# economy.cpp

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    00001 /* $Id: economy.cpp 24231 2012-05-12 07:46:05Z 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 and transport rights 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     /* Transfer exclusive rights */
    00383     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
    00384       if (new_owner != INVALID_OWNER) {
    00385         t->exclusivity = new_owner;
    00386       } else {
    00387         t->exclusive_counter = 0;
    00388         t->exclusivity = INVALID_COMPANY;
    00389       }
    00390     }
    00391   }
    00392
    00393   {
    00394     Vehicle *v;
    00395     FOR_ALL_VEHICLES(v) {
    00396       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00397         if (new_owner == INVALID_OWNER) {
    00398           if (v->Previous() == NULL) delete v;
    00399         } else {
    00400           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
    00401           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
    00402         }
    00403       }
    00404     }
    00405   }
    00406
    00407   /* In all cases clear replace engine rules.
    00408    * Even if it was copied, it could interfere with new owner's rules */
    00409   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
    00410
    00411   if (new_owner == INVALID_OWNER) {
    00412     RemoveAllGroupsForCompany(old_owner);
    00413   } else {
    00414     Group *g;
    00415     FOR_ALL_GROUPS(g) {
    00416       if (g->owner == old_owner) g->owner = new_owner;
    00417     }
    00418   }
    00419
    00420   {
    00421     FreeUnitIDGenerator unitidgen[] = {
    00422       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
    00423       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
    00424     };
    00425
    00426     Vehicle *v;
    00427     FOR_ALL_VEHICLES(v) {
    00428       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
    00429         assert(new_owner != INVALID_OWNER);
    00430
    00431         v->owner = new_owner;
    00432
    00433         /* Owner changes, clear cache */
    00434         v->colourmap = PAL_NONE;
    00435         v->InvalidateNewGRFCache();
    00436
    00437         if (v->IsEngineCountable()) {
    00438           GroupStatistics::CountEngine(v, 1);
    00439         }
    00440         if (v->IsPrimaryVehicle()) {
    00441           GroupStatistics::CountVehicle(v, 1);
    00442           v->unitnumber = unitidgen[v->type].NextID();
    00443         }
    00444
    00445         /* Invalidate the vehicle's cargo payment "owner cache". */
    00446         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
    00447       }
    00448     }
    00449
    00450     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
    00451   }
    00452
    00453   /*  Change ownership of tiles */
    00454   {
    00455     TileIndex tile = 0;
    00456     do {
    00457       ChangeTileOwner(tile, old_owner, new_owner);
    00458     } while (++tile != MapSize());
    00459
    00460     if (new_owner != INVALID_OWNER) {
    00461       /* Update all signals because there can be new segment that was owned by two companies
    00462        * and signals were not propagated
    00463        * Similiar with crossings - it is needed to bar crossings that weren't before
    00464        * because of different owner of crossing and approaching train */
    00465       tile = 0;
    00466
    00467       do {
    00468         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
    00469           TrackBits tracks = GetTrackBits(tile);
    00470           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
    00471             Track track = RemoveFirstTrack(&tracks);
    00472             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
    00473           } while (tracks != TRACK_BIT_NONE);
    00474         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
    00475           UpdateLevelCrossing(tile);
    00476         }
    00477       } while (++tile != MapSize());
    00478     }
    00479
    00480     /* update signals in buffer */
    00481     UpdateSignalsInBuffer();
    00482   }
    00483
    00484   /* Add airport infrastructure count of the old company to the new one. */
    00485   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
    00486
    00487   /* convert owner of stations (including deleted ones, but excluding buoys) */
    00488   Station *st;
    00489   FOR_ALL_STATIONS(st) {
    00490     if (st->owner == old_owner) {
    00491       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
    00492        * also, drawing station window would cause reading invalid company's colour */
    00493       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00494     }
    00495   }
    00496
    00497   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
    00498   Waypoint *wp;
    00499   FOR_ALL_WAYPOINTS(wp) {
    00500     if (wp->owner == old_owner) {
    00501       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00502     }
    00503   }
    00504
    00505   Sign *si;
    00506   FOR_ALL_SIGNS(si) {
    00507     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
    00508   }
    00509
    00510   /* Change colour of existing windows */
    00511   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
    00512
    00513   cur_company.Restore();
    00514
    00515   MarkWholeScreenDirty();
    00516 }
    00517
    00522 static void CompanyCheckBankrupt(Company *c)
    00523 {
    00524   /*  If the company has money again, it does not go bankrupt */
    00525   if (c->money >= 0) {
    00526     c->quarters_of_bankruptcy = 0;
    00527     c->bankrupt_asked = 0;
    00528     return;
    00529   }
    00530
    00531   c->quarters_of_bankruptcy++;
    00532
    00533   switch (c->quarters_of_bankruptcy) {
    00534     case 0:
    00535     case 1:
    00536       break;
    00537
    00538     case 2: {
    00539       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    00540       cni->FillData(c);
    00541       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
    00542       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
    00543       SetDParamStr(2, cni->company_name);
    00544       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_TROUBLE, cni);
    00545       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
    00546       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
    00547       break;
    00548     }
    00549
    00550     case 3: {
    00551       /* Check if the company has any value.. if not, declare it bankrupt
    00552        *  right now */
    00553       Money val = CalculateCompanyValue(c, false);
    00554       if (val > 0) {
    00555         c->bankrupt_value = val;
    00556         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
    00557         c->bankrupt_timeout = 0;
    00558         break;
    00559       }
    00560       /* FALL THROUGH to case 4... */
    00561     }
    00562     default:
    00563     case 4:
    00564       if (!_networking && _local_company == c->index) {
    00565         /* If we are in offline mode, leave the company playing. Eg. there
    00566          * is no THE-END, otherwise mark the client as spectator to make sure
    00567          * he/she is no long in control of this company. However... when you
    00568          * join another company (cheat) the "unowned" company can bankrupt. */
    00569         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
    00570         break;
    00571       }
    00572
    00573       /* Actually remove the company, but not when we're a network client.
