economy.cpp

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00001 /* $Id: economy.cpp 24718 2012-11-12 21:59:02Z frosch $ */
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 #include "cargomonitor.h"
00048 
00049 #include "table/strings.h"
00050 #include "table/pricebase.h"
00051 
00052 
00053 /* Initialize the cargo payment-pool */
00054 CargoPaymentPool _cargo_payment_pool("CargoPayment");
00055 INSTANTIATE_POOL_METHODS(CargoPayment)
00056 
00057 
00068 static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
00069 {
00070   return (int32)((int64)a * (int64)b >> shift);
00071 }
00072 
00073 typedef SmallVector<Industry *, 16> SmallIndustryList;
00074 
00078 const ScoreInfo _score_info[] = {
00079   {     120, 100}, // SCORE_VEHICLES
00080   {      80, 100}, // SCORE_STATIONS
00081   {   10000, 100}, // SCORE_MIN_PROFIT
00082   {   50000,  50}, // SCORE_MIN_INCOME
00083   {  100000, 100}, // SCORE_MAX_INCOME
00084   {   40000, 400}, // SCORE_DELIVERED
00085   {       8,  50}, // SCORE_CARGO
00086   {10000000,  50}, // SCORE_MONEY
00087   {  250000,  50}, // SCORE_LOAN
00088   {       0,   0}  // SCORE_TOTAL
00089 };
00090 
00091 int _score_part[MAX_COMPANIES][SCORE_END];
00092 Economy _economy;
00093 Prices _price;
00094 Money _additional_cash_required;
00095 static PriceMultipliers _price_base_multiplier;
00096 
00106 Money CalculateCompanyValue(const Company *c, bool including_loan)
00107 {
00108   Owner owner = c->index;
00109 
00110   Station *st;
00111   uint num = 0;
00112 
00113   FOR_ALL_STATIONS(st) {
00114     if (st->owner == owner) num += CountBits((byte)st->facilities);
00115   }
00116 
00117   Money value = num * _price[PR_STATION_VALUE] * 25;
00118 
00119   Vehicle *v;
00120   FOR_ALL_VEHICLES(v) {
00121     if (v->owner != owner) continue;
00122 
00123     if (v->type == VEH_TRAIN ||
00124         v->type == VEH_ROAD ||
00125         (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
00126         v->type == VEH_SHIP) {
00127       value += v->value * 3 >> 1;
00128     }
00129   }
00130 
00131   /* Add real money value */
00132   if (including_loan) value -= c->current_loan;
00133   value += c->money;
00134 
00135   return max(value, (Money)1);
00136 }
00137 
00146 int UpdateCompanyRatingAndValue(Company *c, bool update)
00147 {
00148   Owner owner = c->index;
00149   int score = 0;
00150 
00151   memset(_score_part[owner], 0, sizeof(_score_part[owner]));
00152 
00153   /* Count vehicles */
00154   {
00155     Vehicle *v;
00156     Money min_profit = 0;
00157     bool min_profit_first = true;
00158     uint num = 0;
00159 
00160     FOR_ALL_VEHICLES(v) {
00161       if (v->owner != owner) continue;
00162       if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
00163         if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
00164         if (v->age > 730) {
00165           /* Find the vehicle with the lowest amount of profit */
00166           if (min_profit_first || min_profit > v->profit_last_year) {
00167             min_profit = v->profit_last_year;
00168             min_profit_first = false;
00169           }
00170         }
00171       }
00172     }
00173 
00174     min_profit >>= 8; // remove the fract part
00175 
00176     _score_part[owner][SCORE_VEHICLES] = num;
00177     /* Don't allow negative min_profit to show */
00178     if (min_profit > 0) {
00179       _score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
00180     }
00181   }
00182 
00183   /* Count stations */
00184   {
00185     uint num = 0;
00186     const Station *st;
00187 
00188     FOR_ALL_STATIONS(st) {
00189       /* Only count stations that are actually serviced */
00190       if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
00191     }
00192     _score_part[owner][SCORE_STATIONS] = num;
00193   }
00194 
00195   /* Generate statistics depending on recent income statistics */
00196   {
00197     int numec = min(c->num_valid_stat_ent, 12);
00198     if (numec != 0) {
00199       const CompanyEconomyEntry *cee = c->old_economy;
00200       Money min_income = cee->income + cee->expenses;
00201       Money max_income = cee->income + cee->expenses;
00202 
00203       do {
00204         min_income = min(min_income, cee->income + cee->expenses);
00205         max_income = max(max_income, cee->income + cee->expenses);
00206       } while (++cee, --numec);
00207 
00208       if (min_income > 0) {
00209         _score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
00210       }
00211 
00212       _score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
00213     }
00214   }
00215 
00216   /* Generate score depending on amount of transported cargo */
00217   {
00218     int numec = min(c->num_valid_stat_ent, 4);
00219     if (numec != 0) {
00220       const CompanyEconomyEntry *cee = c->old_economy;
00221       OverflowSafeInt64 total_delivered = 0;
00222       do {
00223         total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
00224       } while (++cee, --numec);
00225 
00226       _score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
00227     }
00228   }
00229 
00230   /* Generate score for variety of cargo */
00231   {
00232     _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
00233   }
00234 
00235   /* Generate score for company's money */
00236   {
00237     if (c->money > 0) {
00238       _score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
00239     }
00240   }
00241 
00242   /* Generate score for loan */
00243   {
00244     _score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
00245   }
00246 
00247   /* Now we calculate the score for each item.. */
00248   {
00249     int total_score = 0;
00250     int s;
00251     score = 0;
00252     for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
00253       /* Skip the total */
00254       if (i == SCORE_TOTAL) continue;
00255       /*  Check the score */
00256       s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
00257       score += s;
00258       total_score += _score_info[i].score;
00259     }
00260 
00261     _score_part[owner][SCORE_TOTAL] = score;
00262 
00263     /*  We always want the score scaled to SCORE_MAX (1000) */
00264     if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
00265   }
00266 
00267   if (update) {
00268     c->old_economy[0].performance_history = score;
00269     UpdateCompanyHQ(c->location_of_HQ, score);
00270     c->old_economy[0].company_value = CalculateCompanyValue(c);
00271   }
00272 
00273   SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
00274   return score;
00275 }
00276 
00282 void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
00283 {
00284   /* We need to set _current_company to old_owner before we try to move
00285    * the client. This is needed as it needs to know whether "you" really
00286    * are the current local company. */
00287   Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
00288 #ifdef ENABLE_NETWORK
00289   /* In all cases, make spectators of clients connected to that company */
00290   if (_networking) NetworkClientsToSpectators(old_owner);
00291 #endif /* ENABLE_NETWORK */
00292   if (old_owner == _local_company) {
00293     /* Single player cheated to AI company.
