# 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 "vehicle_gui.h"
    00021 #include "ai/ai.hpp"
    00022 #include "aircraft.h"
    00023 #include "newgrf_engine.h"
    00024 #include "engine_base.h"
    00025 #include "ground_vehicle.hpp"
    00026 #include "newgrf_cargo.h"
    00027 #include "newgrf_sound.h"
    00028 #include "newgrf_industrytiles.h"
    00029 #include "newgrf_station.h"
    00030 #include "newgrf_airporttiles.h"
    00031 #include "object.h"
    00032 #include "group.h"
    00033 #include "strings_func.h"
    00034 #include "window_func.h"
    00035 #include "date_func.h"
    00036 #include "vehicle_func.h"
    00037 #include "sound_func.h"
    00038 #include "autoreplace_func.h"
    00039 #include "company_gui.h"
    00040 #include "signs_base.h"
    00041 #include "subsidy_base.h"
    00042 #include "subsidy_func.h"
    00043 #include "station_base.h"
    00044 #include "waypoint_base.h"
    00045 #include "economy_base.h"
    00046 #include "core/pool_func.hpp"
    00047 #include "newgrf.h"
    00048 #include "core/backup_type.hpp"
    00049 #include "infrastructure_func.h"
    00050 #include "cheat_type.h"
    00051 #include "water.h"
    00052
    00053 #include "table/strings.h"
    00054 #include "table/pricebase.h"
    00055
    00056
    00057 /* Initialize the cargo payment-pool */
    00058 CargoPaymentPool _cargo_payment_pool("CargoPayment");
    00059 INSTANTIATE_POOL_METHODS(CargoPayment)
    00060
    00061
    00072 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
    00073 {
    00074   return (int32)((int64)a * (int64)b >> shift);
    00075 }
    00076
    00077 typedef SmallVector<Industry *, 16> SmallIndustryList;
    00078
    00082 const ScoreInfo _score_info[] = {
    00083   {     120, 100}, // SCORE_VEHICLES
    00084   {      80, 100}, // SCORE_STATIONS
    00085   {   10000, 100}, // SCORE_MIN_PROFIT
    00086   {   50000,  50}, // SCORE_MIN_INCOME
    00087   {  100000, 100}, // SCORE_MAX_INCOME
    00088   {   40000, 400}, // SCORE_DELIVERED
    00089   {       8,  50}, // SCORE_CARGO
    00090   {10000000,  50}, // SCORE_MONEY
    00091   {  250000,  50}, // SCORE_LOAN
    00092   {       0,   0}  // SCORE_TOTAL
    00093 };
    00094
    00095 int _score_part[MAX_COMPANIES][SCORE_END];
    00096 Economy _economy;
    00097 Prices _price;
    00098 Money _additional_cash_required;
    00099 static PriceMultipliers _price_base_multiplier;
    00100
    00110 Money CalculateCompanyValue(const Company *c, bool including_loan)
    00111 {
    00112   Owner owner = c->index;
    00113
    00114   Station *st;
    00115   uint num = 0;
    00116
    00117   FOR_ALL_STATIONS(st) {
    00118     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00119   }
    00120
    00121   Money value = num * _price[PR_STATION_VALUE] * 25;
    00122
    00123   Vehicle *v;
    00124   FOR_ALL_VEHICLES(v) {
    00125     if (v->owner != owner) continue;
    00126
    00127     if (v->type == VEH_TRAIN ||
    00128         v->type == VEH_ROAD ||
    00129         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00130         v->type == VEH_SHIP) {
    00131       value += v->value * 3 >> 1;
    00132     }
    00133   }
    00134
    00135   /* Add real money value */
    00136   if (including_loan) value -= c->current_loan;
    00137   value += c->money;
    00138
    00139   return max(value, (Money)1);
    00140 }
    00141
    00150 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00151 {
    00152   Owner owner = c->index;
    00153   int score = 0;
    00154
    00155   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00156
    00157   /* Count vehicles */
    00158   {
    00159     Vehicle *v;
    00160     Money min_profit = 0;
    00161     bool min_profit_first = true;
    00162     uint num = 0;
    00163
    00164     FOR_ALL_VEHICLES(v) {
    00165       if (v->owner != owner) continue;
    00166       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00167         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00168         if (v->age > 730) {
    00169           /* Find the vehicle with the lowest amount of profit */
    00170           if (min_profit_first || min_profit > v->profit_last_year) {
    00171             min_profit = v->profit_last_year;
    00172             min_profit_first = false;
    00173           }
    00174         }
    00175       }
    00176     }
    00177
    00178     min_profit >>= 8; // remove the fract part
    00179
    00180     _score_part[owner][SCORE_VEHICLES] = num;
    00181     /* Don't allow negative min_profit to show */
    00182     if (min_profit > 0) {
    00183       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00184     }
    00185   }
    00186
    00187   /* Count stations */
    00188   {
    00189     uint num = 0;
    00190     const Station *st;
    00191
    00192     FOR_ALL_STATIONS(st) {
    00193       /* Only count stations that are actually serviced */
    00194       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00195     }
    00196     _score_part[owner][SCORE_STATIONS] = num;
    00197   }
    00198
    00199   /* Generate statistics depending on recent income statistics */
    00200   {
    00201     int numec = min(c->num_valid_stat_ent, 12);
    00202     if (numec != 0) {
    00203       const CompanyEconomyEntry *cee = c->old_economy;
    00204       Money min_income = cee->income + cee->expenses;
    00205       Money max_income = cee->income + cee->expenses;
    00206
    00207       do {
    00208         min_income = min(min_income, cee->income + cee->expenses);
    00209         max_income = max(max_income, cee->income + cee->expenses);
    00210       } while (++cee, --numec);
    00211
    00212       if (min_income > 0) {
    00213         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00214       }
    00215
    00216       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00217     }
    00218   }
    00219
    00220   /* Generate score depending on amount of transported cargo */
    00221   {
    00222     const CompanyEconomyEntry *cee;
    00223     int numec;
    00224     uint32 total_delivered;
    00225
    00226     numec = min(c->num_valid_stat_ent, 4);
    00227     if (numec != 0) {
    00228       cee = c->old_economy;
    00229       total_delivered = 0;
    00230       do {
    00231         total_delivered += cee->delivered_cargo;
    00232       } while (++cee, --numec);
    00233
    00234       _score_part[owner][SCORE_DELIVERED] = total_delivered;
    00235     }
    00236   }
    00237
    00238   /* Generate score for variety of cargo */
    00239   {
    00240     uint num = CountBits(c->cargo_types);
    00241     _score_part[owner][SCORE_CARGO] = num;
    00242     if (update) c->cargo_types = 0;
    00243   }
    00244
    00245   /* Generate score for company's money */
    00246   {
    00247     if (c->money > 0) {
    00248       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00249     }
    00250   }
    00251
    00252   /* Generate score for loan */
    00253   {
    00254     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00255   }
    00256
    00257   /* Now we calculate the score for each item.. */
    00258   {
    00259     int total_score = 0;
    00260     int s;
    00261     score = 0;
    00262     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00263       /* Skip the total */
    00264       if (i == SCORE_TOTAL) continue;
    00265       /*  Check the score */
