/* * 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 economy.cpp Handling of the economy. */ #include "stdafx.h" #include "company_func.h" #include "command_func.h" #include "industry.h" #include "town.h" #include "news_func.h" #include "network/network.h" #include "network/network_func.h" #include "ai/ai.hpp" #include "aircraft.h" #include "train.h" #include "newgrf_engine.h" #include "engine_base.h" #include "ground_vehicle.hpp" #include "newgrf_cargo.h" #include "newgrf_sound.h" #include "newgrf_industrytiles.h" #include "newgrf_station.h" #include "newgrf_airporttiles.h" #include "newgrf_roadstop.h" #include "object.h" #include "strings_func.h" #include "vehicle_func.h" #include "sound_func.h" #include "autoreplace_func.h" #include "company_gui.h" #include "signs_base.h" #include "subsidy_base.h" #include "subsidy_func.h" #include "station_base.h" #include "waypoint_base.h" #include "economy_base.h" #include "core/pool_func.hpp" #include "core/backup_type.hpp" #include "core/container_func.hpp" #include "cargo_type.h" #include "water.h" #include "game/game.hpp" #include "cargomonitor.h" #include "goal_base.h" #include "story_base.h" #include "linkgraph/refresh.h" #include "company_cmd.h" #include "economy_cmd.h" #include "vehicle_cmd.h" #include "timer/timer.h" #include "timer/timer_game_calendar.h" #include "timer/timer_game_economy.h" #include "table/strings.h" #include "table/pricebase.h" #include "safeguards.h" /* Initialize the cargo payment-pool */ CargoPaymentPool _cargo_payment_pool("CargoPayment"); INSTANTIATE_POOL_METHODS(CargoPayment) /** * Multiply two integer values and shift the results to right. * * This function multiplies two integer values. The result is * shifted by the amount of shift to right. * * @param a The first integer * @param b The second integer * @param shift The amount to shift the value to right. * @return The shifted result */ static inline int32_t BigMulS(const int32_t a, const int32_t b, const uint8_t shift) { return (int32_t)((int64_t)a * (int64_t)b >> shift); } typedef std::vector SmallIndustryList; /** * Score info, values used for computing the detailed performance rating. */ const ScoreInfo _score_info[] = { { 120, 100}, // SCORE_VEHICLES { 80, 100}, // SCORE_STATIONS { 10000, 100}, // SCORE_MIN_PROFIT { 50000, 50}, // SCORE_MIN_INCOME { 100000, 100}, // SCORE_MAX_INCOME { 40000, 400}, // SCORE_DELIVERED { 8, 50}, // SCORE_CARGO {10000000, 50}, // SCORE_MONEY { 250000, 50}, // SCORE_LOAN { 0, 0} // SCORE_TOTAL }; int64_t _score_part[MAX_COMPANIES][SCORE_END]; Economy _economy; Prices _price; static PriceMultipliers _price_base_multiplier; /** * Calculate the value of the assets of a company. * * @param c The company to calculate the value of. * @return The value of the assets of the company. */ static Money CalculateCompanyAssetValue(const Company *c) { Owner owner = c->index; uint num = 0; for (const Station *st : Station::Iterate()) { if (st->owner == owner) num += CountBits((uint8_t)st->facilities); } Money value = num * _price[PR_STATION_VALUE] * 25; for (const Vehicle *v : Vehicle::Iterate()) { if (v->owner != owner) continue; if (v->type == VEH_TRAIN || v->type == VEH_ROAD || (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) || v->type == VEH_SHIP) { value += v->value * 3 >> 1; } } return value; } /** * Calculate the value of the company. That is the value of all * assets (vehicles, stations) and money (including loan), * except when including_loan is \c false which is useful when * we want to calculate the value for bankruptcy. * @param c the company to get the value of. * @param including_loan include the loan in the company value. * @return the value of the company. */ Money CalculateCompanyValue(const Company *c, bool including_loan) { Money value = CalculateCompanyAssetValue(c); /* Add real money value */ if (including_loan) value -= c->current_loan; value += c->money; return std::max(value, 1); } /** * Calculate what you have to pay to take over a company. * * This is different from bankruptcy and company value, and involves a few * more parameters to make it more realistic. * * You have to pay for: * - The value of all the assets in the company. * - The loan the company has (the investors really want their money back). * - The profit for the next two years (if positive) based on the last four quarters. * * And on top of that, they walk away with all the money they have in the bank. * * @param c the company to get the value of. * @return The value of the company. */ Money CalculateHostileTakeoverValue(const Company *c) { Money value = CalculateCompanyAssetValue(c); value += c->current_loan; /* Negative balance is basically a loan. */ if (c->money < 0) { value += -c->money; } for (int quarter = 0; quarter < 4; quarter++) { value += std::max(c->old_economy[quarter].income - c->old_economy[quarter].expenses, 0) * 2; } return std::max(value, 1); } /** * if update is set to true, the economy is updated with this score * (also the house is updated, should only be true in the on-tick event) * @param update the economy with calculated score * @param c company been evaluated * @return actual score of this company * */ int UpdateCompanyRatingAndValue(Company *c, bool update) { Owner owner = c->index; int score = 0; memset(_score_part[owner], 0, sizeof(_score_part[owner])); /* Count vehicles */ { Money min_profit = 0; bool min_profit_first = true; uint num = 0; for (const Vehicle *v : Vehicle::Iterate()) { if (v->owner != owner) continue; if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) { if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles if (v->economy_age > VEHICLE_PROFIT_MIN_AGE) { /* Find the vehicle with the lowest amount of profit */ if (min_profit_first || min_profit > v->profit_last_year) { min_profit = v->profit_last_year; min_profit_first = false; } } } } min_profit >>= 8; // remove the fract part _score_part[owner][SCORE_VEHICLES] = num; /* Don't allow negative min_profit to show */ if (min_profit > 0) { _score_part[owner][SCORE_MIN_PROFIT] = min_profit; } } /* Count stations */ { uint num = 0; for (const Station *st : Station::Iterate()) { /* Only count stations that are actually serviced */ if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((uint8_t)st->facilities); } _score_part[owner][SCORE_STATIONS] = num; } /* Generate statistics depending on recent income statistics */ { int numec = std::min(c->num_valid_stat_ent, 12u); if (numec != 0) { const CompanyEconomyEntry *cee = c->old_economy; Money min_income = cee->income + cee->expenses; Money max_income = cee->income + cee->expenses; do { min_income = std::min(min_income, cee->income + cee->expenses); max_income = std::max(max_income, cee->income + cee->expenses); } while (++cee, --numec); if (min_income > 0) { _score_part[owner][SCORE_MIN_INCOME] = min_income; } _score_part[owner][SCORE_MAX_INCOME] = max_income; } } /* Generate score depending on amount of transported cargo */ { int numec = std::min(c->num_valid_stat_ent, 4u); if (numec != 0) { const CompanyEconomyEntry *cee = c->old_economy; OverflowSafeInt64 total_delivered = 0; do { total_delivered += cee->delivered_cargo.GetSum(); } while (++cee, --numec); _score_part[owner][SCORE_DELIVERED] = total_delivered; } } /* Generate score for variety of cargo */ { _score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount(); } /* Generate score for company's money */ { if (c->money > 0) { _score_part[owner][SCORE_MONEY] = c->money; } } /* Generate score for loan */ { _score_part[owner][SCORE_LOAN] = _score_info[SCORE_LOAN].needed - c->current_loan; } /* Now we calculate the score for each item.. */ { int total_score = 0; int s; score = 0; for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) { /* Skip the total */ if (i == SCORE_TOTAL) continue; /* Check the score */ s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed; score += s; total_score += _score_info[i].score; } _score_part[owner][SCORE_TOTAL] = score; /* We always want the score scaled to SCORE_MAX (1000) */ if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score; } if (update) { c->old_economy[0].performance_history = score; UpdateCompanyHQ(c->location_of_HQ, score); c->old_economy[0].company_value = CalculateCompanyValue(c); } SetWindowDirty(WC_PERFORMANCE_DETAIL, 0); return score; } /** * Change the ownership of all the items of a company. * @param old_owner The company that gets removed. * @param new_owner The company to merge to, or INVALID_OWNER to remove the company. */ void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner) { /* We need to set _current_company to old_owner before we try to move * the client. This is needed as it needs to know whether "you" really * are the current local company. */ Backup cur_company(_current_company, old_owner); /* In all cases, make spectators of clients connected to that company */ if (_networking) NetworkClientsToSpectators(old_owner); if (old_owner == _local_company) { /* Single player cheated to AI company. * There are no spectators in singleplayer mode, so we must pick some other company. */ assert(!