00294      * There are no specatators in single player, so we must pick some other company. */
00295     assert(!_networking);
00296     Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00297     Company *c;
00298     FOR_ALL_COMPANIES(c) {
00299       if (c->index != old_owner) {
00300         SetLocalCompany(c->index);
00301         break;
00302       }
00303     }
00304     cur_company.Restore();
00305     assert(old_owner != _local_company);
00306   }
00307 
00308   Town *t;
00309 
00310   assert(old_owner != new_owner);
00311 
00312   {
00313     Company *c;
00314     uint i;
00315 
00316     /* See if the old_owner had shares in other companies */
00317     FOR_ALL_COMPANIES(c) {
00318       for (i = 0; i < 4; i++) {
00319         if (c->share_owners[i] == old_owner) {
00320           /* Sell his shares */
00321           CommandCost res = DoCommand(0, c->index, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00322           /* Because we are in a DoCommand, we can't just execute another one and
00323            *  expect the money to be removed. We need to do it ourself! */
00324           SubtractMoneyFromCompany(res);
00325         }
00326       }
00327     }
00328 
00329     /* Sell all the shares that people have on this company */
00330     Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
00331     c = Company::Get(old_owner);
00332     for (i = 0; i < 4; i++) {
00333       cur_company2.Change(c->share_owners[i]);
00334       if (_current_company != INVALID_OWNER) {
00335         /* Sell the shares */
00336         CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
00337         /* Because we are in a DoCommand, we can't just execute another one and
00338          *  expect the money to be removed. We need to do it ourself! */
00339         SubtractMoneyFromCompany(res);
00340       }
00341     }
00342     cur_company2.Restore();
00343   }
00344 
00345   /* Temporarily increase the company's money, to be sure that
00346    * removing his/her property doesn't fail because of lack of money.
00347    * Not too drastically though, because it could overflow */
00348   if (new_owner == INVALID_OWNER) {
00349     Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
00350   }
00351 
00352   Subsidy *s;
00353   FOR_ALL_SUBSIDIES(s) {
00354     if (s->awarded == old_owner) {
00355       if (new_owner == INVALID_OWNER) {
00356         delete s;
00357       } else {
00358         s->awarded = new_owner;
00359       }
00360     }
00361   }
00362   if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();
00363 
00364   /* Take care of rating and transport rights in towns */
00365   FOR_ALL_TOWNS(t) {
00366     /* If a company takes over, give the ratings to that company. */
00367     if (new_owner != INVALID_OWNER) {
00368       if (HasBit(t->have_ratings, old_owner)) {
00369         if (HasBit(t->have_ratings, new_owner)) {
00370           /* use max of the two ratings. */
00371           t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
00372         } else {
00373           SetBit(t->have_ratings, new_owner);
00374           t->ratings[new_owner] = t->ratings[old_owner];
00375         }
00376       }
00377     }
00378 
00379     /* Reset the ratings for the old owner */
00380     t->ratings[old_owner] = RATING_INITIAL;
00381     ClrBit(t->have_ratings, old_owner);
00382 
00383     /* Transfer exclusive rights */
00384     if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
00385       if (new_owner != INVALID_OWNER) {
00386         t->exclusivity = new_owner;
00387       } else {
00388         t->exclusive_counter = 0;
00389         t->exclusivity = INVALID_COMPANY;
00390       }
00391     }
00392   }
00393 
00394   {
00395     Vehicle *v;
00396     FOR_ALL_VEHICLES(v) {
00397       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00398         if (new_owner == INVALID_OWNER) {
00399           if (v->Previous() == NULL) delete v;
00400         } else {
00401           if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
00402           if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
00403         }
00404       }
00405     }
00406   }
00407 
00408   /* In all cases clear replace engine rules.
00409    * Even if it was copied, it could interfere with new owner's rules */
00410   RemoveAllEngineReplacementForCompany(Company::Get(old_owner));
00411 
00412   if (new_owner == INVALID_OWNER) {
00413     RemoveAllGroupsForCompany(old_owner);
00414   } else {
00415     Group *g;
00416     FOR_ALL_GROUPS(g) {
00417       if (g->owner == old_owner) g->owner = new_owner;
00418     }
00419   }
00420 
00421   {
00422     FreeUnitIDGenerator unitidgen[] = {
00423       FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
00424       FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
00425     };
00426 
00427     Vehicle *v;
00428     FOR_ALL_VEHICLES(v) {
00429       if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
00430         assert(new_owner != INVALID_OWNER);
00431 
00432         v->owner = new_owner;
00433 
00434         /* Owner changes, clear cache */
00435         v->colourmap = PAL_NONE;
00436         v->InvalidateNewGRFCache();
00437 
00438         if (v->IsEngineCountable()) {
00439           GroupStatistics::CountEngine(v, 1);
00440         }
00441         if (v->IsPrimaryVehicle()) {
00442           GroupStatistics::CountVehicle(v, 1);
00443           v->unitnumber = unitidgen[v->type].NextID();
00444         }
00445 
00446         /* Invalidate the vehicle's cargo payment "owner cache". */
00447         if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
00448       }
00449     }
00450 
00451     if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
00452   }
00453 
00454   /*  Change ownership of tiles */
00455   {
00456     TileIndex tile = 0;
00457     do {
00458       ChangeTileOwner(tile, old_owner, new_owner);
00459     } while (++tile != MapSize());
00460 
00461     if (new_owner != INVALID_OWNER) {
00462       /* Update all signals because there can be new segment that was owned by two companies
00463        * and signals were not propagated
00464        * Similiar with crossings - it is needed to bar crossings that weren't before
00465        * because of different owner of crossing and approaching train */
00466       tile = 0;
00467 
00468       do {
00469         if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
00470           TrackBits tracks = GetTrackBits(tile);
00471           do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
00472             Track track = RemoveFirstTrack(&tracks);
00473             if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
00474           } while (tracks != TRACK_BIT_NONE);
00475         } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
00476           UpdateLevelCrossing(tile);
00477         }
00478       } while (++tile != MapSize());
00479     }
00480 
00481     /* update signals in buffer */
00482     UpdateSignalsInBuffer();
00483   }
00484 
00485   /* Add airport infrastructure count of the old company to the new one. */
00486   if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;
00487 
00488   /* convert owner of stations (including deleted ones, but excluding buoys) */
00489   Station *st;
00490   FOR_ALL_STATIONS(st) {
00491     if (st->owner == old_owner) {
00492       /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
00493        * also, drawing station window would cause reading invalid company's colour */
00494       st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00495     }
00496   }
00497 
00498   /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
00499   Waypoint *wp;
00500   FOR_ALL_WAYPOINTS(wp) {
00501     if (wp->owner == old_owner) {
00502       wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00503     }
00504   }
00505 
00506   Sign *si;
00507   FOR_ALL_SIGNS(si) {
00508     if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
00509   }
00510 
00511   /* Change colour of existing windows */
00512   if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
00513 
00514   cur_company.Restore();
00515 
00516   MarkWholeScreenDirty();
00517 }
00518 
00523 static void CompanyCheckBankrupt(Company *c)
00524 {
00525   /*  If the company has money again, it does not go bankrupt */
00526   if (c->money - c->current_loan >= -_economy.max_loan) {
00527     c->months_of_bankruptcy = 0;
00528     c->bankrupt_asked = 0;
00529     return;
00530   }
00531 
00532   c->months_of_bankruptcy++;
00533 
00534   switch (c->months_of_bankruptcy) {
00535     /* All the boring cases (months) with a bad balance where no action is taken */
00536     case 0:
00537     case 1:
00538     case 2:
00539     case 3:
00540 
00541     case 5:
00542     case 6:
00543 
00544     case 8:
00545     case 9:
00546       break;
00547 
00548     /* Warn about bancruptcy after 3 months */
00549     case 4: {
00550       CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
00551       cni->FillData(c);
00552       SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
00553       SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
00554       SetDParamStr(2, cni->company_name);
00555       AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
00556       AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
00557       Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
00558       break;
00559     }
00560 
00561     /* Offer company for sale after 6 months */
00562     case 7: {
00563       /* Check if the company has any value. If not, declare it bankrupt
00564        *  right now */
00565       Money val = CalculateCompanyValue(c, false);
00566       if (val > 0) {
00567         c->bankrupt_value = val;
00568         c->bankrupt_asked = 1 << c->index; // Don't ask the owner
00569         c->bankrupt_timeout = 0;
00570         break;
00571       }
00572       /* FALL THROUGH  to case 10 */
00573     }
00574 
00575     /* Bancrupt company after 6 months (if the company has no value) or latest
00576      * after 9 months (if it still had value after 6 months) */
00577     default:
00578     case 10: {
00579       if (!_networking && _local_company == c->index) {
00580         /* If we are in offline mode, leave the company playing. Eg. there
00581          * is no THE-END, otherwise mark the client as spectator to make sure
00582          * he/she is no long in control of this company. However... when you
00583          * join another company (cheat) the "unowned" company can bankrupt. */
00584         c->bankrupt_asked = MAX_UVALUE(CompanyMask);
00585         break;
00586       }
00587 
00588       /* Actually remove the company, but not when we're a network client.
