# economy.cpp

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    00001 /* $Id: economy.cpp 23826 2012-01-20 20:18:19Z rubidium $ */
    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 "water.h"
    00046 #include "game/game.hpp"
    00047
    00048 #include "table/strings.h"
    00049 #include "table/pricebase.h"
    00050
    00051
    00052 /* Initialize the cargo payment-pool */
    00053 CargoPaymentPool _cargo_payment_pool("CargoPayment");
    00054 INSTANTIATE_POOL_METHODS(CargoPayment)
    00055
    00056
    00067 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
    00068 {
    00069   return (int32)((int64)a * (int64)b >> shift);
    00070 }
    00071
    00072 typedef SmallVector<Industry *, 16> SmallIndustryList;
    00073
    00077 const ScoreInfo _score_info[] = {
    00078   {     120, 100}, // SCORE_VEHICLES
    00079   {      80, 100}, // SCORE_STATIONS
    00080   {   10000, 100}, // SCORE_MIN_PROFIT
    00081   {   50000,  50}, // SCORE_MIN_INCOME
    00082   {  100000, 100}, // SCORE_MAX_INCOME
    00083   {   40000, 400}, // SCORE_DELIVERED
    00084   {       8,  50}, // SCORE_CARGO
    00085   {10000000,  50}, // SCORE_MONEY
    00086   {  250000,  50}, // SCORE_LOAN
    00087   {       0,   0}  // SCORE_TOTAL
    00088 };
    00089
    00090 int _score_part[MAX_COMPANIES][SCORE_END];
    00091 Economy _economy;
    00092 Prices _price;
    00093 Money _additional_cash_required;
    00094 static PriceMultipliers _price_base_multiplier;
    00095
    00105 Money CalculateCompanyValue(const Company *c, bool including_loan)
    00106 {
    00107   Owner owner = c->index;
    00108
    00109   Station *st;
    00110   uint num = 0;
    00111
    00112   FOR_ALL_STATIONS(st) {
    00113     if (st->owner == owner) num += CountBits((byte)st->facilities);
    00114   }
    00115
    00116   Money value = num * _price[PR_STATION_VALUE] * 25;
    00117
    00118   Vehicle *v;
    00119   FOR_ALL_VEHICLES(v) {
    00120     if (v->owner != owner) continue;
    00121
    00122     if (v->type == VEH_TRAIN ||
    00123         v->type == VEH_ROAD ||
    00124         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
    00125         v->type == VEH_SHIP) {
    00126       value += v->value * 3 >> 1;
    00127     }
    00128   }
    00129
    00130   /* Add real money value */
    00131   if (including_loan) value -= c->current_loan;
    00132   value += c->money;
    00133
    00134   return max(value, (Money)1);
    00135 }
    00136
    00145 int UpdateCompanyRatingAndValue(Company *c, bool update)
    00146 {
    00147   Owner owner = c->index;
    00148   int score = 0;
    00149
    00150   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
    00151
    00152   /* Count vehicles */
    00153   {
    00154     Vehicle *v;
    00155     Money min_profit = 0;
    00156     bool min_profit_first = true;
    00157     uint num = 0;
    00158
    00159     FOR_ALL_VEHICLES(v) {
    00160       if (v->owner != owner) continue;
    00161       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
    00162         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
    00163         if (v->age > 730) {
    00164           /* Find the vehicle with the lowest amount of profit */
    00165           if (min_profit_first || min_profit > v->profit_last_year) {
    00166             min_profit = v->profit_last_year;
    00167             min_profit_first = false;
    00168           }
    00169         }
    00170       }
    00171     }
    00172
    00173     min_profit >>= 8; // remove the fract part
    00174
    00175     _score_part[owner][SCORE_VEHICLES] = num;
    00176     /* Don't allow negative min_profit to show */
    00177     if (min_profit > 0) {
    00178       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
    00179     }
    00180   }
    00181
    00182   /* Count stations */
    00183   {
    00184     uint num = 0;
    00185     const Station *st;
    00186
    00187     FOR_ALL_STATIONS(st) {
    00188       /* Only count stations that are actually serviced */
    00189       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
    00190     }
    00191     _score_part[owner][SCORE_STATIONS] = num;
    00192   }
    00193
    00194   /* Generate statistics depending on recent income statistics */
    00195   {
    00196     int numec = min(c->num_valid_stat_ent, 12);
    00197     if (numec != 0) {
    00198       const CompanyEconomyEntry *cee = c->old_economy;
    00199       Money min_income = cee->income + cee->expenses;
    00200       Money max_income = cee->income + cee->expenses;
    00201
    00202       do {
    00203         min_income = min(min_income, cee->income + cee->expenses);
    00204         max_income = max(max_income, cee->income + cee->expenses);
    00205       } while (++cee, --numec);
    00206
    00207       if (min_income > 0) {
    00208         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
    00209       }
    00210
    00211       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
    00212     }
    00213   }
    00214
    00215   /* Generate score depending on amount of transported cargo */
    00216   {
    00217     int numec = min(c->num_valid_stat_ent, 4);
    00218     if (numec != 0) {
    00219       const CompanyEconomyEntry *cee = c->old_economy;
    00220       OverflowSafeInt64 total_delivered = 0;
    00221       do {
    00222         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
    00223       } while (++cee, --numec);
    00224
    00225       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
    00226     }
    00227   }
    00228
    00229   /* Generate score for variety of cargo */
    00230   {
    00231     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
    00232   }
    00233
    00234   /* Generate score for company's money */
    00235   {
    00236     if (c->money > 0) {
    00237       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
    00238     }
    00239   }
    00240
    00241   /* Generate score for loan */
    00242   {
    00243     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
    00244   }
    00245
    00246   /* Now we calculate the score for each item.. */
    00247   {
    00248     int total_score = 0;
    00249     int s;
    00250     score = 0;
    00251     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
    00252       /* Skip the total */
    00253       if (i == SCORE_TOTAL) continue;
    00254       /*  Check the score */
    00255       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
    00256       score += s;
    00257       total_score += _score_info[i].score;
    00258     }
    00259
    00260     _score_part[owner][SCORE_TOTAL] = score;
    00261
    00262     /*  We always want the score scaled to SCORE_MAX (1000) */
    00263     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
    00264   }
    00265
    00266   if (update) {
    00267     c->old_economy[0].performance_history = score;
    00268     UpdateCompanyHQ(c->location_of_HQ, score);
    00269     c->old_economy[0].company_value = CalculateCompanyValue(c);
    00270   }
    00271
    00272   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
    00273   return score;
    00274 }
    00275
    00281 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
    00282 {
    00283   /* We need to set _current_company to old_owner before we try to move
    00284    * the client. This is needed as it needs to know whether "you" really
    00285    * are the current local company. */
    00286   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
    00287 #ifdef ENABLE_NETWORK
    00288   /* In all cases, make spectators of clients connected to that company */
    00289   if (_networking) NetworkClientsToSpectators(old_owner);
    00290 #endif /* ENABLE_NETWORK */
    00291   if (old_owner == _local_company) {
    00292     /* Single player cheated to AI company.