    00574        * In case of network clients we will be getting a command from the
    00575        * server. It is done in this way as we are called from the
    00576        * StateGameLoop which can't change the current company, and thus
    00577        * updating the local company triggers an assert later on. In the
    00578        * case of a network game the command will be processed at a time
    00579        * that changing the current company is okay. In case of single
    00580        * player we are sure (the above check) that we are not the local
    00581        * company and thus we won't be moved. */
    00582       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
    00583       break;
    00584   }
    00585 }
    00586
    00591 static void CompaniesGenStatistics()
    00592 {
    00593   Station *st;
    00594
    00595   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00596   Company *c;
    00597
    00598   if (!_settings_game.economy.infrastructure_maintenance) {
    00599     FOR_ALL_STATIONS(st) {
    00600       cur_company.Change(st->owner);
    00601       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
    00602       SubtractMoneyFromCompany(cost);
    00603     }
    00604   } else {
    00605     /* Improved monthly infrastructure costs. */
    00606     FOR_ALL_COMPANIES(c) {
    00607       cur_company.Change(c->index);
    00608
    00609       CommandCost cost(EXPENSES_PROPERTY);
    00610       uint32 rail_total = c->infrastructure.GetRailTotal();
    00611       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
    00612         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
    00613       }
    00614       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
    00615       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
    00616         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
    00617       }
    00618       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
    00619       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
    00620       cost.AddCost(AirportMaintenanceCost(c->index));
    00621
    00622       SubtractMoneyFromCompany(cost);
    00623     }
    00624   }
    00625   cur_company.Restore();
    00626
    00627   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
    00628   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
    00629
    00630   FOR_ALL_COMPANIES(c) {
    00631     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
    00632     c->old_economy[0] = c->cur_economy;
    00633     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
    00634
    00635     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
    00636
    00637     UpdateCompanyRatingAndValue(c, true);
    00638     if (c->block_preview != 0) c->block_preview--;
    00639     CompanyCheckBankrupt(c);
    00640   }
    00641
    00642   SetWindowDirty(WC_INCOME_GRAPH, 0);
    00643   SetWindowDirty(WC_OPERATING_PROFIT, 0);
    00644   SetWindowDirty(WC_DELIVERED_CARGO, 0);
    00645   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
    00646   SetWindowDirty(WC_COMPANY_VALUE, 0);
    00647   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
    00648 }
    00649
    00654 void AddInflation(bool check_year)
    00655 {
    00656   /* The cargo payment inflation differs from the normal inflation, so the
    00657    * relative amount of money you make with a transport decreases slowly over
    00658    * the 170 years. After a few hundred years we reach a level in which the
    00659    * games will become unplayable as the maximum income will be less than
    00660    * the minimum running cost.
    00661    *
    00662    * Furthermore there are a lot of inflation related overflows all over the
    00663    * place. Solving them is hardly possible because inflation will always
    00664    * reach the overflow threshold some day. So we'll just perform the
    00665    * inflation mechanism during the first 170 years (the amount of years that
    00666    * one had in the original TTD) and stop doing the inflation after that
    00667    * because it only causes problems that can't be solved nicely and the
    00668    * inflation doesn't add anything after that either; it even makes playing
    00669    * it impossible due to the diverging cost and income rates.
    00670    */
    00671   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;
    00672
    00673   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
    00674    * scaled by 65536
    00675    * 12 -> months per year
    00676    * This is only a good approxiamtion for small values
    00677    */
    00678   _economy.inflation_prices  += min((_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16, MAX_INFLATION);
    00679   _economy.inflation_payment += min((_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16, MAX_INFLATION);
    00680 }
    00681
    00685 void RecomputePrices()
    00686 {
    00687   /* Setup maximum loan */
    00688   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
    00689
    00690   /* Setup price bases */
    00691   for (Price i = PR_BEGIN; i < PR_END; i++) {
    00692     Money price = _price_base_specs[i].start_price;
    00693
    00694     /* Apply difficulty settings */
    00695     uint mod = 1;
    00696     switch (_price_base_specs[i].category) {
    00697       case PCAT_RUNNING:
    00698         mod = _settings_game.difficulty.vehicle_costs;
    00699         break;
    00700
    00701       case PCAT_CONSTRUCTION:
    00702         mod = _settings_game.difficulty.construction_cost;
    00703         break;
    00704
    00705       default: break;
    00706     }
    00707     switch (mod) {
    00708       case 0: price *= 6; break;
    00709       case 1: price *= 8; break; // normalised to 1 below
    00710       case 2: price *= 9; break;
    00711       default: NOT_REACHED();
    00712     }
    00713
    00714     /* Apply inflation */
    00715     price = (int64)price * _economy.inflation_prices;
    00716
    00717     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
    00718     int shift = _price_base_multiplier[i] - 16 - 3;
    00719     if (shift >= 0) {
    00720       price <<= shift;
    00721     } else {
    00722       price >>= -shift;
    00723     }
    00724
    00725     /* Make sure the price does not get reduced to zero.