00589        * In case of network clients we will be getting a command from the
00590        * server. It is done in this way as we are called from the
00591        * StateGameLoop which can't change the current company, and thus
00592        * updating the local company triggers an assert later on. In the
00593        * case of a network game the command will be processed at a time
00594        * that changing the current company is okay. In case of single
00595        * player we are sure (the above check) that we are not the local
00596        * company and thus we won't be moved. */
00597       if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
00598       break;
00599     }
00600   }
00601 }
00602 
00607 static void CompaniesGenStatistics()
00608 {
00609   Station *st;
00610 
00611   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00612   Company *c;
00613 
00614   if (!_settings_game.economy.infrastructure_maintenance) {
00615     FOR_ALL_STATIONS(st) {
00616       cur_company.Change(st->owner);
00617       CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
00618       SubtractMoneyFromCompany(cost);
00619     }
00620   } else {
00621     /* Improved monthly infrastructure costs. */
00622     FOR_ALL_COMPANIES(c) {
00623       cur_company.Change(c->index);
00624 
00625       CommandCost cost(EXPENSES_PROPERTY);
00626       uint32 rail_total = c->infrastructure.GetRailTotal();
00627       for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
00628         if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
00629       }
00630       cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
00631       for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
00632         if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
00633       }
00634       cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
00635       cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
00636       cost.AddCost(AirportMaintenanceCost(c->index));
00637 
00638       SubtractMoneyFromCompany(cost);
00639     }
00640   }
00641   cur_company.Restore();
00642 
00643   /* Check for bankruptcy each month */
00644   FOR_ALL_COMPANIES(c) {
00645     CompanyCheckBankrupt(c);
00646   }
00647 
00648   /* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
00649   if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;
00650 
00651   FOR_ALL_COMPANIES(c) {
00652     memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
00653     c->old_economy[0] = c->cur_economy;
00654     memset(&c->cur_economy, 0, sizeof(c->cur_economy));
00655 
00656     if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++;
00657 
00658     UpdateCompanyRatingAndValue(c, true);
00659     if (c->block_preview != 0) c->block_preview--;
00660   }
00661 
00662   SetWindowDirty(WC_INCOME_GRAPH, 0);
00663   SetWindowDirty(WC_OPERATING_PROFIT, 0);
00664   SetWindowDirty(WC_DELIVERED_CARGO, 0);
00665   SetWindowDirty(WC_PERFORMANCE_HISTORY, 0);
00666   SetWindowDirty(WC_COMPANY_VALUE, 0);
00667   SetWindowDirty(WC_COMPANY_LEAGUE, 0);
00668 }
00669 
00675 bool AddInflation(bool check_year)
00676 {
00677   /* The cargo payment inflation differs from the normal inflation, so the
00678    * relative amount of money you make with a transport decreases slowly over
00679    * the 170 years. After a few hundred years we reach a level in which the
00680    * games will become unplayable as the maximum income will be less than
00681    * the minimum running cost.
00682    *
00683    * Furthermore there are a lot of inflation related overflows all over the
00684    * place. Solving them is hardly possible because inflation will always
00685    * reach the overflow threshold some day. So we'll just perform the
00686    * inflation mechanism during the first 170 years (the amount of years that
00687    * one had in the original TTD) and stop doing the inflation after that
00688    * because it only causes problems that can't be solved nicely and the
00689    * inflation doesn't add anything after that either; it even makes playing
00690    * it impossible due to the diverging cost and income rates.
00691    */
00692   if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;
00693 
00694   if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;
00695 
00696   /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
00697    * scaled by 65536
00698    * 12 -> months per year
00699    * This is only a good approxiamtion for small values
00700    */
00701   _economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
00702   _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;
00703 
00704   if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
00705   if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;
00706 
00707   return false;
00708 }
00709 
00713 void RecomputePrices()
00714 {
00715   /* Setup maximum loan */
00716   _economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;
00717 
00718   /* Setup price bases */
00719   for (Price i = PR_BEGIN; i < PR_END; i++) {
00720     Money price = _price_base_specs[i].start_price;
00721 
00722     /* Apply difficulty settings */
00723     uint mod = 1;
00724     switch (_price_base_specs[i].category) {
00725       case PCAT_RUNNING:
00726         mod = _settings_game.difficulty.vehicle_costs;
00727         break;
00728 
00729       case PCAT_CONSTRUCTION:
00730         mod = _settings_game.difficulty.construction_cost;
00731         break;
00732 
00733       default: break;
00734     }
00735     switch (mod) {
00736       case 0: price *= 6; break;
00737       case 1: price *= 8; break; // normalised to 1 below
00738       case 2: price *= 9; break;
00739       default: NOT_REACHED();
00740     }
00741 
00742     /* Apply inflation */
00743     price = (int64)price * _economy.inflation_prices;
00744 
00745     /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
00746     int shift = _price_base_multiplier[i] - 16 - 3;
00747     if (shift >= 0) {
00748       price <<= shift;
00749     } else {
00750       price >>= -shift;
00751     }
00752 
00753     /* Make sure the price does not get reduced to zero.
