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 spectators in single player, so we must pick some other company. */
00296     assert(!_networking);
00297     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00298     Company *c;
00299     FOR_ALL_COMPANIES(c) {
00300       if (c->index != old_owner) {
00301         SetLocalCompany(c->index);
00302         break;
00303       }
00304     }
00305     cur_company.Restore();
00306     assert(old_owner != _local_company);
00307   }
00308 
00309   Town *t;
00310 
00311   assert(old_owner != new_owner);
00312 
00313   {
00314     Company *c;
00315     uint i;
00316 
00317     /* See if the old_owner had shares in other companies */
00318     FOR_ALL_COMPANIES(c) {
00319       for (i = 0; i < 4; i++) {
00320         if (c->share_owners[i] == old_owner) {
00321           /* Sell his shares */
00322           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00323           /* Because we are in a DoCommand, we can't just execute another one and
00324            *  expect the money to be removed. We need to do it ourself! */
00325           SubtractMoneyFromCompany(res);
00326         }
00327       }
00328     }
00329 
00330     /* Sell all the shares that people have on this company */
00331     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00332     c = Company::Get(old_owner);
00333     for (i = 0; i < 4; i++) {
00334       cur_company2.Change(c->share_owners[i]);
00335       if (_current_company != INVALID_OWNER) {
00336         /* Sell the shares */
00337         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00338         /* Because we are in a DoCommand, we can't just execute another one and
00339          *  expect the money to be removed. We need to do it ourself! */
00340         SubtractMoneyFromCompany(res);
00341       }
00342     }
00343     cur_company2.Restore();
00344   }
00345 
00346   /* Temporarily increase the company's money, to be sure that
00347    * removing his/her property doesn't fail because of lack of money.
00348    * Not too drastically though, because it could overflow */
00349   if (new_owner == INVALID_OWNER) {
00350     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00351   }
00352 
00353   Subsidy *s;
00354   FOR_ALL_SUBSIDIES(s) {
00355     if (s->awarded == old_owner) {
00356       if (new_owner == INVALID_OWNER) {
00357         delete s;
00358       } else {
00359         s->awarded = new_owner;
00360       }
00361     }
00362   }
00363   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00364 
00365   /* Take care of rating and transport rights in towns */
00366   FOR_ALL_TOWNS(t) {
00367     /* If a company takes over, give the ratings to that company. */
00368     if (new_owner != INVALID_OWNER) {
00369       if (HasBit(t->have_ratings, old_owner)) {
00370         if (HasBit(t->have_ratings, new_owner)) {
00371           /* use max of the two ratings. */
00372           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00373         } else {
00374           SetBit(t->have_ratings, new_owner);
00375           t->ratings[new_owner] = t->ratings[old_owner];
00376         }
00377       }
00378     }
00379 
00380     /* Reset the ratings for the old owner */
00381     t->ratings[old_owner] = RATING_INITIAL;
00382     ClrBit(t->have_ratings, old_owner);
00383 
00384     /* Transfer exclusive rights */
00385     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
00386       if (new_owner != INVALID_OWNER) {
00387         t->exclusivity = new_owner;
00388       } else {
00389         t->exclusive_counter = 0;
00390         t->exclusivity = INVALID_COMPANY;
00391       }
00392     }
00393   }
00394 
00395   {
00396     Vehicle *v;
00397     FOR_ALL_VEHICLES(v) {
00398       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00399         if (new_owner == INVALID_OWNER) {
00400           if (v->Previous() == NULL) delete v;
00401         } else {
00402           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00403           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00404         }
00405       }
00406     }
00407   }
00408 
00409   /* In all cases clear replace engine rules.