    00293      * There are no specatators in single player, so we must pick some other company. */
    00294     assert(!_networking);
    00295     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00296     Company *c;
    00297     FOR_ALL_COMPANIES(c) {
    00298       if (c->index != old_owner) {
    00299         SetLocalCompany(c->index);
    00300         break;
    00301       }
    00302     }
    00303     cur_company.Restore();
    00304     assert(old_owner != _local_company);
    00305   }
    00306
    00307   Town *t;
    00308
    00309   assert(old_owner != new_owner);
    00310
    00311   {
    00312     Company *c;
    00313     uint i;
    00314
    00315     /* See if the old_owner had shares in other companies */
    00316     FOR_ALL_COMPANIES(c) {
    00317       for (i = 0; i < 4; i++) {
    00318         if (c->share_owners[i] == old_owner) {
    00319           /* Sell his shares */
    00320           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00321           /* Because we are in a DoCommand, we can't just execute another one and
    00322            *  expect the money to be removed. We need to do it ourself! */
    00323           SubtractMoneyFromCompany(res);
    00324         }
    00325       }
    00326     }
    00327
    00328     /* Sell all the shares that people have on this company */
    00329     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
    00330     c = Company::Get(old_owner);
    00331     for (i = 0; i < 4; i++) {
    00332       cur_company2.Change(c->share_owners[i]);
    00333       if (_current_company != INVALID_OWNER) {
    00334         /* Sell the shares */
    00335         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
    00336         /* Because we are in a DoCommand, we can't just execute another one and
    00337          *  expect the money to be removed. We need to do it ourself! */
    00338         SubtractMoneyFromCompany(res);
    00339       }
    00340     }
    00341     cur_company2.Restore();
    00342   }
    00343
    00344   /* Temporarily increase the company's money, to be sure that
    00345    * removing his/her property doesn't fail because of lack of money.
    00346    * Not too drastically though, because it could overflow */
    00347   if (new_owner == INVALID_OWNER) {
    00348     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
    00349   }
    00350
    00351   Subsidy *s;
    00352   FOR_ALL_SUBSIDIES(s) {
    00353     if (s->awarded == old_owner) {
    00354       if (new_owner == INVALID_OWNER) {
    00355         delete s;
    00356       } else {
    00357         s->awarded = new_owner;
    00358       }
    00359     }
    00360   }
    00361   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
    00362
    00363   /* Take care of rating in towns */
    00364   FOR_ALL_TOWNS(t) {
    00365     /* If a company takes over, give the ratings to that company. */
    00366     if (new_owner != INVALID_OWNER) {
    00367       if (HasBit(t->have_ratings, old_owner)) {
    00368         if (HasBit(t->have_ratings, new_owner)) {
    00369           /* use max of the two ratings. */
    00370           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
    00371         } else {
    00372           SetBit(t->have_ratings, new_owner);
    00373           t->ratings[new_owner] = t->ratings[old_owner];
    00374         }
    00375       }
    00376     }
    00377
    00378     /* Reset the ratings for the old owner */
    00379     t->ratings[old_owner] = RATING_INITIAL;
    00380     ClrBit(t->have_ratings, old_owner);
    00381   }
    00382
    00383   {
    00384     Vehicle *v;
    00385     FOR_ALL_VEHICLES(v) {
    00386       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00387         if (new_owner == INVALID_OWNER) {
    00388           if (v->Previous() == NULL) delete v;
    00389         } else {
    00390           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
    00391           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
    00392         }
    00393       }
    00394     }
    00395   }
    00396
    00397   /* In all cases clear replace engine rules.