_networking); Backup cur_company2(_current_company); for (const Company *c : Company::Iterate()) { if (c->index != old_owner) { SetLocalCompany(c->index); break; } } cur_company2.Restore(); assert(old_owner != _local_company); } assert(old_owner != new_owner); /* Temporarily increase the company's money, to be sure that * removing their property doesn't fail because of lack of money. * Not too drastically though, because it could overflow */ if (new_owner == INVALID_OWNER) { Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p } for (Subsidy *s : Subsidy::Iterate()) { if (s->awarded == old_owner) { if (new_owner == INVALID_OWNER) { delete s; } else { s->awarded = new_owner; } } } if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache(); /* Take care of rating and transport rights in towns */ for (Town *t : Town::Iterate()) { /* If a company takes over, give the ratings to that company. */ if (new_owner != INVALID_OWNER) { if (HasBit(t->have_ratings, old_owner)) { if (HasBit(t->have_ratings, new_owner)) { /* use max of the two ratings. */ t->ratings[new_owner] = std::max(t->ratings[new_owner], t->ratings[old_owner]); } else { SetBit(t->have_ratings, new_owner); t->ratings[new_owner] = t->ratings[old_owner]; } } } /* Reset the ratings for the old owner */ t->ratings[old_owner] = RATING_INITIAL; ClrBit(t->have_ratings, old_owner); /* Transfer exclusive rights */ if (t->exclusive_counter > 0 && t->exclusivity == old_owner) { if (new_owner != INVALID_OWNER) { t->exclusivity = new_owner; } else { t->exclusive_counter = 0; t->exclusivity = INVALID_COMPANY; } } } { for (Vehicle *v : Vehicle::Iterate()) { if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) { if (new_owner == INVALID_OWNER) { if (v->Previous() == nullptr) delete v; } else { if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1); if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1); } } } } /* In all cases clear replace engine rules. * Even if it was copied, it could interfere with new owner's rules */ RemoveAllEngineReplacementForCompany(Company::Get(old_owner)); if (new_owner == INVALID_OWNER) { RemoveAllGroupsForCompany(old_owner); } else { Company *c = Company::Get(old_owner); for (Group *g : Group::Iterate()) { if (g->owner == old_owner) { g->owner = new_owner; g->number = c->freegroups.UseID(c->freegroups.NextID()); } } } { Company *new_company = new_owner == INVALID_OWNER ? nullptr : Company::Get(new_owner); /* Override company settings to new company defaults in case we need to convert them. * This is required as the CmdChangeServiceInt doesn't copy the supplied value when it is non-custom */ if (new_owner != INVALID_OWNER) { Company *old_company = Company::Get(old_owner); old_company->settings.vehicle.servint_aircraft = new_company->settings.vehicle.servint_aircraft; old_company->settings.vehicle.servint_trains = new_company->settings.vehicle.servint_trains; old_company->settings.vehicle.servint_roadveh = new_company->settings.vehicle.servint_roadveh; old_company->settings.vehicle.servint_ships = new_company->settings.vehicle.servint_ships; old_company->settings.vehicle.servint_ispercent = new_company->settings.vehicle.servint_ispercent; } for (Vehicle *v : Vehicle::Iterate()) { if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) { assert(new_owner != INVALID_OWNER); /* Correct default values of interval settings while maintaining custom set ones. * This prevents invalid values on mismatching company defaults being accepted. */ if (!v->ServiceIntervalIsCustom()) { /* Technically, passing the interval is not needed as the command will query the default value itself. * However, do not rely on that behaviour. */ int interval = CompanyServiceInterval(new_company, v->type); Command::Do(DC_EXEC | DC_BANKRUPT, v->index, interval, false, new_company->settings.vehicle.servint_ispercent); } v->owner = new_owner; /* Owner changes, clear cache */ v->colourmap = PAL_NONE; v->InvalidateNewGRFCache(); if (v->IsEngineCountable()) { GroupStatistics::CountEngine(v, 1); } if (v->IsPrimaryVehicle()) { GroupStatistics::CountVehicle(v, 1); auto &unitidgen = new_company->freeunits[v->type]; v->unitnumber = unitidgen.UseID(unitidgen.NextID()); } /* Invalidate the vehicle's cargo payment "owner cache". */ if (v->cargo_payment != nullptr) v->cargo_payment->owner = nullptr; } } if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner); } /* Change ownership of tiles */ { TileIndex tile = 0; do { ChangeTileOwner(tile, old_owner, new_owner); } while (++tile != Map::Size()); if (new_owner != INVALID_OWNER) { /* Update all signals because there can be new