00410    * Even if it was copied, it could interfere with new owner's rules */
00411   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00412 
00413   if (new_owner == INVALID_OWNER) {
00414     RemoveAllGroupsForCompany(old_owner);
00415   } else {
00416     Group *g;
00417     FOR_ALL_GROUPS(g) {
00418       if (g->owner == old_owner) g->owner = new_owner;
00419     }
00420   }
00421 
00422   {
00423     FreeUnitIDGenerator unitidgen[] = {
00424       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00425       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00426     };
00427 
00428     Vehicle *v;
00429     FOR_ALL_VEHICLES(v) {
00430       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00431         assert(new_owner != INVALID_OWNER);
00432 
00433         v->owner = new_owner;
00434 
00435         /* Owner changes, clear cache */
00436         v->colourmap = PAL_NONE;
00437         v->InvalidateNewGRFCache();
00438 
00439         if (v->IsEngineCountable()) {
00440           GroupStatistics::CountEngine(v, 1);
00441         }
00442         if (v->IsPrimaryVehicle()) {
00443           GroupStatistics::CountVehicle(v, 1);
00444           v->unitnumber = unitidgen[v->type].NextID();
00445         }
00446 
00447         /* Invalidate the vehicle's cargo payment "owner cache". */
00448         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00449       }
00450     }
00451 
00452     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00453   }
00454 
00455   /*  Change ownership of tiles */
00456   {
00457     TileIndex tile = 0;
00458     do {
00459       ChangeTileOwner(tile, old_owner, new_owner);
00460     } while (++tile != MapSize());
00461 
00462     if (new_owner != INVALID_OWNER) {
00463       /* Update all signals because there can be new segment that was owned by two companies
00464        * and signals were not propagated
00465        * Similar with crossings - it is needed to bar crossings that weren't before
00466        * because of different owner of crossing and approaching train */
00467       tile = 0;
00468 
00469       do {
00470         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00471           TrackBits tracks = GetTrackBits(tile);
00472           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00473             Track track = RemoveFirstTrack(&tracks);
00474             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00475           } while (tracks != TRACK_BIT_NONE);
00476         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00477           UpdateLevelCrossing(tile);
00478         }
00479       } while (++tile != MapSize());
00480     }
00481 
00482     /* update signals in buffer */
00483     UpdateSignalsInBuffer();
00484   }
00485 
00486   /* Add airport infrastructure count of the old company to the new one. */
00487   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00488 
00489   /* convert owner of stations (including deleted ones, but excluding buoys) */
00490   Station *st;
00491   FOR_ALL_STATIONS(st) {
00492     if (st->owner == old_owner) {
00493       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00494        * also, drawing station window would cause reading invalid company's colour */
00495       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00496     }
00497   }
00498 
00499   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00500   Waypoint *wp;
00501   FOR_ALL_WAYPOINTS(wp) {
00502     if (wp->owner == old_owner) {
00503       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00504     }
00505   }
00506 
00507   Sign *si;
00508   FOR_ALL_SIGNS(si) {
00509     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00510   }
00511 
00512   /* 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 bankruptcy 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       /* Don't consider the loan */
00565       Money val = CalculateCompanyValue(c, false);
00566 
00567       c->bankrupt_value = val;
00568       c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00569       c->bankrupt_timeout = 0;
00570 
00571       /* The company assets should always have some value */
00572       assert(c->bankrupt_value > 0);
00573       break;
00574     }
00575 
00576     /* Bankrupt 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 approximation 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 "fractional 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(count);
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   assert(front_v->cargo_payment == NULL);
01213   /* One CargoPayment per vehicle and the vehicle limit equals the
01214    * limit in number of CargoPayments. Can't go wrong. */
01215   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01216   assert(CargoPayment::CanAllocateItem());
01217   front_v->cargo_payment = new CargoPayment(front_v);
01218 
01219   StationID next_station = front_v->GetNextStoppingStation();
01220   if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01221     Station *st = Station::Get(front_v->last_station_visited);
01222     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01223       const GoodsEntry *ge = &st->goods[v->cargo_type];