    00398    * Even if it was copied, it could interfere with new owner's rules */
    00399   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00400
    00401   if (new_owner == INVALID_OWNER) {
    00402     RemoveAllGroupsForCompany(old_owner);
    00403   } else {
    00404     Group *g;
    00405     FOR_ALL_GROUPS(g) {
    00406       if (g->owner == old_owner) g->owner = new_owner;
    00407     }
    00408   }
    00409
    00410   {
    00411     FreeUnitIDGenerator unitidgen[] = {
    00412       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00413       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00414     };
    00415
    00416     Vehicle *v;
    00417     FOR_ALL_VEHICLES(v) {
    00418       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00419         assert(new_owner != INVALID_OWNER);
    00420
    00421         v->owner = new_owner;
    00422         v->colourmap = PAL_NONE;
    00423
    00424         if (v->IsEngineCountable()) {
    00425           GroupStatistics::CountEngine(v, 1);
    00426         }
    00427         if (v->IsPrimaryVehicle()) {
    00428           GroupStatistics::CountVehicle(v, 1);
    00429           v->unitnumber = unitidgen[v->type].NextID();
    00430         }
    00431
    00432         /* Invalidate the vehicle's cargo payment "owner cache". */
    00433         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
    00434       }
    00435     }
    00436
    00437     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
    00438   }
    00439
    00440   /*  Change ownership of tiles */
    00441   {
    00442     TileIndex tile = 0;
    00443     do {
    00444       ChangeTileOwner(tile, old_owner, new_owner);
    00445     } while (++tile != MapSize());
    00446
    00447     if (new_owner != INVALID_OWNER) {
    00448       /* Update all signals because there can be new segment that was owned by two companies
    00449        * and signals were not propagated
    00450        * Similiar with crossings - it is needed to bar crossings that weren't before
    00451        * because of different owner of crossing and approaching train */
    00452       tile = 0;
    00453
    00454       do {
    00455         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
    00456           TrackBits tracks = GetTrackBits(tile);
    00457           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
    00458             Track track = RemoveFirstTrack(&tracks);
    00459             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
    00460           } while (tracks != TRACK_BIT_NONE);
    00461         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
    00462           UpdateLevelCrossing(tile);
    00463         }
    00464       } while (++tile != MapSize());
    00465     }
    00466
    00467     /* update signals in buffer */
    00468     UpdateSignalsInBuffer();
    00469   }
    00470
    00471   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00472   Station *st;
    00473   FOR_ALL_STATIONS(st) {
    00474     if (st->owner == old_owner) {
    00475       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00476        * also, drawing station window would cause reading invalid company's colour */
    00477       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00478     }
    00479   }
    00480
    00481   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00482   Waypoint *wp;
    00483   FOR_ALL_WAYPOINTS(wp) {
    00484     if (wp->owner == old_owner) {
    00485       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00486     }
    00487   }
    00488
    00489   Sign *si;
    00490   FOR_ALL_SIGNS(si) {
    00491     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00492   }
    00493
    00494   /* Change colour of existing windows */
    00495   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00496
    00497   cur_company.Restore();
    00498
    00499   MarkWholeScreenDirty();
    00500 }
    00501
    00506 static void CompanyCheckBankrupt(Company *c)
    00507 {
    00508   /*  If the company has money again, it does not go bankrupt */
    00509   if (c->money >= 0) {
    00510     c->quarters_of_bankruptcy = 0;
    00511     c->bankrupt_asked = 0;
    00512     return;
    00513   }
    00514
    00515   c->quarters_of_bankruptcy++;
    00516
    00517   switch (c->quarters_of_bankruptcy) {
    00518     case 0:
    00519     case 1:
    00520       break;
    00521
    00522     case 2: {
    00523       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00524       cni->FillData(c);
    00525       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00526       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00527       SetDParamStr(2, cni->company_name);
    00528       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
    00529       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
    00530       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
    00531       break;
    00532     }
    00533
    00534     case 3: {
    00535       /* Check if the company has any value.. if not, declare it bankrupt
    00536        *  right now */
    00537       Money val = CalculateCompanyValue(c, false);
    00538       if (val > 0) {
    00539         c->bankrupt_value = val;
    00540         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00541         c->bankrupt_timeout = 0;
    00542         break;
    00543       }
    00544       /* FALL THROUGH to case 4... */
    00545     }
    00546     default:
    00547     case 4:
    00548       if (!_networking && _local_company == c->index) {
    00549         /* If we are in offline mode, leave the company playing. Eg. there
    00550          * is no THE-END, otherwise mark the client as spectator to make sure
    00551          * he/she is no long in control of this company. However... when you
    00552          * join another company (cheat) the "unowned" company can bankrupt. */
    00553         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00554         break;
    00555       }
    00556
    00557       /* Actually remove the company, but not when we're a network client.
    00558        * In case of network clients we will be getting a command from the
    00559        * server. It is done in this way as we are called from the
    00560        * StateGameLoop which can't change the current company, and thus
    00561        * updating the local company triggers an assert later on. In the
    00562        * case of a network game the command will be processed at a time
    00563        * that changing the current company is okay. In case of single
    00564        * player we are sure (the above check) that we are not the local
    00565        * company and thus we won't be moved. */
    00566       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
    00567       break;
    00568   }
    00569 }
    00570
    00575 static void CompaniesGenStatistics()
    00576 {
    00577   Station *st;
    00578
    00579   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00580   Company *c;
    00581
    00582   if (!_settings_game.economy.infrastructure_maintenance) {
    00583     FOR_ALL_STATIONS(st) {
    00584       cur_company.Change(st->owner);
    00585       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00586       SubtractMoneyFromCompany(cost);
    00587     }
    00588   } else {
    00589     /* Improved monthly infrastructure costs. */
    00590     FOR_ALL_COMPANIES(c) {
    00591       cur_company.Change(c->index);
    00592
    00593       CommandCost cost(EXPENSES_PROPERTY);
    00594       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
    00595         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt]));
    00596       }
    00597       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
    00598       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
    00599         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
    00600       }
    00601       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
    00602       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
    00603       cost.AddCost(AirportMaintenanceCost(c->index));
    00604
    00605       SubtractMoneyFromCompany(cost);
    00606     }
    00607   }
    00608   cur_company.Restore();
    00609
    00610   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
    00611   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
    00612
    00613   FOR_ALL_COMPANIES(c) {
    00614     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00615     c->old_economy[0] = c->cur_economy;
    00616     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00617
    00618     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
    00619
    00620     UpdateCompanyRatingAndValue(c, true);
    00621     if (c->block_preview != 0) c->block_preview--;
    00622     CompanyCheckBankrupt(c);
    00623   }
    00624
    00625   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00626   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00627   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00628   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00629   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00630   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00631 }
    00632
    00637 void AddInflation(bool check_year)
    00638 {
    00639   /* The cargo payment inflation differs from the normal inflation, so the
    00640    * relative amount of money you make with a transport decreases slowly over
    00641    * the 170 years. After a few hundred years we reach a level in which the
    00642    * games will become unplayable as the maximum income will be less than
    00643    * the minimum running cost.
    00644    *
    00645    * Furthermore there are a lot of inflation related overflows all over the
    00646    * place. Solving them is hardly possible because inflation will always
    00647    * reach the overflow threshold some day. So we'll just perform the
    00648    * inflation mechanism during the first 170 years (the amount of years that
    00649    * one had in the original TTD) and stop doing the inflation after that
    00650    * because it only causes problems that can't be solved nicely and the
    00651    * inflation doesn't add anything after that either; it even makes playing
    00652    * it impossible due to the diverging cost and income rates.