segment that was owned by two companies * and signals were not propagated * Similar with crossings - it is needed to bar crossings that weren't before * because of different owner of crossing and approaching train */ tile = 0; do { if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) { TrackBits tracks = GetTrackBits(tile); do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT Track track = RemoveFirstTrack(&tracks); if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner); } while (tracks != TRACK_BIT_NONE); } else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) { UpdateLevelCrossing(tile); } } while (++tile != Map::Size()); } /* update signals in buffer */ UpdateSignalsInBuffer(); } /* Add airport infrastructure count of the old company to the new one. */ if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport; /* convert owner of stations (including deleted ones, but excluding buoys) */ for (Station *st : Station::Iterate()) { if (st->owner == old_owner) { /* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately * also, drawing station window would cause reading invalid company's colour */ st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner; } } /* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */ for (Waypoint *wp : Waypoint::Iterate()) { if (wp->owner == old_owner) { wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner; } } for (Sign *si : Sign::Iterate()) { if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner; } /* Remove Game Script created Goals, CargoMonitors and Story pages. */ for (Goal *g : Goal::Iterate()) { if (g->company == old_owner) delete g; } ClearCargoPickupMonitoring(old_owner); ClearCargoDeliveryMonitoring(old_owner); for (StoryPage *sp : StoryPage::Iterate()) { if (sp->company == old_owner) delete sp; } /* Change colour of existing windows */ if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner); cur_company.Restore(); MarkWholeScreenDirty(); } /** * Check for bankruptcy of a company. Called every three months. * @param c Company to check. */ static void CompanyCheckBankrupt(Company *c) { /* If "Infinite money" setting is on, companies should not go bankrupt. */ if (_settings_game.difficulty.infinite_money) return; /* If the company has money again, it does not go bankrupt */ if (c->money - c->current_loan >= -c->GetMaxLoan()) { int previous_months_of_bankruptcy = CeilDiv(c->months_of_bankruptcy, 3); c->months_of_bankruptcy = 0; c->bankrupt_asked = 0; if (previous_months_of_bankruptcy != 0) CompanyAdminUpdate(c); return; } c->months_of_bankruptcy++; switch (c->months_of_bankruptcy) { /* All the boring cases (months) with a bad balance where no action is taken */ case 0: case 1: case 2: case 3: case 5: case 6: case 8: case 9: break; /* Warn about bankruptcy after 3 months */ case 4: { CompanyNewsInformation *cni = new CompanyNewsInformation(c); SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE); SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION); SetDParamStr(2, cni->company_name); AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni); AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index)); Game::NewEvent(new ScriptEventCompanyInTrouble(c->index)); break; } /* Offer company for sale after 6 months */ case 7: { /* Don't consider the loan */ Money val = CalculateCompanyValue(c, false); c->bankrupt_value = val; c->bankrupt_asked = 1 << c->index; // Don't ask the owner c->bankrupt_timeout = 0; /* The company assets should always have some value */ assert(c->bankrupt_value > 0); break; } /* Bankrupt company after 6 months (if the company has no value) or latest * after 9 months (if it still had value after 6 months) */ default: case 10: { if (!_networking && _local_company == c->index) { /* If we are in singleplayer mode, leave the company playing. Eg. there * is no THE-END, otherwise mark the client as spectator to make sure * they are no longer in control of this company. However... when you * join another company (cheat) the "unowned" company can bankrupt. */ c->bankrupt_asked = MAX_UVALUE(CompanyMask); break; } /* Actually remove the company, but not when we're a network client. * In case of network clients we will be getting a command from the * server. It is done in this way as we are called from the * StateGameLoop which can't change the current company, and thus * updating the local company triggers an assert later on. In the * case of a network game the command will be processed at a time * that changing the current company is okay. In case of single * player we are sure (the above check) that we are not the local * company and thus we won't be moved. */ if (!