    00266       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00267       score += s;
    00268       total_score += _score_info[i].score;
    00269     }
    00270
    00271     _score_part[owner][SCORE_TOTAL] = score;
    00272
    00273     /*  We always want the score scaled to SCORE_MAX (1000) */
    00274     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00275   }
    00276
    00277   if (update) {
    00278     c->old_economy[0].performance_history = score;
    00279     UpdateCompanyHQ(c->location_of_HQ, score);
    00280     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00281   }
    00282
    00283   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00284   return score;
    00285 }
    00286
    00292 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00293 {
    00294   /* We need to set _current_company to old_owner before we try to move
    00295    * the client. This is needed as it needs to know whether "you" really
    00296    * are the current local company. */
    00297   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
    00298 #ifdef ENABLE_NETWORK
    00299   /* In all cases, make spectators of clients connected to that company */
    00300   if (_networking) NetworkClientsToSpectators(old_owner);
    00301 #endif /* ENABLE_NETWORK */
    00302
    00303   Town *t;
    00304
    00305   assert(old_owner != new_owner);
    00306
    00307   {
    00308     Company *c;
    00309     uint i;
    00310
    00311     /* See if the old_owner had shares in other companies */
    00312     FOR_ALL_COMPANIES(c) {
    00313       for (i = 0; i < 4; i++) {
    00314         if (c->share_owners[i] == old_owner) {
    00315           /* Sell his shares */
    00316           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
    00317           /* Because we are in a DoCommand, we can't just execute another one and
    00318            *  expect the money to be removed. We need to do it ourself! */
    00319           SubtractMoneyFromCompany(res);
    00320         }
    00321       }
    00322     }
    00323
    00324     /* Sell all the shares that people have on this company */
    00325     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
    00326     c = Company::Get(old_owner);
    00327     for (i = 0; i < 4; i++) {
    00328       cur_company2.Change(c->share_owners[i]);
    00329       if (_current_company != INVALID_OWNER) {
    00330         /* Sell the shares */
    00331         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
    00332         /* Because we are in a DoCommand, we can't just execute another one and
    00333          *  expect the money to be removed. We need to do it ourself! */
    00334         SubtractMoneyFromCompany(res);
    00335       }
    00336     }
    00337     cur_company2.Restore();
    00338   }
    00339
    00340   /* Temporarily increase the company's money, to be sure that
    00341    * removing his/her property doesn't fail because of lack of money.
    00342    * Not too drastically though, because it could overflow */
    00343   if (new_owner == INVALID_OWNER) {
    00344     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00345   }
    00346
    00347   Subsidy *s;
    00348   FOR_ALL_SUBSIDIES(s) {
    00349     if (s->awarded == old_owner) {
    00350       if (new_owner == INVALID_OWNER) {
    00351         delete s;
    00352       } else {
    00353         s->awarded = new_owner;
    00354       }
    00355     }
    00356   }
    00357   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00358
    00359   /* Take care of rating in towns */
    00360   FOR_ALL_TOWNS(t) {
    00361     /* If a company takes over, give the ratings to that company. */
    00362     if (new_owner != INVALID_OWNER) {
    00363       if (HasBit(t->have_ratings, old_owner)) {
    00364         if (HasBit(t->have_ratings, new_owner)) {
    00365           /* use max of the two ratings. */
    00366           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00367         } else {
    00368           SetBit(t->have_ratings, new_owner);
    00369           t->ratings[new_owner] = t->ratings[old_owner];
    00370         }
    00371       }
    00372     }
    00373
    00374     /* Reset the ratings for the old owner */
    00375     t->ratings[old_owner] = RATING_INITIAL;
    00376     ClrBit(t->have_ratings, old_owner);
    00377   }
    00378
    00379   /* Change ownership of vehicles */
    00380   if (new_owner != INVALID_OWNER) {
    00381     FreeUnitIDGenerator unitidgen[] = {
    00382       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00383       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00384     };
    00385
    00386     Vehicle *v;
    00387     FOR_ALL_VEHICLES(v) {
    00388       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00389         v->owner = new_owner;
    00390         v->colourmap = PAL_NONE;
    00391         if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
    00392         if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
    00393
    00394         /* Invalidate the vehicle's cargo payment "owner cache". */
    00395         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
    00396       }
    00397     }
    00398   } else {
    00399     /* Depending on sharing settings, other companies could be affected too.
    00400      * Let the infrastructure sharing code handle this. */
    00401     HandleSharingCompanyDeletion(old_owner);
    00402   }
    00403
    00404   /*  Change ownership of tiles */
    00405   {
    00406     TileIndex tile = 0;
    00407     do {
    00408       ChangeTileOwner(tile, old_owner, new_owner);
    00409     } while (++tile != MapSize());
    00410
    00411     if (new_owner != INVALID_OWNER) {
    00412       /* Update all signals because there can be new segment that was owned by two companies
    00413        * and signals were not propagated
    00414        * Similiar with crossings - it is needed to bar crossings that weren't before
    00415        * because of different owner of crossing and approaching train */
    00416       UpdateAllBlockSignals(new_owner);
    00417     } else if (_settings_game.economy.infrastructure_sharing[VEH_TRAIN]) {
    00418       /* tracks are being removed while sharing is enabled.
    00419        * Thus, update all signals and crossings. */
    00420       UpdateAllBlockSignals();
    00421     }
    00422
    00423     /* Update any signals in the buffer */
    00424     UpdateSignalsInBuffer();
    00425   }
    00426
    00427   /* Add airport infrastructure count of the old company to the new one. */
    00428   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->airport_infrastructure += Company::Get(old_owner)->airport_infrastructure;
    00429
    00430   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00431   Station *st;
    00432   FOR_ALL_STATIONS(st) {
    00433     if (st->owner == old_owner) {
    00434       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00435        * also, drawing station window would cause reading invalid company's colour */
    00436       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00437     }
    00438   }
    00439
    00440   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00441   Waypoint *wp;
    00442   FOR_ALL_WAYPOINTS(wp) {
    00443     if (wp->owner == old_owner) {
    00444       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00445     }
    00446   }
    00447
    00448   /* In all cases clear replace engine rules.