    00726      * Zero breaks quite a few commands that use a zero
    00727      * cost to see whether something got changed or not
    00728      * and based on that cause an error. When the price
    00729      * is zero that fails even when things are done. */
    00730     if (price == 0) {
    00731       price = Clamp(_price_base_specs[i].start_price, -1, 1);
    00732       /* No base price should be zero, but be sure. */
    00733       assert(price != 0);
    00734     }
    00735     /* Store value */
    00736     _price[i] = price;
    00737   }
    00738
    00739   /* Setup cargo payment */
    00740   CargoSpec *cs;
    00741   FOR_ALL_CARGOSPECS(cs) {
    00742     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
    00743   }
    00744
    00745   SetWindowClassesDirty(WC_BUILD_VEHICLE);
    00746   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
    00747   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
    00748   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
    00749   InvalidateWindowData(WC_PAYMENT_RATES, 0);
    00750 }
    00751
    00753 static void CompaniesPayInterest()
    00754 {
    00755   const Company *c;
    00756
    00757   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
    00758   FOR_ALL_COMPANIES(c) {
    00759     cur_company.Change(c->index);
    00760
    00761     /* Over a year the paid interest should be "loan * interest percentage",
    00762      * but... as that number is likely not dividable by 12 (pay each month),
    00763      * one needs to account for that in the monthly fee calculations.
    00764      * To easily calculate what one should pay "this" month, you calculate
    00765      * what (total) should have been paid up to this month and you subtract
    00766      * whatever has been paid in the previous months. This will mean one month
    00767      * it'll be a bit more and the other it'll be a bit less than the average
    00768      * monthly fee, but on average it will be exact. */
    00769     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
    00770     Money up_to_previous_month = yearly_fee * _cur_month / 12;
    00771     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
    00772
    00773     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
    00774
    00775     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
    00776   }
    00777   cur_company.Restore();
    00778 }
    00779
    00780 static void HandleEconomyFluctuations()
    00781 {
    00782   if (_settings_game.difficulty.economy != 0) {
    00783     /* When economy is Fluctuating, decrease counter */
    00784     _economy.fluct--;
    00785   } else if (EconomyIsInRecession()) {
    00786     /* When it's Steady and we are in recession, end it now */
    00787     _economy.fluct = -12;
    00788   } else {
    00789     /* No need to do anything else in other cases */
    00790     return;
    00791   }
    00792
    00793   if (_economy.fluct == 0) {
    00794     _economy.fluct = -(int)GB(Random(), 0, 2);
    00795     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
    00796   } else if (_economy.fluct == -12) {
    00797     _economy.fluct = GB(Random(), 0, 8) + 312;
    00798     AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
    00799   }
    00800 }
    00801
    00802
    00806 void ResetPriceBaseMultipliers()
    00807 {
    00808   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
    00809 }
    00810
    00818 void SetPriceBaseMultiplier(Price price, int factor)
    00819 {
    00820   assert(price < PR_END);
    00821   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
    00822 }
    00823
    00828 void StartupIndustryDailyChanges(bool init_counter)
    00829 {
    00830   uint map_size = MapLogX() + MapLogY();
    00831   /* After getting map size, it needs to be scaled appropriately and divided by 31,
    00832    * which stands for the days in a month.
    00833    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
    00834    * would not be needed.