00754      * Zero breaks quite a few commands that use a zero
00755      * cost to see whether something got changed or not
00756      * and based on that cause an error. When the price
00757      * is zero that fails even when things are done. */
00758     if (price == 0) {
00759       price = Clamp(_price_base_specs[i].start_price, -1, 1);
00760       /* No base price should be zero, but be sure. */
00761       assert(price != 0);
00762     }
00763     /* Store value */
00764     _price[i] = price;
00765   }
00766 
00767   /* Setup cargo payment */
00768   CargoSpec *cs;
00769   FOR_ALL_CARGOSPECS(cs) {
00770     cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
00771   }
00772 
00773   SetWindowClassesDirty(WC_BUILD_VEHICLE);
00774   SetWindowClassesDirty(WC_REPLACE_VEHICLE);
00775   SetWindowClassesDirty(WC_VEHICLE_DETAILS);
00776   SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
00777   InvalidateWindowData(WC_PAYMENT_RATES, 0);
00778 }
00779 
00781 static void CompaniesPayInterest()
00782 {
00783   const Company *c;
00784 
00785   Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
00786   FOR_ALL_COMPANIES(c) {
00787     cur_company.Change(c->index);
00788 
00789     /* Over a year the paid interest should be "loan * interest percentage",
00790      * but... as that number is likely not dividable by 12 (pay each month),
00791      * one needs to account for that in the monthly fee calculations.
00792      * To easily calculate what one should pay "this" month, you calculate
00793      * what (total) should have been paid up to this month and you subtract
00794      * whatever has been paid in the previous months. This will mean one month
00795      * it'll be a bit more and the other it'll be a bit less than the average
00796      * monthly fee, but on average it will be exact.
00797      * In order to prevent cheating or abuse (just not paying interest by not
00798      * taking a loan we make companies pay interest on negative cash as well
00799      */
00800     Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
00801     if (c->money < 0) {
00802       yearly_fee += -c->money *_economy.interest_rate / 100;
00803     }
00804     Money up_to_previous_month = yearly_fee * _cur_month / 12;
00805     Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;
00806 
00807     SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));
00808 
00809     SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
00810   }
00811   cur_company.Restore();
00812 }
00813 
00814 static void HandleEconomyFluctuations()
00815 {
00816   if (_settings_game.difficulty.economy != 0) {
00817     /* When economy is Fluctuating, decrease counter */
00818     _economy.fluct--;
00819   } else if (EconomyIsInRecession()) {
00820     /* When it's Steady and we are in recession, end it now */
00821     _economy.fluct = -12;
00822   } else {
00823     /* No need to do anything else in other cases */
00824     return;
00825   }
00826 
00827   if (_economy.fluct == 0) {
00828     _economy.fluct = -(int)GB(Random(), 0, 2);
00829     AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00830   } else if (_economy.fluct == -12) {
00831     _economy.fluct = GB(Random(), 0, 8) + 312;
00832     AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL);
00833   }
00834 }
00835 
00836 
00840 void ResetPriceBaseMultipliers()
00841 {
00842   memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
00843 }
00844 
00852 void SetPriceBaseMultiplier(Price price, int factor)
00853 {
00854   assert(price < PR_END);
00855   _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
00856 }
00857 
00862 void StartupIndustryDailyChanges(bool init_counter)
00863 {
00864   uint map_size = MapLogX() + MapLogY();
00865   /* After getting map size, it needs to be scaled appropriately and divided by 31,
00866    * which stands for the days in a month.
00867    * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
00868    * would not be needed.
00869    * Since it is based on "fractionnal parts", the leftover days will not make much of a difference
00870    * on the overall total number of changes performed */
00871   _economy.industry_daily_increment = (1 << map_size) / 31;
00872 
00873   if (init_counter) {
00874     /* A new game or a savegame from an older version will require the counter to be initialized */
00875     _economy.industry_daily_change_counter = 0;
00876   }
00877 }
00878 
00879 void StartupEconomy()
00880 {
00881   _economy.interest_rate = _settings_game.difficulty.initial_interest;
00882   _economy.infl_amount = _settings_game.difficulty.initial_interest;
00883   _economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
00884   _economy.fluct = GB(Random(), 0, 8) + 168;
00885 
00886   /* Set up prices */
00887   RecomputePrices();
00888 
00889   StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too
00890 
00891 }
00892 
00896 void InitializeEconomy()
00897 {
00898   _economy.inflation_prices = _economy.inflation_payment = 1 << 16;
00899   ClearCargoPickupMonitoring();
00900   ClearCargoDeliveryMonitoring();
00901 }
00902 
00911 Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
00912 {
00913   if (index >= PR_END) return 0;
00914 
00915   Money cost = _price[index] * cost_factor;
00916   if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];
00917 
00918   if (shift >= 0) {
00919     cost <<= shift;
00920   } else {
00921     cost >>= -shift;
00922   }
00923 
00924   return cost;
00925 }
00926 
00927 Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
00928 {
00929   const CargoSpec *cs = CargoSpec::Get(cargo_type);
00930   if (!cs->IsValid()) {
00931     /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
00932     return 0;
00933   }
00934 
00935   /* Use callback to calculate cargo profit, if available */
00936   if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
00937     uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
00938     uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
00939     if (callback != CALLBACK_FAILED) {
00940       int result = GB(callback, 0, 14);
00941 
00942       /* Simulate a 15 bit signed value */
00943       if (HasBit(callback, 14)) result -= 0x4000;
00944 
00945       /* "The result should be a signed multiplier that gets multiplied
00946        * by the amount of cargo moved and the price factor, then gets
00947        * divided by 8192." */
00948       return result * num_pieces * cs->current_payment / 8192;
00949     }
00950   }
00951 
00952   static const int MIN_TIME_FACTOR = 31;
00953   static const int MAX_TIME_FACTOR = 255;
00954 
00955   const int days1 = cs->transit_days[0];
00956   const int days2 = cs->transit_days[1];
00957   const int days_over_days1 = max(   transit_days - days1, 0);
00958   const int days_over_days2 = max(days_over_days1 - days2, 0);
00959 
00960   /*
00961    * The time factor is calculated based on the time it took
00962    * (transit_days) compared two cargo-depending values. The
00963    * range is divided into three parts:
00964    *
00965    *  - constant for fast transits
00966    *  - linear decreasing with time with a slope of -1 for medium transports
00967    *  - linear decreasing with time with a slope of -2 for slow transports
00968    *
00969    */
00970   const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);
00971 
00972   return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
00973 }
00974 
00976 static SmallIndustryList _cargo_delivery_destinations;
00977 
00987 static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
00988 {
00989   /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
00990    * This fails in three cases:
00991    *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
00992    *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
00993    *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
00994    */
00995 
00996   uint accepted = 0;
00997 
00998   for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
00999     Industry *ind = st->industries_near[i];
01000     if (ind->index == source) continue;
01001 
01002     uint cargo_index;
01003     for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
01004       if (cargo_type == ind->accepts_cargo[cargo_index]) break;
01005     }
01006     /* Check if matching cargo has been found */
01007     if (cargo_index >= lengthof(ind->accepts_cargo)) continue;
01008 
01009     /* Check if industry temporarily refuses acceptance */
01010     if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;
01011 
01012     /* Insert the industry into _cargo_delivery_destinations, if not yet contained */
01013     _cargo_delivery_destinations.Include(ind);
01014 
01015     uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
01016     ind->incoming_cargo_waiting[cargo_index] += amount;
01017     num_pieces -= amount;
01018     accepted += amount;
01019   }
01020 
01021   return accepted;
01022 }
01023 
01037 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)
01038 {
01039   assert(num_pieces > 0);
01040 
01041   Station *st = Station::Get(dest);
01042 
01043   /* Give the goods to the industry. */
01044   uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);
01045 
01046   /* If this cargo type is always accepted, accept all */
01047   if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;
01048 
01049   /* Update station statistics */
01050   if (accepted > 0) {
01051     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_EVER_ACCEPTED);