    00449    * Even if it was copied, it could interfere with new owner's rules */
    00450   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00451
    00452   if (new_owner == INVALID_OWNER) {
    00453     RemoveAllGroupsForCompany(old_owner);
    00454   } else {
    00455     Group *g;
    00456     FOR_ALL_GROUPS(g) {
    00457       if (g->owner == old_owner) g->owner = new_owner;
    00458     }
    00459   }
    00460
    00461   Sign *si;
    00462   FOR_ALL_SIGNS(si) {
    00463     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00464   }
    00465
    00466   /* Change colour of existing windows */
    00467   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00468
    00469   cur_company.Restore();
    00470
    00471   MarkWholeScreenDirty();
    00472 }
    00473
    00478 static void CompanyCheckBankrupt(Company *c)
    00479 {
    00480   /*  If the company has money again, it does not go bankrupt */
    00481   if (c->money >= 0) {
    00482     c->quarters_of_bankruptcy = 0;
    00483     c->bankrupt_asked = 0;
    00484     return;
    00485   }
    00486
    00487   c->quarters_of_bankruptcy++;
    00488
    00489   switch (c->quarters_of_bankruptcy) {
    00490     case 0:
    00491     case 1:
    00492       break;
    00493
    00494     case 2: {
    00495       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00496       cni->FillData(c);
    00497       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00498       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00499       SetDParamStr(2, cni->company_name);
    00500       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
    00501       AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
    00502       break;
    00503     }
    00504
    00505     case 3: {
    00506       /* Check if the company has any value.. if not, declare it bankrupt
    00507        *  right now */
    00508       Money val = CalculateCompanyValue(c, false);
    00509       if (val > 0) {
    00510         c->bankrupt_value = val;
    00511         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00512         c->bankrupt_timeout = 0;
    00513         break;
    00514       }
    00515       /* FALL THROUGH to case 4... */
    00516     }
    00517     default:
    00518     case 4:
    00519       if (!_networking && _local_company == c->index) {
    00520         /* If we are in offline mode, leave the company playing. Eg. there
    00521          * is no THE-END, otherwise mark the client as spectator to make sure
    00522          * he/she is no long in control of this company. However... when you
    00523          * join another company (cheat) the "unowned" company can bankrupt. */
    00524         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00525         break;
    00526       }
    00527
    00528       /* Actually remove the company, but not when we're a network client.
    00529        * In case of network clients we will be getting a command from the
    00530        * server. It is done in this way as we are called from the
    00531        * StateGameLoop which can't change the current company, and thus
    00532        * updating the local company triggers an assert later on. In the
    00533        * case of a network game the command will be processed at a time
    00534        * that changing the current company is okay. In case of single
    00535        * player we are sure (the above check) that we are not the local
    00536        * company and thus we won't be moved. */
    00537       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), 0, CMD_COMPANY_CTRL);
    00538       break;
    00539   }
    00540 }
    00541
    00546 static void CompaniesGenStatistics()
    00547 {
    00548   Station *st;
    00549
    00550   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00551   Company *c;
    00552
    00553   if (!_settings_game.economy.infrastructure_maintenance) {
    00554     FOR_ALL_STATIONS(st) {
    00555       cur_company.Change(st->owner);
    00556       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00557       SubtractMoneyFromCompany(cost);
    00558     }
    00559   } else {
    00560     /* Improved monthly infrastructure costs. */
    00561     FOR_ALL_COMPANIES(c) {
    00562       cur_company.Change(c->index);
    00563
    00564       CommandCost cost(EXPENSES_PROPERTY);
    00565       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
    00566         if (c->rail_infrastructure[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->rail_infrastructure[rt]));
    00567       }
    00568       cost.AddCost(SignalMaintenanceCost(c->signal_infrastructure));
    00569       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
    00570         if (c->road_infrastructure[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->road_infrastructure[rt]));
    00571       }
    00572       cost.AddCost(CanalMaintenanceCost(c->water_infrastructure));
    00573       cost.AddCost(StationMaintenanceCost(c->station_infrastructure));
    00574       cost.AddCost(AirportMaintenanceCost(c->index));
    00575
    00576       SubtractMoneyFromCompany(cost);
    00577     }
    00578   }
    00579   cur_company.Restore();
    00580
    00581   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
    00582   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
    00583
    00584   FOR_ALL_COMPANIES(c) {
    00585     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00586     c->old_economy[0] = c->cur_economy;
    00587     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00588
    00589     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
    00590
    00591     UpdateCompanyRatingAndValue(c, true);
    00592     if (c->block_preview != 0) c->block_preview--;
    00593     CompanyCheckBankrupt(c);
    00594   }
    00595
    00596   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00597   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00598   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00599   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00600   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00601   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00602 }
    00603
    00608 void AddInflation(bool check_year)
    00609 {
    00610   /* The cargo payment inflation differs from the normal inflation, so the
    00611    * relative amount of money you make with a transport decreases slowly over
    00612    * the 170 years. After a few hundred years we reach a level in which the
    00613    * games will become unplayable as the maximum income will be less than
    00614    * the minimum running cost.
    00615    *
    00616    * Furthermore there are a lot of inflation related overflows all over the
    00617    * place. Solving them is hardly possible because inflation will always
    00618    * reach the overflow threshold some day. So we'll just perform the
    00619    * inflation mechanism during the first 170 years (the amount of years that
    00620    * one had in the original TTD) and stop doing the inflation after that
    00621    * because it only causes problems that can't be solved nicely and the
    00622    * inflation doesn't add anything after that either; it even makes playing
    00623    * it impossible due to the diverging cost and income rates.
    00624    */
    00625   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
    00626
    00627   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00628    * scaled by 65536
    00629    * 12 -> months per year
    00630    * This is only a good approxiamtion for small values
    00631    */
    00632   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
    00633   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
    00634 }
    00635
    00639 void RecomputePrices()
    00640 {
    00641   /* Setup maximum loan */
    00642   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00643
    00644   /* Setup price bases */
    00645   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00646     Money price = _price_base_specs[i].start_price;
    00647
    00648     /* Apply difficulty settings */
    00649     uint mod = 1;
    00650     switch (_price_base_specs[i].category) {
    00651       case PCAT_RUNNING:
    00652         mod = _settings_game.difficulty.vehicle_costs;
    00653         break;
    00654
    00655       case PCAT_CONSTRUCTION:
    00656         mod = _settings_game.difficulty.construction_cost;
    00657         break;
    00658
    00659       default: break;
    00660     }
    00661     if (mod < 1) {
    00662       price = price * 3 >> 2;
    00663     } else if (mod > 1) {
    00664       price = price * 9 >> 3;
    00665     }
    00666
    00667     /* Apply inflation */
    00668     price = (int64)price * _economy.inflation_prices;
    00669
    00670     /* Apply newgrf modifiers, and remove fractional part of inflation */
    00671     int shift = _price_base_multiplier[i] - 16;
    00672     if (shift >= 0) {
    00673       price <<= shift;
    00674     } else {
    00675       price >>= -shift;
    00676     }
    00677
    00678     /* Make sure the price does not get reduced to zero.