    00653    */
    00654   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
    00655
    00656   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00657    * scaled by 65536
    00658    * 12 -> months per year
    00659    * This is only a good approxiamtion for small values
    00660    */
    00661   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
    00662   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
    00663 }
    00664
    00668 void RecomputePrices()
    00669 {
    00670   /* Setup maximum loan */
    00671   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00672
    00673   /* Setup price bases */
    00674   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00675     Money price = _price_base_specs[i].start_price;
    00676
    00677     /* Apply difficulty settings */
    00678     uint mod = 1;
    00679     switch (_price_base_specs[i].category) {
    00680       case PCAT_RUNNING:
    00681         mod = _settings_game.difficulty.vehicle_costs;
    00682         break;
    00683
    00684       case PCAT_CONSTRUCTION:
    00685         mod = _settings_game.difficulty.construction_cost;
    00686         break;
    00687
    00688       default: break;
    00689     }
    00690     switch (mod) {
    00691       case 0: price *= 6; break;
    00692       case 1: price *= 8; break; // normalised to 1 below
    00693       case 2: price *= 9; break;
    00694       default: NOT_REACHED();
    00695     }
    00696
    00697     /* Apply inflation */
    00698     price = (int64)price * _economy.inflation_prices;
    00699
    00700     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
    00701     int shift = _price_base_multiplier[i] - 16 - 3;
    00702     if (shift >= 0) {
    00703       price <<= shift;
    00704     } else {
    00705       price >>= -shift;
    00706     }
    00707
    00708     /* Make sure the price does not get reduced to zero.
    00709      * Zero breaks quite a few commands that use a zero
    00710      * cost to see whether something got changed or not
    00711      * and based on that cause an error. When the price
    00712      * is zero that fails even when things are done. */
    00713     if (price == 0) {
    00714       price = Clamp(_price_base_specs[i].start_price, -1, 1);
    00715       /* No base price should be zero, but be sure. */
    00716       assert(price != 0);
    00717     }
    00718     /* Store value */
    00719     _price[i] = price;
    00720   }
    00721
    00722   /* Setup cargo payment */
    00723   CargoSpec *cs;
    00724   FOR_ALL_CARGOSPECS(cs) {
    00725     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00726   }
    00727
    00728   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00729   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00730   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00731   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
    00732   InvalidateWindowData(WC_PAYMENT_RATES, 0);
    00733 }
    00734
    00736 static void CompaniesPayInterest()
    00737 {
    00738   const Company *c;
    00739
    00740   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00741   FOR_ALL_COMPANIES(c) {
    00742     cur_company.Change(c->index);
    00743
    00744     /* Over a year the paid interest should be "loan * interest percentage",
    00745      * but... as that number is likely not dividable by 12 (pay each month),
    00746      * one needs to account for that in the monthly fee calculations.
    00747      * To easily calculate what one should pay "this" month, you calculate
    00748      * what (total) should have been paid up to this month and you subtract
    00749      * whatever has been paid in the previous months. This will mean one month
    00750      * it'll be a bit more and the other it'll be a bit less than the average
    00751      * monthly fee, but on average it will be exact. */
    00752     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00753     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00754     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00755
    00756     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00757
    00758     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00759   }
    00760   cur_company.Restore();
    00761 }
    00762
    00763 static void HandleEconomyFluctuations()
    00764 {
    00765   if (_settings_game.difficulty.economy != 0) {
    00766     /* When economy is Fluctuating, decrease counter */
    00767     _economy.fluct--;
    00768   } else if (EconomyIsInRecession()) {
    00769     /* When it's Steady and we are in recession, end it now */
    00770     _economy.fluct = -12;
    00771   } else {
    00772     /* No need to do anything else in other cases */
    00773     return;
    00774   }
    00775
    00776   if (_economy.fluct == 0) {
    00777     _economy.fluct = -(int)GB(Random(), 0, 2);
    00778     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
    00779   } else if (_economy.fluct == -12) {
    00780     _economy.fluct = GB(Random(), 0, 8) + 312;
    00781     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
    00782   }
    00783 }
    00784
    00785
    00789 void ResetPriceBaseMultipliers()
    00790 {
    00791   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00792 }
    00793
    00801 void SetPriceBaseMultiplier(Price price, int factor)
    00802 {
    00803   assert(price < PR_END);
    00804   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00805 }
    00806
    00811 void StartupIndustryDailyChanges(bool init_counter)
    00812 {
    00813   uint map_size = MapLogX() + MapLogY();
    00814   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00815    * which stands for the days in a month.
    00816    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00817    * would not be needed.