01052     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_CURRENT_MONTH);
01053     SetBit(st->goods[cargo_type].acceptance_pickup, GoodsEntry::GES_ACCEPTED_BIGTICK);
01054   }
01055 
01056   /* Update company statistics */
01057   company->cur_economy.delivered_cargo[cargo_type] += accepted;
01058 
01059   /* Increase town's counter for town effects */
01060   const CargoSpec *cs = CargoSpec::Get(cargo_type);
01061   st->town->received[cs->town_effect].new_act += accepted;
01062 
01063   /* Determine profit */
01064   Money profit = GetTransportedGoodsIncome(accepted, DistanceManhattan(source_tile, st->xy), days_in_transit, cargo_type);
01065 
01066   /* Update the cargo monitor. */
01067   AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);
01068 
01069   /* Modify profit if a subsidy is in effect */
01070   if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
01071     switch (_settings_game.difficulty.subsidy_multiplier) {
01072       case 0:  profit += profit >> 1; break;
01073       case 1:  profit *= 2; break;
01074       case 2:  profit *= 3; break;
01075       default: profit *= 4; break;
01076     }
01077   }
01078 
01079   return profit;
01080 }
01081 
01087 static void TriggerIndustryProduction(Industry *i)
01088 {
01089   const IndustrySpec *indspec = GetIndustrySpec(i->type);
01090   uint16 callback = indspec->callback_mask;
01091 
01092   i->was_cargo_delivered = true;
01093   i->last_cargo_accepted_at = _date;
01094 
01095   if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
01096     if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
01097       IndustryProductionCallback(i, 0);
01098     } else {
01099       SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
01100     }
01101   } else {
01102     for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
01103       uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
01104       if (cargo_waiting == 0) continue;
01105 
01106       i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
01107       i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);
01108 
01109       i->incoming_cargo_waiting[cargo_index] = 0;
01110     }
01111   }
01112 
01113   TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
01114   StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
01115 }
01116 
01121 CargoPayment::CargoPayment(Vehicle *front) :
01122   front(front),
01123   current_station(front->last_station_visited)
01124 {
01125 }
01126 
01127 CargoPayment::~CargoPayment()
01128 {
01129   if (this->CleaningPool()) return;
01130 
01131   this->front->cargo_payment = NULL;
01132 
01133   if (this->visual_profit == 0) return;
01134 
01135   Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);
01136 
01137   SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
01138   this->front->profit_this_year += this->visual_profit << 8;
01139 
01140   if (this->route_profit != 0) {
01141     if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
01142       SndPlayVehicleFx(SND_14_CASHTILL, this->front);
01143     }
01144 
01145     ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
01146   } else {
01147     ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
01148   }
01149 
01150   cur_company.Restore();
01151 }
01152 
01158 void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
01159 {
01160   if (this->owner == NULL) {
01161     this->owner = Company::Get(this->front->owner);
01162   }
01163 
01164   /* Handle end of route payment */
01165   Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
01166   this->route_profit += profit;
01167 
01168   /* The vehicle's profit is whatever route profit there is minus feeder shares. */
01169   this->visual_profit += profit - cp->FeederShare();
01170 }
01171 
01178 Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
01179 {
01180   Money profit = GetTransportedGoodsIncome(
01181       count,
01182       /* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
01183       DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
01184       cp->DaysInTransit(),
01185       this->ct);
01186 
01187   profit = profit * _settings_game.economy.feeder_payment_share / 100;
01188 
01189   this->visual_profit += profit; // accumulate transfer profits for whole vehicle
01190   return profit; // account for the (virtual) profit already made for the cargo packet
01191 }
01192 
01197 void PrepareUnload(Vehicle *front_v)
01198 {
01199   /* At this moment loading cannot be finished */
01200   ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
01201 
01202   /* Start unloading in at the first possible moment */
01203   front_v->load_unload_ticks = 1;
01204 
01205   if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01206     for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
01207       if (v->cargo_cap > 0 && !v->cargo.Empty()) {
01208         SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01209       }
01210     }
01211   }
01212 
01213   assert(front_v->cargo_payment == NULL);
01214   /* One CargoPayment per vehicle and the vehicle limit equals the
01215    * limit in number of CargoPayments. Can't go wrong. */
01216   assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
01217   assert(CargoPayment::CanAllocateItem());
01218   front_v->cargo_payment = new CargoPayment(front_v);
01219 }
01220 
01226 static bool IsArticulatedVehicleEmpty(Vehicle *v)
01227 {
01228   v = v->GetFirstEnginePart();
01229 
01230   for (; v != NULL; v = v->HasArticulatedPart() ? v->GetNextArticulatedPart() : NULL) {
01231     if (v->cargo.Count() != 0) return false;
01232   }
01233 
01234   return true;
01235 }
01236 
01245 static void LoadUnloadVehicle(Vehicle *front, int *cargo_left)
01246 {
01247   assert(front->current_order.IsType(OT_LOADING));
01248 
01249   /* We have not waited enough time till the next round of loading/unloading */
01250   if (front->load_unload_ticks != 0) {
01251     if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
01252       /* 'Reserve' this cargo for this vehicle, because we were first. */
01253       for (Vehicle *v = front; v != NULL; v = v->Next()) {
01254         int cap_left = v->cargo_cap - v->cargo.Count();
01255         if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01256       }
01257     }
01258     return;
01259   }
01260 
01261   StationID last_visited = front->last_station_visited;
01262   Station *st = Station::Get(last_visited);
01263 
01264   if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
01265     /* The train reversed in the station. Take the "easy" way
01266      * out and let the train just leave as it always did. */
01267     SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
01268     front->load_unload_ticks = 1;
01269     return;
01270   }
01271 
01272   bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
01273   CargoArray consist_capleft;
01274   if (use_autorefit) {
01275     /* Sum cargo, that can be loaded without refitting */
01276     for (Vehicle *v = front; v != NULL; v = v->Next()) {
01277       int cap_left = v->cargo_cap - v->cargo.Count();
01278       if (cap_left > 0) consist_capleft[v->cargo_type] += cap_left;
01279     }
01280   }
01281 
01282   int unloading_time = 0;
01283   bool dirty_vehicle = false;
01284   bool dirty_station = false;
01285 
01286   bool completely_emptied = true;
01287   bool anything_unloaded = false;
01288   bool anything_loaded   = false;
01289   uint32 full_load_amount = 0;
01290   uint32 cargo_not_full  = 0;
01291   uint32 cargo_full      = 0;
01292 
01293   front->cur_speed = 0;
01294 
01295   CargoPayment *payment = front->cargo_payment;
01296 
01297   uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
01298   for (Vehicle *v = front; v != NULL; v = v->Next()) {
01299     if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
01300     if (v->cargo_cap == 0) continue;
01301     artic_part++;
01302 
01303     const Engine *e = v->GetEngine();
01304     byte load_amount = e->info.load_amount;
01305 
01306     /* The default loadamount for mail is 1/4 of the load amount for passengers */
01307     if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = CeilDiv(load_amount, 4);
01308 
01309     if (_settings_game.order.gradual_loading) {
01310       uint16 cb_load_amount = CALLBACK_FAILED;
01311       if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
01312         /* Use callback 36 */
01313         cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
01314       } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
01315         /* Use callback 12 */
01316         cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
01317       }
01318       if (cb_load_amount != CALLBACK_FAILED) {
01319         if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
01320         if (cb_load_amount >= 0x100) {
01321           ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
01322         } else if (cb_load_amount != 0) {
01323           load_amount = cb_load_amount;
01324         }
01325       }
01326     }
01327 
01328     GoodsEntry *ge = &st->goods[v->cargo_type];
01329 
01330     if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
01331       uint cargo_count = v->cargo.Count();
01332       uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
01333       bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
01334       bool accepted  = false; // Is the cargo accepted by the station?