    00679      * Zero breaks quite a few commands that use a zero
    00680      * cost to see whether something got changed or not
    00681      * and based on that cause an error. When the price
    00682      * is zero that fails even when things are done. */
    00683     if (price == 0) {
    00684       price = Clamp(_price_base_specs[i].start_price, -1, 1);
    00685       /* No base price should be zero, but be sure. */
    00686       assert(price != 0);
    00687     }
    00688     /* Store value */
    00689     _price[i] = price;
    00690   }
    00691
    00692   /* Setup cargo payment */
    00693   CargoSpec *cs;
    00694   FOR_ALL_CARGOSPECS(cs) {
    00695     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00696   }
    00697
    00698   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00699   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00700   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00701   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
    00702   InvalidateWindowData(WC_PAYMENT_RATES, 0);
    00703 }
    00704
    00706 static void CompaniesPayInterest()
    00707 {
    00708   const Company *c;
    00709
    00710   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00711   FOR_ALL_COMPANIES(c) {
    00712     cur_company.Change(c->index);
    00713
    00714     /* Over a year the paid interest should be "loan * interest percentage",
    00715      * but... as that number is likely not dividable by 12 (pay each month),
    00716      * one needs to account for that in the monthly fee calculations.
    00717      * To easily calculate what one should pay "this" month, you calculate
    00718      * what (total) should have been paid up to this month and you subtract
    00719      * whatever has been paid in the previous months. This will mean one month
    00720      * it'll be a bit more and the other it'll be a bit less than the average
    00721      * monthly fee, but on average it will be exact. */
    00722     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00723     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00724     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00725
    00726     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00727
    00728     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00729   }
    00730   cur_company.Restore();
    00731 }
    00732
    00733 static void HandleEconomyFluctuations()
    00734 {
    00735   if (_settings_game.difficulty.economy != 0) {
    00736     /* When economy is Fluctuating, decrease counter */
    00737     _economy.fluct--;
    00738   } else if (EconomyIsInRecession()) {
    00739     /* When it's Steady and we are in recession, end it now */
    00740     _economy.fluct = -12;
    00741   } else {
    00742     /* No need to do anything else in other cases */
    00743     return;
    00744   }
    00745
    00746   if (_economy.fluct == 0) {
    00747     _economy.fluct = -(int)GB(Random(), 0, 2);
    00748     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
    00749   } else if (_economy.fluct == -12) {
    00750     _economy.fluct = GB(Random(), 0, 8) + 312;
    00751     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
    00752   }
    00753 }
    00754
    00755
    00759 void ResetPriceBaseMultipliers()
    00760 {
    00761   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00762 }
    00763
    00771 void SetPriceBaseMultiplier(Price price, int factor)
    00772 {
    00773   assert(price < PR_END);
    00774   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00775 }
    00776
    00781 void StartupIndustryDailyChanges(bool init_counter)
    00782 {
    00783   uint map_size = MapLogX() + MapLogY();
    00784   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00785    * which stands for the days in a month.
    00786    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00787    * would not be needed.
    00788    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
    00789    * on the overall total number of changes performed */
    00790   _economy.industry_daily_increment = (1 << map_size) / 31;
    00791
    00792   if (init_counter) {
    00793     /* A new game or a savegame from an older version will require the counter to be initialized */
    00794     _economy.industry_daily_change_counter = 0;
    00795   }
    00796 }
    00797
    00798 void StartupEconomy()
    00799 {
    00800   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00801   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00802   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00803   _economy.fluct = GB(Random(), 0, 8) + 168;
    00804
    00805   /* Set up prices */
    00806   RecomputePrices();
    00807
    00808   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00809
    00810 }
    00811
    00815 void InitializeEconomy()
    00816 {
    00817   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00818 }
    00819
    00828 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00829 {
    00830   if (index >= PR_END) return 0;
    00831
    00832   Money cost = _price[index] * cost_factor;
    00833   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00834
    00835   if (shift >= 0) {
    00836     cost <<= shift;
    00837   } else {
    00838     cost >>= -shift;
    00839   }
    00840
    00841   return cost;
    00842 }
    00843
    00844 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00845 {
    00846   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00847   if (!cs->IsValid()) {
    00848     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00849     return 0;
    00850   }
    00851
    00852   /* Use callback to calculate cargo profit, if available */
    00853   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00854     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00855     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00856     if (callback != CALLBACK_FAILED) {
    00857       int result = GB(callback, 0, 14);
    00858
    00859       /* Simulate a 15 bit signed value */
    00860       if (HasBit(callback, 14)) result -= 0x4000;
    00861
    00862       /* "The result should be a signed multiplier that gets multiplied
    00863        * by the amount of cargo moved and the price factor, then gets
    00864        * divided by 8192." */
    00865       return result * num_pieces * cs->current_payment / 8192;
    00866     }
    00867   }
    00868
    00869   static const int MIN_TIME_FACTOR = 31;
    00870   static const int MAX_TIME_FACTOR = 255;
    00871
    00872   const int days1 = cs->transit_days[0];
    00873   const int days2 = cs->transit_days[1];
    00874   const int days_over_days1 = max(   transit_days - days1, 0);
    00875   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00876
    00877   /*
    00878    * The time factor is calculated based on the time it took
    00879    * (transit_days) compared two cargo-depending values. The
    00880    * range is divided into three parts:
    00881    *
    00882    *  - constant for fast transits
    00883    *  - linear decreasing with time with a slope of -1 for medium transports
    00884    *  - linear decreasing with time with a slope of -2 for slow transports
    00885    *
    00886    */
    00887   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00888
    00889   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00890 }
    00891
    00893 static SmallIndustryList _cargo_delivery_destinations;
    00894
    00904 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00905 {
    00906   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    00907    * This fails in three cases:
    00908    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    00909    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    00910    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    00911    */
    00912
    00913   uint accepted = 0;
    00914
    00915   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    00916     Industry *ind = st->industries_near[i];
    00917     if (ind->index == source) continue;
    00918
    00919     uint cargo_index;
    00920     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00921       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    00922     }
    00923     /* Check if matching cargo has been found */
    00924     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    00925
    00926     /* Check if industry temporarily refuses acceptance */
    00927     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
    00928
    00929     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    00930     _cargo_delivery_destinations.Include(ind);
    00931
    00932     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    00933     ind->incoming_cargo_waiting[cargo_index] += amount;
    00934     num_pieces -= amount;
    00935     accepted += amount;
    00936   }
