/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file company_cmd.cpp Handling of companies. */ #include "stdafx.h" #include "company_base.h" #include "company_func.h" #include "company_gui.h" #include "core/backup_type.hpp" #include "town.h" #include "news_func.h" #include "command_func.h" #include "network/network.h" #include "network/network_func.h" #include "network/network_base.h" #include "network/network_admin.h" #include "ai/ai.hpp" #include "ai/ai_instance.hpp" #include "ai/ai_config.hpp" #include "company_manager_face.h" #include "window_func.h" #include "strings_func.h" #include "sound_func.h" #include "rail.h" #include "core/pool_func.hpp" #include "settings_func.h" #include "vehicle_base.h" #include "vehicle_func.h" #include "smallmap_gui.h" #include "game/game.hpp" #include "goal_base.h" #include "story_base.h" #include "company_cmd.h" #include "timer/timer.h" #include "timer/timer_game_economy.h" #include "timer/timer_game_tick.h" #include "widgets/statusbar_widget.h" #include "table/strings.h" #include "safeguards.h" void ClearEnginesHiddenFlagOfCompany(CompanyID cid); void UpdateObjectColours(const Company *c); CompanyID _local_company; ///< Company controlled by the human player at this client. Can also be #COMPANY_SPECTATOR. CompanyID _current_company; ///< Company currently doing an action. Colours _company_colours[MAX_COMPANIES]; ///< NOSAVE: can be determined from company structs. CompanyManagerFace _company_manager_face; ///< for company manager face storage in openttd.cfg uint _cur_company_tick_index; ///< used to generate a name for one company that doesn't have a name yet per tick CompanyPool _company_pool("Company"); ///< Pool of companies. INSTANTIATE_POOL_METHODS(Company) /** * Constructor. * @param name_1 Name of the company. * @param is_ai A computer program is running for this company. */ Company::Company(uint16_t name_1, bool is_ai) { this->name_1 = name_1; this->location_of_HQ = INVALID_TILE; this->is_ai = is_ai; this->terraform_limit = (uint32_t)_settings_game.construction.terraform_frame_burst << 16; this->clear_limit = (uint32_t)_settings_game.construction.clear_frame_burst << 16; this->tree_limit = (uint32_t)_settings_game.construction.tree_frame_burst << 16; this->build_object_limit = (uint32_t)_settings_game.construction.build_object_frame_burst << 16; InvalidateWindowData(WC_PERFORMANCE_DETAIL, 0, INVALID_COMPANY); } /** Destructor. */ Company::~Company() { if (CleaningPool()) return; CloseCompanyWindows(this->index); } /** * Invalidating some stuff after removing item from the pool. * @param index index of deleted item */ void Company::PostDestructor(size_t index) { InvalidateWindowData(WC_GRAPH_LEGEND, 0, (int)index); InvalidateWindowData(WC_PERFORMANCE_DETAIL, 0, (int)index); InvalidateWindowData(WC_COMPANY_LEAGUE, 0, 0); InvalidateWindowData(WC_LINKGRAPH_LEGEND, 0); /* If the currently shown error message has this company in it, then close it. */ InvalidateWindowData(WC_ERRMSG, 0); } /** * Calculate the max allowed loan for this company. * @return the max loan amount. */ Money Company::GetMaxLoan() const { if (this->max_loan == COMPANY_MAX_LOAN_DEFAULT) return _economy.max_loan; return this->max_loan; } /** * Sets the local company and updates the settings that are set on a * per-company basis to reflect the core's state in the GUI. * @param new_company the new company * @pre Company::IsValidID(new_company) || new_company == COMPANY_SPECTATOR || new_company == OWNER_NONE */ void SetLocalCompany(CompanyID new_company) { /* company could also be COMPANY_SPECTATOR or OWNER_NONE */ assert(Company::IsValidID(new_company) || new_company == COMPANY_SPECTATOR || new_company == OWNER_NONE); /* If actually changing to another company, several windows need closing */ bool switching_company = _local_company != new_company; /* Delete the chat window, if you were team chatting. */ if (switching_company) InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company); assert(IsLocalCompany()); _current_company = _local_company = new_company; if (switching_company) { InvalidateWindowClassesData(WC_COMPANY); /* Delete any construction windows... */ CloseConstructionWindows(); } /* ... and redraw the whole screen. */ MarkWholeScreenDirty(); InvalidateWindowClassesData(WC_SIGN_LIST, -1); InvalidateWindowClassesData(WC_GOALS_LIST); } /** * Get the colour for DrawString-subroutines which matches the colour of the company. * @param company Company to get the colour of. * @return Colour of \a company. */ TextColour GetDrawStringCompanyColour(CompanyID company) { if (!Company::IsValidID(company)) return (TextColour)GetColourGradient(COLOUR_WHITE, SHADE_NORMAL) | TC_IS_PALETTE_COLOUR; return (TextColour)GetColourGradient(_company_colours[company], SHADE_NORMAL) | TC_IS_PALETTE_COLOUR; } /** * Draw the icon of a company. * @param c Company that needs its icon drawn. * @param x Horizontal coordinate of the icon. * @param y Vertical coordinate of the icon. */ void DrawCompanyIcon(CompanyID c, int x, int y) { DrawSprite(SPR_COMPANY_ICON, COMPANY_SPRITE_COLOUR(c), x, y); } /** * Checks whether a