_networking || _network_server) { Command::Post(CCA_DELETE, c->index, CRR_BANKRUPT, INVALID_CLIENT_ID); return; } break; } } if (CeilDiv(c->months_of_bankruptcy, 3) != CeilDiv(c->months_of_bankruptcy - 1, 3)) CompanyAdminUpdate(c); } /** * Update the finances of all companies. * Pay for the stations, update the history graph, update ratings and company values, and deal with bankruptcy. */ static void CompaniesGenStatistics() { /* Check for bankruptcy each month */ for (Company *c : Company::Iterate()) { CompanyCheckBankrupt(c); } Backup cur_company(_current_company); /* Pay Infrastructure Maintenance, if enabled */ if (_settings_game.economy.infrastructure_maintenance) { /* Improved monthly infrastructure costs. */ for (const Company *c : Company::Iterate()) { cur_company.Change(c->index); CommandCost cost(EXPENSES_PROPERTY); uint32_t rail_total = c->infrastructure.GetRailTotal(); for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) { if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total)); } cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal)); uint32_t road_total = c->infrastructure.GetRoadTotal(); uint32_t tram_total = c->infrastructure.GetTramTotal(); for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) { if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt], RoadTypeIsRoad(rt) ? road_total : tram_total)); } cost.AddCost(CanalMaintenanceCost(c->infrastructure.water)); cost.AddCost(StationMaintenanceCost(c->infrastructure.station)); cost.AddCost(AirportMaintenanceCost(c->index)); SubtractMoneyFromCompany(cost); } } cur_company.Restore(); /* Only run the economic statics and update company stats every 3rd economy month (1st of quarter). */ if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, TimerGameEconomy::month)) return; for (Company *c : Company::Iterate()) { /* Drop the oldest history off the end */ std::copy_backward(c->old_economy, c->old_economy + MAX_HISTORY_QUARTERS - 1, c->old_economy + MAX_HISTORY_QUARTERS); c->old_economy[0] = c->cur_economy; c->cur_economy = {}; if (c->num_valid_stat_ent != MAX_HISTORY_QUARTERS) c->num_valid_stat_ent++; UpdateCompanyRatingAndValue(c, true); if (c->block_preview != 0) c->block_preview--; } SetWindowDirty(WC_INCOME_GRAPH, 0); SetWindowDirty(WC_OPERATING_PROFIT, 0); SetWindowDirty(WC_DELIVERED_CARGO, 0); SetWindowDirty(WC_PERFORMANCE_HISTORY, 0); SetWindowDirty(WC_COMPANY_VALUE, 0); SetWindowDirty(WC_COMPANY_LEAGUE, 0); } /** * Add monthly inflation * @param check_year Shall the inflation get stopped after 170 years? * @return true if inflation is maxed and nothing was changed */ bool AddInflation(bool check_year) { /* The cargo payment inflation differs from the normal inflation, so the * relative amount of money you make with a transport decreases slowly over * the 170 years. After a few hundred years we reach a level in which the * games will become unplayable as the maximum income will be less than * the minimum running cost. * * Furthermore there are a lot of inflation related overflows all over the * place. Solving them is hardly possible because inflation will always * reach the overflow threshold some day. So we'll just perform the * inflation mechanism during the first 170 years (the amount of years that * one had in the original TTD) and stop doing the inflation after that * because it only causes problems that can't be solved nicely and the * inflation doesn't add anything after that either; it even makes playing * it impossible due to the diverging cost and income rates. */ if (check_year && (TimerGameCalendar::year < CalendarTime::ORIGINAL_BASE_YEAR || TimerGameCalendar::year >= CalendarTime::ORIGINAL_MAX_YEAR)) return true; if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true; /* Approximation for (100 + infl_amount)% ** (1 / 12) - 100% * scaled by 65536 * 12 -> months per year * This is only a good approximation for small values */ _economy.inflation_prices += (_economy.inflation_prices * _economy.infl_amount * 54) >> 16; _economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16; if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION; if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION; return false; } /** * Computes all prices, payments and maximum loan. */ void RecomputePrices() { /* Setup maximum loan as a rounded down multiple of LOAN_INTERVAL. */ _economy.max_loan = ((uint64_t)_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / LOAN_INTERVAL * LOAN_INTERVAL; /* Setup price bases */ for (Price i = PR_BEGIN; i < PR_END; i++) { Money price = _price_base_specs[i].start_price; /* Apply difficulty settings */ uint mod = 1; switch (_price_base_specs[i].category) { case PCAT_RUNNING: mod = _settings_game.difficulty.vehicle_costs; break; case PCAT_CONSTRUCTION: mod = _settings_game.difficulty.construction_cost; break; default: break; } switch (mod) { case 0: price *= 6; break; case 1: price *= 8; break; // normalised to 1 below case 2: price *= 9; break; default: NOT_REACHED(); } /* Apply inflation */ price = (int64_t)price * _economy.inflation_prices; /* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */ int shift = _price_base_multiplier[i] - 16 - 3; if (shift >= 0) { price <<= shift; } else { price >>= -shift; } /* Make sure the price does not get reduced to zero. * Zero breaks quite a few commands that use a zero * cost to see whether something got changed or not * and based on that cause an error. When the price * is zero that fails even when things are done. */ if (price == 0) { price = Clamp(_price_base_specs[i].start_price, -1, 1); /* No base price should be zero, but be sure. */ assert(price != 0); } /* Store value */ _price[i] = price; } /* Setup cargo payment */ for (CargoSpec *cs : CargoSpec::Iterate()) { cs->current_payment = (cs->initial_payment * (int64_t)_economy.inflation_payment) >> 16; } SetWindowClassesDirty(WC_BUILD_VEHICLE); SetWindowClassesDirty(WC_REPLACE_VEHICLE); SetWindowClassesDirty(WC_VEHICLE_DETAILS); SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE); InvalidateWindowData(WC_PAYMENT_RATES, 0); } /** Let all companies pay the monthly interest on their loan. */ static void CompaniesPayInterest() { Backup cur_company(_current_company); for (const Company *c : Company::Iterate()) { cur_company.Change(c->index); /* Over a year the paid interest should be "loan * interest percentage", * but... as that number is likely not dividable by 12 (pay each month), * one needs to account for that in the monthly fee calculations. * * To easily calculate what one should pay "this" month, you calculate * what (total) should have been paid up to this month and you subtract * whatever has been paid in the previous months. This will mean one month * it'll be a bit more and the other it'll be a bit less than the average * monthly fee, but on average it will be exact. * * In order to prevent cheating or abuse (just not paying interest by not * taking a loan) we make companies pay interest on negative cash as well, * except if infinite money is enabled. */ Money yearly_fee = c->current_loan * _economy.interest_rate / 100; Money available_money = GetAvailableMoney(c->index); if (available_money < 0) { yearly_fee += -available_money * _economy.interest_rate / 100; } Money up_to_previous_month = yearly_fee * TimerGameEconomy::month / 12; Money up_to_this_month = yearly_fee * (TimerGameEconomy::month + 1) / 12; SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INTEREST, up_to_this_month - up_to_previous_month)); SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2)); } cur_company.Restore(); } static void HandleEconomyFluctuations() { if (_settings_game.difficulty.economy != 0) { /* When economy is Fluctuating, decrease counter */ _economy.fluct--; } else if (EconomyIsInRecession()) { /* When it's Steady and we are in recession, end it now */ _economy.fluct = -12; } else { /* No need to do anything else in other cases */ return; } if (_economy.fluct == 0) { _economy.fluct = -(int)GB(Random(), 0, 2); AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NT_ECONOMY, NF_NORMAL); } else if (_economy.fluct == -12) { _economy.fluct = GB(Random(), 0, 8) + 312; AddNewsItem(STR_NEWS_END_OF_RECESSION, NT_ECONOMY, NF_NORMAL); } } /** * Reset changes to the price base multipliers. */ void ResetPriceBaseMultipliers() { memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier)); } /** * Change a price base by the given factor. * The price base is altered by factors of two. * NewBaseCost = OldBaseCost * 2^n * @param price Index of price base to change. * @param factor Amount to change by. */ void SetPriceBaseMultiplier(Price price, int factor) { assert(price < PR_END); _price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER); } /** * Initialize the variables that will maintain the daily industry change system. * @param init_counter specifies if the counter is required to be initialized */ void StartupIndustryDailyChanges(bool init_counter) { uint map_size = Map::LogX() + Map::LogY(); /* After getting map size, it needs to be scaled appropriately and