    00937
    00938   return accepted;
    00939 }
    00940
    00954 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)
    00955 {
    00956   assert(num_pieces > 0);
    00957
    00958   Station *st = Station::Get(dest);
    00959
    00960   /* Give the goods to the industry. */
    00961   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    00962
    00963   /* If this cargo type is always accepted, accept all */
    00964   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    00965
    00966   /* Update station statistics */
    00967   if (accepted > 0) {
    00968     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
    00969     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
    00970     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
    00971   }
    00972
    00973   /* Update company statistics */
    00974   company->cur_economy.delivered_cargo += accepted;
    00975   if (accepted > 0) SetBit(company->cargo_types, cargo_type);
    00976
    00977   /* Increase town's counter for some special goods types */
    00978   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00979   if (cs->town_effect == TE_PASSENGERS) st->town->new_act_pass += accepted;
    00980   if (cs->town_effect == TE_MAIL) st->town->new_act_mail += accepted;
    00981   if (cs->town_effect == TE_FOOD) st->town->new_act_food += accepted;
    00982   if (cs->town_effect == TE_WATER) st->town->new_act_water += accepted;
    00983   if (cs->town_effect == TE_GOODS) st->town->new_act_goods += accepted;
    00984
    00985   /* Determine profit */
    00986   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    00987
    00988   /* Modify profit if a subsidy is in effect */
    00989   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    00990     switch (_settings_game.difficulty.subsidy_multiplier) {
    00991       case 0:  profit += profit >> 1; break;
    00992       case 1:  profit *= 2; break;
    00993       case 2:  profit *= 3; break;
    00994       default: profit *= 4; break;
    00995     }
    00996   }
    00997
    00998   return profit;
    00999 }
    01000
    01006 static void TriggerIndustryProduction(Industry *i)
    01007 {
    01008   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    01009   uint16 callback = indspec->callback_mask;
    01010
    01011   i->was_cargo_delivered = true;
    01012   i->last_cargo_accepted_at = _date;
    01013
    01014   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    01015     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    01016       IndustryProductionCallback(i, 0);
    01017     } else {
    01018       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01019     }
    01020   } else {
    01021     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    01022       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    01023       if (cargo_waiting == 0) continue;
    01024
    01025       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    01026       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01027
    01028       i->incoming_cargo_waiting[cargo_index] = 0;
    01029     }
    01030   }
    01031
    01032   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01033   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01034 }
    01035
    01040 CargoPayment::CargoPayment(Vehicle *front) :
    01041   front(front),
    01042   current_station(front->last_station_visited)
    01043 {
    01044 }
    01045
    01046 CargoPayment::~CargoPayment()
    01047 {
    01048   if (this->CleaningPool()) return;
    01049
    01050   this->front->cargo_payment = NULL;
    01051
    01052   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
    01053
    01054   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
    01055
    01056   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01057   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
    01058
    01059   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01060     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01061   }
    01062
    01063   if (this->visual_transfer != 0){
    01064     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01065         this->front->z_pos, this->visual_transfer, -this->visual_profit);
    01066   } else if (this->visual_profit) {
    01067     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
    01068         this->front->z_pos, -this->visual_profit);
    01069   }
    01070
    01071   cur_company.Restore();
    01072 }
    01073
    01079 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01080 {
    01081   if (this->owner == NULL) {
    01082     this->owner = Company::Get(this->front->owner);
    01083   }
    01084
    01085   /* Handle end of route payment */ //TODO: Adjust profit to daylength factor (fractional)
    01086   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01087
    01088 /* Devide profit by daylength and keep the restfraction for the next payment. */
    01089 /* test 1 */
    01090 //profit = (profit * 100) << 16;
    01091 //daylength_money_fraction += profit;
    01092 //daylength_money_payout = daylength_money_fraction / _date_daylength_factor;
    01093 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
    01094 //profit = (daylength_money_payout / 100) >> 16;
    01095
    01096 /* test 2*/
    01097 //daylength_money_payout = profit / _date_daylength_factor;
    01098 //daylength_money_fraction = daylength_money_fraction + profit - daylength_money_payout * _date_daylength_factor; // "(t - m * daylength)" is always < daylength so f is never big
    01099 //daylength_money_payout = daylength_money_payout + daylength_money_fraction / _date_daylength_factor;
    01100 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
    01101 //profit = daylength_money_payout;
    01102
    01103
    01104   /* Devide income by daylength factor. */
    01105   if (!_cheats.daylength_income.value) {
    01106     profit = profit / _date_daylength_factor;
    01107     /* Pay something when the income is too low after devision by daylength. */
    01108     if (_date_daylength_factor > 1 && profit < 1) profit = 1;
    01109   }
    01110
    01111   this->route_profit += profit;
    01112
    01113   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01114   this->visual_profit += profit - cp->FeederShare();
    01115 }
    01116
    01123 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01124 {
    01125   Money profit = GetTransportedGoodsIncome(
    01126       count,
    01127       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01128       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01129       cp->DaysInTransit(),
    01130       this->ct);  //TODO: Adjust profit to daylength factor (fractional)
    01131
    01132
    01133 /* Devide profit by daylength and keep the restfraction for the next payment. */
    01134 /* test 1*/
    01135 //profit = (profit * 100) << 16;
    01136 //daylength_money_fraction += profit;
    01137 //daylength_money_payout = daylength_money_fraction / _date_daylength_factor;
    01138 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
    01139 //profit = (daylength_money_payout / 100) >> 16;
    01140
    01141 /*test 2*/
    01142 //daylength_money_payout = profit / _date_daylength_factor;
    01143 //daylength_money_fraction = daylength_money_fraction + profit - daylength_money_payout * _date_daylength_factor; // "(t - m * daylength)" is always < daylength so f is never big
    01144 //daylength_money_payout = daylength_money_payout + daylength_money_fraction / _date_daylength_factor;
    01145 //daylength_money_fraction = daylength_money_fraction - daylength_money_payout * _date_daylength_factor;
    01146 //profit = daylength_money_payout;
    01147
    01148   /* Devide income by daylength factor. */
    01149   if (!_cheats.daylength_income.value) {
    01150     profit = profit / _date_daylength_factor;
    01151     /* Pay something when the income is too low after devision by daylength. */
    01152     if (_date_daylength_factor > 1 && profit < 1) profit = 1;
    01153   }
    01154
    01155   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01156
    01157   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
    01158   return profit; // account for the (virtual) profit already made for the cargo packet
    01159 }
    01160
    01167 void PrepareUnload(Station *curr_station, Vehicle *front_v, StationID next_station_id)
    01168 {
    01169   /* At this moment loading cannot be finished */
    01170   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01171
    01172   /* Start unloading at the first possible moment */
    01173   front_v->load_unload_ticks = 1;
    01174
    01175   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) != 0) {
    01176     /* vehicle will keep all its cargo and LoadUnloadVehicle will never call MoveToStation,
    01177      * so we have to update the flow stats here.