01224       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01225         v->cargo.Stage(
01226             HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE),
01227             front_v->last_station_visited, next_station,
01228             front_v->current_order.GetUnloadType(), ge,
01229             front_v->cargo_payment);
01230         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01231       }
01232     }
01233   }
01234 }
01235 
01242 static byte GetLoadAmount(Vehicle *v)
01243 {
01244   const Engine *e = v->GetEngine();
01245   byte load_amount = e->info.load_amount;
01246 
01247   /* The default loadamount for mail is 1/4 of the load amount for passengers */
01248   if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01249 
01250   if (_settings_game.order.gradual_loading) {
01251     uint16 cb_load_amount = CALLBACK_FAILED;
01252     if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01253       /* Use callback 36 */
01254       cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01255     } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01256       /* Use callback 12 */
01257       cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01258     }
01259     if (cb_load_amount != CALLBACK_FAILED) {
01260       if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01261       if (cb_load_amount >= 0x100) {
01262         ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01263       } else if (cb_load_amount != 0) {
01264         load_amount = cb_load_amount;
01265       }
01266     }
01267   }
01268   return load_amount;
01269 }
01270 
01279 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationID next_station)
01280 {
01281   Vehicle *next_cargo = u;
01282   uint32 seen_cargos = 0;
01283 
01284   while (next_cargo != NULL) {
01285     if (next_cargo->cargo_cap == 0) {
01286       /* No need to reserve for vehicles without capacity. */
01287       next_cargo = next_cargo->Next();
01288       continue;
01289     }
01290 
01291     CargoID current_cargo = next_cargo->cargo_type;
01292 
01293     Vehicle *v = next_cargo;
01294     SetBit(seen_cargos, current_cargo);
01295     next_cargo = NULL;
01296     for (; v != NULL; v = v->Next()) {
01297       if (v->cargo_type != current_cargo) {
01298         /* Save start point for next cargo type. */
01299         if (next_cargo == NULL && !HasBit(seen_cargos, v->cargo_type)) next_cargo = v;
01300         continue;
01301       }
01302 
01303       uint cap = v->cargo_cap - v->cargo.RemainingCount();
01304 
01305       /* Nothing to do if the vehicle is full */
01306       if (cap > 0) {
01307         cap -= st->goods[v->cargo_type].cargo.Reserve(cap, &v->cargo, st->xy, next_station);
01308       }
01309 
01310       if (consist_capleft != NULL) {
01311         (*consist_capleft)[current_cargo] += cap;
01312       }
01313     }
01314   }
01315 }
01316 
01322 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01323 {
01324   v = v->GetFirstEnginePart();
01325 
01326   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01327     if (v->cargo.Count() != 0) return false;
01328   }
01329 
01330   return true;
01331 }
01332 
01337 static void LoadUnloadVehicle(Vehicle *front)
01338 {
01339   assert(front->current_order.IsType(OT_LOADING));
01340 
01341   StationID last_visited = front->last_station_visited;
01342   Station *st = Station::Get(last_visited);
01343 
01344   StationID next_station = front->GetNextStoppingStation();
01345   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
01346   CargoArray consist_capleft;
01347   if (_settings_game.order.improved_load &&
01348       ((front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0 || use_autorefit)) {
01349     ReserveConsist(st, front,
01350         (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL,
01351         next_station);
01352   }
01353 
01354   /* We have not waited enough time till the next round of loading/unloading */
01355   if (front->load_unload_ticks != 0) return;
01356 
01357   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01358     /* The train reversed in the station. Take the "easy" way
01359      * out and let the train just leave as it always did. */
01360     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01361     front->load_unload_ticks = 1;
01362     return;
01363   }
01364 
01365   int unloading_time = 0;
01366   bool dirty_vehicle = false;
01367   bool dirty_station = false;
01368 
01369   bool completely_emptied = true;
01370   bool anything_unloaded  = false;
01371   bool anything_loaded    = false;
01372   uint32 full_load_amount = 0;
01373   uint32 cargo_not_full   = 0;
01374   uint32 cargo_full       = 0;
01375   uint32 reservation_left = 0;
01376 
01377   front->cur_speed = 0;
01378 
01379   CargoPayment *payment = front->cargo_payment;
01380 
01381   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01382   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01383     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01384     if (v->cargo_cap == 0) continue;
01385     artic_part++;
01386 
01387     byte load_amount = GetLoadAmount(v);