company manager's face is a valid encoding. * Unused bits are not enforced to be 0. * @param cmf the fact to check * @return true if and only if the face is valid */ static bool IsValidCompanyManagerFace(CompanyManagerFace cmf) { if (!AreCompanyManagerFaceBitsValid(cmf, CMFV_GEN_ETHN, GE_WM)) return false; GenderEthnicity ge = (GenderEthnicity)GetCompanyManagerFaceBits(cmf, CMFV_GEN_ETHN, GE_WM); bool has_moustache = !HasBit(ge, GENDER_FEMALE) && GetCompanyManagerFaceBits(cmf, CMFV_HAS_MOUSTACHE, ge) != 0; bool has_tie_earring = !HasBit(ge, GENDER_FEMALE) || GetCompanyManagerFaceBits(cmf, CMFV_HAS_TIE_EARRING, ge) != 0; bool has_glasses = GetCompanyManagerFaceBits(cmf, CMFV_HAS_GLASSES, ge) != 0; if (!AreCompanyManagerFaceBitsValid(cmf, CMFV_EYE_COLOUR, ge)) return false; for (CompanyManagerFaceVariable cmfv = CMFV_CHEEKS; cmfv < CMFV_END; cmfv++) { switch (cmfv) { case CMFV_MOUSTACHE: if (!has_moustache) continue; break; case CMFV_LIPS: case CMFV_NOSE: if (has_moustache) continue; break; case CMFV_TIE_EARRING: if (!has_tie_earring) continue; break; case CMFV_GLASSES: if (!has_glasses) continue; break; default: break; } if (!AreCompanyManagerFaceBitsValid(cmf, cmfv, ge)) return false; } return true; } /** * Refresh all windows owned by a company. * @param company Company that changed, and needs its windows refreshed. */ void InvalidateCompanyWindows(const Company *company) { CompanyID cid = company->index; if (cid == _local_company) SetWindowWidgetDirty(WC_STATUS_BAR, 0, WID_S_RIGHT); SetWindowDirty(WC_FINANCES, cid); } /** * Get the amount of money that a company has available, or INT64_MAX * if there is no such valid company. * * @param company Company to check * @return The available money of the company or INT64_MAX */ Money GetAvailableMoney(CompanyID company) { if (_settings_game.difficulty.infinite_money) return INT64_MAX; if (!Company::IsValidID(company)) return INT64_MAX; return Company::Get(company)->money; } /** * This functions returns the money which can be used to execute a command. * This is either the money of the current company, or INT64_MAX if infinite money * is enabled or there is no such a company "at the moment" like the server itself. * * @return The available money of the current company or INT64_MAX */ Money GetAvailableMoneyForCommand() { return GetAvailableMoney(_current_company); } /** * Verify whether the company can pay the bill. * @param[in,out] cost Money to pay, is changed to an error if the company does not have enough money. * @return Function returns \c true if the company has enough money or infinite money is enabled, * else it returns \c false. */ bool CheckCompanyHasMoney(CommandCost &cost) { if (cost.GetCost() <= 0) return true; if (_settings_game.difficulty.infinite_money) return true; const Company *c = Company::GetIfValid(_current_company); if (c != nullptr && cost.GetCost() > c->money) { SetDParam(0, cost.GetCost()); cost.MakeError(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY); return false; } return true; } /** * Deduct costs of a command from the money of a company. * @param c Company to pay the bill. * @param cost Money to pay. */ static void SubtractMoneyFromAnyCompany(Company *c, const CommandCost &cost) { if (cost.GetCost() == 0) return; assert(cost.GetExpensesType() != INVALID_EXPENSES); c->money -= cost.GetCost(); c->yearly_expenses[0][cost.GetExpensesType()] += cost.GetCost(); if (HasBit(1 << EXPENSES_TRAIN_REVENUE | 1 << EXPENSES_ROADVEH_REVENUE | 1 << EXPENSES_AIRCRAFT_REVENUE | 1 << EXPENSES_SHIP_REVENUE, cost.GetExpensesType())) { c->cur_economy.income -= cost.GetCost(); } else if (HasBit(1 << EXPENSES_TRAIN_RUN | 1 << EXPENSES_ROADVEH_RUN | 1 << EXPENSES_AIRCRAFT_RUN | 1 << EXPENSES_SHIP_RUN | 1 << EXPENSES_PROPERTY | 1 << EXPENSES_LOAN_INTEREST, cost.GetExpensesType())) { c->cur_economy.expenses -= cost.GetCost(); } InvalidateCompanyWindows(c); } /** * Subtract money from the #_current_company, if the company is valid. * @param cost Money to pay. */ void SubtractMoneyFromCompany(const CommandCost &cost) { Company *c = Company::GetIfValid(_current_company); if (c != nullptr) SubtractMoneyFromAnyCompany(c, cost); } /** * Subtract money from a company, including the money fraction. * @param company Company paying the bill. * @param cst Cost of a command. */ void SubtractMoneyFromCompanyFract(CompanyID company, const CommandCost &cst) { Company *c = Company::Get(company); uint8_t m = c->money_fraction; Money cost = cst.GetCost(); c->money_fraction = m - (uint8_t)cost; cost >>= 8; if (c->money_fraction > m) cost++; if (cost != 0) SubtractMoneyFromAnyCompany(c, CommandCost(cst.GetExpensesType(), cost)); } static constexpr void UpdateLandscapingLimit(uint32_t &limit, uint64_t per_64k_frames, uint64_t burst) { limit = static_cast(std::min(limit + per_64k_frames, burst << 16)); } /** Update the landscaping limits per company. */ void UpdateLandscapingLimits() { for (Company *c : Company::Iterate()) { UpdateLandscapingLimit(c->terraform_limit, _settings_game.construction.terraform_per_64k_frames, _settings_game.construction.terraform_frame_burst); UpdateLandscapingLimit(c->clear_limit, _settings_game.construction.clear_per_64k_frames, _settings_game.construction.clear_frame_burst); UpdateLandscapingLimit(c->tree_limit, _settings_game.construction.tree_per_64k_frames, _settings_game.construction.tree_frame_burst); UpdateLandscapingLimit(c->build_object_limit, _settings_game.construction.build_object_per_64k_frames, _settings_game.construction.build_object_frame_burst); } } /** * Set the right DParams for STR_ERROR_OWNED_BY. * @param owner the owner to get the name of. * @param tile optional tile to get the right town. * @pre if tile == 0, then owner can't be OWNER_TOWN. */ void SetDParamsForOwnedBy(Owner owner, TileIndex tile) { SetDParam(OWNED_BY_OWNER_IN_PARAMETERS_OFFSET, owner); if (owner != OWNER_TOWN) { if (!Company::IsValidID(owner)) { SetDParam(0, STR_COMPANY_SOMEONE); } else { SetDParam(0, STR_COMPANY_NAME); SetDParam(1, owner); } } else { assert(tile != 0); const Town *t = ClosestTownFromTile(tile, UINT_MAX); SetDParam(0, STR_TOWN_NAME); SetDParam(1, t->index); } } /** * Check whether the current owner owns something. * If that isn't the case an appropriate error will be given. * @param owner the owner of the thing to check. * @param tile optional tile to get the right town. * @pre if tile == 0 then the owner can't be OWNER_TOWN. * @return A succeeded command iff it's owned by the current company, else a failed command. */ CommandCost CheckOwnership(Owner owner, TileIndex tile) { assert(owner < OWNER_END); assert(owner != OWNER_TOWN || tile != 0); if (owner == _current_company) return CommandCost(); SetDParamsForOwnedBy(owner, tile); return_cmd_error(STR_ERROR_OWNED_BY); } /** * Check whether the current owner owns the stuff on * the given tile. If that isn't the case an * appropriate error will be given. * @param tile the tile to check. * @return A succeeded command iff it's owned by the current company, else a failed command. */ CommandCost CheckTileOwnership(TileIndex tile) { Owner owner = GetTileOwner(tile); assert(owner < OWNER_END); if (owner == _current_company) return CommandCost(); /* no need to get the name of the owner unless we're the local company (saves some time) */ if (IsLocalCompany()) SetDParamsForOwnedBy(owner, tile); return_cmd_error(STR_ERROR_OWNED_BY); } /** * Generate the name of a company from the last build coordinate. * @param c Company to give a name. */ static void GenerateCompanyName(Company *c) { if (c->name_1 != STR_SV_UNNAMED) return; if (c->last_build_coordinate == 0) return; Town *t = ClosestTownFromTile(c->last_build_coordinate, UINT_MAX); StringID str; uint32_t strp; std::string name; if (t->name.empty() && IsInsideMM(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST + 1)) { str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_COMPANY_NAME_START; strp = t->townnameparts; verify_name:; /* No companies must have this name already */ for (const Company *cc : Company::Iterate()) { if (cc->name_1 == str && cc->name_2 == strp) goto bad_town_name; } SetDParam(0, strp); name = GetString(str); if (Utf8StringLength(name) >= MAX_LENGTH_COMPANY_NAME_CHARS) goto bad_town_name; set_name:; c->name_1 = str; c->name_2 = strp; MarkWholeScreenDirty(); if (c->is_ai) { CompanyNewsInformation *cni = new CompanyNewsInformation(c); SetDParam(0, STR_NEWS_COMPANY_LAUNCH_TITLE); SetDParam(1, STR_NEWS_COMPANY_LAUNCH_DESCRIPTION); SetDParamStr(2, cni->company_name); SetDParam(3, t->index); AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_COMPANY_INFO, NF_COMPANY, NR_TILE, c->last_build_coordinate.base(), NR_NONE, UINT32_MAX, cni); } return; } bad_town_name:; if (c->president_name_1 == SPECSTR_PRESIDENT_NAME) { str = SPECSTR_ANDCO_NAME; strp = c->president_name_2; goto set_name; } else { str = SPECSTR_ANDCO_NAME; strp = Random(); goto verify_name; } } /** Sorting weights for the company colours. */ static const uint8_t _colour_sort[COLOUR_END] = {2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 2, 3, 1, 1, 1}; /** Similar colours, so we can try to prevent same coloured companies. */ static const Colours _similar_colour[COLOUR_END][2] = { { COLOUR_BLUE, COLOUR_LIGHT_BLUE }, // COLOUR_DARK_BLUE { COLOUR_GREEN, COLOUR_DARK_GREEN }, // COLOUR_PALE_GREEN { INVALID_COLOUR, INVALID_COLOUR }, // COLOUR_PINK { COLOUR_ORANGE, INVALID_COLOUR }, // COLOUR_YELLOW { INVALID_COLOUR, INVALID_COLOUR }, // COLOUR_RED { COLOUR_DARK_BLUE, COLOUR_BLUE }, // COLOUR_LIGHT_BLUE { COLOUR_PALE_GREEN, COLOUR_DARK_GREEN }, // COLOUR_GREEN { COLOUR_PALE_GREEN, COLOUR_GREEN }, // COLOUR_DARK_GREEN { COLOUR_DARK_BLUE, COLOUR_LIGHT_BLUE }, // COLOUR_BLUE { COLOUR_BROWN, COLOUR_ORANGE }, // COLOUR_CREAM { COLOUR_PURPLE, INVALID_COLOUR }, // COLOUR_MAUVE { COLOUR_MAUVE, INVALID_COLOUR }, // COLOUR_PURPLE { COLOUR_YELLOW, COLOUR_CREAM }, // COLOUR_ORANGE { COLOUR_CREAM, INVALID_COLOUR }, // COLOUR_BROWN { COLOUR_WHITE, INVALID_COLOUR }, // COLOUR_GREY { COLOUR_GREY, INVALID_COLOUR }, // COLOUR_WHITE }; /** * Generate a company colour. * @return Generated company colour. */ static Colours GenerateCompanyColour() { Colours colours[COLOUR_END]; /* Initialize array */ for (uint i = 0; i < COLOUR_END; i++) colours[i] = static_cast(i); /* And randomize it */ for (uint i = 0; i < 100; i++) { uint r = Random(); Swap(colours[GB(r, 0, 4)], colours[GB(r, 4, 4)]); } /* Bubble sort it according to the values in table 1 */ for (uint i = 0; i < COLOUR_END; i++) { for (uint j = 1; j < COLOUR_END; j++) { if (_colour_sort[colours[j - 1]] < _colour_sort[colours[j]]) { Swap(colours[j - 1], colours[j]); } } } /* Move the colours that look similar to each company's colour to the side */ for (const Company *c : Company::Iterate()) { Colours pcolour = c->colour; for (uint i = 0; i < COLOUR_END; i++) { if (colours[i] == pcolour) { colours[i] = INVALID_COLOUR; break; } } for (uint j = 0; j < 2; j++) { Colours similar = _similar_colour[pcolour][j]; if (similar == INVALID_COLOUR) break; for (uint i = 1; i < COLOUR_END; i++) { if (colours[i - 1] == similar) Swap(colours[i - 1], colours[i]); } } } /* Return the first available colour */ for (uint i = 0; i < COLOUR_END; i++) { if (colours[i] != INVALID_COLOUR) return colours[i]; } NOT_REACHED(); } /** * Generate a random president name of a company. * @param c Company that needs a new president name. */ static void GeneratePresidentName(Company *c) { for (;;) { restart:; c->president_name_2 = Random(); c->president_name_1 = SPECSTR_PRESIDENT_NAME; /* Reserve space for extra unicode character. We need to do this to be able * to detect too long president name. */ SetDParam(0, c->index); std::string name = GetString(STR_PRESIDENT_NAME); if (Utf8StringLength(name) >= MAX_LENGTH_PRESIDENT_NAME_CHARS) continue; for (const Company *cc : Company::Iterate()) { if (c != cc) { SetDParam(0, cc->index); std::string other_name = GetString(STR_PRESIDENT_NAME); if (name == other_name) goto restart; } } return; } } /** * Reset the livery schemes to the company's primary colour. * This is used on loading games without livery information and on new company start up. * @param c Company to reset. */ void ResetCompanyLivery(Company *c) { for (LiveryScheme scheme = LS_BEGIN; scheme < LS_END; scheme++) { c->livery[scheme].in_use = 0; c->livery[scheme].colour1 = c->colour; c->livery[scheme].colour2 = c->colour; } for (Group *g : Group::Iterate()) { if (g->owner == c->index) { g->livery.in_use = 0; g->livery.colour1 = c->colour; g->livery.colour2 = c->colour; } } } /** * Create a new company and sets all company variables default values * * @param is_ai is an AI company? * @param company CompanyID to use for the new company * @return the company struct */ Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY) { if (!Company::CanAllocateItem()) return nullptr; /* we have to generate colour before this company is valid */ Colours colour = GenerateCompanyColour(); Company *c; if (company == INVALID_COMPANY) { c = new Company(STR_SV_UNNAMED, is_ai); } else { if (Company::IsValidID(company)) return nullptr; c = new (company) Company(STR_SV_UNNAMED, is_ai); } c->colour = colour; ResetCompanyLivery(c); _company_colours[c->index] = c->colour; /* Scale the initial loan based on the inflation rounded down to the loan interval. The maximum loan has already been inflation adjusted. */ c->money = c->current_loan = std::min((INITIAL_LOAN * _economy.inflation_prices >> 16) / LOAN_INTERVAL * LOAN_INTERVAL, _economy.max_loan); c->avail_railtypes = GetCompanyRailTypes(c->index); c->avail_roadtypes = GetCompanyRoadTypes(c->index); c->inaugurated_year = TimerGameEconomy::year; /* If starting a player company in singleplayer and a favorite company manager face is selected, choose it. Otherwise, use a random face. * In a network game, we'll choose the favorite face later in CmdCompanyCtrl to sync it to all clients. */ if (_company_manager_face != 0 && !is_ai && !_networking) { c->face = _company_manager_face; } else { RandomCompanyManagerFaceBits(c->face, (GenderEthnicity)Random(), false, _random); } SetDefaultCompanySettings(c->index); ClearEnginesHiddenFlagOfCompany(c->index); GeneratePresidentName(c); SetWindowDirty(WC_GRAPH_LEGEND, 0); InvalidateWindowData(WC_CLIENT_LIST, 0); InvalidateWindowData(WC_LINKGRAPH_LEGEND, 0); BuildOwnerLegend(); InvalidateWindowData(WC_SMALLMAP, 0, 1); if (is_ai && (!_networking || _network_server)) AI::StartNew(c->index); AI::BroadcastNewEvent(new ScriptEventCompanyNew(c->index), c->index); Game::NewEvent(new ScriptEventCompanyNew(c->index)); return c; } /** Start a new competitor company if possible. */ TimeoutTimer _new_competitor_timeout({ TimerGameTick::Priority::COMPETITOR_TIMEOUT, 0 }, []() { if (_game_mode == GM_MENU || !AI::CanStartNew()) return; if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) return; /* count number of competitors */ uint8_t n = 0; for (const Company *c : Company::Iterate()) { if (c->is_ai) n++; } if (n >= _settings_game.difficulty.max_no_competitors) return; /* Send a command to all clients to start up a new AI. * Works fine for Multiplayer and Singleplayer */ Command::Post(CCA_NEW_AI, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID); }); /** Start of a new game. */ void StartupCompanies() { /* Ensure the timeout is aborted, so it doesn't