01335 
01336       payment->SetCargo(v->cargo_type);
01337 
01338       if (HasBit(ge->acceptance_pickup, GoodsEntry::GES_ACCEPTANCE) && !(front->current_order.GetUnloadType() & OUFB_TRANSFER)) {
01339         /* The cargo has reached its final destination, the packets may now be destroyed */
01340         remaining = v->cargo.MoveTo<StationCargoList>(NULL, amount_unloaded, VehicleCargoList::MTA_FINAL_DELIVERY, payment, last_visited);
01341 
01342         dirty_vehicle = true;
01343         accepted = true;
01344       }
01345 
01346       /* The !accepted || v->cargo.Count == cargo_count clause is there
01347        * to make it possible to force unload vehicles at the station where
01348        * they were loaded, but to not force unload the vehicle when the
01349        * station is still accepting the cargo in the vehicle. It doesn't
01350        * accept cargo that was loaded at the same station. */
01351       if ((front->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
01352         remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, front->current_order.GetUnloadType() & OUFB_TRANSFER ? VehicleCargoList::MTA_TRANSFER : VehicleCargoList::MTA_UNLOAD, payment);
01353         if (!HasBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP)) {
01354           SetBit(ge->acceptance_pickup, GoodsEntry::GES_PICKUP);
01355           InvalidateWindowData(WC_STATION_LIST, last_visited);
01356         }
01357 
01358         dirty_vehicle = dirty_station = true;
01359       } else if (!accepted) {
01360         /* The order changed while unloading (unset unload/transfer) or the
01361          * station does not accept our goods. */
01362         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01363 
01364         /* Say we loaded something, otherwise we'll think we didn't unload
01365          * something and we didn't load something, so we must be finished
01366          * at this station. Setting the unloaded means that we will get a
01367          * retry for loading in the next cycle. */
01368         anything_unloaded = true;
01369         continue;
01370       }
01371 
01372       /* Deliver goods to the station */
01373       st->time_since_unload = 0;
01374 
01375       unloading_time += amount_unloaded;
01376 
01377       anything_unloaded = true;
01378       if (_settings_game.order.gradual_loading && remaining) {
01379         completely_emptied = false;
01380       } else {
01381         /* We have finished unloading (cargo count == 0) */
01382         ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
01383       }
01384 
01385       continue;
01386     }
01387 
01388     /* Do not pick up goods when we have no-load set or loading is stopped. */
01389     if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;
01390 
01391     /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
01392     if (front->current_order.IsRefit() && artic_part == 1 && IsArticulatedVehicleEmpty(v) &&
01393         (v->type != VEH_AIRCRAFT || (Aircraft::From(v)->IsNormalAircraft() && v->Next()->cargo.Count() == 0))) {
01394       Vehicle *v_start = v->GetFirstEnginePart();
01395       CargoID new_cid = front->current_order.GetRefitCargo();
01396       byte new_subtype = front->current_order.GetRefitSubtype();
01397 
01398       /* Remove old capacity from consist capacity */
01399       consist_capleft[v_start->cargo_type] -= v_start->cargo_cap;
01400       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
01401         w = w->GetNextArticulatedPart();
01402         consist_capleft[w->cargo_type] -= w->cargo_cap;
01403       }
01404 
01405       Backup<CompanyByte> cur_company(_current_company, front->owner, FILE_LINE);
01406 
01407       /* Check if all articulated parts are empty and collect refit mask. */
01408       uint32 refit_mask = e->info.refit_mask;
01409       Vehicle *w = v_start;
01410       while (w->HasArticulatedPart()) {
01411         w = w->GetNextArticulatedPart();
01412         if (w->cargo.Count() > 0) new_cid = CT_NO_REFIT;
01413         refit_mask |= EngInfo(w->engine_type)->refit_mask;
01414       }
01415 
01416       if (new_cid == CT_AUTO_REFIT) {
01417         /* Get refittable cargo type with the most waiting cargo. */
01418         int amount = 0;
01419         CargoID cid;
01420         FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
01421           /* Consider refitting to this cargo, if other vehicles of the consist cannot
01422            * already take the cargo without refitting */
01423           if (cargo_left[cid] > (int)consist_capleft[cid] + amount) {
01424             /* Try to find out if auto-refitting would succeed. In case the refit is allowed,
01425              * the returned refit capacity will be greater than zero. */
01426             new_subtype = GetBestFittingSubType(v, v, cid);
01427             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.
01428             if (_returned_refit_capacity > 0) {
01429               amount = cargo_left[cid] - consist_capleft[cid];
01430               new_cid = cid;
01431             }
01432           }
01433         }
01434       }
01435 
01436       /* Refit if given a valid cargo. */
01437       if (new_cid < NUM_CARGO) {
01438         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.
