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 #include "goal_base.h"
00050 
00051 #include "table/strings.h"
00052 #include "table/pricebase.h"
00053 
00054 
00055 /* Initialize the cargo payment-pool */
00056 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00057 INSTANTIATE_POOL_METHODS(CargoPayment)
00058 
00059 
00070 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00071 {
00072   return (int32)((int64)a * (int64)b >> shift);
00073 }
00074 
00075 typedef SmallVector<Industry *, 16> SmallIndustryList;
00076 
00080 const ScoreInfo _score_info[] = {
00081   {     120, 100}, // SCORE_VEHICLES
00082   {      80, 100}, // SCORE_STATIONS
00083   {   10000, 100}, // SCORE_MIN_PROFIT
00084   {   50000,  50}, // SCORE_MIN_INCOME
00085   {  100000, 100}, // SCORE_MAX_INCOME
00086   {   40000, 400}, // SCORE_DELIVERED
00087   {       8,  50}, // SCORE_CARGO
00088   {10000000,  50}, // SCORE_MONEY
00089   {  250000,  50}, // SCORE_LOAN
00090   {       0,   0}  // SCORE_TOTAL
00091 };
00092 
00093 int _score_part[MAX_COMPANIES][SCORE_END];
00094 Economy _economy;
00095 Prices _price;
00096 Money _additional_cash_required;
00097 static PriceMultipliers _price_base_multiplier;
00098 
00108 Money CalculateCompanyValue(const Company *c, bool including_loan)
00109 {
00110   Owner owner = c->index;
00111 
00112   Station *st;
00113   uint num = 0;
00114 
00115   FOR_ALL_STATIONS(st) {
00116     if (st->owner == owner) num += CountBits((byte)st->facilities);
00117   }
00118 
00119   Money value = num * _price[PR_STATION_VALUE] * 25;
00120 
00121   Vehicle *v;
00122   FOR_ALL_VEHICLES(v) {
00123     if (v->owner != owner) continue;
00124 
00125     if (v->type == VEH_TRAIN ||
00126         v->type == VEH_ROAD ||
00127         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00128         v->type == VEH_SHIP) {
00129       value += v->value * 3 >> 1;
00130     }
00131   }
00132 
00133   /* Add real money value */
00134   if (including_loan) value -= c->current_loan;
00135   value += c->money;
00136 
00137   return max(value, (Money)1);
00138 }
00139 
00148 int UpdateCompanyRatingAndValue(Company *c, bool update)
00149 {
00150   Owner owner = c->index;
00151   int score = 0;
00152 
00153   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00154 
00155   /* Count vehicles */
00156   {
00157     Vehicle *v;
00158     Money min_profit = 0;
00159     bool min_profit_first = true;
00160     uint num = 0;
00161 
00162     FOR_ALL_VEHICLES(v) {
00163       if (v->owner != owner) continue;
00164       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00165         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00166         if (v->age > 730) {
00167           /* Find the vehicle with the lowest amount of profit */
00168           if (min_profit_first || min_profit > v->profit_last_year) {
00169             min_profit = v->profit_last_year;
00170             min_profit_first = false;
00171           }
00172         }
00173       }
00174     }
00175 
00176     min_profit >>= 8; // remove the fract part
00177 
00178     _score_part[owner][SCORE_VEHICLES] = num;
00179     /* Don't allow negative min_profit to show */
00180     if (min_profit > 0) {
00181       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00182     }
00183   }
00184 
00185   /* Count stations */
00186   {
00187     uint num = 0;
00188     const Station *st;
00189 
00190     FOR_ALL_STATIONS(st) {
00191       /* Only count stations that are actually serviced */
00192       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00193     }
00194     _score_part[owner][SCORE_STATIONS] = num;
00195   }
00196 
00197   /* Generate statistics depending on recent income statistics */
00198   {
00199     int numec = min(c->num_valid_stat_ent, 12);
00200     if (numec != 0) {
00201       const CompanyEconomyEntry *cee = c->old_economy;
00202       Money min_income = cee->income + cee->expenses;
00203       Money max_income = cee->income + cee->expenses;
00204 
00205       do {
00206         min_income = min(min_income, cee->income + cee->expenses);
00207         max_income = max(max_income, cee->income + cee->expenses);
00208       } while (++cee, --numec);
00209 
00210       if (min_income > 0) {
00211         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00212       }
00213 
00214       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00215     }
00216   }
00217 
00218   /* Generate score depending on amount of transported cargo */
00219   {
00220     int numec = min(c->num_valid_stat_ent, 4);
00221     if (numec != 0) {
00222       const CompanyEconomyEntry *cee = c->old_economy;
00223       OverflowSafeInt64 total_delivered = 0;
00224       do {
00225         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
00226       } while (++cee, --numec);
00227 
00228       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
00229     }
00230   }
00231 
00232   /* Generate score for variety of cargo */
00233   {
00234     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
00235   }
00236 
00237   /* Generate score for company's money */
00238   {
00239     if (c->money > 0) {
00240       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00241     }
00242   }
00243 
00244   /* Generate score for loan */
00245   {
00246     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00247   }
00248 
00249   /* Now we calculate the score for each item.. */
00250   {
00251     int total_score = 0;
00252     int s;
00253     score = 0;
00254     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00255       /* Skip the total */
00256       if (i == SCORE_TOTAL) continue;
00257       /*  Check the score */
00258       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00259       score += s;
00260       total_score += _score_info[i].score;
00261     }
00262 
00263     _score_part[owner][SCORE_TOTAL] = score;
00264 
00265     /*  We always want the score scaled to SCORE_MAX (1000) */
00266     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00267   }
00268 
00269   if (update) {
00270     c->old_economy[0].performance_history = score;
00271     UpdateCompanyHQ(c->location_of_HQ, score);
00272     c->old_economy[0].company_value = CalculateCompanyValue(c);
00273   }
00274 
00275   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00276   return score;
00277 }
00278 
00284 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00285 {
00286   /* We need to set _current_company to old_owner before we try to move
00287    * the client. This is needed as it needs to know whether "you" really
00288    * are the current local company. */
00289   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00290 #ifdef ENABLE_NETWORK
00291   /* In all cases, make spectators of clients connected to that company */
00292   if (_networking) NetworkClientsToSpectators(old_owner);
00293 #endif /* ENABLE_NETWORK */
00294   if (old_owner == _local_company) {
00295     /* Single player cheated to AI company.