fire based on information of the last game. */ _new_competitor_timeout.Abort(); } /** Initialize the pool of companies. */ void InitializeCompanies() { _cur_company_tick_index = 0; } /** * May company \a cbig buy company \a csmall? * @param cbig Company buying \a csmall. * @param csmall Company getting bought. * @return Return \c true if it is allowed. */ bool MayCompanyTakeOver(CompanyID cbig, CompanyID csmall) { const Company *c1 = Company::Get(cbig); const Company *c2 = Company::Get(csmall); /* Do the combined vehicle counts stay within the limits? */ return c1->group_all[VEH_TRAIN].num_vehicle + c2->group_all[VEH_TRAIN].num_vehicle <= _settings_game.vehicle.max_trains && c1->group_all[VEH_ROAD].num_vehicle + c2->group_all[VEH_ROAD].num_vehicle <= _settings_game.vehicle.max_roadveh && c1->group_all[VEH_SHIP].num_vehicle + c2->group_all[VEH_SHIP].num_vehicle <= _settings_game.vehicle.max_ships && c1->group_all[VEH_AIRCRAFT].num_vehicle + c2->group_all[VEH_AIRCRAFT].num_vehicle <= _settings_game.vehicle.max_aircraft; } /** * Handle the bankruptcy take over of a company. * Companies going bankrupt will ask the other companies in order of their * performance rating, so better performing companies get the 'do you want to * merge with Y' question earlier. The question will then stay till either the * company has gone bankrupt or got merged with a company. * * @param c the company that is going bankrupt. */ static void HandleBankruptcyTakeover(Company *c) { /* Amount of time out for each company to take over a company; * Timeout is a quarter (3 months of 30 days) divided over the * number of companies. The minimum number of days in a quarter * is 90: 31 in January, 28 in February and 31 in March. * Note that the company going bankrupt can't buy itself. */ static const int TAKE_OVER_TIMEOUT = 3 * 30 * Ticks::DAY_TICKS / (MAX_COMPANIES - 1); assert(c->bankrupt_asked != 0); /* We're currently asking some company to buy 'us' */ if (c->bankrupt_timeout != 0) { c->bankrupt_timeout -= MAX_COMPANIES; if (c->bankrupt_timeout > 0) return; c->bankrupt_timeout = 0; return; } /* Did we ask everyone for bankruptcy? If so, bail out. */ if (c->bankrupt_asked == MAX_UVALUE(CompanyMask)) return; Company *best = nullptr; int32_t best_performance = -1; /* Ask the company with the highest performance history first */ for (Company *c2 : Company::Iterate()) { if (c2->bankrupt_asked == 0 && // Don't ask companies going bankrupt themselves !HasBit(c->bankrupt_asked, c2->index) && best_performance < c2->old_economy[1].performance_history && MayCompanyTakeOver(c2->index, c->index)) { best_performance = c2->old_economy[1].performance_history; best = c2; } } /* Asked all companies? */ if (best_performance == -1) { c->bankrupt_asked = MAX_UVALUE(CompanyMask); return; } SetBit(c->bankrupt_asked, best->index); c->bankrupt_timeout = TAKE_OVER_TIMEOUT; AI::NewEvent(best->index, new ScriptEventCompanyAskMerger(c->index, c->bankrupt_value)); if (IsInteractiveCompany(best->index)) { ShowBuyCompanyDialog(c->index, false); } } /** Called every tick for updating some company info. */ void OnTick_Companies() { if (_game_mode == GM_EDITOR) return; Company *c = Company::GetIfValid(_cur_company_tick_index); if (c != nullptr) { if (c->name_1 != 0) GenerateCompanyName(c); if (c->bankrupt_asked != 0) HandleBankruptcyTakeover(c); } if (_new_competitor_timeout.HasFired() && _game_mode != GM_MENU && AI::CanStartNew()) { int32_t timeout = _settings_game.difficulty.competitors_interval * 60 * Ticks::TICKS_PER_SECOND; /* If the interval is zero, start as many competitors as needed then check every ~10 minutes if a company went bankrupt and needs replacing. */ if (timeout == 0) { /* count number of competitors */ uint8_t n = 0; for (const Company *cc : Company::Iterate()) { if (cc->is_ai) n++; } for (auto i = 0; i < _settings_game.difficulty.max_no_competitors; i++) { if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) break; if (n++ >= _settings_game.difficulty.max_no_competitors) break; Command::Post(CCA_NEW_AI, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID); } timeout = 10 * 60 * Ticks::TICKS_PER_SECOND; } /* Randomize a bit when the AI is actually going to start; ranges from 87.5% .. 112.5% of indicated value. */ timeout += ScriptObject::GetRandomizer(OWNER_NONE).Next(timeout / 4) - timeout / 8; _new_competitor_timeout.Reset({ TimerGameTick::Priority::COMPETITOR_TIMEOUT, static_cast(std::max(1, timeout)) }); } _cur_company_tick_index = (_cur_company_tick_index + 1) % MAX_COMPANIES; } /** * A year has passed, update the economic data of all companies, and perhaps show the * financial overview window of the local company. */ static IntervalTimer _economy_companies_yearly({TimerGameEconomy::YEAR, TimerGameEconomy::Priority::COMPANY}, [](auto) { /* Copy statistics */ for (Company *c : Company::Iterate()) { /* Move expenses to previous years. */ std::rotate(std::rbegin(c->yearly_expenses), std::rbegin(c->yearly_expenses) + 1, std::rend(c->yearly_expenses)); c->yearly_expenses[0] = {}; SetWindowDirty(WC_FINANCES, c->index); } if (_settings_client.gui.show_finances && _local_company != COMPANY_SPECTATOR) { ShowCompanyFinances(_local_company); Company *c = Company::Get(_local_company); if (c->num_valid_stat_ent > 5 && c->old_economy[0].performance_history < c->old_economy[4].performance_history) { if (_settings_client.sound.new_year) SndPlayFx(SND_01_BAD_YEAR); } else { if (_settings_client.sound.new_year) SndPlayFx(SND_00_GOOD_YEAR); } } }); /** * Fill the CompanyNewsInformation struct with the required data. * @param c the current company. * @param other the other company (use \c nullptr if not relevant). */ CompanyNewsInformation::CompanyNewsInformation(const Company *c, const Company *other) { SetDParam(0, c->index); this->company_name = GetString(STR_COMPANY_NAME); if (other != nullptr) { SetDParam(0, other->index); this->other_company_name = GetString(STR_COMPANY_NAME); c = other; } SetDParam(0, c->index); this->president_name = GetString(STR_PRESIDENT_NAME_MANAGER); this->colour = c->colour; this->face = c->face; } /** * Called whenever company related information changes in order to notify admins. * @param company The company data changed of. */ void CompanyAdminUpdate(const Company *company) { if (_network_server) NetworkAdminCompanyUpdate(company); } /** * Called whenever a company is removed in order to notify admins. * @param company_id The company that was removed. * @param reason The reason the company was removed. */ void CompanyAdminRemove(CompanyID company_id, CompanyRemoveReason reason) { if (_network_server) NetworkAdminCompanyRemove(company_id, (AdminCompanyRemoveReason)reason); } /** * Control the companies: add, delete, etc. * @param flags operation to perform * @param cca action to perform * @param company_id company to perform the action on * @param client_id ClientID * @return the cost of this operation or an error */ CommandCost CmdCompanyCtrl(DoCommandFlag flags, CompanyCtrlAction cca, CompanyID company_id, CompanyRemoveReason reason, ClientID client_id) { InvalidateWindowData(WC_COMPANY_LEAGUE, 0, 0); switch (cca) { case CCA_NEW: { // Create a new company /* This command is only executed in a multiplayer game */ if (!_networking) return CMD_ERROR; /* Has the network client a correct ClientIndex? */ if (!(flags & DC_EXEC)) return CommandCost(); NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id); /* Delete multiplayer progress bar */ CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN); Company *c = DoStartupNewCompany(false); /* A new company could not be created, revert to being a spectator */ if (c == nullptr) { /* We check for "ci != nullptr" as a client could have left by * the time we execute this command. */ if (_network_server && ci != nullptr) { ci->client_playas = COMPANY_SPECTATOR; NetworkUpdateClientInfo(ci->client_id); } break; } NetworkAdminCompanyNew(c); NetworkServerNewCompany(c, ci); /* This is the client (or non-dedicated server) who wants a new company */ if (client_id == _network_own_client_id) { assert(_local_company == COMPANY_SPECTATOR); SetLocalCompany(c->index); /* * If a favorite company manager face is selected, choose it. Otherwise, use a random face. * Because this needs to be synchronised over the network, only the client knows * its configuration and we are currently in the execution of a command, we have * to circumvent the normal ::Post logic for commands and just send the command. */ if (_company_manager_face != 0) Command::SendNet(STR_NULL, c->index, _company_manager_face); /* Now that we have a new company, broadcast our company settings to * all clients so everything is in sync */ SyncCompanySettings(); MarkWholeScreenDirty(); } break; } case CCA_NEW_AI: { // Make a new AI company if (company_id != INVALID_COMPANY && company_id >= MAX_COMPANIES) return CMD_ERROR; /* For network games, company deletion is delayed. */ if (!_networking && company_id != INVALID_COMPANY && Company::IsValidID(company_id)) return CMD_ERROR; if (!(flags & DC_EXEC)) return CommandCost(); /* For network game, just assume deletion happened. */ assert(company_id == INVALID_COMPANY || !Company::IsValidID(company_id)); Company *c = DoStartupNewCompany(true, company_id); if (c != nullptr) { NetworkAdminCompanyNew(c); NetworkServerNewCompany(c, nullptr); } break; } case CCA_DELETE: { // Delete a company if (reason >= CRR_END) return CMD_ERROR; /* We can't delete the last existing company in singleplayer mode. */ if (!_networking && Company::GetNumItems() == 1) return CMD_ERROR; Company *c = Company::GetIfValid(company_id); if (c == nullptr) return CMD_ERROR; if (!