    00835    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
    00836    * on the overall total number of changes performed */
    00837   _economy.industry_daily_increment = (1 << map_size) / 31;
    00838
    00839   if (init_counter) {
    00840     /* A new game or a savegame from an older version will require the counter to be initialized */
    00841     _economy.industry_daily_change_counter = 0;
    00842   }
    00843 }
    00844
    00845 void StartupEconomy()
    00846 {
    00847   _economy.interest_rate = _settings_game.difficulty.initial_interest;
    00848   _economy.infl_amount = _settings_game.difficulty.initial_interest;
    00849   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
    00850   _economy.fluct = GB(Random(), 0, 8) + 168;
    00851
    00852   /* Set up prices */
    00853   RecomputePrices();
    00854
    00855   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
    00856
    00857 }
    00858
    00862 void InitializeEconomy()
    00863 {
    00864   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
    00865 }
    00866
    00875 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
    00876 {
    00877   if (index >= PR_END) return 0;
    00878
    00879   Money cost = _price[index] * cost_factor;
    00880   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
    00881
    00882   if (shift >= 0) {
    00883     cost <<= shift;
    00884   } else {
    00885     cost >>= -shift;
    00886   }
    00887
    00888   return cost;
    00889 }
    00890
    00891 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
    00892 {
    00893   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    00894   if (!cs->IsValid()) {
    00895     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
    00896     return 0;
    00897   }
    00898
    00899   /* Use callback to calculate cargo profit, if available */
    00900   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
    00901     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
    00902     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
    00903     if (callback != CALLBACK_FAILED) {
    00904       int result = GB(callback, 0, 14);
    00905
    00906       /* Simulate a 15 bit signed value */
    00907       if (HasBit(callback, 14)) result -= 0x4000;
    00908
    00909       /* "The result should be a signed multiplier that gets multiplied
    00910        * by the amount of cargo moved and the price factor, then gets
    00911        * divided by 8192." */
    00912       return result * num_pieces * cs->current_payment / 8192;
    00913     }
    00914   }
    00915
    00916   static const int MIN_TIME_FACTOR = 31;
    00917   static const int MAX_TIME_FACTOR = 255;
    00918
    00919   const int days1 = cs->transit_days[0];
    00920   const int days2 = cs->transit_days[1];
    00921   const int days_over_days1 = max(   transit_days - days1, 0);
    00922   const int days_over_days2 = max(days_over_days1 - days2, 0);
    00923
    00924   /*
    00925    * The time factor is calculated based on the time it took
    00926    * (transit_days) compared two cargo-depending values. The
    00927    * range is divided into three parts:
    00928    *
    00929    *  - constant for fast transits
    00930    *  - linear decreasing with time with a slope of -1 for medium transports
    00931    *  - linear decreasing with time with a slope of -2 for slow transports
    00932    *
    00933    */
    00934   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
    00935
    00936   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
    00937 }
    00938
    00940 static SmallIndustryList _cargo_delivery_destinations;
    00941
    00951 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
    00952 {
    00953   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
    00954    * This fails in three cases:
    00955    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
    00956    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
    00957    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
    00958    */
    00959
    00960   uint accepted = 0;
    00961
    00962   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
    00963     Industry *ind = st->industries_near[i];
    00964     if (ind->index == source) continue;
    00965
    00966     uint cargo_index;
    00967     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
    00968       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
    00969     }
    00970     /* Check if matching cargo has been found */
    00971     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
    00972
    00973     /* Check if industry temporarily refuses acceptance */
    00974     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
    00975
    00976     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
    00977     _cargo_delivery_destinations.Include(ind);
    00978
    00979     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
    00980     ind->incoming_cargo_waiting[cargo_index] += amount;
    00981     num_pieces -= amount;
    00982     accepted += amount;
    00983   }
    00984
    00985   return accepted;
    00986 }
    00987
    01001 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)
    01002 {
    01003   assert(num_pieces > 0);
    01004
    01005   Station *st = Station::Get(dest);
    01006
    01007   /* Give the goods to the industry. */
    01008   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
    01009
    01010   /* If this cargo type is always accepted, accept all */
    01011   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
    01012
    01013   /* Update station statistics */
    01014   if (accepted > 0) {
    01015     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
    01016     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
    01017     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
    01018   }
    01019
    01020   /* Update company statistics */
    01021   company->cur_economy.delivered_cargo[cargo_type] += accepted;
    01022
    01023   /* Increase town's counter for town effects */
    01024   const CargoSpec *cs = CargoSpec::Get(cargo_type);
    01025   st->town->received[cs->town_effect].new_act += accepted;
    01026
    01027   /* Determine profit */
    01028   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
    01029
    01030   /* Modify profit if a subsidy is in effect */
    01031   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
    01032     switch (_settings_game.difficulty.subsidy_multiplier) {
    01033       case 0:  profit += profit >> 1; break;
    01034       case 1:  profit *= 2; break;
    01035       case 2:  profit *= 3; break;
    01036       default: profit *= 4; break;
    01037     }
    01038   }
    01039
    01040   return profit;
    01041 }
    01042
    01048 static void TriggerIndustryProduction(Industry *i)
    01049 {
    01050   const IndustrySpec *indspec = GetIndustrySpec(i->type);
    01051   uint16 callback = indspec->callback_mask;