00296      * There are no spectators in single player, so we must pick some other company. */
00297     assert(!_networking);
00298     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00299     Company *c;
00300     FOR_ALL_COMPANIES(c) {
00301       if (c->index != old_owner) {
00302         SetLocalCompany(c->index);
00303         break;
00304       }
00305     }
00306     cur_company.Restore();
00307     assert(old_owner != _local_company);
00308   }
00309 
00310   Town *t;
00311 
00312   assert(old_owner != new_owner);
00313 
00314   {
00315     Company *c;
00316     uint i;
00317 
00318     /* See if the old_owner had shares in other companies */
00319     FOR_ALL_COMPANIES(c) {
00320       for (i = 0; i < 4; i++) {
00321         if (c->share_owners[i] == old_owner) {
00322           /* Sell his shares */
00323           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00324           /* Because we are in a DoCommand, we can't just execute another one and
00325            *  expect the money to be removed. We need to do it ourself! */
00326           SubtractMoneyFromCompany(res);
00327         }
00328       }
00329     }
00330 
00331     /* Sell all the shares that people have on this company */
00332     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00333     c = Company::Get(old_owner);
00334     for (i = 0; i < 4; i++) {
00335       cur_company2.Change(c->share_owners[i]);
00336       if (_current_company != INVALID_OWNER) {
00337         /* Sell the shares */
00338         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00339         /* Because we are in a DoCommand, we can't just execute another one and
00340          *  expect the money to be removed. We need to do it ourself! */
00341         SubtractMoneyFromCompany(res);
00342       }
00343     }
00344     cur_company2.Restore();
00345   }
00346 
00347   /* Temporarily increase the company's money, to be sure that
00348    * removing his/her property doesn't fail because of lack of money.
00349    * Not too drastically though, because it could overflow */
00350   if (new_owner == INVALID_OWNER) {
00351     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00352   }
00353 
00354   Subsidy *s;
00355   FOR_ALL_SUBSIDIES(s) {
00356     if (s->awarded == old_owner) {
00357       if (new_owner == INVALID_OWNER) {
00358         delete s;
00359       } else {
00360         s->awarded = new_owner;
00361       }
00362     }
00363   }
00364   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00365 
00366   /* Take care of rating and transport rights in towns */
00367   FOR_ALL_TOWNS(t) {
00368     /* If a company takes over, give the ratings to that company. */
00369     if (new_owner != INVALID_OWNER) {
00370       if (HasBit(t->have_ratings, old_owner)) {
00371         if (HasBit(t->have_ratings, new_owner)) {
00372           /* use max of the two ratings. */
00373           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00374         } else {
00375           SetBit(t->have_ratings, new_owner);
00376           t->ratings[new_owner] = t->ratings[old_owner];
00377         }
00378       }
00379     }
00380 
00381     /* Reset the ratings for the old owner */
00382     t->ratings[old_owner] = RATING_INITIAL;
00383     ClrBit(t->have_ratings, old_owner);
00384 
00385     /* Transfer exclusive rights */
00386     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
00387       if (new_owner != INVALID_OWNER) {
00388         t->exclusivity = new_owner;
00389       } else {
00390         t->exclusive_counter = 0;
00391         t->exclusivity = INVALID_COMPANY;
00392       }
00393     }
00394   }
00395 
00396   {
00397     Vehicle *v;
00398     FOR_ALL_VEHICLES(v) {
00399       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00400         if (new_owner == INVALID_OWNER) {
00401           if (v->Previous() == NULL) delete v;
00402         } else {
00403           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00404           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00405         }
00406       }
00407     }
00408   }
00409 
00410   /* In all cases clear replace engine rules.
00411    * Even if it was copied, it could interfere with new owner's rules */
00412   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00413 
00414   if (new_owner == INVALID_OWNER) {
00415     RemoveAllGroupsForCompany(old_owner);
00416   } else {
00417     Group *g;
00418     FOR_ALL_GROUPS(g) {
00419       if (g->owner == old_owner) g->owner = new_owner;
00420     }
00421   }
00422 
00423   {
00424     FreeUnitIDGenerator unitidgen[] = {
00425       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00426       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00427     };
00428 
00429     Vehicle *v;
00430     FOR_ALL_VEHICLES(v) {
00431       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00432         assert(new_owner != INVALID_OWNER);
00433 
00434         v->owner = new_owner;
00435 
00436         /* Owner changes, clear cache */
00437         v->colourmap = PAL_NONE;
00438         v->InvalidateNewGRFCache();
00439 
00440         if (v->IsEngineCountable()) {
00441           GroupStatistics::CountEngine(v, 1);
00442         }
00443         if (v->IsPrimaryVehicle()) {
00444           GroupStatistics::CountVehicle(v, 1);
00445           v->unitnumber = unitidgen[v->type].NextID();
00446         }
00447 
00448         /* Invalidate the vehicle's cargo payment "owner cache". */
00449         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00450       }
00451     }
00452 
00453     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00454   }
00455 
00456   /*  Change ownership of tiles */
00457   {
00458     TileIndex tile = 0;
00459     do {
00460       ChangeTileOwner(tile, old_owner, new_owner);
00461     } while (++tile != MapSize());
00462 
00463     if (new_owner != INVALID_OWNER) {
00464       /* Update all signals because there can be new segment that was owned by two companies
00465        * and signals were not propagated
00466        * Similar with crossings - it is needed to bar crossings that weren't before
00467        * because of different owner of crossing and approaching train */
00468       tile = 0;
00469 
00470       do {
00471         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00472           TrackBits tracks = GetTrackBits(tile);
00473           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00474             Track track = RemoveFirstTrack(&tracks);
00475             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00476           } while (tracks != TRACK_BIT_NONE);
00477         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00478           UpdateLevelCrossing(tile);
00479         }
00480       } while (++tile != MapSize());
00481     }
00482 
00483     /* update signals in buffer */
00484     UpdateSignalsInBuffer();
00485   }
00486 
00487   /* Add airport infrastructure count of the old company to the new one. */
00488   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00489 
00490   /* convert owner of stations (including deleted ones, but excluding buoys) */
00491   Station *st;
00492   FOR_ALL_STATIONS(st) {
00493     if (st->owner == old_owner) {
00494       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00495        * also, drawing station window would cause reading invalid company's colour */
00496       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00497     }
00498   }
00499 