01439         if (cost.Succeeded()) front->profit_this_year -= cost.GetCost() << 8;
01440         ge = &st->goods[v->cargo_type];
01441       }
01442 
01443       /* Add new capacity to consist capacity */
01444       consist_capleft[v_start->cargo_type] += v_start->cargo_cap;
01445       for (Vehicle *w = v_start; w->HasArticulatedPart(); ) {
01446         w = w->GetNextArticulatedPart();
01447         consist_capleft[w->cargo_type] += w->cargo_cap;
01448       }
01449 
01450       cur_company.Restore();
01451     }
01452 
01453     /* update stats */
01454     int t;
01455     switch (front->type) {
01456       case VEH_TRAIN: /* FALL THROUGH */
01457       case VEH_SHIP:
01458         t = front->vcache.cached_max_speed;
01459         break;
01460 
01461       case VEH_ROAD:
01462         t = front->vcache.cached_max_speed / 2;
01463         break;
01464 
01465       case VEH_AIRCRAFT:
01466         t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
01467         break;
01468 
01469       default: NOT_REACHED();
01470     }
01471 
01472     /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
01473     ge->last_speed = min(t, 255);
01474     ge->last_age = min(_cur_year - front->build_year, 255);
01475     ge->time_since_pickup = 0;
01476 
01477     /* If there's goods waiting at the station, and the vehicle
01478      * has capacity for it, load it on the vehicle. */
01479     int cap_left = v->cargo_cap - v->cargo.Count();
01480     if (!ge->cargo.Empty() && cap_left > 0) {
01481       uint cap = cap_left;
01482       uint count = ge->cargo.Count();
01483 
01484       /* Skip loading this vehicle if another train/vehicle is already handling
01485        * the same cargo type at this station */
01486       if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
01487         SetBit(cargo_not_full, v->cargo_type);
01488         continue;
01489       }
01490 
01491       if (cap > count) cap = count;
01492       if (_settings_game.order.gradual_loading) {
01493         cap = min(cap, load_amount);
01494         cap_left = min(cap_left, load_amount);
01495       }
01496       if (_settings_game.order.improved_load) {
01497         /* Don't load stuff that is already 'reserved' for other vehicles */
01498         cap = min((uint)cargo_left[v->cargo_type], cap);
01499         count = cargo_left[v->cargo_type];
01500         if (use_autorefit) {
01501           /* When using autorefit, reserve all cargo for this wagon to prevent other wagons
01502            * from feeling the need to refit. */
01503           int total_cap_left = v->cargo_cap - v->cargo.Count();
01504           cargo_left[v->cargo_type] -= total_cap_left;
01505           consist_capleft[v->cargo_type] -= total_cap_left;
01506         } else {
01507           /* Update cargo left; but don't reserve everything yet, so other wagons
01508            * of the same consist load in parallel. */
01509           cargo_left[v->cargo_type] -= cap;
01510         }
01511       }
01512 
01513       /* Store whether the maximum possible load amount was loaded or not.*/
01514       if (count >= (uint)cap_left) {
01515         SetBit(full_load_amount, v->cargo_type);
01516       } else {
01517         ClrBit(full_load_amount, v->cargo_type);
01518       }
01519 
01520       if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
01521 
01522       /* TODO: Regarding this, when we do gradual loading, we
01523        * should first unload all vehicles and then start
01524        * loading them. Since this will cause
01525        * VEHICLE_TRIGGER_EMPTY to be called at the time when
01526        * the whole vehicle chain is really totally empty, the
01527        * completely_emptied assignment can then be safely
01528        * removed; that's how TTDPatch behaves too. --pasky */
01529       completely_emptied = false;
01530       anything_loaded = true;
01531 
01532       ge->cargo.MoveTo(&v->cargo, cap, StationCargoList::MTA_CARGO_LOAD, NULL, st->xy);
01533 
01534       st->time_since_load = 0;
01535       st->last_vehicle_type = v->type;
01536 
01537       if (ge->cargo.Empty()) {
01538         TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
01539         AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
01540       }
01541 
01542       unloading_time += cap;
01543 
01544       dirty_vehicle = dirty_station = true;
01545     }
01546 
01547     if (v->cargo.Count() >= v->cargo_cap) {
01548       SetBit(cargo_full, v->cargo_type);
01549     } else {
01550       SetBit(cargo_not_full, v->cargo_type);
01551     }
01552   }
01553 
01554   if (anything_loaded || anything_unloaded) {
01555     if (front->type == VEH_TRAIN) TriggerStationAnimation(st, st->xy, SAT_TRAIN_LOADS);
01556   }
01557 
01558   /* Only set completely_emptied, if we just unloaded all remaining cargo */
01559   completely_emptied &= anything_unloaded;
01560 
01561   /* For consists without autorefit-order we adjust the reserved cargo at the station after loading,
01562    * so that all wagons start loading if the consist is the first consist.
01563    *
01564    * If we use autorefit otoh, we only want to load/refit a vehicle if the other wagons cannot already hold the cargo,
01565    * to keep the option to still refit the vehicle when new cargo of different type shows up.
01566    */
01567   if (_settings_game.order.improved_load && (front->current_order.GetLoadType() & OLFB_FULL_LOAD) && !use_autorefit) {
01568     /* Update left cargo */
01569     for (Vehicle *v = front; v != NULL; v = v->Next()) {
01570       int cap_left = v->cargo_cap - v->cargo.Count();
01571       if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
01572     }
01573   }
01574 
01575   if (!anything_unloaded) delete payment;
01576 
01577   ClrBit(front->vehicle_flags, VF_STOP_LOADING);
01578   if (anything_loaded || anything_unloaded) {
01579     if (_settings_game.order.gradual_loading) {
01580       /* The time it takes to load one 'slice' of cargo or passengers depends
01581        * on the vehicle type - the values here are those found in TTDPatch */
01582       const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };
01583 
01584       unloading_time = gradual_loading_wait_time[front->type];
01585     }
01586     /* We loaded less cargo than possible for all cargo types and it's not full
01587      * load and we're not supposed to wait any longer: stop loading. */
01588     if (!anything_unloaded && full_load_amount == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
01589         front->current_order_time >= (uint)max(front->current_order.wait_time - front->lateness_counter, 0)) {
01590       SetBit(front->vehicle_flags, VF_STOP_LOADING);
01591     }
01592   } else {
01593     bool finished_loading = true;
01594     if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
01595       if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
01596         /* if the aircraft carries passengers and is NOT full, then
01597          * continue loading, no matter how much mail is in */
01598         if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.Count()) ||
01599             (cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
01600           finished_loading = false;
01601         }
01602       } else if (cargo_not_full != 0) {
01603         finished_loading = false;
01604       }
01605     }
01606     unloading_time = 20;
01607 
01608     SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
01609   }
01610 
01611   if (front->type == VEH_TRAIN) {
01612     /* Each platform tile is worth 2 rail vehicles. */
01613     int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
01614     if (overhang > 0) {
01615       unloading_time <<= 1;
01616       unloading_time += (overhang * unloading_time) / 8;
01617     }
01618   }
01619 
01620   /* Calculate the loading indicator fill percent and display
01621    * In the Game Menu do not display indicators
01622    * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
01623    * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
01624    * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
01625    */
01626   if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
01627     StringID percent_up_down = STR_NULL;
01628     int percent = CalcPercentVehicleFilled(front, &percent_up_down);
01629     if (front->fill_percent_te_id == INVALID_TE_ID) {
01630       front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
01631     } else {
01632       UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
01633     }
01634   }
01635 
01636   /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
01637   front->load_unload_ticks = max(1, unloading_time);
01638 
01639   if (completely_emptied) {
01640     TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
01641   }
01642 
01643   if (dirty_vehicle) {
01644     SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
01645     SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
01646     front->MarkDirty();
01647   }
01648   if (dirty_station) {
01649     st->MarkTilesDirty(true);
01650     SetWindowDirty(WC_STATION_VIEW, last_visited);
01651   }
01652 }
01653 
01659 void LoadUnloadStation(Station *st)
01660 {
01661   /* No vehicle is here... */
01662   if (st->loading_vehicles.empty()) return;
01663 
01664   Vehicle *last_loading = NULL;
01665   std::list<Vehicle *>::iterator iter;
01666 
01667   /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
01668   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01669     Vehicle *v = *iter;
01670 
01671     if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;
01672 
01673     assert(v->load_unload_ticks != 0);
01674     if (--v->load_unload_ticks == 0) last_loading = v;
01675   }
01676 
01677   /* We only need to reserve and load/unload up to the last loading vehicle.