divided by 31, * which stands for the days in a month. * Using just 31 will make it so that a monthly reset (based on the real number of days of that month) * would not be needed. * Since it is based on "fractional parts", the leftover days will not make much of a difference * on the overall total number of changes performed */ _economy.industry_daily_increment = (1 << map_size) / 31; if (init_counter) { /* A new game or a savegame from an older version will require the counter to be initialized */ _economy.industry_daily_change_counter = 0; } } void StartupEconomy() { _economy.interest_rate = _settings_game.difficulty.initial_interest; _economy.infl_amount = _settings_game.difficulty.initial_interest; _economy.infl_amount_pr = std::max(0, _settings_game.difficulty.initial_interest - 1); _economy.fluct = GB(Random(), 0, 8) + 168; if (_settings_game.economy.inflation) { /* Apply inflation that happened before our game start year. */ int months = (std::min(TimerGameCalendar::year, CalendarTime::ORIGINAL_MAX_YEAR) - CalendarTime::ORIGINAL_BASE_YEAR).base() * 12; for (int i = 0; i < months; i++) { AddInflation(false); } } /* Set up prices */ RecomputePrices(); StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too } /** * Resets economy to initial values */ void InitializeEconomy() { _economy.inflation_prices = _economy.inflation_payment = 1 << 16; ClearCargoPickupMonitoring(); ClearCargoDeliveryMonitoring(); } /** * Determine a certain price * @param index Price base * @param cost_factor Price factor * @param grf_file NewGRF to use local price multipliers from. * @param shift Extra bit shifting after the computation * @return Price */ Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift) { if (index >= PR_END) return 0; Money cost = _price[index] * cost_factor; if (grf_file != nullptr) shift += grf_file->price_base_multipliers[index]; if (shift >= 0) { cost <<= shift; } else { cost >>= -shift; } return cost; } Money GetTransportedGoodsIncome(uint num_pieces, uint dist, uint16_t transit_periods, CargoID cargo_type) { const CargoSpec *cs = CargoSpec::Get(cargo_type); if (!cs->IsValid()) { /* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */ return 0; } /* Use callback to calculate cargo profit, if available */ if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) { uint32_t var18 = ClampTo(dist) | (ClampTo(num_pieces) << 16) | (ClampTo(transit_periods) << 24); uint16_t callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs); if (callback != CALLBACK_FAILED) { int result = GB(callback, 0, 14); /* Simulate a 15 bit signed value */ if (HasBit(callback, 14)) result -= 0x4000; /* "The result should be a signed multiplier that gets multiplied * by the amount of cargo moved and the price factor, then gets * divided by 8192." */ return result * num_pieces * cs->current_payment / 8192; } } static const int MIN_TIME_FACTOR = 31; static const int MAX_TIME_FACTOR = 255; static const int TIME_FACTOR_FRAC_BITS = 4; static const int TIME_FACTOR_FRAC = 1 << TIME_FACTOR_FRAC_BITS; const int periods1 = cs->transit_periods[0]; const int periods2 = cs->transit_periods[1]; const int periods_over_periods1 = std::max(transit_periods - periods1, 0); const int periods_over_periods2 = std::max(periods_over_periods1 - periods2, 0); int periods_over_max = MIN_TIME_FACTOR - MAX_TIME_FACTOR; if (periods2 > -periods_over_max) { periods_over_max += transit_periods - periods1; } else { periods_over_max += 2 * (transit_periods - periods1) - periods2; } /* * The time factor is calculated based on the time it took * (transit_periods) compared two cargo-depending values. The * range is divided into four parts: * * - constant for fast transits * - linear decreasing with time with a slope of -1 for medium transports * - linear decreasing with time with a slope of -2 for slow transports * - after hitting MIN_TIME_FACTOR, the time factor will be asymptotically decreased to a limit of 1 with a scaled 1/(x+1) function. * */ if (periods_over_max > 0) { const int time_factor = std::max(2 * MIN_TIME_FACTOR * TIME_FACTOR_FRAC * TIME_FACTOR_FRAC / (periods_over_max + 2 * TIME_FACTOR_FRAC), 1); // MIN_TIME_FACTOR / (x/(2 * TIME_FACTOR_FRAC) + 1) + 1, expressed as fixed point with TIME_FACTOR_FRAC_BITS. return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21 + TIME_FACTOR_FRAC_BITS); } else { const int time_factor = std::max(MAX_TIME_FACTOR - periods_over_periods1 - periods_over_periods2, MIN_TIME_FACTOR); return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21); } } /** The industries we've currently