    01052
    01053   i->was_cargo_delivered = true;
    01054   i->last_cargo_accepted_at = _date;
    01055
    01056   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
    01057     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
    01058       IndustryProductionCallback(i, 0);
    01059     } else {
    01060       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
    01061     }
    01062   } else {
    01063     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
    01064       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
    01065       if (cargo_waiting == 0) continue;
    01066
    01067       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
    01068       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
    01069
    01070       i->incoming_cargo_waiting[cargo_index] = 0;
    01071     }
    01072   }
    01073
    01074   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
    01075   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
    01076 }
    01077
    01082 CargoPayment::CargoPayment(Vehicle *front) :
    01083   front(front),
    01084   current_station(front->last_station_visited)
    01085 {
    01086 }
    01087
    01088 CargoPayment::~CargoPayment()
    01089 {
    01090   if (this->CleaningPool()) return;
    01091
    01092   this->front->cargo_payment = NULL;
    01093
    01094   if (this->visual_profit == 0) return;
    01095
    01096   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
    01097
    01098   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
    01099   this->front->profit_this_year += this->visual_profit << 8;
    01100
    01101   if (this->route_profit != 0) {
    01102     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
    01103       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
    01104     }
    01105
    01106     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
    01107   } else {
    01108     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
    01109   }
    01110
    01111   cur_company.Restore();
    01112 }
    01113
    01119 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
    01120 {
    01121   if (this->owner == NULL) {
    01122     this->owner = Company::Get(this->front->owner);
    01123   }
    01124
    01125   /* Handle end of route payment */
    01126   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
    01127   this->route_profit += profit;
    01128
    01129   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
    01130   this->visual_profit += profit - cp->FeederShare();
    01131 }
    01132
    01139 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
    01140 {
    01141   Money profit = GetTransportedGoodsIncome(
    01142       count,
    01143       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
    01144       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
    01145       cp->DaysInTransit(),
    01146       this->ct);
    01147
    01148   profit = profit * _settings_game.economy.feeder_payment_share / 100;
    01149
    01150   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
    01151   return profit; // account for the (virtual) profit already made for the cargo packet
    01152 }
    01153
    01158 void PrepareUnload(Vehicle *front_v)
    01159 {
    01160   /* At this moment loading cannot be finished */
    01161   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
    01162
    01163   /* Start unloading in at the first possible moment */
    01164   front_v->load_unload_ticks = 1;
    01165
    01166   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01167     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
    01168       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
    01169         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01170       }
    01171     }
    01172   }
    01173
    01174   assert(front_v->cargo_payment == NULL);
    01175   /* One CargoPayment per vehicle and the vehicle limit equals the
    01176    * limit in number of CargoPayments. Can't go wrong. */
    01177   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
    01178   assert(CargoPayment::CanAllocateItem());
    01179   front_v->cargo_payment = new CargoPayment(front_v);
    01180 }
    01181
    01187 static bool IsArticulatedVehicleEmpty(Vehicle *v)
    01188 {
    01189   v = v->GetFirstEnginePart();
    01190
    01191   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
    01192     if (v->cargo.Count() != 0) return false;
    01193   }
    01194
    01195   return true;
    01196 }
    01197
    01206 static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
    01207 {
    01208   assert(front->current_order.IsType(OT_LOADING));
    01209
    01210   /* We have not waited enough time till the next round of loading/unloading */
    01211   if (front->load_unload_ticks != 0) {
    01212     if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01213       /* 'Reserve' this cargo for this vehicle, because we were first. */
    01214       for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01215         int cap_left = v->cargo_cap - v->cargo.Count();
    01216         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01217       }
    01218     }
    01219     return;
    01220   }
    01221
    01222   StationID last_visited = front->last_station_visited;
    01223   Station *st = Station::Get(last_visited);
    01224
    01225   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
    01226     /* The train reversed in the station. Take the "easy" way
    01227      * out and let the train just leave as it always did. */
    01228     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
    01229     front->load_unload_ticks = 1;
    01230     return;
    01231   }
    01232
    01233   int unloading_time = 0;
    01234   bool dirty_vehicle = false;
    01235   bool dirty_station = false;
    01236
    01237   bool completely_emptied = true;
    01238   bool anything_unloaded = false;
    01239   bool anything_loaded   = false;
    01240   uint32 full_load_amount = 0;
    01241   uint32 cargo_not_full  = 0;
    01242   uint32 cargo_full      = 0;
    01243
    01244   front->cur_speed = 0;
    01245
    01246   CargoPayment *payment = front->cargo_payment;
    01247
    01248   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
    01249   for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01250     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
    01251     if (v->cargo_cap == 0) continue;
    01252     artic_part++;
    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
    01279     GoodsEntry *ge = &st->goods[v->cargo_type];
    01280
    01281     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
    01282       uint cargo_count = v->cargo.Count();
    01283       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
    01284       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
    01285       bool accepted  = false; // Is the cargo accepted by the station?