    00818    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
    00819    * on the overall total number of changes performed */
    00820   _economy.industry_daily_increment = (1 << map_size) / 31;
    00821
    00822   if (init_counter) {
    00823     /* A new game or a savegame from an older version will require the counter to be initialized */
    00824     _economy.industry_daily_change_counter = 0;
    00825   }
    00826 }
    00827
    00828 void StartupEconomy()
    00829 {
    00830   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00831   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00832   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00833   _economy.fluct = GB(Random(), 0, 8) + 168;
    00834
    00835   /* Set up prices */
    00836   RecomputePrices();
    00837
    00838   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00839
    00840 }
    00841
    00845 void InitializeEconomy()
    00846 {
    00847   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00848 }
    00849
    00858 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00859 {
    00860   if (index >= PR_END) return 0;
    00861
    00862   Money cost = _price[index] * cost_factor;
    00863   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00864
    00865   if (shift >= 0) {
    00866     cost <<= shift;
    00867   } else {
    00868     cost >>= -shift;
    00869   }
    00870
    00871   return cost;
    00872 }
    00873
    00874 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00875 {
    00876   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00877   if (!cs->IsValid()) {
    00878     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00879     return 0;
    00880   }
    00881
    00882   /* Use callback to calculate cargo profit, if available */
    00883   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00884     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00885     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00886     if (callback != CALLBACK_FAILED) {
    00887       int result = GB(callback, 0, 14);
    00888
    00889       /* Simulate a 15 bit signed value */
    00890       if (HasBit(callback, 14)) result -= 0x4000;
    00891
    00892       /* "The result should be a signed multiplier that gets multiplied
    00893        * by the amount of cargo moved and the price factor, then gets
    00894        * divided by 8192." */
    00895       return result * num_pieces * cs->current_payment / 8192;
    00896     }
    00897   }
    00898
    00899   static const int MIN_TIME_FACTOR = 31;
    00900   static const int MAX_TIME_FACTOR = 255;
    00901
    00902   const int days1 = cs->transit_days[0];
    00903   const int days2 = cs->transit_days[1];
    00904   const int days_over_days1 = max(   transit_days - days1, 0);
    00905   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00906
    00907   /*
    00908    * The time factor is calculated based on the time it took
    00909    * (transit_days) compared two cargo-depending values. The
    00910    * range is divided into three parts:
    00911    *
    00912    *  - constant for fast transits
    00913    *  - linear decreasing with time with a slope of -1 for medium transports
    00914    *  - linear decreasing with time with a slope of -2 for slow transports
    00915    *
    00916    */
    00917   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00918
    00919   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00920 }
    00921
    00923 static SmallIndustryList _cargo_delivery_destinations;
    00924
    00934 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00935 {
    00936   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    00937    * This fails in three cases:
    00938    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    00939    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    00940    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    00941    */
    00942
    00943   uint accepted = 0;
    00944
    00945   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    00946     Industry *ind = st->industries_near[i];
    00947     if (ind->index == source) continue;
    00948
    00949     uint cargo_index;
    00950     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00951       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    00952     }
    00953     /* Check if matching cargo has been found */
    00954     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    00955
    00956     /* Check if industry temporarily refuses acceptance */
    00957     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
    00958
    00959     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    00960     _cargo_delivery_destinations.Include(ind);
    00961
    00962     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    00963     ind->incoming_cargo_waiting[cargo_index] += amount;
    00964     num_pieces -= amount;
    00965     accepted += amount;
    00966   }
    00967
    00968   return accepted;
    00969 }
    00970
    00984 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)
    00985 {
    00986   assert(num_pieces > 0);
    00987
    00988   Station *st = Station::Get(dest);
    00989
    00990   /* Give the goods to the industry. */
    00991   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    00992
    00993   /* If this cargo type is always accepted, accept all */
    00994   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    00995
    00996   /* Update station statistics */
    00997   if (accepted > 0) {
    00998     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
    00999     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
    01000     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
    01001   }
    01002
    01003   /* Update company statistics */
    01004   company->cur_economy.delivered_cargo[cargo_type] += accepted;
    01005
    01006   /* Increase town's counter for town effects */
    01007   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    01008   st->town->received[cs->town_effect].new_act += accepted;
    01009
    01010   /* Determine profit */
    01011   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    01012
    01013   /* Modify profit if a subsidy is in effect */
    01014   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    01015     switch (_settings_game.difficulty.subsidy_multiplier) {
    01016       case 0:  profit += profit >> 1; break;
    01017       case 1:  profit *= 2; break;
    01018       case 2:  profit *= 3; break;
    01019       default: profit *= 4; break;
    01020     }
    01021   }
    01022
    01023   return profit;
    01024 }
    01025
    01031 static void TriggerIndustryProduction(Industry *i)
    01032 {
    01033   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    01034   uint16 callback = indspec->callback_mask;
    01035
    01036   i->was_cargo_delivered = true;
    01037   i->last_cargo_accepted_at = _date;
    01038
    01039   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    01040     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    01041       IndustryProductionCallback(i, 0);
    01042     } else {
    01043       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01044     }
    01045   } else {
    01046     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    01047       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    01048       if (cargo_waiting == 0) continue;
    01049
    01050       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    01051       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01052
    01053       i->incoming_cargo_waiting[cargo_index] = 0;
    01054     }
    01055   }
    01056
    01057   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01058   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01059 }
    01060
    01065 CargoPayment::CargoPayment(Vehicle *front) :
    01066   front(front),
    01067   current_station(front->last_station_visited)
    01068 {
    01069 }
    01070
    01071 CargoPayment::~CargoPayment()
    01072 {
    01073   if (this->CleaningPool()) return;
    01074
    01075   this->front->cargo_payment = NULL;
    01076
    01077   if (this->visual_profit == 0) return;
    01078
    01079   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
    01080
    01081   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01082   this->front->profit_this_year += this->visual_profit << 8;
    01083
    01084   if (this->route_profit != 0) {
    01085     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01086       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01087     }
    01088
    01089     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
    01090   } else {
    01091     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
    01092   }
    01093
    01094   cur_company.Restore();
    01095 }
    01096
    01102 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01103 {
    01104   if (this->owner == NULL) {
    01105     this->owner = Company::Get(this->front->owner);
    01106   }
    01107
    01108   /* Handle end of route payment */
    01109   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01110   this->route_profit += profit;
    01111
    01112   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01113   this->visual_profit += profit - cp->FeederShare();
    01114 }
    01115
    01122 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01123 {
    01124   Money profit = GetTransportedGoodsIncome(
    01125       count,