01388 
01389     GoodsEntry *ge = &st->goods[v->cargo_type];
01390 
01391     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01392       uint cargo_count = v->cargo.UnloadCount();
01393       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01394       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01395 
01396       payment->SetCargo(v->cargo_type);
01397 
01398       if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
01399         /* The station does not accept our goods anymore. */
01400         if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
01401           /* Transfer instead of delivering. */
01402           v->cargo.Reassign(v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER),
01403               VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER);
01404         } else {
01405           /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
01406           v->cargo.Reassign(v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER),
01407               VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP);
01408 
01409           /* ... say we unloaded something, otherwise we'll think we didn't unload
01410            * something and we didn't load something, so we must be finished
01411            * at this station. Setting the unloaded means that we will get a
01412            * retry for loading in the next cycle. */
01413           anything_unloaded = true;
01414         }
01415       }
01416 
01417       /* Mark the station dirty if we transfer, but not if we only deliver. */
01418       dirty_station = v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0;
01419       amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
01420       remaining = v->cargo.UnloadCount() > 0;
01421       if (amount_unloaded > 0) {
01422         dirty_vehicle = true;
01423         anything_unloaded = true;
01424         unloading_time += amount_unloaded;
01425 
01426         /* Deliver goods to the station */
01427         st->time_since_unload = 0;
01428       }
01429 
01430       if (_settings_game.order.gradual_loading && remaining) {
01431         completely_emptied = false;
01432       } else {
01433         /* We have finished unloading (cargo count == 0) */
01434         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01435       }
01436 
01437       continue;
01438     }
01439 
01440     /* Do not pick up goods when we have no-load set or loading is stopped. */
01441     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01442 
01443     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01444     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01445         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01446       Vehicle *v_start = v->GetFirstEnginePart();
01447       CargoID new_cid = front->current_order.GetRefitCargo();
01448       byte new_subtype = front->current_order.GetRefitSubtype();
01449 
01450       /* Remove old capacity from consist capacity */
01451       consist_capleft[v_start->cargo_type] -= v_start->cargo_cap;
01452       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
01453         w = w->GetNextArticulatedPart();
01454         consist_capleft[w->cargo_type] -= w->cargo_cap;
01455       }
01456 
01457       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01458 
01459       /* Check if all articulated parts are empty and collect refit mask. */
01460       uint32 refit_mask = v->GetEngine()->info.refit_mask;
01461       Vehicle *w = v_start;
01462       while (w->HasArticulatedPart()) {
01463         w = w->GetNextArticulatedPart();
01464         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01465         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01466       }
01467 
01468       if (new_cid == CT_AUTO_REFIT) {
01469         /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
01470         CargoID cid;
01471         new_cid = v_start->cargo_type;
01472         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01473           if (st->goods[cid].cargo.HasCargoFor(next_station) ||
01474               st->goods[cid].cargo.HasCargoFor(INVALID_STATION)) {
01475             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01476              * the returned refit capacity will be greater than zero. */
01477             new_subtype = GetBestFittingSubType(v, v, cid);
01478             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.
01479             /* Try to balance different loadable cargoes between parts of the consist, so that
01480              * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
01481              * to the first loadable cargo for which there is only one packet. */
01482             if (_returned_refit_capacity > 0 && consist_capleft[cid] < consist_capleft[new_cid]) {
01483               new_cid = cid;
01484             }
01485           }
01486         }
01487       }
01488 
01489       /* Refit if given a valid cargo. */
01490       if (new_cid < NUM_CARGO && (new_cid != v_start->cargo_type || new_subtype != v_start->cargo_subtype)) {
01491         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.