00500   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00501   Waypoint *wp;
00502   FOR_ALL_WAYPOINTS(wp) {
00503     if (wp->owner == old_owner) {
00504       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00505     }
00506   }
00507 
00508   Sign *si;
00509   FOR_ALL_SIGNS(si) {
00510     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00511   }
00512 
00513   /* Remove Game Script created Goals and CargoMonitors. */
00514   Goal *g;
00515   FOR_ALL_GOALS(g) {
00516     if (g->company == old_owner) delete g;
00517   }
00518 
00519   ClearCargoPickupMonitoring(old_owner);
00520   ClearCargoDeliveryMonitoring(old_owner);
00521 
00522   /* Change colour of existing windows */
00523   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00524 
00525   cur_company.Restore();
00526 
00527   MarkWholeScreenDirty();
00528 }
00529 
00534 static void CompanyCheckBankrupt(Company *c)
00535 {
00536   /*  If the company has money again, it does not go bankrupt */
00537   if (c->money - c->current_loan >= -_economy.max_loan) {
00538     c->months_of_bankruptcy = 0;
00539     c->bankrupt_asked = 0;
00540     return;
00541   }
00542 
00543   c->months_of_bankruptcy++;
00544 
00545   switch (c->months_of_bankruptcy) {
00546     /* All the boring cases (months) with a bad balance where no action is taken */
00547     case 0:
00548     case 1:
00549     case 2:
00550     case 3:
00551 
00552     case 5:
00553     case 6:
00554 
00555     case 8:
00556     case 9:
00557       break;
00558 
00559     /* Warn about bankruptcy after 3 months */
00560     case 4: {
00561       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00562       cni->FillData(c);
00563       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00564       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00565       SetDParamStr(2, cni->company_name);
00566       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
00567       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00568       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00569       break;
00570     }
00571 
00572     /* Offer company for sale after 6 months */
00573     case 7: {
00574       /* Don't consider the loan */
00575       Money val = CalculateCompanyValue(c, false);
00576 
00577       c->bankrupt_value = val;
00578       c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00579       c->bankrupt_timeout = 0;
00580 
00581       /* The company assets should always have some value */
00582       assert(c->bankrupt_value > 0);
00583       break;
00584     }
00585 
00586     /* Bankrupt company after 6 months (if the company has no value) or latest
00587      * after 9 months (if it still had value after 6 months) */
00588     default:
00589     case 10: {
00590       if (!_networking && _local_company == c->index) {
00591         /* If we are in offline mode, leave the company playing. Eg. there
00592          * is no THE-END, otherwise mark the client as spectator to make sure
00593          * he/she is no long in control of this company. However... when you
00594          * join another company (cheat) the "unowned" company can bankrupt. */
00595         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00596         break;
00597       }
00598 
00599       /* Actually remove the company, but not when we're a network client.
00600        * In case of network clients we will be getting a command from the
00601        * server. It is done in this way as we are called from the
00602        * StateGameLoop which can't change the current company, and thus
00603        * updating the local company triggers an assert later on. In the
00604        * case of a network game the command will be processed at a time
00605        * that changing the current company is okay. In case of single
00606        * player we are sure (the above check) that we are not the local
00607        * company and thus we won't be moved. */
00608       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00609       break;
00610     }
00611   }
00612 }
00613 
00618 static void CompaniesGenStatistics()
00619 {
00620   Station *st;
00621 
00622   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00623   Company *c;
00624 
00625   if (!_settings_game.economy.infrastructure_maintenance) {
00626     FOR_ALL_STATIONS(st) {
00627       cur_company.Change(st->owner);
00628       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00629       SubtractMoneyFromCompany(cost);
00630     }
00631   } else {
00632     /* Improved monthly infrastructure costs. */
00633     FOR_ALL_COMPANIES(c) {
00634       cur_company.Change(c->index);
00635 
00636       CommandCost cost(EXPENSES_PROPERTY);
00637       uint32 rail_total = c->infrastructure.GetRailTotal();
00638       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00639         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
00640       }
00641       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00642       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00643         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00644       }
00645       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00646       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00647       cost.AddCost(AirportMaintenanceCost(c->index));
00648 
00649       SubtractMoneyFromCompany(cost);
00650     }
00651   }
00652   cur_company.Restore();
00653 
00654   /* Check for bankruptcy each month */
00655   FOR_ALL_COMPANIES(c) {
00656     CompanyCheckBankrupt(c);
00657   }
00658 
00659   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00660   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00661 
00662   FOR_ALL_COMPANIES(c) {
00663     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00664     c->old_economy[0] = c->cur_economy;
00665     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00666 
00667     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00668 
00669     UpdateCompanyRatingAndValue(c, true);
00670     if (c->block_preview != 0) c->block_preview--;
00671   }
00672 
00673   SetWindowDirty(WC_INCOME_GRAPH, 0);
00674   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00675   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00676   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00677   SetWindowDirty(WC_COMPANY_VALUE, 0);
00678   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00679 }
00680 
00686 bool AddInflation(bool check_year)
00687 {
00688   /* The cargo payment inflation differs from the normal inflation, so the
00689    * relative amount of money you make with a transport decreases slowly over
00690    * the 170 years. After a few hundred years we reach a level in which the
00691    * games will become unplayable as the maximum income will be less than
00692    * the minimum running cost.
00693    *
00694    * Furthermore there are a lot of inflation related overflows all over the
00695    * place. Solving them is hardly possible because inflation will always
00696    * reach the overflow threshold some day. So we'll just perform the
00697    * inflation mechanism during the first 170 years (the amount of years that
00698    * one had in the original TTD) and stop doing the inflation after that
00699    * because it only causes problems that can't be solved nicely and the
00700    * inflation doesn't add anything after that either; it even makes playing
00701    * it impossible due to the diverging cost and income rates.