    01178      */
    01179     if (next_station_id == INVALID_STATION) {
    01180       return;
    01181     } else {
    01182       for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01183         const CargoPacketList *packets = v->cargo.Packets();
    01184         for(VehicleCargoList::ConstIterator i(packets->begin()); i != packets->end(); ++i) {
    01185           curr_station->goods[v->cargo_type].UpdateFlowStats(
    01186               (*i)->SourceStation(), (*i)->Count(), next_station_id);
    01187         }
    01188       }
    01189     }
    01190   } else {
    01191     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01192       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01193         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01194       }
    01195     }
    01196   }
    01197
    01198   assert(front_v->cargo_payment == NULL);
    01199   /* One CargoPayment per vehicle and the vehicle limit equals the
    01200    * limit in number of CargoPayments. Can't go wrong. */
    01201   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
    01202   assert(CargoPayment::CanAllocateItem());
    01203   front_v->cargo_payment = new CargoPayment(front_v);
    01204 }
    01205
    01213 uint32 ReserveConsist(Station *st, Vehicle *u, StationID next_station)
    01214 {
    01215   uint32 ret = 0;
    01216   if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01217     /* Update reserved cargo */
    01218     for (Vehicle *v = u; v != NULL; v = v->Next()) {
    01219       /* Only reserve if the vehicle is not unloading anymore.
    01220        *
    01221        * The packets that are kept in the vehicle because they have the
    01222        * same destination as the vehicle are stored in the reservation
    01223        * list while unloading for performance reasons. The reservation
    01224        * list is swapped with the onboard list after unloading. This
    01225        * doesn't increase the load/unload time. So if we start reserving
    01226        * cargo before unloading has stopped we'll load that cargo for free
    01227        * later. Like this there is a slightly increased probability that
    01228        * another vehicle which has arrived later loads cargo that should
    01229        * be loaded by this vehicle but as the algorithm isn't perfect in
    01230        * that regard anyway we can tolerate it.
    01231        *
    01232        * The algorithm isn't perfect as it only counts free capacity for
    01233        * reservation. If another vehicle arrives later but unloads faster
    01234        * than this one, this vehicle won't reserve all the cargo it may
    01235        * be able to take after fully unloading. So the other vehicle may
    01236        * load it even if it has arrived later.
    01237        */
    01238       if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) continue;
    01239
    01240       int cap = v->cargo_cap - v->cargo.Count();
    01241       if (cap > 0) {
    01242         StationCargoList &list = st->goods[v->cargo_type].cargo;
    01243         if (list.MoveTo(&v->cargo, cap, next_station, true) > 0) {
    01244           SetBit(ret, v->cargo_type);
    01245         }
    01246       }
    01247     }
    01248   }
    01249   return ret;
    01250 }
    01251
    01252
    01259 static uint32 LoadUnloadVehicle(Vehicle *v, uint32 cargos_reserved)
    01260 {
    01261   assert(v->current_order.IsType(OT_LOADING));
    01262
    01263   StationID last_visited = v->last_station_visited;
    01264   Station *st = Station::Get(last_visited);
    01265
    01266   StationID next_station = INVALID_STATION;
    01267   OrderList *orders = v->orders.list;
    01268   if (orders != NULL) {
    01269     next_station = orders->GetNextStoppingStation(v->cur_implicit_order_index, last_visited);
    01270   }
    01271
    01272   /* We have not waited enough time till the next round of loading/unloading */
    01273   if (v->load_unload_ticks != 0) {
    01274     return cargos_reserved | ReserveConsist(st, v, next_station);
    01275   }
    01276
    01277   OrderUnloadFlags unload_flags = v->current_order.GetUnloadType();
    01278
    01279   if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->tile) != st->index)) {
    01280     /* The train reversed in the station. Take the "easy" way
    01281      * out and let the train just leave as it always did. */
    01282     SetBit(v->vehicle_flags, VF_LOADING_FINISHED);
    01283     v->load_unload_ticks = 1;
    01284     return cargos_reserved;
    01285   }
    01286
    01287   int unloading_time = 0;
    01288   Vehicle *u = v;
    01289   bool dirty_vehicle = false;
    01290   bool dirty_station = false;
    01291
    01292   bool completely_emptied = true;
    01293   bool anything_unloaded = false;
    01294   bool anything_loaded   = false;
    01295   uint32 full_load_amount = 0;
    01296   uint32 cargo_not_full  = 0;
    01297   uint32 cargo_full      = 0;
    01298
    01299   v->cur_speed = 0;
    01300
    01301   CargoPayment *payment = v->cargo_payment;
    01302
    01303   for (; v != NULL; v = v->Next()) {
    01304     if (v->cargo_cap == 0) continue;
    01305
    01306     const Engine *e = Engine::Get(v->engine_type);
    01307     byte load_amount = e->info.load_amount;
    01308
    01309     /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01310     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
    01311
    01312     if (_settings_game.order.gradual_loading && HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01313       uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01314       if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
    01315     }
    01316
    01317     GoodsEntry *ge = &st->goods[v->cargo_type];
    01318
    01319     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING)) {
    01320       /* vehicle wants to unload something */
    01321
    01322       uint cargo_count = v->cargo.OnboardCount();
    01323       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01324
    01325       uint prev_count = ge->cargo.Count();
    01326       payment->SetCargo(v->cargo_type);
    01327       uint delivered = ge->cargo.TakeFrom(&v->cargo, amount_unloaded, unload_flags,
    01328           next_station, u->last_loading_station == last_visited, payment);
    01329
    01330       st->time_since_unload = 0;
    01331       unloading_time += delivered;
    01332
    01333       if (ge->cargo.Count() > prev_count) {
    01334         /* something has been transferred. The station windows need updating. */
    01335         dirty_station = true;
    01336         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
    01337           InvalidateWindowData(WC_STATION_LIST, last_visited);
    01338           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
    01339         }
    01340       }
    01341
    01342       anything_unloaded = true;
    01343       dirty_vehicle = true;
    01344
    01345       /* load_amount might (theoretically) be 0, which would make delivered == 0 even though there is still cargo
    01346        * in the vehicle. Thus OnboardCount > 0. In that case we can't stop unloading as SwapReserved wouldn't work.