(flags & DC_EXEC)) return CommandCost(); CompanyNewsInformation *cni = new CompanyNewsInformation(c); /* Show the bankrupt news */ SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE); SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION); SetDParamStr(2, cni->company_name); AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni); /* Remove the company */ ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER); if (c->is_ai) AI::Stop(c->index); CompanyID c_index = c->index; delete c; AI::BroadcastNewEvent(new ScriptEventCompanyBankrupt(c_index)); Game::NewEvent(new ScriptEventCompanyBankrupt(c_index)); CompanyAdminRemove(c_index, (CompanyRemoveReason)reason); if (StoryPage::GetNumItems() == 0 || Goal::GetNumItems() == 0) InvalidateWindowData(WC_MAIN_TOOLBAR, 0); InvalidateWindowData(WC_CLIENT_LIST, 0); break; } default: return CMD_ERROR; } InvalidateWindowClassesData(WC_GAME_OPTIONS); InvalidateWindowClassesData(WC_SCRIPT_SETTINGS); InvalidateWindowClassesData(WC_SCRIPT_LIST); return CommandCost(); } /** * Add the given public key to the allow list of this company. * @param flags Operation to perform. * @param public_key The public key of the client to add. * @return The cost of this operation or an error. */ CommandCost CmdCompanyAddAllowList(DoCommandFlag flags, const std::string &public_key) { if (flags & DC_EXEC) { if (Company::Get(_current_company)->allow_list.Add(public_key)) { InvalidateWindowData(WC_CLIENT_LIST, 0); SetWindowDirty(WC_COMPANY, _current_company); } } return CommandCost(); } /** * Change the company manager's face. * @param flags operation to perform * @param cmf face bitmasked * @return the cost of this operation or an error */ CommandCost CmdSetCompanyManagerFace(DoCommandFlag flags, CompanyManagerFace cmf) { if (!IsValidCompanyManagerFace(cmf)) return CMD_ERROR; if (flags & DC_EXEC) { Company::Get(_current_company)->face = cmf; MarkWholeScreenDirty(); } return CommandCost(); } /** * Update liveries for a company. This is called when the LS_DEFAULT scheme is changed, to update schemes with colours * set to default. * @param c Company to update. */ void UpdateCompanyLiveries(Company *c) { for (int i = 1; i < LS_END; i++) { if (!HasBit(c->livery[i].in_use, 0)) c->livery[i].colour1 = c->livery[LS_DEFAULT].colour1; if (!HasBit(c->livery[i].in_use, 1)) c->livery[i].colour2 = c->livery[LS_DEFAULT].colour2; } UpdateCompanyGroupLiveries(c); } /** * Change the company's company-colour * @param flags operation to perform * @param scheme scheme to set * @param primary set first/second colour * @param colour new colour for vehicles, property, etc. * @return the cost of this operation or an error */ CommandCost CmdSetCompanyColour(DoCommandFlag flags, LiveryScheme scheme, bool primary, Colours colour) { if (scheme >= LS_END || (colour >= COLOUR_END && colour != INVALID_COLOUR)) return CMD_ERROR; /* Default scheme can't be reset to invalid. */ if (scheme == LS_DEFAULT && colour == INVALID_COLOUR) return CMD_ERROR; Company *c = Company::Get(_current_company); /* Ensure no two companies have the same primary colour */ if (scheme == LS_DEFAULT && primary) { for (const Company *cc : Company::Iterate()) { if (cc != c && cc->colour == colour) return CMD_ERROR; } } if (flags & DC_EXEC) { if (primary) { if (scheme != LS_DEFAULT) SB(c->livery[scheme].in_use, 0, 1, colour != INVALID_COLOUR); if (colour == INVALID_COLOUR) colour = c->livery[LS_DEFAULT].colour1; c->livery[scheme].colour1 = colour; /* If setting the first colour of the default scheme, adjust the * original and cached company colours too. */ if (scheme == LS_DEFAULT) { UpdateCompanyLiveries(c); _company_colours[_current_company] = colour; c->colour = colour; CompanyAdminUpdate(c); } } else { if (scheme != LS_DEFAULT) SB(c->livery[scheme].in_use, 1, 1, colour != INVALID_COLOUR); if (colour == INVALID_COLOUR) colour = c->livery[LS_DEFAULT].colour2; c->livery[scheme].colour2 = colour; if (scheme == LS_DEFAULT) { UpdateCompanyLiveries(c); } } if (c->livery[scheme].in_use != 0) { /* If enabling a scheme, set the default scheme to be in use too */ c->livery[LS_DEFAULT].in_use = 1; } else { /* Else loop through all schemes to see if any are left enabled. * If not, disable the default scheme too. */ c->livery[LS_DEFAULT].in_use = 0; for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) { if (c->livery[scheme].in_use != 0) { c->livery[LS_DEFAULT].in_use = 1; break; } } } ResetVehicleColourMap(); MarkWholeScreenDirty(); /* All graph related to companies use the company colour. */ InvalidateWindowData(WC_INCOME_GRAPH, 0); InvalidateWindowData(WC_OPERATING_PROFIT, 0); InvalidateWindowData(WC_DELIVERED_CARGO, 0); InvalidateWindowData(WC_PERFORMANCE_HISTORY, 0); InvalidateWindowData(WC_COMPANY_VALUE, 0); InvalidateWindowData(WC_LINKGRAPH_LEGEND, 0); /* The smallmap owner view also stores the company colours. */ BuildOwnerLegend(); InvalidateWindowData(WC_SMALLMAP, 0, 1); /* Company colour data is indirectly cached. */ for (Vehicle *v : Vehicle::Iterate()) { if (v->owner == _current_company) v->InvalidateNewGRFCache(); } UpdateObjectColours(c); } return CommandCost(); } /** * Is the given name in use as name of a company? * @param name Name to search. * @return \c true if the name us unique (that is, not in use), else \c false. */ static bool IsUniqueCompanyName(const std::string &name) { for (const Company *c : Company::Iterate()) { if (!c->name.empty() && c->name == name) return false; } return true; } /** * Change the name of the company. * @param flags operation to perform * @param text the new name or an empty string when resetting to the default * @return the cost of this operation or an error */ CommandCost