01492         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01493         ge = &st->goods[v->cargo_type];
01494       }
01495 
01496       /* Add new capacity to consist capacity and reserve cargo */
01497       w = v_start;
01498       do {
01499         st->goods[w->cargo_type].cargo.Reserve(w->cargo_cap, &w->cargo, st->xy, next_station);
01500         consist_capleft[w->cargo_type] += w->cargo_cap - w->cargo.Count();
01501         w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL;
01502       } while (w != NULL);
01503 
01504       cur_company.Restore();
01505     }
01506 
01507     /* update stats */
01508     int t;
01509     switch (front->type) {
01510       case VEH_TRAIN: /* FALL THROUGH */
01511       case VEH_SHIP:
01512         t = front->vcache.cached_max_speed;
01513         break;
01514 
01515       case VEH_ROAD:
01516         t = front->vcache.cached_max_speed / 2;
01517         break;
01518 
01519       case VEH_AIRCRAFT:
01520         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01521         break;
01522 
01523       default: NOT_REACHED();
01524     }
01525 
01526     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01527     ge->last_speed = min(t, 255);
01528     ge->last_age = min(_cur_year - front->build_year, 255);
01529     ge->time_since_pickup = 0;
01530 
01531     assert(v->cargo_cap >= v->cargo.OnboardCount());
01532     /* If there's goods waiting at the station, and the vehicle
01533      * has capacity for it, load it on the vehicle. */
01534     uint cap_left = v->cargo_cap - v->cargo.OnboardCount();
01535     if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || !ge->cargo.Empty())) {
01536       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01537       if (v->cargo.OnboardCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01538 
01539       uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
01540       if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
01541         /* Remember if there are reservations left so that we don't stop
01542          * loading before they're loaded. */
01543         SetBit(reservation_left, v->cargo_type);
01544       }
01545 
01546       /* Store whether the maximum possible load amount was loaded or not.*/
01547       if (loaded == cap_left) {
01548         SetBit(full_load_amount, v->cargo_type);
01549       } else {
01550         ClrBit(full_load_amount, v->cargo_type);
01551       }
01552 
01553       /* TODO: Regarding this, when we do gradual loading, we
01554        * should first unload all vehicles and then start
01555        * loading them. Since this will cause
01556        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01557        * the whole vehicle chain is really totally empty, the
01558        * completely_emptied assignment can then be safely
01559        * removed; that's how TTDPatch behaves too. --pasky */
01560       if (loaded > 0) {
01561         completely_emptied = false;
01562         anything_loaded = true;
01563 
01564         st->time_since_load = 0;
01565         st->last_vehicle_type = v->type;
01566 
01567         if (ge->cargo.Empty()) {
01568           TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
01569           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01570           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01571         }
01572 
01573         unloading_time += loaded;
01574 
01575         dirty_vehicle = dirty_station = true;
01576       }
01577     }
01578 
01579     if (v->cargo.OnboardCount() >= v->cargo_cap) {
01580       SetBit(cargo_full, v->cargo_type);
01581     } else {
01582       SetBit(cargo_not_full, v->cargo_type);
01583     }
01584   }
01585 
01586   if (anything_loaded || anything_unloaded) {
01587     if (front->type == VEH_TRAIN) {
01588       TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
01589       TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
01590     }
01591   }
01592 
01593   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01594   completely_emptied &= anything_unloaded;
01595 
01596   if (!anything_unloaded) delete payment;
01597 
01598   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01599   if (anything_loaded || anything_unloaded) {
01600     if (_settings_game.order.gradual_loading) {
01601       /* The time it takes to load one 'slice' of cargo or passengers depends
01602        * on the vehicle type - the values here are those found in TTDPatch */