    01286
    01287       payment->SetCargo(v->cargo_type);
    01288
    01289       if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
    01290         /* The cargo has reached its final destination, the packets may now be destroyed */
    01291         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
    01292
    01293         dirty_vehicle = true;
    01294         accepted = true;
    01295       }
    01296
    01297       /* The !accepted || v->cargo.Count == cargo_count clause is there
    01298        * to make it possible to force unload vehicles at the station where
    01299        * they were loaded, but to not force unload the vehicle when the
    01300        * station is still accepting the cargo in the vehicle. It doesn't
    01301        * accept cargo that was loaded at the same station. */
    01302       if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
    01303         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
    01304         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
    01305           InvalidateWindowData(WC_STATION_LIST, last_visited);
    01306           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
    01307         }
    01308
    01309         dirty_vehicle = dirty_station = true;
    01310       } else if (!accepted) {
    01311         /* The order changed while unloading (unset unload/transfer) or the
    01312          * station does not accept our goods. */
    01313         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01314
    01315         /* Say we loaded something, otherwise we'll think we didn't unload
    01316          * something and we didn't load something, so we must be finished
    01317          * at this station. Setting the unloaded means that we will get a
    01318          * retry for loading in the next cycle. */
    01319         anything_unloaded = true;
    01320         continue;
    01321       }
    01322
    01323       /* Deliver goods to the station */
    01324       st->time_since_unload = 0;
    01325
    01326       unloading_time += amount_unloaded;
    01327
    01328       anything_unloaded = true;
    01329       if (_settings_game.order.gradual_loading && remaining) {
    01330         completely_emptied = false;
    01331       } else {
    01332         /* We have finished unloading (cargo count == 0) */
    01333         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
    01334       }
    01335
    01336       continue;
    01337     }
    01338
    01339     /* Do not pick up goods when we have no-load set or loading is stopped. */
    01340     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
    01341
    01342     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
    01343     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
    01344         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
    01345       Vehicle *v_start = v->GetFirstEnginePart();
    01346       CargoID new_cid = front->current_order.GetRefitCargo();
    01347       byte new_subtype = front->current_order.GetRefitSubtype();
    01348
    01349       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
    01350
    01351       /* Check if all articulated parts are empty and collect refit mask. */
    01352       uint32 refit_mask = e->info.refit_mask;
    01353       Vehicle *w = v_start;
    01354       while (w->HasArticulatedPart()) {
    01355         w = w->GetNextArticulatedPart();
    01356         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
    01357         refit_mask |= EngInfo(w->engine_type)->refit_mask;
    01358       }
    01359
    01360       if (new_cid == CT_AUTO_REFIT) {
    01361         /* Get refittable cargo type with the most waiting cargo. */
    01362         int amount = 0;
    01363         CargoID cid;
    01364         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
    01365           if (cargo_left[cid] > amount) {
    01366             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
    01367              * the returned refit capacity will be greater than zero. */
    01368             new_subtype = GetBestFittingSubType(v, v, cid);
    01369             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.
    01370             if (_returned_refit_capacity > 0) {
    01371               amount = cargo_left[cid];
    01372               new_cid = cid;
    01373             }
    01374           }
    01375         }
    01376       }
    01377
    01378       /* Refit if given a valid cargo. */
    01379       if (new_cid < NUM_CARGO) {
    01380         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.
    01381         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
    01382         ge = &st->goods[v->cargo_type];
    01383       }
    01384
    01385       cur_company.Restore();
    01386     }
    01387
    01388     /* update stats */
    01389     int t;
    01390     switch (front->type) {
    01391       case VEH_TRAIN: /* FALL THROUGH */
    01392       case VEH_SHIP:
    01393         t = front->vcache.cached_max_speed;
    01394         break;
    01395
    01396       case VEH_ROAD:
    01397         t = front->vcache.cached_max_speed / 2;
    01398         break;
    01399
    01400       case VEH_AIRCRAFT:
    01401         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
    01402         break;
    01403
    01404       default: NOT_REACHED();
    01405     }
    01406
    01407     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
    01408     ge->last_speed = min(t, 255);
    01409     ge->last_age = _cur_year - front->build_year;
    01410     ge->days_since_pickup = 0;
    01411
    01412     /* If there's goods waiting at the station, and the vehicle
    01413      * has capacity for it, load it on the vehicle. */
    01414     int cap_left = v->cargo_cap - v->cargo.Count();
    01415     if (!ge->cargo.Empty() && cap_left > 0) {
    01416       uint cap = cap_left;
    01417       uint count = ge->cargo.Count();
    01418
    01419       /* Skip loading this vehicle if another train/vehicle is already handling
    01420        * the same cargo type at this station */
    01421       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
    01422         SetBit(cargo_not_full, v->cargo_type);
    01423         continue;
    01424       }
    01425
    01426       if (cap > count) cap = count;
    01427       if (_settings_game.order.gradual_loading) {
    01428         cap = min(cap, load_amount);
    01429         cap_left = min(cap_left, load_amount);
    01430       }
    01431       if (_settings_game.order.improved_load) {
    01432         /* Don't load stuff that is already 'reserved' for other vehicles */
    01433         cap = min((uint)cargo_left[v->cargo_type], cap);
    01434         count = cargo_left[v->cargo_type];
    01435         cargo_left[v->cargo_type] -= cap;
    01436       }
    01437
    01438       /* Store whether the maximum possible load amount was loaded or not.*/
    01439       if (count >= (uint)cap_left) {
    01440         SetBit(full_load_amount, v->cargo_type);