00702    */
00703   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
00704 
00705   if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
00706 
00707   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00708    * scaled by 65536
00709    * 12 -> months per year
00710    * This is only a good approximation for small values
00711    */
00712   _economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
00713   _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
00714 
00715   if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
00716   if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
00717 
00718   return false;
00719 }
00720 
00724 void RecomputePrices()
00725 {
00726   /* Setup maximum loan */
00727   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00728 
00729   /* Setup price bases */
00730   for (Price i = PR_BEGIN; i < PR_END; i++) {
00731     Money price = _price_base_specs[i].start_price;
00732 
00733     /* Apply difficulty settings */
00734     uint mod = 1;
00735     switch (_price_base_specs[i].category) {
00736       case PCAT_RUNNING:
00737         mod = _settings_game.difficulty.vehicle_costs;
00738         break;
00739 
00740       case PCAT_CONSTRUCTION:
00741         mod = _settings_game.difficulty.construction_cost;
00742         break;
00743 
00744       default: break;
00745     }
00746     switch (mod) {
00747       case 0: price *= 6; break;
00748       case 1: price *= 8; break; // normalised to 1 below
00749       case 2: price *= 9; break;
00750       default: NOT_REACHED();
00751     }
00752 
00753     /* Apply inflation */
00754     price = (int64)price * _economy.inflation_prices;
00755 
00756     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00757     int shift = _price_base_multiplier[i] - 16 - 3;
00758     if (shift >= 0) {
00759       price <<= shift;
00760     } else {
00761       price >>= -shift;
00762     }
00763 
00764     /* Make sure the price does not get reduced to zero.
00765      * Zero breaks quite a few commands that use a zero
00766      * cost to see whether something got changed or not
00767      * and based on that cause an error. When the price
00768      * is zero that fails even when things are done. */
00769     if (price == 0) {
00770       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00771       /* No base price should be zero, but be sure. */
00772       assert(price != 0);
00773     }
00774     /* Store value */
00775     _price[i] = price;
00776   }
00777 
00778   /* Setup cargo payment */
00779   CargoSpec *cs;
00780   FOR_ALL_CARGOSPECS(cs) {
00781     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00782   }
00783 
00784   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00785   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00786   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00787   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00788   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00789 }
00790 
00792 static void CompaniesPayInterest()
00793 {
00794   const Company *c;
00795 
00796   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00797   FOR_ALL_COMPANIES(c) {
00798     cur_company.Change(c->index);
00799 
00800     /* Over a year the paid interest should be "loan * interest percentage",
00801      * but... as that number is likely not dividable by 12 (pay each month),
00802      * one needs to account for that in the monthly fee calculations.
00803      * To easily calculate what one should pay "this" month, you calculate
00804      * what (total) should have been paid up to this month and you subtract
00805      * whatever has been paid in the previous months. This will mean one month
00806      * it'll be a bit more and the other it'll be a bit less than the average
00807      * monthly fee, but on average it will be exact.
00808      * In order to prevent cheating or abuse (just not paying interest by not
00809      * taking a loan we make companies pay interest on negative cash as well
00810      */
00811     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00812     if (c->money < 0) {
00813       yearly_fee += -c->money *_economy.interest_rate / 100;
00814     }
00815     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00816     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00817 
00818     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00819 
00820     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00821   }
00822   cur_company.Restore();
00823 }
00824 
00825 static void HandleEconomyFluctuations()
00826 {
00827   if (_settings_game.difficulty.economy != 0) {
00828     /* When economy is Fluctuating, decrease counter */
00829     _economy.fluct--;
00830   } else if (EconomyIsInRecession()) {
00831     /* When it's Steady and we are in recession, end it now */
00832     _economy.fluct = -12;
00833   } else {
00834     /* No need to do anything else in other cases */
00835     return;
00836   }
00837 
00838   if (_economy.fluct == 0) {
00839     _economy.fluct = -(int)GB(Random(), 0, 2);
00840     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00841   } else if (_economy.fluct == -12) {
00842     _economy.fluct = GB(Random(), 0, 8) + 312;
00843     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00844   }
00845 }
00846 
00847 
00851 void ResetPriceBaseMultipliers()
00852 {
00853   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00854 }
00855 
00863 void SetPriceBaseMultiplier(Price price, int factor)
00864 {
00865   assert(price < PR_END);
00866   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00867 }
00868 
00873 void StartupIndustryDailyChanges(bool init_counter)
00874 {
00875   uint map_size = MapLogX() + MapLogY();
00876   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00877    * which stands for the days in a month.
00878    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00879    * would not be needed.
00880    * Since it is based on "fractional parts", the leftover days will not make much of a difference
00881    * on the overall total number of changes performed */
00882   _economy.industry_daily_increment = (1 << map_size) / 31;
00883 
00884   if (init_counter) {
00885     /* A new game or a savegame from an older version will require the counter to be initialized */
00886     _economy.industry_daily_change_counter = 0;
00887   }
00888 }
00889 
00890 void StartupEconomy()
00891 {
00892   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00893   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00894   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00895   _economy.fluct = GB(Random(), 0, 8) + 168;
00896 
00897   /* Set up prices */
00898   RecomputePrices();
00899 
00900   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00901 
00902 }
00903 
00907 void InitializeEconomy()
00908 {
00909   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00910   ClearCargoPickupMonitoring();
00911   ClearCargoDeliveryMonitoring();
00912 }
00913 
00922 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00923 {
00924   if (index >= PR_END) return 0;
00925 
00926   Money cost = _price[index] * cost_factor;
00927   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00928 
00929   if (shift >= 0) {
00930     cost <<= shift;
00931   } else {
00932     cost >>= -shift;
00933   }
00934 
00935   return cost;
00936 }
00937 
00938 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00939 {
00940   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00941   if (!cs->IsValid()) {
00942     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00943     return 0;
00944   }
00945 
00946   /* Use callback to calculate cargo profit, if available */
00947   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00948     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00949     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00950     if (callback != CALLBACK_FAILED) {
00951       int result = GB(callback, 0, 14);
00952 
00953       /* Simulate a 15 bit signed value */
00954       if (HasBit(callback, 14)) result -= 0x4000;
00955 
00956       /* "The result should be a signed multiplier that gets multiplied
00957        * by the amount of cargo moved and the price factor, then gets
00958        * divided by 8192." */
00959       return result * num_pieces * cs->current_payment / 8192;
00960     }
00961   }
00962 
00963   static const int MIN_TIME_FACTOR = 31;
00964   static const int MAX_TIME_FACTOR = 255;
00965 
00966   const int days1 = cs->transit_days[0];
00967   const int days2 = cs->transit_days[1];
00968   const int days_over_days1 = max(   transit_days - days1, 0);
00969   const int days_over_days2 = max(days_over_days1 - days2, 0);
00970 
00971   /*