    01126       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01127       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01128       cp->DaysInTransit(),
    01129       this->ct);
    01130
    01131   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01132
    01133   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
    01134   return profit; // account for the (virtual) profit already made for the cargo packet
    01135 }
    01136
    01141 void PrepareUnload(Vehicle *front_v)
    01142 {
    01143   /* At this moment loading cannot be finished */
    01144   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01145
    01146   /* Start unloading in at the first possible moment */
    01147   front_v->load_unload_ticks = 1;
    01148
    01149   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01150     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01151       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01152         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01153       }
    01154     }
    01155   }
    01156
    01157   assert(front_v->cargo_payment == NULL);
    01158   /* One CargoPayment per vehicle and the vehicle limit equals the
    01159    * limit in number of CargoPayments. Can't go wrong. */
    01160   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
    01161   assert(CargoPayment::CanAllocateItem());
    01162   front_v->cargo_payment = new CargoPayment(front_v);
    01163 }
    01164
    01170 static bool IsArticulatedVehicleEmpty(Vehicle *v)
    01171 {
    01172   v = v->GetFirstEnginePart();
    01173
    01174   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
    01175     if (v->cargo.Count() != 0) return false;
    01176   }
    01177
    01178   return true;
    01179 }
    01180
    01189 static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
    01190 {
    01191   assert(front->current_order.IsType(OT_LOADING));
    01192
    01193   /* We have not waited enough time till the next round of loading/unloading */
    01194   if (front->load_unload_ticks != 0) {
    01195     if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01196       /* 'Reserve' this cargo for this vehicle, because we were first. */
    01197       for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01198         int cap_left = v->cargo_cap - v->cargo.Count();
    01199         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01200       }
    01201     }
    01202     return;
    01203   }
    01204
    01205   StationID last_visited = front->last_station_visited;
    01206   Station *st = Station::Get(last_visited);
    01207
    01208   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
    01209     /* The train reversed in the station. Take the "easy" way
    01210      * out and let the train just leave as it always did. */
    01211     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
    01212     front->load_unload_ticks = 1;
    01213     return;
    01214   }
    01215
    01216   int unloading_time = 0;
    01217   bool dirty_vehicle = false;
    01218   bool dirty_station = false;
    01219
    01220   bool completely_emptied = true;
    01221   bool anything_unloaded = false;
    01222   bool anything_loaded   = false;
    01223   uint32 full_load_amount = 0;
    01224   uint32 cargo_not_full  = 0;
    01225   uint32 cargo_full      = 0;
    01226
    01227   front->cur_speed = 0;
    01228
    01229   CargoPayment *payment = front->cargo_payment;
    01230
    01231   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
    01232   for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01233     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
    01234     if (v->cargo_cap == 0) continue;
    01235     artic_part++;
    01236
    01237     const Engine *e = v->GetEngine();
    01238     byte load_amount = e->info.load_amount;
    01239
    01240     /* The default loadamount for mail is 1/4 of the load amount for passengers */
    01241     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
    01242
    01243     if (_settings_game.order.gradual_loading) {
    01244       uint16 cb_load_amount = CALLBACK_FAILED;
    01245       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
    01246         /* Use callback 36 */
    01247         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
    01248       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
    01249         /* Use callback 12 */
    01250         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
    01251       }
    01252       if (cb_load_amount != CALLBACK_FAILED) {
    01253         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
    01254         if (cb_load_amount >= 0x100) {
    01255           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
    01256         } else if (cb_load_amount != 0) {
    01257           load_amount = cb_load_amount;
    01258         }
    01259       }
    01260     }
    01261
    01262     GoodsEntry *ge = &st->goods[v->cargo_type];
    01263
    01264     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01265       uint cargo_count = v->cargo.Count();
    01266       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01267       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
    01268       bool accepted  = false; // Is the cargo accepted by the station?
    01269
    01270       payment->SetCargo(v->cargo_type);
    01271
    01272       if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
    01273         /* The cargo has reached its final destination, the packets may now be destroyed */
    01274         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
    01275
    01276         dirty_vehicle = true;
    01277         accepted = true;
    01278       }
    01279
    01280       /* The !accepted || v->cargo.Count == cargo_count clause is there
    01281        * to make it possible to force unload vehicles at the station where
    01282        * they were loaded, but to not force unload the vehicle when the
    01283        * station is still accepting the cargo in the vehicle. It doesn't
    01284        * accept cargo that was loaded at the same station. */
    01285       if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
    01286         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
    01287         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
    01288           InvalidateWindowData(WC_STATION_LIST, last_visited);
    01289           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
    01290         }
    01291
    01292         dirty_vehicle = dirty_station = true;
    01293       } else if (!accepted) {
    01294         /* The order changed while unloading (unset unload/transfer) or the
    01295          * station does not accept our goods. */
    01296         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01297
    01298         /* Say we loaded something, otherwise we'll think we didn't unload
    01299          * something and we didn't load something, so we must be finished
    01300          * at this station. Setting the unloaded means that we will get a
    01301          * retry for loading in the next cycle. */
    01302         anything_unloaded = true;
    01303         continue;
    01304       }
    01305
    01306       /* Deliver goods to the station */
    01307       st->time_since_unload = 0;
    01308
    01309       unloading_time += amount_unloaded;
    01310
    01311       anything_unloaded = true;
    01312       if (_settings_game.order.gradual_loading && remaining) {
    01313         completely_emptied = false;
    01314       } else {
    01315         /* We have finished unloading (cargo count == 0) */
    01316         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01317       }
    01318
    01319       continue;
    01320     }
    01321
    01322     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01323     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
    01324
    01325     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
    01326     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
    01327         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
    01328       Vehicle *v_start = v->GetFirstEnginePart();
    01329       CargoID new_cid = front->current_order.GetRefitCargo();
    01330       byte new_subtype = front->current_order.GetRefitSubtype();
    01331
    01332       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
    01333
    01334       /* Check if all articulated parts are empty and collect refit mask. */
    01335       uint32 refit_mask = e->info.refit_mask;
    01336       Vehicle *w = v_start;
    01337       while (w->HasArticulatedPart()) {
    01338         w = w->GetNextArticulatedPart();
    01339         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
    01340         refit_mask |= EngInfo(w->engine_type)->refit_mask;
    01341       }
    01342
    01343       if (new_cid == CT_AUTO_REFIT) {
    01344         /* Get refittable cargo type with the most waiting cargo. */
    01345         int amount = 0;
    01346         CargoID cid;
    01347         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
    01348           if (cargo_left[cid] > amount) {
    01349             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
    01350              * the returned refit capacity will be greater than zero. */
    01351             new_subtype = GetBestFittingSubType(v, v, cid);
    01352             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.