    01441       } else {
    01442         ClrBit(full_load_amount, v->cargo_type);
    01443       }
    01444
    01445       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
    01446
    01447       /* TODO: Regarding this, when we do gradual loading, we
    01448        * should first unload all vehicles and then start
    01449        * loading them. Since this will cause
    01450        * VEHICLE_TRIGGER_EMPTY to be called at the time when
    01451        * the whole vehicle chain is really totally empty, the
    01452        * completely_emptied assignment can then be safely
    01453        * removed; that's how TTDPatch behaves too. --pasky */
    01454       completely_emptied = false;
    01455       anything_loaded = true;
    01456
    01457       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
    01458
    01459       st->time_since_load = 0;
    01460       st->last_vehicle_type = v->type;
    01461
    01462       if (ge->cargo.Empty()) {
    01463         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
    01464         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
    01465       }
    01466
    01467       unloading_time += cap;
    01468
    01469       dirty_vehicle = dirty_station = true;
    01470     }
    01471
    01472     if (v->cargo.Count() >= v->cargo_cap) {
    01473       SetBit(cargo_full, v->cargo_type);
    01474     } else {
    01475       SetBit(cargo_not_full, v->cargo_type);
    01476     }
    01477   }
    01478
    01479   if (anything_loaded || anything_unloaded) {
    01480     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
    01481   }
    01482
    01483   /* Only set completely_emptied, if we just unloaded all remaining cargo */
    01484   completely_emptied &= anything_unloaded;
    01485
    01486   /* We update these variables here, so gradual loading still fills
    01487    * all wagons at the same time instead of using the same 'improved'
    01488    * loading algorithm for the wagons (only fill wagon when there is
    01489    * enough to fill the previous wagons) */
    01490   if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
    01491     /* Update left cargo */
    01492     for (Vehicle *v = front; v != NULL; v = v->Next()) {
    01493       int cap_left = v->cargo_cap - v->cargo.Count();
    01494       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
    01495     }
    01496   }
    01497
    01498   if (!anything_unloaded) delete payment;
    01499
    01500   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
    01501   if (anything_loaded || anything_unloaded) {
    01502     if (_settings_game.order.gradual_loading) {
    01503       /* The time it takes to load one 'slice' of cargo or passengers depends
    01504        * on the vehicle type - the values here are those found in TTDPatch */
    01505       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
    01506
    01507       unloading_time = gradual_loading_wait_time[front->type];
    01508     }
    01509     /* We loaded less cargo than possible for all cargo types and it's not full
    01510      * load and we're not supposed to wait any longer: stop loading. */
    01511     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
    01512         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
    01513       SetBit(front->vehicle_flags, VF_STOP_LOADING);
    01514     }
    01515   } else {
    01516     bool finished_loading = true;
    01517     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
    01518       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
    01519         /* if the aircraft carries passengers and is NOT full, then
    01520          * continue loading, no matter how much mail is in */
    01521         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
    01522             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
    01523           finished_loading = false;
    01524         }
    01525       } else if (cargo_not_full != 0) {
    01526         finished_loading = false;
    01527       }
    01528     }
    01529     unloading_time = 20;
    01530
    01531     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
    01532   }
    01533
    01534   if (front->type == VEH_TRAIN) {
    01535     /* Each platform tile is worth 2 rail vehicles. */
    01536     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
    01537     if (overhang > 0) {
    01538       unloading_time <<= 1;
    01539       unloading_time += (overhang * unloading_time) / 8;
    01540     }
    01541   }
    01542
    01543   /* Calculate the loading indicator fill percent and display
    01544    * In the Game Menu do not display indicators
    01545    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
    01546    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
    01547    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
    01548    */
    01549   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
    01550     StringID percent_up_down = STR_NULL;
    01551     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
    01552     if (front->fill_percent_te_id == INVALID_TE_ID) {
    01553       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
    01554     } else {
    01555       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
    01556     }
    01557   }
    01558
    01559   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
    01560   front->load_unload_ticks = max(1, unloading_time);
    01561
    01562   if (completely_emptied) {
    01563     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
    01564   }
    01565
    01566   if (dirty_vehicle) {
    01567     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
    01568     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
    01569     front->MarkDirty();
    01570   }
    01571   if (dirty_station) {
    01572     st->MarkTilesDirty(true);
    01573     SetWindowDirty(WC_STATION_VIEW, last_visited);
    01574   }
    01575 }
    01576
    01582 void LoadUnloadStation(Station *st)
    01583 {
    01584   /* No vehicle is here... */
    01585   if (st->loading_vehicles.empty()) return;
    01586
    01587   Vehicle *last_loading = NULL;
    01588   std::list<Vehicle *>::iterator iter;
    01589
    01590   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
    01591   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01592     Vehicle *v = *iter;
    01593
    01594     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
    01595
    01596     assert(v->load_unload_ticks != 0);
    01597     if (--v->load_unload_ticks == 0) last_loading = v;
    01598   }
    01599
    01600   /* We only need to reserve and load/unload up to the last loading vehicle.
    01601    * Anything else will be forgotten anyway after returning from this function.
    01602    *
    01603    * Especially this means we do _not_ need to reserve cargo for a single
    01604    * consist in a station which is not allowed to load yet because its
    01605    * load_unload_ticks is still not 0.