00972    * The time factor is calculated based on the time it took
00973    * (transit_days) compared two cargo-depending values. The
00974    * range is divided into three parts:
00975    *
00976    *  - constant for fast transits
00977    *  - linear decreasing with time with a slope of -1 for medium transports
00978    *  - linear decreasing with time with a slope of -2 for slow transports
00979    *
00980    */
00981   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00982 
00983   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00984 }
00985 
00987 static SmallIndustryList _cargo_delivery_destinations;
00988 
00998 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00999 {
01000   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
01001    * This fails in three cases:
01002    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
01003    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
01004    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
01005    */
01006 
01007   uint accepted = 0;
01008 
01009   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
01010     Industry *ind = st->industries_near[i];
01011     if (ind->index == source) continue;
01012 
01013     uint cargo_index;
01014     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
01015       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
01016     }
01017     /* Check if matching cargo has been found */
01018     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
01019 
01020     /* Check if industry temporarily refuses acceptance */
01021     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
01022 
01023     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
01024     _cargo_delivery_destinations.Include(ind);
01025 
01026     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
01027     ind->incoming_cargo_waiting[cargo_index] += amount;
01028     num_pieces -= amount;
01029     accepted += amount;
01030   }
01031 
01032   return accepted;
01033 }
01034 
01048 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)
01049 {
01050   assert(num_pieces > 0);
01051 
01052   Station *st = Station::Get(dest);
01053 
01054   /* Give the goods to the industry. */
01055   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01056 
01057   /* If this cargo type is always accepted, accept all */
01058   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01059 
01060   /* Update station statistics */
01061   if (accepted > 0) {
01062     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01063     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01064     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01065   }
01066 
01067   /* Update company statistics */
01068   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01069 
01070   /* Increase town's counter for town effects */
01071   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01072   st->town->received[cs->town_effect].new_act += accepted;
01073 
01074   /* Determine profit */
01075   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01076 
01077   /* Update the cargo monitor. */
01078   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
01079 
01080   /* Modify profit if a subsidy is in effect */
01081   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01082     switch (_settings_game.difficulty.subsidy_multiplier) {
01083       case 0:  profit += profit >> 1; break;
01084       case 1:  profit *= 2; break;
01085       case 2:  profit *= 3; break;
01086       default: profit *= 4; break;
01087     }
01088   }
01089 
01090   return profit;
01091 }
01092 
01098 static void TriggerIndustryProduction(Industry *i)
01099 {
01100   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01101   uint16 callback = indspec->callback_mask;
01102 
01103   i->was_cargo_delivered = true;
01104   i->last_cargo_accepted_at = _date;
01105 
01106   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01107     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01108       IndustryProductionCallback(i, 0);
01109     } else {
01110       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01111     }
01112   } else {
01113     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01114       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01115       if (cargo_waiting == 0) continue;
01116 
01117       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01118       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01119 
01120       i->incoming_cargo_waiting[cargo_index] = 0;
01121     }
01122   }
01123 
01124   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01125   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01126 }
01127 
01132 CargoPayment::CargoPayment(Vehicle *front) :
01133   front(front),
01134   current_station(front->last_station_visited)
01135 {
01136 }
01137 
01138 CargoPayment::~CargoPayment()
01139 {
01140   if (this->CleaningPool()) return;
01141 
01142   this->front->cargo_payment = NULL;
01143 
01144   if (this->visual_profit == 0 && this->visual_transfer == 0) return;
01145 
01146   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01147 
01148   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01149   this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8;
01150 
01151   if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01152     SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01153   }
01154 
01155   if (this->visual_transfer != 0) {
01156     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
01157         this->front->z_pos, this->visual_transfer, -this->visual_profit);
01158   } else if (this->visual_profit != 0) {
01159     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
01160         this->front->z_pos, -this->visual_profit);
01161   }
01162 
01163   cur_company.Restore();
01164 }
01165 
01171 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01172 {
01173   if (this->owner == NULL) {
01174     this->owner = Company::Get(this->front->owner);
01175   }
01176 
01177   /* Handle end of route payment */
01178   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01179   this->route_profit += profit;
01180 
01181   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01182   this->visual_profit += profit - cp->FeederShare(count);
01183 }
01184 
01191 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01192 {
01193   Money profit = GetTransportedGoodsIncome(
01194       count,
01195       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01196       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01197       cp->DaysInTransit(),
01198       this->ct);
01199 
01200   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01201 
01202   this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
01203   return profit; // account for the (virtual) profit already made for the cargo packet
01204 }
01205 
01211 void PrepareUnload(Vehicle *front_v)
01212 {
01213   Station *curr_station = Station::Get(front_v->last_station_visited);
01214   curr_station->loading_vehicles.push_back(front_v);
01215 
01216   /* At this moment loading cannot be finished */
01217   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01218 
01219   /* Start unloading at the first possible moment */
01220   front_v->load_unload_ticks = 1;
01221 
01222   assert(front_v->cargo_payment == NULL);
01223   /* One CargoPayment per vehicle and the vehicle limit equals the
01224    * limit in number of CargoPayments. Can't go wrong. */
01225   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01226   assert(CargoPayment::CanAllocateItem());
01227   front_v->cargo_payment = new CargoPayment(front_v);
01228 
01229   StationID next_station = front_v->GetNextStoppingStation();
01230   if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01231     Station *st = Station::Get(front_v->last_station_visited);
01232     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01233       const GoodsEntry *ge = &st->goods[v->cargo_type];
01234       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01235         v->cargo.Stage(
01236             HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE),
01237             front_v->last_station_visited, next_station,
01238             front_v->current_order.GetUnloadType(), ge,
01239             front_v->cargo_payment);
01240         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01241       }
01242     }
01243   }
01244 }
01245 
01252 static byte GetLoadAmount(Vehicle *v)
01253 {
01254   const Engine *e = v->GetEngine();
01255   byte load_amount = e->info.load_amount;
01256 
01257   /* The default loadamount for mail is 1/4 of the load amount for passengers */
01258   if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01259 
01260   if (_settings_game.order.gradual_loading) {