    01353             if (_returned_refit_capacity > 0) {
    01354               amount = cargo_left[cid];
    01355               new_cid = cid;
    01356             }
    01357           }
    01358         }
    01359       }
    01360
    01361       /* Refit if given a valid cargo. */
    01362       if (new_cid < NUM_CARGO) {
    01363         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.
    01364         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
    01365         ge = &st->goods[v->cargo_type];
    01366       }
    01367
    01368       cur_company.Restore();
    01369     }
    01370
    01371     /* update stats */
    01372     int t;
    01373     switch (front->type) {
    01374       case VEH_TRAIN: /* FALL THROUGH */
    01375       case VEH_SHIP:
    01376         t = front->vcache.cached_max_speed;
    01377         break;
    01378
    01379       case VEH_ROAD:
    01380         t = front->vcache.cached_max_speed / 2;
    01381         break;
    01382
    01383       case VEH_AIRCRAFT:
    01384         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
    01385         break;
    01386
    01387       default: NOT_REACHED();
    01388     }
    01389
    01390     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01391     ge->last_speed = min(t, 255);
    01392     ge->last_age = _cur_year - front->build_year;
    01393     ge->days_since_pickup = 0;
    01394
    01395     /* If there's goods waiting at the station, and the vehicle
    01396      * has capacity for it, load it on the vehicle. */
    01397     int cap_left = v->cargo_cap - v->cargo.Count();
    01398     if (!ge->cargo.Empty() && cap_left > 0) {
    01399       uint cap = cap_left;
    01400       uint count = ge->cargo.Count();
    01401
    01402       /* Skip loading this vehicle if another train/vehicle is already handling
    01403        * the same cargo type at this station */
    01404       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
    01405         SetBit(cargo_not_full, v->cargo_type);
    01406         continue;
    01407       }
    01408
    01409       if (cap > count) cap = count;
    01410       if (_settings_game.order.gradual_loading) {
    01411         cap = min(cap, load_amount);
    01412         cap_left = min(cap_left, load_amount);
    01413       }
    01414       if (_settings_game.order.improved_load) {
    01415         /* Don't load stuff that is already 'reserved' for other vehicles */
    01416         cap = min((uint)cargo_left[v->cargo_type], cap);
    01417         count = cargo_left[v->cargo_type];
    01418         cargo_left[v->cargo_type] -= cap;
    01419       }
    01420
    01421       /* Store whether the maximum possible load amount was loaded or not.*/
    01422       if (count >= (uint)cap_left) {
    01423         SetBit(full_load_amount, v->cargo_type);
    01424       } else {
    01425         ClrBit(full_load_amount, v->cargo_type);
    01426       }
    01427
    01428       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01429
    01430       /* TODO: Regarding this, when we do gradual loading, we
    01431        * should first unload all vehicles and then start
    01432        * loading them. Since this will cause
    01433        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01434        * the whole vehicle chain is really totally empty, the
    01435        * completely_emptied assignment can then be safely
    01436        * removed; that's how TTDPatch behaves too. --pasky */
    01437       completely_emptied = false;
    01438       anything_loaded = true;
    01439
    01440       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
    01441
    01442       st->time_since_load = 0;
    01443       st->last_vehicle_type = v->type;
    01444
    01445       if (ge->cargo.Empty()) {
    01446         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01447         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01448       }
    01449
    01450       unloading_time += cap;
    01451
    01452       dirty_vehicle = dirty_station = true;
    01453     }
    01454
    01455     if (v->cargo.Count() >= v->cargo_cap) {
    01456       SetBit(cargo_full, v->cargo_type);
    01457     } else {
    01458       SetBit(cargo_not_full, v->cargo_type);
    01459     }
    01460   }
    01461
    01462   if (anything_loaded || anything_unloaded) {
    01463     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
    01464   }
    01465
    01466   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01467   completely_emptied &= anything_unloaded;
    01468
    01469   /* We update these variables here, so gradual loading still fills
    01470    * all wagons at the same time instead of using the same 'improved'
    01471    * loading algorithm for the wagons (only fill wagon when there is
    01472    * enough to fill the previous wagons) */
    01473   if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01474     /* Update left cargo */
    01475     for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01476       int cap_left = v->cargo_cap - v->cargo.Count();
    01477       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01478     }
    01479   }
    01480
    01481   if (!anything_unloaded) delete payment;
    01482
    01483   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
    01484   if (anything_loaded || anything_unloaded) {
    01485     if (_settings_game.order.gradual_loading) {
    01486       /* The time it takes to load one 'slice' of cargo or passengers depends
    01487        * on the vehicle type - the values here are those found in TTDPatch */
    01488       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01489
    01490       unloading_time = gradual_loading_wait_time[front->type];
    01491     }
    01492     /* We loaded less cargo than possible for all cargo types and it's not full
    01493      * load and we're not supposed to wait any longer: stop loading. */
    01494     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01495         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
    01496       SetBit(front->vehicle_flags, VF_STOP_LOADING);
    01497     }
    01498   } else {
    01499     bool finished_loading = true;
    01500     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01501       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01502         /* if the aircraft carries passengers and is NOT full, then
    01503          * continue loading, no matter how much mail is in */
    01504         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
    01505             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01506           finished_loading = false;
    01507         }
    01508       } else if (cargo_not_full != 0) {
    01509         finished_loading = false;
    01510       }
    01511     }
    01512     unloading_time = 20;
    01513
    01514     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01515   }
    01516
    01517   if (front->type == VEH_TRAIN) {
    01518     /* Each platform tile is worth 2 rail vehicles. */
    01519     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
    01520     if (overhang > 0) {
    01521       unloading_time <<= 1;
    01522       unloading_time += (overhang * unloading_time) / 8;
    01523     }
    01524   }
    01525
    01526   /* Calculate the loading indicator fill percent and display
    01527    * In the Game Menu do not display indicators
    01528    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01529    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01530    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01531    */
    01532   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01533     StringID percent_up_down = STR_NULL;
    01534     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
    01535     if (front->fill_percent_te_id == INVALID_TE_ID) {
    01536       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
    01537     } else {
    01538       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
    01539     }
    01540   }
    01541
    01542   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01543   front->load_unload_ticks = max(1, unloading_time);
    01544
    01545   if (completely_emptied) {
    01546     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
    01547   }
    01548
    01549   if (dirty_vehicle) {
    01550     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
    01551     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01552     front->MarkDirty();
    01553   }
    01554   if (dirty_station) {
    01555     st->MarkTilesDirty(true);
    01556     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01557   }
    01558 }
    01559
    01565 void LoadUnloadStation(Station *st)
    01566 {
    01567   /* No vehicle is here... */
    01568   if (st->loading_vehicles.empty()) return;
    01569
    01570   Vehicle *last_loading = NULL;
    01571   std::list<Vehicle *>::iterator iter;
    01572
    01573   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01574   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01575     Vehicle *v = *iter;
    01576
    01577     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01578
    01579     assert(v->load_unload_ticks != 0);
    01580     if (--v->load_unload_ticks == 0) last_loading = v;
    01581   }
    01582
    01583   /* We only need to reserve and load/unload up to the last loading vehicle.