    01347        * v->cargo also contains the cargo reserved for the vehicle which is not on board at the moment, but will be
    01348        * swapped back when done unloading.
    01349        */
    01350       if (v->cargo.OnboardCount() == 0) {
    01351         /* done delivering */
    01352         if (!v->cargo.Empty()) completely_emptied = false;
    01353         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01354         v->cargo.SwapReserved();
    01355       }
    01356
    01357       continue;
    01358     }
    01359
    01360     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01361     if (u->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(u->vehicle_flags, VF_STOP_LOADING)) continue;
    01362
    01363     /* update stats */
    01364     int t;
    01365     switch (u->type) {
    01366       case VEH_TRAIN: /* FALL THROUGH */
    01367       case VEH_SHIP:
    01368         t = u->vcache.cached_max_speed;
    01369         break;
    01370
    01371       case VEH_ROAD:
    01372         t = u->vcache.cached_max_speed / 2;
    01373         break;
    01374
    01375       case VEH_AIRCRAFT:
    01376         t = Aircraft::From(u)->GetSpeedOldUnits(); // Convert to old units.
    01377         break;
    01378
    01379       default: NOT_REACHED();
    01380     }
    01381
    01382     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01383     ge->last_speed = min(t, 255);
    01384     ge->last_age = _cur_year - u->build_year;
    01385     ge->days_since_pickup = 0;
    01386
    01387     /* If there's goods waiting at the station, and the vehicle
    01388      * has capacity for it, load it on the vehicle. */
    01389     int cap_left = v->cargo_cap - v->cargo.OnboardCount();
    01390     if (cap_left > 0) {
    01391       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
    01392       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01393
    01394       int loaded = 0;
    01395
    01396       if (_settings_game.order.improved_load) {
    01397         loaded += v->cargo.LoadReserved(cap_left);
    01398       }
    01399
    01400       if (loaded < cap_left) {
    01401         assert(v->cargo.ReservedCount() == 0);
    01402         loaded += ge->cargo.MoveTo(&v->cargo, cap_left - loaded, next_station);
    01403       }
    01404
    01405       /* Store whether the maximum possible load amount was loaded or not.*/
    01406       if (loaded == cap_left) {
    01407         SetBit(full_load_amount, v->cargo_type);
    01408       } else {
    01409         ClrBit(full_load_amount, v->cargo_type);
    01410       }
    01411
    01412       /* TODO: Regarding this, when we do gradual loading, we
    01413        * should first unload all vehicles and then start
    01414        * loading them. Since this will cause
    01415        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01416        * the whole vehicle chain is really totally empty, the
    01417        * completely_emptied assignment can then be safely
    01418        * removed; that's how TTDPatch behaves too. --pasky */
    01419       if (loaded > 0) {
    01420         completely_emptied = false;
    01421         anything_loaded = true;
    01422
    01423         st->time_since_load = 0;
    01424         st->last_vehicle_type = v->type;
    01425
    01426         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01427         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01428
    01429         unloading_time += loaded;
    01430
    01431         dirty_vehicle = dirty_station = true;
    01432       } else if  (_settings_game.order.improved_load && HasBit(cargos_reserved, v->cargo_type)) {
    01433         /* Skip loading this vehicle if another train/vehicle is already handling
    01434          * the same cargo type at this station */
    01435         SetBit(cargo_not_full, v->cargo_type);
    01436         continue;
    01437       }
    01438     }
    01439
    01440     if (v->cargo.OnboardCount() >= v->cargo_cap) {
    01441       SetBit(cargo_full, v->cargo_type);
    01442     } else {
    01443       SetBit(cargo_not_full, v->cargo_type);
    01444     }
    01445   }
    01446
    01447   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01448   completely_emptied &= anything_unloaded;
    01449
    01450   v = u;
    01451
    01452   if (!anything_unloaded) delete payment;
    01453
    01454   ClrBit(u->vehicle_flags, VF_STOP_LOADING);
    01455   if (anything_loaded || anything_unloaded) {
    01456     if (_settings_game.order.gradual_loading) {
    01457       /* The time it takes to load one 'slice' of cargo or passengers depends
    01458        * on the vehicle type - the values here are those found in TTDPatch */
    01459       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01460
    01461       unloading_time = gradual_loading_wait_time[v->type];
    01462     }
    01463
    01464     /* We loaded less cargo than possible for all cargo types and it's not full
    01465      * load and we're not supposed to wait any longer: stop loading. */
    01466     if (!anything_unloaded && full_load_amount == 0 && !(v->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01467         (!_settings_game.order.timetabling || v->current_order_time >= (uint)max(v->current_order.wait_time - v->lateness_counter, 0))) {
    01468       SetBit(v->vehicle_flags, VF_STOP_LOADING);
    01469     }
    01470   } else {
    01471     bool finished_loading = true;
    01472     if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01473       if (v->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01474         /* if the aircraft carries passengers and is NOT full, then
    01475          * continue loading, no matter how much mail is in */
    01476         if ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.OnboardCount()) ||
    01477             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01478           finished_loading = false;
    01479         }
    01480       } else if (cargo_not_full != 0) {
    01481         finished_loading = false;
    01482       }
    01483     }
    01484     unloading_time = 20;
    01485
    01486     SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01487   }
    01488
    01489   if (v->type == VEH_TRAIN) {
    01490     /* Each platform tile is worth 2 rail vehicles. */
    01491     int overhang = v->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
    01492     if (overhang > 0) {
    01493       unloading_time <<= 1;
    01494       unloading_time += (overhang * unloading_time) / 8;
    01495     }
    01496   }
    01497
    01498   /* Calculate the loading indicator fill percent and display
    01499    * In the Game Menu do not display indicators
    01500    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01501    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01502    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01503    */
    01504   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01505     StringID percent_up_down = STR_NULL;
    01506     int percent = CalcPercentVehicleFilled(v, &percent_up_down);
    01507     if (v->fill_percent_te_id == INVALID_TE_ID) {
    01508       v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
    01509     } else {
    01510       UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
    01511     }
    01512   }
    01513
    01514   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01515   v->load_unload_ticks = max(1, unloading_time);
    01516
    01517   if (completely_emptied) {
    01518     TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
    01519   }
    01520
    01521   if (dirty_vehicle) {
    01522     SetWindowDirty(GetWindowClassForVehicleType(v->type), v->owner);
    01523     SetWindowDirty(WC_VEHICLE_DETAILS, v->index);
    01524     v->MarkDirty();
    01525   }
    01526   if (dirty_station) {
    01527     st->MarkTilesDirty(true);
    01528     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01529   }
    01530   return cargos_reserved;
    01531 }
    01532
    01538 void LoadUnloadStation(Station *st)
    01539 {
    01540   /* No vehicle is here... */
    01541   if (st->loading_vehicles.empty()) return;
    01542
    01543   Vehicle *last_loading = NULL;
    01544   std::list<Vehicle *>::iterator iter;
    01545
    01546   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01547   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01548     Vehicle *v = *iter;
    01549
    01550     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01551
    01552     assert(v->load_unload_ticks != 0);
    01553     if (--v->load_unload_ticks == 0) last_loading = v;
    01554   }
    01555
    01556   /* We only need to reserve and load/unload up to the last loading vehicle.