01261     uint16 cb_load_amount = CALLBACK_FAILED;
01262     if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01263       /* Use callback 36 */
01264       cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01265     } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01266       /* Use callback 12 */
01267       cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01268     }
01269     if (cb_load_amount != CALLBACK_FAILED) {
01270       if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01271       if (cb_load_amount >= 0x100) {
01272         ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01273       } else if (cb_load_amount != 0) {
01274         load_amount = cb_load_amount;
01275       }
01276     }
01277   }
01278   return load_amount;
01279 }
01280 
01289 static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationID next_station)
01290 {
01291   Vehicle *next_cargo = u;
01292   uint32 seen_cargos = 0;
01293 
01294   while (next_cargo != NULL) {
01295     if (next_cargo->cargo_cap == 0) {
01296       /* No need to reserve for vehicles without capacity. */
01297       next_cargo = next_cargo->Next();
01298       continue;
01299     }
01300 
01301     CargoID current_cargo = next_cargo->cargo_type;
01302 
01303     Vehicle *v = next_cargo;
01304     SetBit(seen_cargos, current_cargo);
01305     next_cargo = NULL;
01306     for (; v != NULL; v = v->Next()) {
01307       if (v->cargo_type != current_cargo) {
01308         /* Save start point for next cargo type. */
01309         if (next_cargo == NULL && !HasBit(seen_cargos, v->cargo_type)) next_cargo = v;
01310         continue;
01311       }
01312 
01313       uint cap = v->cargo_cap - v->cargo.RemainingCount();
01314 
01315       /* Nothing to do if the vehicle is full */
01316       if (cap > 0) {
01317         cap -= st->goods[v->cargo_type].cargo.Reserve(cap, &v->cargo, st->xy, next_station);
01318       }
01319 
01320       if (consist_capleft != NULL) {
01321         (*consist_capleft)[current_cargo] += cap;
01322       }
01323     }
01324   }
01325 }
01326 
01332 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01333 {
01334   v = v->GetFirstEnginePart();
01335 
01336   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01337     if (v->cargo.Count() != 0) return false;
01338   }
01339 
01340   return true;
01341 }
01342 
01347 static void LoadUnloadVehicle(Vehicle *front)
01348 {
01349   assert(front->current_order.IsType(OT_LOADING));
01350 
01351   StationID last_visited = front->last_station_visited;
01352   Station *st = Station::Get(last_visited);
01353 
01354   StationID next_station = front->GetNextStoppingStation();
01355   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
01356   CargoArray consist_capleft;
01357   if (_settings_game.order.improved_load &&
01358       ((front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0 || use_autorefit)) {
01359     ReserveConsist(st, front,
01360         (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL,
01361         next_station);
01362   }
01363 
01364   /* We have not waited enough time till the next round of loading/unloading */
01365   if (front->load_unload_ticks != 0) return;
01366 
01367   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01368     /* The train reversed in the station. Take the "easy" way
01369      * out and let the train just leave as it always did. */
01370     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01371     front->load_unload_ticks = 1;
01372     return;
01373   }
01374 
01375   int unloading_time = 0;
01376   bool dirty_vehicle = false;
01377   bool dirty_station = false;
01378 
01379   bool completely_emptied = true;
01380   bool anything_unloaded  = false;
01381   bool anything_loaded    = false;
01382   uint32 full_load_amount = 0;
01383   uint32 cargo_not_full   = 0;
01384   uint32 cargo_full       = 0;
01385   uint32 reservation_left = 0;
01386 
01387   front->cur_speed = 0;
01388 
01389   CargoPayment *payment = front->cargo_payment;
01390 
01391   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01392   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01393     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01394     if (v->cargo_cap == 0) continue;
01395     artic_part++;
01396 
01397     byte load_amount = GetLoadAmount(v);
01398 
01399     GoodsEntry *ge = &st->goods[v->cargo_type];
01400 
01401     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01402       uint cargo_count = v->cargo.UnloadCount();
01403       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01404       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01405 
01406       payment->SetCargo(v->cargo_type);
01407 
01408       if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
01409         /* The station does not accept our goods anymore. */
01410         if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
01411           /* Transfer instead of delivering. */
01412           v->cargo.Reassign(v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER),
01413               VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER);
01414         } else {
01415           /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
01416           v->cargo.Reassign(v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER),
01417               VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP);
01418 
01419           /* ... say we unloaded something, otherwise we'll think we didn't unload
01420            * something and we didn't load something, so we must be finished
01421            * at this station. Setting the unloaded means that we will get a
01422            * retry for loading in the next cycle. */
01423           anything_unloaded = true;
01424         }
01425       }
01426 
01427       /* Mark the station dirty if we transfer, but not if we only deliver. */
01428       dirty_station = v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0;
01429       amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
01430       remaining = v->cargo.UnloadCount() > 0;
01431       if (amount_unloaded > 0) {
01432         dirty_vehicle = true;
01433         anything_unloaded = true;
01434         unloading_time += amount_unloaded;
01435 
01436         /* Deliver goods to the station */
01437         st->time_since_unload = 0;
01438       }
01439 
01440       if (_settings_game.order.gradual_loading && remaining) {
01441         completely_emptied = false;
01442       } else {
01443         /* We have finished unloading (cargo count == 0) */
01444         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01445       }
01446 
01447       continue;
01448     }
01449 
01450     /* Do not pick up goods when we have no-load set or loading is stopped. */
01451     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01452 
01453     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01454     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01455         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01456       Vehicle *v_start = v->GetFirstEnginePart();
01457       CargoID new_cid = front->current_order.GetRefitCargo();
01458       byte new_subtype = front->current_order.GetRefitSubtype();
01459 
01460       /* Remove old capacity from consist capacity */
01461       consist_capleft[v_start->cargo_type] -= v_start->cargo_cap;
01462       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
01463         w = w->GetNextArticulatedPart();
01464         consist_capleft[w->cargo_type] -= w->cargo_cap;
01465       }
01466 
01467       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01468 
01469       /* Check if all articulated parts are empty and collect refit mask. */
01470       uint32 refit_mask = v->GetEngine()->info.refit_mask;
01471       Vehicle *w = v_start;
01472       while (w->HasArticulatedPart()) {
01473         w = w->GetNextArticulatedPart();
01474         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01475         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01476       }
01477 
01478       if (new_cid == CT_AUTO_REFIT) {
01479         /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
01480         CargoID cid;
01481         new_cid = v_start->cargo_type;
01482         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01483           if (st->goods[cid].cargo.HasCargoFor(next_station) ||
01484               st->goods[cid].cargo.HasCargoFor(INVALID_STATION)) {
01485             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01486              * the returned refit capacity will be greater than zero. */
01487             new_subtype = GetBestFittingSubType(v, v, cid);
01488             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.