CmdRenameCompany(DoCommandFlag flags, const std::string &text) { bool reset = text.empty(); if (!reset) { if (Utf8StringLength(text) >= MAX_LENGTH_COMPANY_NAME_CHARS) return CMD_ERROR; if (!IsUniqueCompanyName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE); } if (flags & DC_EXEC) { Company *c = Company::Get(_current_company); if (reset) { c->name.clear(); } else { c->name = text; } MarkWholeScreenDirty(); CompanyAdminUpdate(c); } return CommandCost(); } /** * Is the given name in use as president name of a company? * @param name Name to search. * @return \c true if the name us unique (that is, not in use), else \c false. */ static bool IsUniquePresidentName(const std::string &name) { for (const Company *c : Company::Iterate()) { if (!c->president_name.empty() && c->president_name == name) return false; } return true; } /** * Change the name of the president. * @param flags operation to perform * @param text the new name or an empty string when resetting to the default * @return the cost of this operation or an error */ CommandCost CmdRenamePresident(DoCommandFlag flags, const std::string &text) { bool reset = text.empty(); if (!reset) { if (Utf8StringLength(text) >= MAX_LENGTH_PRESIDENT_NAME_CHARS) return CMD_ERROR; if (!IsUniquePresidentName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE); } if (flags & DC_EXEC) { Company *c = Company::Get(_current_company); if (reset) { c->president_name.clear(); } else { c->president_name = text; if (c->name_1 == STR_SV_UNNAMED && c->name.empty()) { Command::Do(DC_EXEC, text + " Transport"); } } InvalidateWindowClassesData(WC_COMPANY, 1); MarkWholeScreenDirty(); CompanyAdminUpdate(c); } return CommandCost(); } /** * Get the service interval for the given company and vehicle type. * @param c The company, or nullptr for client-default settings. * @param type The vehicle type to get the interval for. * @return The service interval. */ int CompanyServiceInterval(const Company *c, VehicleType type) { const VehicleDefaultSettings *vds = (c == nullptr) ? &_settings_client.company.vehicle : &c->settings.vehicle; switch (type) { default: NOT_REACHED(); case VEH_TRAIN: return vds->servint_trains; case VEH_ROAD: return vds->servint_roadveh; case VEH_AIRCRAFT: return vds->servint_aircraft; case VEH_SHIP: return vds->servint_ships; } } /** * Get total sum of all owned road bits. * @return Combined total road road bits. */ uint32_t CompanyInfrastructure::GetRoadTotal() const { uint32_t total = 0; for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) { if (RoadTypeIsRoad(rt)) total += this->road[rt]; } return total; } /** * Get total sum of all owned tram bits. * @return Combined total of tram road bits. */ uint32_t CompanyInfrastructure::GetTramTotal() const { uint32_t total = 0; for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) { if (RoadTypeIsTram(rt)) total += this->road[rt]; } return total; } /** * Transfer funds (money) from one company to another. * To prevent abuse in multiplayer games you can only send money to other * companies if you have paid off your loan (either explicitly, or implicitly * given the fact that you have more money than loan). * @param flags operation to perform * @param money the amount of money to transfer; max 20.000.000 * @param dest_company the company to transfer the money to * @return the cost of this operation or an error */ CommandCost CmdGiveMoney(DoCommandFlag flags, Money money, CompanyID dest_company) { if (!_settings_game.economy.give_money) return CMD_ERROR; const Company *c = Company::Get(_current_company); CommandCost amount(EXPENSES_OTHER, std::min(money, 20000000LL)); /* You can only transfer funds that is in excess of your loan */ if (c->money - c->current_loan < amount.GetCost() || amount.GetCost() < 0) return_cmd_error(STR_ERROR_INSUFFICIENT_FUNDS); if (!Company::IsValidID(dest_company)) return CMD_ERROR; if (flags & DC_EXEC) { /* Add money to company */ Backup cur_company(_current_company, dest_company); SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -amount.GetCost())); cur_company.Restore(); if (_networking) { SetDParam(0, dest_company); std::string dest_company_name = GetString(STR_COMPANY_NAME); SetDParam(0, _current_company); std::string from_company_name = GetString(STR_COMPANY_NAME); NetworkTextMessage(NETWORK_ACTION_GIVE_MONEY, GetDrawStringCompanyColour(_current_company), false, from_company_name, dest_company_name, amount.GetCost()); } } /* Subtract money from local-company */ return amount; } /** * Get the index of the first available company. It attempts, * from first to last, and as soon as the attempt succeeds, * to get the index of the company: * 1st - get the first existing human company. * 2nd - get the first non-existing company. * 3rd - get COMPANY_FIRST. * @return the index of the first available company. */ CompanyID GetFirstPlayableCompanyID() { for (Company *c : Company::Iterate()) { if (Company::IsHumanID(c->index)) { return c->index; } } if (Company::CanAllocateItem()) { for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) { if (!Company::IsValidID(c)) { return c; } } } return COMPANY_FIRST; }