    01557    * Anything else will be forgotten anyway after returning from this function.
    01558    *
    01559    * Especially this means we do _not_ need to reserve cargo for a single
    01560    * consist in a station which is not allowed to load yet because its
    01561    * load_unload_ticks is still not 0.
    01562    */
    01563   if (last_loading == NULL) return;
    01564
    01565   uint cargos_reserved = 0;
    01566
    01567   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01568     Vehicle *v = *iter;
    01569     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) cargos_reserved = LoadUnloadVehicle(v, cargos_reserved);
    01570     if (v == last_loading) break;
    01571   }
    01572
    01573   /* Call the production machinery of industries */
    01574   const Industry * const *isend = _cargo_delivery_destinations.End();
    01575   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01576     TriggerIndustryProduction(*iid);
    01577   }
    01578   _cargo_delivery_destinations.Clear();
    01579 }
    01580
    01584 void CompaniesMonthlyLoop()
    01585 {
    01586   CompaniesGenStatistics();
    01587   if (_settings_game.economy.inflation) {
    01588     AddInflation();
    01589     RecomputePrices();
    01590   }
    01591
    01592   CompaniesPayInterest();
    01593   HandleEconomyFluctuations();
    01594 }
    01595
    01596 static void DoAcquireCompany(Company *c)
    01597 {
    01598   CompanyID ci = c->index;
    01599
    01600   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01601   cni->FillData(c, Company::Get(_current_company));
    01602
    01603   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01604   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01605   SetDParamStr(2, cni->company_name);
    01606   SetDParamStr(3, cni->other_company_name);
    01607   SetDParam(4, c->bankrupt_value);
    01608   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
    01609   AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));
    01610
    01611   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01612
    01613   if (c->bankrupt_value == 0) {
    01614     Company *owner = Company::Get(_current_company);
    01615     owner->current_loan += c->current_loan;
    01616   }
    01617
    01618   Money value = CalculateCompanyValue(c) >> 2;
    01619   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    01620   for (int i = 0; i != 4; i++) {
    01621     if (c->share_owners[i] != COMPANY_SPECTATOR) {
    01622       cur_company.Change(c->share_owners[i]);
    01623       SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
    01624     }
    01625   }
    01626   cur_company.Restore();
    01627
    01628   if (c->is_ai) AI::Stop(c->index);
    01629
    01630   DeleteCompanyWindows(ci);
    01631   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01632   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01633   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01634   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01635
    01636   delete c;
    01637 }
    01638
    01639 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01640
    01650 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01651 {
    01652   CommandCost cost(EXPENSES_OTHER);
    01653   CompanyID target_company = (CompanyID)p1;
    01654   Company *c = Company::GetIfValid(target_company);
    01655
    01656   /* Check if buying shares is allowed (protection against modified clients)
    01657    * Cannot buy own shares */
    01658   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01659
    01660   /* Protect new companies from hostile takeovers */
    01661   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01662
    01663   /* Those lines are here for network-protection (clients can be slow) */
    01664   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01665
    01666   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01667     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01668
    01669     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01670   }
    01671
    01672
    01673   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01674   if (flags & DC_EXEC) {
    01675     OwnerByte *b = c->share_owners;
    01676
    01677     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01678     *b = _current_company;
    01679
    01680     for (int i = 0; c->share_owners[i] == _current_company;) {
    01681       if (++i == 4) {
    01682         c->bankrupt_value = 0;
    01683         DoAcquireCompany(c);
    01684         break;
    01685       }
    01686     }
    01687     SetWindowDirty(WC_COMPANY, target_company);
    01688     CompanyAdminUpdate(c);
    01689   }
    01690   return cost;
    01691 }
    01692
    01702 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01703 {
    01704   CompanyID target_company = (CompanyID)p1;
    01705   Company *c = Company::GetIfValid(target_company);
    01706
    01707   /* Check if selling shares is allowed (protection against modified clients)
    01708    * Cannot sell own shares */
    01709   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01710
    01711   /* Those lines are here for network-protection (clients can be slow) */
    01712   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01713
    01714   /* adjust it a little to make it less profitable to sell and buy */
    01715   Money cost = CalculateCompanyValue(c) >> 2;
    01716   cost = -(cost - (cost >> 7));
    01717
    01718   if (flags & DC_EXEC) {
    01719     OwnerByte *b = c->share_owners;
    01720     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01721     *b = COMPANY_SPECTATOR;
    01722     SetWindowDirty(WC_COMPANY, target_company);
    01723     CompanyAdminUpdate(c);
    01724   }
    01725   return CommandCost(EXPENSES_OTHER, cost);
    01726 }
    01727
    01740 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01741 {
    01742   CompanyID target_company = (CompanyID)p1;
    01743   Company *c = Company::GetIfValid(target_company);
    01744   if (c == NULL) return CMD_ERROR;
    01745
    01746   /* Disable takeovers when not asked */
    01747   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01748
    01749   /* Disable taking over the local company in single player */
    01750   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01751
    01752   /* Do not allow companies to take over themselves */
    01753   if (target_company == _current_company) return CMD_ERROR;
    01754
    01755   /* Disable taking over when not allowed. */
    01756   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    01757
    01758   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01759   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01760
    01761   if (flags & DC_EXEC) {
    01762     DoAcquireCompany(c);
    01763   }
    01764   return cost;
    01765 }