01489             /* Try to balance different loadable cargoes between parts of the consist, so that
01490              * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
01491              * to the first loadable cargo for which there is only one packet. */
01492             if (_returned_refit_capacity > 0 && consist_capleft[cid] < consist_capleft[new_cid]) {
01493               new_cid = cid;
01494             }
01495           }
01496         }
01497       }
01498 
01499       /* Refit if given a valid cargo. */
01500       if (new_cid < NUM_CARGO && (new_cid != v_start->cargo_type || new_subtype != v_start->cargo_subtype)) {
01501         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.
01502         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01503         ge = &st->goods[v->cargo_type];
01504       }
01505 
01506       /* Add new capacity to consist capacity and reserve cargo */
01507       w = v_start;
01508       do {
01509         st->goods[w->cargo_type].cargo.Reserve(w->cargo_cap, &w->cargo, st->xy, next_station);
01510         consist_capleft[w->cargo_type] += w->cargo_cap - w->cargo.Count();
01511         w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL;
01512       } while (w != NULL);
01513 
01514       cur_company.Restore();
01515     }
01516 
01517     /* update stats */
01518     int t;
01519     switch (front->type) {
01520       case VEH_TRAIN: /* FALL THROUGH */
01521       case VEH_SHIP:
01522         t = front->vcache.cached_max_speed;
01523         break;
01524 
01525       case VEH_ROAD:
01526         t = front->vcache.cached_max_speed / 2;
01527         break;
01528 
01529       case VEH_AIRCRAFT:
01530         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01531         break;
01532 
01533       default: NOT_REACHED();
01534     }
01535 
01536     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01537     ge->last_speed = min(t, 255);
01538     ge->last_age = min(_cur_year - front->build_year, 255);
01539     ge->time_since_pickup = 0;
01540 
01541     assert(v->cargo_cap >= v->cargo.OnboardCount());
01542     /* If there's goods waiting at the station, and the vehicle
01543      * has capacity for it, load it on the vehicle. */
01544     uint cap_left = v->cargo_cap - v->cargo.OnboardCount();
01545     if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || !ge->cargo.Empty())) {
01546       if (_settings_game.order.gradual_loading) cap_left = min(cap_left, load_amount);
01547       if (v->cargo.OnboardCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01548 
01549       uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
01550       if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
01551         /* Remember if there are reservations left so that we don't stop
01552          * loading before they're loaded. */
01553         SetBit(reservation_left, v->cargo_type);
01554       }
01555 
01556       /* Store whether the maximum possible load amount was loaded or not.*/
01557       if (loaded == cap_left) {
01558         SetBit(full_load_amount, v->cargo_type);
01559       } else {
01560         ClrBit(full_load_amount, v->cargo_type);
01561       }
01562 
01563       /* TODO: Regarding this, when we do gradual loading, we
01564        * should first unload all vehicles and then start
01565        * loading them. Since this will cause
01566        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01567        * the whole vehicle chain is really totally empty, the
01568        * completely_emptied assignment can then be safely
01569        * removed; that's how TTDPatch behaves too. --pasky */
01570       if (loaded > 0) {
01571         completely_emptied = false;
01572         anything_loaded = true;
01573 
01574         st->time_since_load = 0;
01575         st->last_vehicle_type = v->type;
01576 
01577         if (ge->cargo.Empty()) {
01578           TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
01579           TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01580           AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01581         }
01582 
01583         unloading_time += loaded;
01584 
01585         dirty_vehicle = dirty_station = true;
01586       }
01587     }
01588 
01589     if (v->cargo.OnboardCount() >= v->cargo_cap) {
01590       SetBit(cargo_full, v->cargo_type);
01591     } else {
01592       SetBit(cargo_not_full, v->cargo_type);
01593     }
01594   }
01595 
01596   if (anything_loaded || anything_unloaded) {
01597     if (front->type == VEH_TRAIN) {
01598       TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
01599       TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
01600     }
01601   }
01602 
01603   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01604   completely_emptied &= anything_unloaded;
01605 
01606   if (!anything_unloaded) delete payment;
01607 
01608   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01609   if (anything_loaded || anything_unloaded) {
01610     if (_settings_game.order.gradual_loading) {
01611       /* The time it takes to load one 'slice' of cargo or passengers depends
01612        * on the vehicle type - the values here are those found in TTDPatch */
01613       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01614 
01615       unloading_time = gradual_loading_wait_time[front->type];
01616     }
01617     /* We loaded less cargo than possible for all cargo types and it's not full
01618      * load and we're not supposed to wait any longer: stop loading. */
01619     if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01620         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01621       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01622     }
01623   } else {
01624     bool finished_loading = true;
01625     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01626       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01627         /* if the aircraft carries passengers and is NOT full, then
01628          * continue loading, no matter how much mail is in */
01629         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.OnboardCount()) ||
01630             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01631           finished_loading = false;
01632         }
01633       } else if (cargo_not_full != 0) {
01634         finished_loading = false;
01635       }
01636 
01637       /* Refresh next hop stats if we're full loading to make the links
01638        * known to the distribution algorithm and allow cargo to be sent
01639        * along them. Otherwise the vehicle could wait for cargo
01640        * indefinitely if it hasn't visited the other links yet, or if the
01641        * links die while it's loading. */
01642       if (!finished_loading) front->RefreshNextHopsStats();
01643     }
01644     unloading_time = 20;
01645 
01646     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01647   }
01648 
01649   if (front->type == VEH_TRAIN) {
01650     /* Each platform tile is worth 2 rail vehicles. */
01651     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01652     if (overhang > 0) {
01653       unloading_time <<= 1;
01654       unloading_time += (overhang * unloading_time) / 8;
01655     }
01656   }
01657 
01658   /* Calculate the loading indicator fill percent and display
01659    * In the Game Menu do not display indicators
01660    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01661    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01662    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01663    */
01664   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01665     StringID percent_up_down = STR_NULL;
01666     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01667     if (front->fill_percent_te_id == INVALID_TE_ID) {
01668       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01669     } else {
01670       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01671     }
01672   }
01673 
01674   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01675   front->load_unload_ticks = max(1, unloading_time);
01676 
01677   if (completely_emptied) {
01678     /* Make sure the vehicle is marked dirty, since we need to update the NewGRF
01679      * properties such as weight, power and TE whenever the trigger runs. */
01680     dirty_vehicle = true;
01681     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01682   }
01683 
01684   if (dirty_vehicle) {
01685     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01686     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01687     front->MarkDirty();
01688   }
01689   if (dirty_station) {
01690     st->MarkTilesDirty(true);
01691     SetWindowDirty(WC_STATION_VIEW, last_visited);
01692   }
01693 }
01694 
01700 void LoadUnloadStation(Station *st)
01701 {
01702   /* No vehicle is here... */
01703   if (st->loading_vehicles.empty()) return;
01704 
01705   Vehicle *last_loading = NULL;
01706   std::list<Vehicle *>::iterator iter;
01707 
01708   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01709   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01710     Vehicle *v = *iter;
01711 
01712     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01713 
01714     assert(v->load_unload_ticks != 0);
01715     if (--v->load_unload_ticks == 0) last_loading = v;
01716   }
01717 
01718   /* We only need to reserve and load/unload up to the last loading vehicle.