    01584    * Anything else will be forgotten anyway after returning from this function.
    01585    *
    01586    * Especially this means we do _not_ need to reserve cargo for a single
    01587    * consist in a station which is not allowed to load yet because its
    01588    * load_unload_ticks is still not 0.
    01589    */
    01590   if (last_loading == NULL) return;
    01591
    01592   int cargo_left[NUM_CARGO];
    01593
    01594   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
    01595
    01596   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01597     Vehicle *v = *iter;
    01598     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
    01599     if (v == last_loading) break;
    01600   }
    01601
    01602   /* Call the production machinery of industries */
    01603   const Industry * const *isend = _cargo_delivery_destinations.End();
    01604   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01605     TriggerIndustryProduction(*iid);
    01606   }
    01607   _cargo_delivery_destinations.Clear();
    01608 }
    01609
    01613 void CompaniesMonthlyLoop()
    01614 {
    01615   CompaniesGenStatistics();
    01616   if (_settings_game.economy.inflation) {
    01617     AddInflation();
    01618     RecomputePrices();
    01619   }
    01620   CompaniesPayInterest();
    01621   HandleEconomyFluctuations();
    01622 }
    01623
    01624 static void DoAcquireCompany(Company *c)
    01625 {
    01626   CompanyID ci = c->index;
    01627
    01628   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01629   cni->FillData(c, Company::Get(_current_company));
    01630
    01631   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01632   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01633   SetDParamStr(2, cni->company_name);
    01634   SetDParamStr(3, cni->other_company_name);
    01635   SetDParam(4, c->bankrupt_value);
    01636   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
    01637   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01638   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01639
    01640   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01641
    01642   if (c->bankrupt_value == 0) {
    01643     Company *owner = Company::Get(_current_company);
    01644     owner->current_loan += c->current_loan;
    01645   }
    01646
    01647   if (c->is_ai) AI::Stop(c->index);
    01648
    01649   DeleteCompanyWindows(ci);
    01650   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01651   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01652   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01653   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01654
    01655   delete c;
    01656 }
    01657
    01658 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01659
    01669 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01670 {
    01671   CommandCost cost(EXPENSES_OTHER);
    01672   CompanyID target_company = (CompanyID)p1;
    01673   Company *c = Company::GetIfValid(target_company);
    01674
    01675   /* Check if buying shares is allowed (protection against modified clients)
    01676    * Cannot buy own shares */
    01677   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01678
    01679   /* Protect new companies from hostile takeovers */
    01680   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01681
    01682   /* Those lines are here for network-protection (clients can be slow) */
    01683   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01684
    01685   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01686     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01687
    01688     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01689   }
    01690
    01691
    01692   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01693   if (flags & DC_EXEC) {
    01694     OwnerByte *b = c->share_owners;
    01695
    01696     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01697     *b = _current_company;
    01698
    01699     for (int i = 0; c->share_owners[i] == _current_company;) {
    01700       if (++i == 4) {
    01701         c->bankrupt_value = 0;
    01702         DoAcquireCompany(c);
    01703         break;
    01704       }
    01705     }
    01706     SetWindowDirty(WC_COMPANY, target_company);
    01707     CompanyAdminUpdate(c);
    01708   }
    01709   return cost;
    01710 }
    01711
    01721 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01722 {
    01723   CompanyID target_company = (CompanyID)p1;
    01724   Company *c = Company::GetIfValid(target_company);
    01725
    01726   /* Cannot sell own shares */
    01727   if (c == NULL || _current_company == target_company) return CMD_ERROR;
    01728
    01729   /* Check if selling shares is allowed (protection against modified clients).
    01730    * However, we must sell shares of companies being closed down. */
    01731   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
    01732
    01733   /* Those lines are here for network-protection (clients can be slow) */
    01734   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01735
    01736   /* adjust it a little to make it less profitable to sell and buy */
    01737   Money cost = CalculateCompanyValue(c) >> 2;
    01738   cost = -(cost - (cost >> 7));
    01739
    01740   if (flags & DC_EXEC) {
    01741     OwnerByte *b = c->share_owners;
    01742     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01743     *b = COMPANY_SPECTATOR;
    01744     SetWindowDirty(WC_COMPANY, target_company);
    01745     CompanyAdminUpdate(c);
    01746   }
    01747   return CommandCost(EXPENSES_OTHER, cost);
    01748 }
    01749
    01762 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01763 {
    01764   CompanyID target_company = (CompanyID)p1;
    01765   Company *c = Company::GetIfValid(target_company);
    01766   if (c == NULL) return CMD_ERROR;
    01767
    01768   /* Disable takeovers when not asked */
    01769   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01770
    01771   /* Disable taking over the local company in single player */
    01772   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01773
    01774   /* Do not allow companies to take over themselves */
    01775   if (target_company == _current_company) return CMD_ERROR;
    01776
    01777   /* Disable taking over when not allowed. */
    01778   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    01779
    01780   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01781   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01782
    01783   if (flags & DC_EXEC) {
    01784     DoAcquireCompany(c);
    01785   }
    01786   return cost;
    01787 }