadlocks. */
    01612       if (!finished_loading) front->RefreshNextHopsStats();
    01613     }
    01614     unloading_time = 20;
    01615
    01616     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01617   }
    01618
    01619   if (front->type == VEH_TRAIN) {
    01620     /* Each platform tile is worth 2 rail vehicles. */
    01621     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
    01622     if (overhang > 0) {
    01623       unloading_time <<= 1;
    01624       unloading_time += (overhang * unloading_time) / 8;
    01625     }
    01626   }
    01627
    01628   /* Calculate the loading indicator fill percent and display
    01629    * In the Game Menu do not display indicators
    01630    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01631    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01632    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01633    */
    01634   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01635     StringID percent_up_down = STR_NULL;
    01636     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
    01637     if (front->fill_percent_te_id == INVALID_TE_ID) {
    01638       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
    01639     } else {
    01640       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
    01641     }
    01642   }
    01643
    01644   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01645   front->load_unload_ticks = max(1, unloading_time);
    01646
    01647   if (completely_emptied) {
    01648     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
    01649   }
    01650
    01651   if (dirty_vehicle) {
    01652     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
    01653     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01654     front->MarkDirty();
    01655   }
    01656   if (dirty_station) {
    01657     st->MarkTilesDirty(true);
    01658     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01659   }
    01660   return cargos_reserved;
    01661 }
    01662
    01668 void LoadUnloadStation(Station *st)
    01669 {
    01670   /* No vehicle is here... */
    01671   if (st->loading_vehicles.empty()) return;
    01672
    01673   Vehicle *last_loading = NULL;
    01674   std::list<Vehicle *>::iterator iter;
    01675
    01676   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01677   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01678     Vehicle *v = *iter;
    01679
    01680     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01681
    01682     assert(v->load_unload_ticks != 0);
    01683     if (--v->load_unload_ticks == 0) last_loading = v;
    01684   }
    01685
    01686   /* We only need to reserve and load/unload up to the last loading vehicle.
    01687    * Anything else will be forgotten anyway after returning from this function.
    01688    *
    01689    * Especially this means we do _not_ need to reserve cargo for a single
    01690    * consist in a station which is not allowed to load yet because its
    01691    * load_unload_ticks is still not 0.
    01692    */
    01693   if (last_loading == NULL) return;
    01694
    01695   uint cargos_reserved = 0;
    01696
    01697   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01698     Vehicle *v = *iter;
    01699     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
    01700     if (v == last_loading) break;
    01701   }
    01702
    01703   /* Call the production machinery of industries */
    01704   const Industry * const *isend = _cargo_delivery_destinations.End();
    01705   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01706     TriggerIndustryProduction(*iid);
    01707   }
    01708   _cargo_delivery_destinations.Clear();
    01709 }
    01710
    01714 void CompaniesMonthlyLoop()
    01715 {
    01716   CompaniesGenStatistics();
    01717   if (_settings_game.economy.inflation) {
    01718     AddInflation();
    01719     RecomputePrices();
    01720   }
    01721   CompaniesPayInterest();
    01722   HandleEconomyFluctuations();
    01723 }
    01724
    01725 static void DoAcquireCompany(Company *c)
    01726 {
    01727   CompanyID ci = c->index;
    01728
    01729   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01730   cni->FillData(c, Company::Get(_current_company));
    01731
    01732   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01733   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01734   SetDParamStr(2, cni->company_name);
    01735   SetDParamStr(3, cni->other_company_name);
    01736   SetDParam(4, c->bankrupt_value);
    01737   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
    01738   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01739   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01740
    01741   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01742
    01743   if (c->bankrupt_value == 0) {
    01744     Company *owner = Company::Get(_current_company);
    01745     owner->current_loan += c->current_loan;
    01746   }
    01747
    01748   if (c->is_ai) AI::Stop(c->index);
    01749
    01750   DeleteCompanyWindows(ci);
    01751   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01752   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01753   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01754   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01755
    01756   delete c;
    01757 }
    01758
    01759 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01760
    01770 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01771 {
    01772   CommandCost cost(EXPENSES_OTHER);
    01773   CompanyID target_company = (CompanyID)p1;
    01774   Company *c = Company::GetIfValid(target_company);
    01775
    01776   /* Check if buying shares is allowed (protection against modified clients)
    01777    * Cannot buy own shares */
    01778   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01779
    01780   /* Protect new companies from hostile takeovers */
    01781   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01782
    01783   /* Those lines are here for network-protection (clients can be slow) */
    01784   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01785
    01786   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01787     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01788
    01789     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01790   }
    01791
    01792
    01793   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01794   if (flags & DC_EXEC) {
    01795     OwnerByte *b = c->share_owners;
    01796
    01797     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01798     *b = _current_company;
    01799
    01800     for (int i = 0; c->share_owners[i] == _current_company;) {
    01801       if (++i == 4) {
    01802         c->bankrupt_value = 0;
    01803         DoAcquireCompany(c);
    01804         break;
    01805       }
    01806     }
    01807     SetWindowDirty(WC_COMPANY, target_company);
    01808     CompanyAdminUpdate(c);
    01809   }
    01810   return cost;
    01811 }
    01812
    01822 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01823 {
    01824   CompanyID target_company = (CompanyID)p1;
    01825   Company *c = Company::GetIfValid(target_company);
    01826
    01827   /* Cannot sell own shares */
    01828   if (c == NULL || _current_company == target_company) return CMD_ERROR;
    01829
    01830   /* Check if selling shares is allowed (protection against modified clients).
    01831    * However, we must sell shares of companies being closed down. */
    01832   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
    01833
    01834   /* Those lines are here for network-protection (clients can be slow) */
    01835   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01836
    01837   /* adjust it a little to make it less profitable to sell and buy */
    01838   Money cost = CalculateCompanyValue(c) >> 2;
    01839   cost = -(cost - (cost >> 7));
    01840
    01841   if (flags & DC_EXEC) {
    01842     OwnerByte *b = c->share_owners;
    01843     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01844     *b = COMPANY_SPECTATOR;
    01845     SetWindowDirty(WC_COMPANY, target_company);
    01846     CompanyAdminUpdate(c);
    01847   }
    01848   return CommandCost(EXPENSES_OTHER, cost);
    01849 }
    01850
    01863 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01864 {
    01865   CompanyID target_company = (CompanyID)p1;
    01866   Company *c = Company::GetIfValid(target_company);
    01867   if (c == NULL) return CMD_ERROR;
    01868
    01869   /* Disable takeovers when not asked */
    01870   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01871
    01872   /* Disable taking over the local company in single player */
    01873   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01874
    01875   /* Do not allow companies to take over themselves */
    01876   if (target_company == _current_company) return CMD_ERROR;
    01877
    01878   /* Disable taking over when not allowed. */
    01879   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    01880
    01881   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01882   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01883
    01884   if (flags & DC_EXEC) {
    01885     DoAcquireCompany(c);
    01886   }
    01887   return cost;
    01888 }