01719    * Anything else will be forgotten anyway after returning from this function.
01720    *
01721    * Especially this means we do _not_ need to reserve cargo for a single
01722    * consist in a station which is not allowed to load yet because its
01723    * load_unload_ticks is still not 0.
01724    */
01725   if (last_loading == NULL) return;
01726 
01727   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01728     Vehicle *v = *iter;
01729     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
01730     if (v == last_loading) break;
01731   }
01732 
01733   /* Call the production machinery of industries */
01734   const Industry * const *isend = _cargo_delivery_destinations.End();
01735   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01736     TriggerIndustryProduction(*iid);
01737   }
01738   _cargo_delivery_destinations.Clear();
01739 }
01740 
01744 void CompaniesMonthlyLoop()
01745 {
01746   CompaniesGenStatistics();
01747   if (_settings_game.economy.inflation) {
01748     AddInflation();
01749     RecomputePrices();
01750   }
01751   CompaniesPayInterest();
01752   HandleEconomyFluctuations();
01753 }
01754 
01755 static void DoAcquireCompany(Company *c)
01756 {
01757   CompanyID ci = c->index;
01758 
01759   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01760   cni->FillData(c, Company::Get(_current_company));
01761 
01762   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01763   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01764   SetDParamStr(2, cni->company_name);
01765   SetDParamStr(3, cni->other_company_name);
01766   SetDParam(4, c->bankrupt_value);
01767   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
01768   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01769   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01770 
01771   ChangeOwnershipOfCompanyItems(ci, _current_company);
01772 
01773   if (c->bankrupt_value == 0) {
01774     Company *owner = Company::Get(_current_company);
01775     owner->current_loan += c->current_loan;
01776   }
01777 
01778   if (c->is_ai) AI::Stop(c->index);
01779 
01780   DeleteCompanyWindows(ci);
01781   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01782   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01783   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01784   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01785 
01786   delete c;
01787 }
01788 
01789 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01790 
01800 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01801 {
01802   CommandCost cost(EXPENSES_OTHER);
01803   CompanyID target_company = (CompanyID)p1;
01804   Company *c = Company::GetIfValid(target_company);
01805 
01806   /* Check if buying shares is allowed (protection against modified clients)
01807    * Cannot buy own shares */
01808   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01809 
01810   /* Protect new companies from hostile takeovers */
01811   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01812 
01813   /* Those lines are here for network-protection (clients can be slow) */
01814   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01815 
01816   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01817     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01818 
01819     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01820   }
01821 
01822 
01823   cost.AddCost(CalculateCompanyValue(c) >> 2);
01824   if (flags & DC_EXEC) {
01825     OwnerByte *b = c->share_owners;
01826 
01827     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01828     *b = _current_company;
01829 
01830     for (int i = 0; c->share_owners[i] == _current_company;) {
01831       if (++i == 4) {
01832         c->bankrupt_value = 0;
01833         DoAcquireCompany(c);
01834         break;
01835       }
01836     }
01837     InvalidateWindowData(WC_COMPANY, target_company);
01838     CompanyAdminUpdate(c);
01839   }
01840   return cost;
01841 }
01842 
01852 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01853 {
01854   CompanyID target_company = (CompanyID)p1;
01855   Company *c = Company::GetIfValid(target_company);
01856 
01857   /* Cannot sell own shares */
01858   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01859 
01860   /* Check if selling shares is allowed (protection against modified clients).
01861    * However, we must sell shares of companies being closed down. */
01862   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01863 
01864   /* Those lines are here for network-protection (clients can be slow) */
01865   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01866 
01867   /* adjust it a little to make it less profitable to sell and buy */
01868   Money cost = CalculateCompanyValue(c) >> 2;
01869   cost = -(cost - (cost >> 7));
01870 
01871   if (flags & DC_EXEC) {
01872     OwnerByte *b = c->share_owners;
01873     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01874     *b = COMPANY_SPECTATOR;
01875     InvalidateWindowData(WC_COMPANY, target_company);
01876     CompanyAdminUpdate(c);
01877   }
01878   return CommandCost(EXPENSES_OTHER, cost);
01879 }
01880 
01893 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01894 {
01895   CompanyID target_company = (CompanyID)p1;
01896   Company *c = Company::GetIfValid(target_company);
01897   if (c == NULL) return CMD_ERROR;
01898 
01899   /* Disable takeovers when not asked */
01900   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01901 
01902   /* Disable taking over the local company in single player */
01903   if (!_networking && _local_company == c->index) return CMD_ERROR;
01904 
01905   /* Do not allow companies to take over themselves */
01906   if (target_company == _current_company) return CMD_ERROR;
01907 
01908   /* Disable taking over when not allowed. */
01909   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01910 
01911   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01912   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01913 
01914   if (flags & DC_EXEC) {
01915     DoAcquireCompany(c);
01916   }
01917   return cost;
01918 }