    01606    */
    01607   if (last_loading == NULL) return;
    01608
    01609   int cargo_left[NUM_CARGO];
    01610
    01611   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
    01612
    01613   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
    01614     Vehicle *v = *iter;
    01615     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
    01616     if (v == last_loading) break;
    01617   }
    01618
    01619   /* Call the production machinery of industries */
    01620   const Industry * const *isend = _cargo_delivery_destinations.End();
    01621   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
    01622     TriggerIndustryProduction(*iid);
    01623   }
    01624   _cargo_delivery_destinations.Clear();
    01625 }
    01626
    01630 void CompaniesMonthlyLoop()
    01631 {
    01632   CompaniesGenStatistics();
    01633   if (_settings_game.economy.inflation) {
    01634     AddInflation();
    01635     RecomputePrices();
    01636   }
    01637   CompaniesPayInterest();
    01638   HandleEconomyFluctuations();
    01639 }
    01640
    01641 static void DoAcquireCompany(Company *c)
    01642 {
    01643   CompanyID ci = c->index;
    01644
    01645   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
    01646   cni->FillData(c, Company::Get(_current_company));
    01647
    01648   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
    01649   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
    01650   SetDParamStr(2, cni->company_name);
    01651   SetDParamStr(3, cni->other_company_name);
    01652   SetDParam(4, c->bankrupt_value);
    01653   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, NS_COMPANY_MERGER, cni);
    01654   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01655   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
    01656
    01657   ChangeOwnershipOfCompanyItems(ci, _current_company);
    01658
    01659   if (c->bankrupt_value == 0) {
    01660     Company *owner = Company::Get(_current_company);
    01661     owner->current_loan += c->current_loan;
    01662   }
    01663
    01664   if (c->is_ai) AI::Stop(c->index);
    01665
    01666   DeleteCompanyWindows(ci);
    01667   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
    01668   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
    01669   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
    01670   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
    01671
    01672   delete c;
    01673 }
    01674
    01675 extern int GetAmountOwnedBy(const Company *c, Owner owner);
    01676
    01686 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01687 {
    01688   CommandCost cost(EXPENSES_OTHER);
    01689   CompanyID target_company = (CompanyID)p1;
    01690   Company *c = Company::GetIfValid(target_company);
    01691
    01692   /* Check if buying shares is allowed (protection against modified clients)
    01693    * Cannot buy own shares */
    01694   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
    01695
    01696   /* Protect new companies from hostile takeovers */
    01697   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
    01698
    01699   /* Those lines are here for network-protection (clients can be slow) */
    01700   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
    01701
    01702   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
    01703     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
    01704
    01705     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
    01706   }
    01707
    01708
    01709   cost.AddCost(CalculateCompanyValue(c) >> 2);
    01710   if (flags & DC_EXEC) {
    01711     OwnerByte *b = c->share_owners;
    01712
    01713     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
    01714     *b = _current_company;
    01715
    01716     for (int i = 0; c->share_owners[i] == _current_company;) {
    01717       if (++i == 4) {
    01718         c->bankrupt_value = 0;
    01719         DoAcquireCompany(c);
    01720         break;
    01721       }
    01722     }
    01723     SetWindowDirty(WC_COMPANY, target_company);
    01724     CompanyAdminUpdate(c);
    01725   }
    01726   return cost;
    01727 }
    01728
    01738 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01739 {
    01740   CompanyID target_company = (CompanyID)p1;
    01741   Company *c = Company::GetIfValid(target_company);
    01742
    01743   /* Cannot sell own shares */
    01744   if (c == NULL || _current_company == target_company) return CMD_ERROR;
    01745
    01746   /* Check if selling shares is allowed (protection against modified clients).
    01747    * However, we must sell shares of companies being closed down. */
    01748   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
    01749
    01750   /* Those lines are here for network-protection (clients can be slow) */
    01751   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
    01752
    01753   /* adjust it a little to make it less profitable to sell and buy */
    01754   Money cost = CalculateCompanyValue(c) >> 2;
    01755   cost = -(cost - (cost >> 7));
    01756
    01757   if (flags & DC_EXEC) {
    01758     OwnerByte *b = c->share_owners;
    01759     while (*b != _current_company) b++; // share owners is guaranteed to contain company
    01760     *b = COMPANY_SPECTATOR;
    01761     SetWindowDirty(WC_COMPANY, target_company);
    01762     CompanyAdminUpdate(c);
    01763   }
    01764   return CommandCost(EXPENSES_OTHER, cost);
    01765 }
    01766
    01779 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
    01780 {
    01781   CompanyID target_company = (CompanyID)p1;
    01782   Company *c = Company::GetIfValid(target_company);
    01783   if (c == NULL) return CMD_ERROR;
    01784
    01785   /* Disable takeovers when not asked */
    01786   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
    01787
    01788   /* Disable taking over the local company in single player */
    01789   if (!_networking && _local_company == c->index) return CMD_ERROR;
    01790
    01791   /* Do not allow companies to take over themselves */
    01792   if (target_company == _current_company) return CMD_ERROR;
    01793
    01794   /* Disable taking over when not allowed. */
    01795   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
    01796
    01797   /* Get the cost here as the company is deleted in DoAcquireCompany. */
    01798   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
    01799
    01800   if (flags & DC_EXEC) {
    01801     DoAcquireCompany(c);
    01802   }
    01803   return cost;
    01804 }