01678    * Anything else will be forgotten anyway after returning from this function.
01679    *
01680    * Especially this means we do _not_ need to reserve cargo for a single
01681    * consist in a station which is not allowed to load yet because its
01682    * load_unload_ticks is still not 0.
01683    */
01684   if (last_loading == NULL) return;
01685 
01686   int cargo_left[NUM_CARGO];
01687 
01688   for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();
01689 
01690   for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
01691     Vehicle *v = *iter;
01692     if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
01693     if (v == last_loading) break;
01694   }
01695 
01696   /* Call the production machinery of industries */
01697   const Industry * const *isend = _cargo_delivery_destinations.End();
01698   for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
01699     TriggerIndustryProduction(*iid);
01700   }
01701   _cargo_delivery_destinations.Clear();
01702 }
01703 
01707 void CompaniesMonthlyLoop()
01708 {
01709   CompaniesGenStatistics();
01710   if (_settings_game.economy.inflation) {
01711     AddInflation();
01712     RecomputePrices();
01713   }
01714   CompaniesPayInterest();
01715   HandleEconomyFluctuations();
01716 }
01717 
01718 static void DoAcquireCompany(Company *c)
01719 {
01720   CompanyID ci = c->index;
01721 
01722   CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
01723   cni->FillData(c, Company::Get(_current_company));
01724 
01725   SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
01726   SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
01727   SetDParamStr(2, cni->company_name);
01728   SetDParamStr(3, cni->other_company_name);
01729   SetDParam(4, c->bankrupt_value);
01730   AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
01731   AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01732   Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));
01733 
01734   ChangeOwnershipOfCompanyItems(ci, _current_company);
01735 
01736   if (c->bankrupt_value == 0) {
01737     Company *owner = Company::Get(_current_company);
01738     owner->current_loan += c->current_loan;
01739   }
01740 
01741   if (c->is_ai) AI::Stop(c->index);
01742 
01743   DeleteCompanyWindows(ci);
01744   InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
01745   InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
01746   InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
01747   InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
01748 
01749   delete c;
01750 }
01751 
01752 extern int GetAmountOwnedBy(const Company *c, Owner owner);
01753 
01763 CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01764 {
01765   CommandCost cost(EXPENSES_OTHER);
01766   CompanyID target_company = (CompanyID)p1;
01767   Company *c = Company::GetIfValid(target_company);
01768 
01769   /* Check if buying shares is allowed (protection against modified clients)
01770    * Cannot buy own shares */
01771   if (c == NULL || !_settings_game.economy.allow_shares || _current_company == target_company) return CMD_ERROR;
01772 
01773   /* Protect new companies from hostile takeovers */
01774   if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_ERROR_PROTECTED);
01775 
01776   /* Those lines are here for network-protection (clients can be slow) */
01777   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
01778 
01779   if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1) {
01780     if (!c->is_ai) return cost; //  We can not buy out a real company (temporarily). TODO: well, enable it obviously.
01781 
01782     if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
01783   }
01784 
01785 
01786   cost.AddCost(CalculateCompanyValue(c) >> 2);
01787   if (flags & DC_EXEC) {
01788     OwnerByte *b = c->share_owners;
01789 
01790     while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
01791     *b = _current_company;
01792 
01793     for (int i = 0; c->share_owners[i] == _current_company;) {
01794       if (++i == 4) {
01795         c->bankrupt_value = 0;
01796         DoAcquireCompany(c);
01797         break;
01798       }
01799     }
01800     SetWindowDirty(WC_COMPANY, target_company);
01801     CompanyAdminUpdate(c);
01802   }
01803   return cost;
01804 }
01805 
01815 CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01816 {
01817   CompanyID target_company = (CompanyID)p1;
01818   Company *c = Company::GetIfValid(target_company);
01819 
01820   /* Cannot sell own shares */
01821   if (c == NULL || _current_company == target_company) return CMD_ERROR;
01822 
01823   /* Check if selling shares is allowed (protection against modified clients).
01824    * However, we must sell shares of companies being closed down. */
01825   if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;
01826 
01827   /* Those lines are here for network-protection (clients can be slow) */
01828   if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
01829 
01830   /* adjust it a little to make it less profitable to sell and buy */
01831   Money cost = CalculateCompanyValue(c) >> 2;
01832   cost = -(cost - (cost >> 7));
01833 
01834   if (flags & DC_EXEC) {
01835     OwnerByte *b = c->share_owners;
01836     while (*b != _current_company) b++; // share owners is guaranteed to contain company
01837     *b = COMPANY_SPECTATOR;
01838     SetWindowDirty(WC_COMPANY, target_company);
01839     CompanyAdminUpdate(c);
01840   }
01841   return CommandCost(EXPENSES_OTHER, cost);
01842 }
01843 
01856 CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
01857 {
01858   CompanyID target_company = (CompanyID)p1;
01859   Company *c = Company::GetIfValid(target_company);
01860   if (c == NULL) return CMD_ERROR;
01861 
01862   /* Disable takeovers when not asked */
01863   if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;
01864 
01865   /* Disable taking over the local company in single player */
01866   if (!_networking && _local_company == c->index) return CMD_ERROR;
01867 
01868   /* Do not allow companies to take over themselves */
01869   if (target_company == _current_company) return CMD_ERROR;
01870 
01871   /* Disable taking over when not allowed. */
01872   if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;
01873 
01874   /* Get the cost here as the company is deleted in DoAcquireCompany. */
01875   CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);
01876 
01877   if (flags & DC_EXEC) {
01878     DoAcquireCompany(c);
01879   }
01880   return cost;
01881 }