01603       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01604 
01605       unloading_time = gradual_loading_wait_time[front->type];
01606     }
01607     /* We loaded less cargo than possible for all cargo types and it's not full
01608      * load and we're not supposed to wait any longer: stop loading. */
01609     if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01610         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01611       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01612     }
01613   } else {
01614     bool finished_loading = true;
01615     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01616       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01617         /* if the aircraft carries passengers and is NOT full, then
01618          * continue loading, no matter how much mail is in */
01619         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
01620             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01621           finished_loading = false;
01622         }
01623       } else if (cargo_not_full != 0) {
01624         finished_loading = false;
01625       }
01626 
01627       /* Refresh next hop stats if we're full loading to make the links
01628        * known to the distribution algorithm and allow cargo to be sent
01629        * along them. Otherwise the vehicle could wait for cargo
01630        * indefinitely if it hasn't visited the other links yet, or if the
01631        * links die while it's loading. */
01632       if (!finished_loading) front->RefreshNextHopsStats();
01633     }
01634     unloading_time = 20;
01635 
01636     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01637   }
01638 
01639   if (front->type == VEH_TRAIN) {
01640     /* Each platform tile is worth 2 rail vehicles. */
01641     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01642     if (overhang > 0) {
01643       unloading_time <<= 1;
01644       unloading_time += (overhang * unloading_time) / 8;
01645     }
01646   }
01647 
01648   /* Calculate the loading indicator fill percent and display
01649    * In the Game Menu do not display indicators
01650    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01651    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01652    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01653    */
01654   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01655     StringID percent_up_down = STR_NULL;
01656     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01657     if (front->fill_percent_te_id == INVALID_TE_ID) {
01658       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01659     } else {
01660       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01661     }
01662   }
01663 
01664   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01665   front->load_unload_ticks = max(1, unloading_time);
01666 
01667   if (completely_emptied) {
01668     /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
01669      * properties such as weight, power and TE whenever the trigger runs. */
01670     dirty_vehicle = true;
01671     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01672   }
01673 
01674   if (dirty_vehicle) {
01675     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01676     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01677     front->MarkDirty();
01678   }
01679   if (dirty_station) {
01680     st->MarkTilesDirty(true);
01681     SetWindowDirty(WC_STATION_VIEW, last_visited);
01682   }
01683 }
01684 
01690 void LoadUnloadStation(Station *st)
01691 {
01692   /* No vehicle is here... */
01693   if (st->loading_vehicles.empty()) return;
01694 
01695   Vehicle *last_loading = NULL;
01696   std::list<Vehicle *>::iterator iter;
01697 
01698   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01699   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01700     Vehicle *v = *iter;
01701 
01702     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01703 
01704     assert(v->load_unload_ticks != 0);
01705     if (--v->load_unload_ticks == 0) last_loading = v;
01706   }
01707 
01708   /* We only need to reserve and load/unload up to the last loading vehicle.
01709    * Anything else will be forgotten anyway after returning from this function.
01710    *
01711    * Especially this means we do _not_ need to reserve cargo for a single
01712    * consist in a station which is not allowed to load yet because its
01713    * load_unload_ticks is still not 0.
01714    */
01715   if (last_loading == NULL) return;
01716 
01717   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01718     Vehicle *v = *iter;
01719     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
01720     if (v == last_loading) break;
01721   }
01722 
01723   /* Call the production machinery of industries */
01724   const Industry * const *isend = _cargo_delivery_destinations.End();
01725   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01726     TriggerIndustryProduction(*iid);
01727   }
01728   _cargo_delivery_destinations.Clear();
01729 }
01730 
01734 void CompaniesMonthlyLoop()
01735 {
01736   CompaniesGenStatistics();
01737   if (_settings_game.economy.inflation) {
01738     AddInflation();
01739     RecomputePrices();
01740   }
01741   CompaniesPayInterest();
01742   HandleEconomyFluctuations();
01743 }
01744 
01745 static void DoAcquireCompany(Company *c)
01746 {
01747   CompanyID ci = c->index;
01748 
01749   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01750   cni->FillData(c, Company::Get(_current_company));
01751 
01752   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01753   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01754   SetDParamStr(2, cni->company_name);
01755   SetDParamStr(3, cni->other_company_name);
01756   SetDParam(4, c->bankrupt_value);
01757   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
01758   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01759   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01760 
01761   ChangeOwnershipOfCompanyItems(ci, _current_company);
01762 
01763   if (c->bankrupt_value == 0) {
01764     Company *owner = Company::Get(_current_company);
01765     owner->current_loan += c->current_loan;
01766   }
01767 
01768   if (c->is_ai) AI::Stop(c->index);
01769 
01770   DeleteCompanyWindows(ci);
01771   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01772   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01773   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01774   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01775 
01776   delete c;
01777 }
01778 
01779 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01780 
01790 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01791 {
01792   CommandCost cost(EXPENSES_OTHER);
01793   CompanyID target_company = (CompanyID)p1;
01794   Company *c = Company::GetIfValid(target_company);
01795 
01796   /* Check if buying shares is allowed (protection against modified clients)
01797    * Cannot buy own shares */
01798   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01799 
01800   /* Protect new companies from hostile takeovers */
01801   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01802 
01803   /* Those lines are here for network-protection (clients can be slow) */
01804   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01805 
01806   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01807     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01808 
01809     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01810   }
01811 
01812 
01813   cost.AddCost(CalculateCompanyValue(c) >> 2);
01814   if (flags & DC_EXEC) {
01815     OwnerByte *b = c->share_owners;
01816 
01817     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01818     *b = _current_company;
01819 
01820     for (int i = 0; c->share_owners[i] == _current_company;) {
01821       if (++i == 4) {
01822         c->bankrupt_value = 0;
01823         DoAcquireCompany(c);
01824         break;
01825       }
01826     }
01827     SetWindowDirty(WC_COMPANY, target_company);
01828     CompanyAdminUpdate(c);
01829   }
01830   return cost;
01831 }
01832 
01842 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01843 {
01844   CompanyID target_company = (CompanyID)p1;
01845   Company *c = Company::GetIfValid(target_company);
01846 
01847   /* Cannot sell own shares */
01848   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01849 
01850   /* Check if selling shares is allowed (protection against modified clients).
01851    * However, we must sell shares of companies being closed down. */
01852   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01853 
01854   /* Those lines are here for network-protection (clients can be slow) */
01855   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01856 
01857   /* adjust it a little to make it less profitable to sell and buy */
01858   Money cost = CalculateCompanyValue(c) >> 2;
01859   cost = -(cost - (cost >> 7));
01860 
01861   if (flags & DC_EXEC) {
01862     OwnerByte *b = c->share_owners;
01863     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01864     *b = COMPANY_SPECTATOR;
01865     SetWindowDirty(WC_COMPANY, target_company);
01866     CompanyAdminUpdate(c);
01867   }
01868   return CommandCost(EXPENSES_OTHER, cost);
01869 }
01870 
01883 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01884 {
01885   CompanyID target_company = (CompanyID)p1;
01886   Company *c = Company::GetIfValid(target_company);
01887   if (c == NULL) return CMD_ERROR;
01888 
01889   /* Disable takeovers when not asked */
01890   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01891 
01892   /* Disable taking over the local company in single player */
01893   if (!_networking && _local_company == c->index) return CMD_ERROR;
01894 
01895   /* Do not allow companies to take over themselves */
01896   if (target_company == _current_company) return CMD_ERROR;
01897 
01898   /* Disable taking over when not allowed. */
01899   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01900 
01901   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01902   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01903 
01904   if (flags & DC_EXEC) {
01905     DoAcquireCompany(c);
01906   }
01907   return cost;
01908 }