brought cargo to. */ static SmallIndustryList _cargo_delivery_destinations; /** * Transfer goods from station to industry. * All cargo is delivered to the nearest (Manhattan) industry to the station sign, which is inside the acceptance rectangle and actually accepts the cargo. * @param st The station that accepted the cargo * @param cargo_type Type of cargo delivered * @param num_pieces Amount of cargo delivered * @param source The source of the cargo * @param company The company delivering the cargo * @return actually accepted pieces of cargo */ static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source, CompanyID company) { /* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo. * This fails in three cases: * 1) The station accepts the cargo because there are enough houses around it accepting the cargo. * 2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance. * 3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour) */ uint accepted = 0; for (const auto &i : st->industries_near) { if (num_pieces == 0) break; Industry *ind = i.industry; if (ind->index == source) continue; auto it = ind->GetCargoAccepted(cargo_type); /* Check if matching cargo has been found */ if (it == std::end(ind->accepted)) continue; /* Check if industry temporarily refuses acceptance */ if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue; if (ind->exclusive_supplier != INVALID_OWNER && ind->exclusive_supplier != st->owner) continue; /* Insert the industry into _cargo_delivery_destinations, if not yet contained */ include(_cargo_delivery_destinations, ind); uint amount = std::min(num_pieces, 0xFFFFu - it->waiting); it->waiting += amount; it->last_accepted = TimerGameEconomy::date; num_pieces -= amount; accepted += amount; /* Update the cargo monitor. */ AddCargoDelivery(cargo_type, company, amount, SourceType::Industry, source, st, ind->index); } return accepted; } /** * Delivers goods to industries/towns and calculates the payment * @param num_pieces amount of cargo delivered * @param cargo_type the type of cargo that is delivered * @param dest Station the cargo has been unloaded * @param distance The distance the cargo has traveled. * @param periods_in_transit Travel time in cargo aging periods * @param company The company delivering the cargo * @param src_type Type of source of cargo (industry, town, headquarters) * @param src Index of source of cargo * @return Revenue for delivering cargo * @note The cargo is just added to the stockpile of the industry. It is due to the caller to trigger the industry's production machinery */ static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, uint distance, uint16_t periods_in_transit, Company *company, SourceType src_type, SourceID src) { assert(num_pieces > 0); Station *st = Station::Get(dest); /* Give the goods to the industry. */ uint accepted_ind = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == SourceType::Industry ? src : INVALID_INDUSTRY, company->index); /* If this cargo type is always accepted, accept all */ uint accepted_total = HasBit(st->always_accepted, cargo_type) ? num_pieces : accepted_ind; /* Update station statistics */ if (accepted_total > 0) { SetBit(st->goods[cargo_type].status, GoodsEntry::GES_EVER_ACCEPTED); SetBit(st->goods[cargo_type].status, GoodsEntry::GES_CURRENT_MONTH); SetBit(st->goods[cargo_type].status, GoodsEntry::GES_ACCEPTED_BIGTICK); } /* Update company statistics */ company->cur_economy.delivered_cargo[cargo_type] += accepted_total; /* Increase town's counter for town effects */ const CargoSpec *cs = CargoSpec::Get(cargo_type); st->town->received[cs->town_acceptance_effect].new_act += accepted_total; /* Determine profit */ Money profit = GetTransportedGoodsIncome(accepted_total, distance, periods_in_transit, cargo_type); /* Update the cargo monitor. */ AddCargoDelivery(cargo_type, company->index, accepted_total - accepted_ind, src_type, src, st); /* Modify profit if a subsidy is in effect */ if (CheckSubsidised(cargo_type, company->index, src_type, src, st)) { switch (_settings_game.difficulty.subsidy_multiplier) { case 0: profit += profit >> 1; break; case 1: profit *= 2; break; case 2: profit *= 3; break; default: profit *= 4; break; } } return profit; } /** * Inform the industry about just delivered cargo * DeliverGoodsToIndustry() silently incremented incoming_cargo_waiting, now it is time to do something with the new cargo. * @param i The industry to process */ static void TriggerIndustryProduction(Industry *i) { const IndustrySpec *indspec = GetIndustrySpec(i->type); uint16_t callback = indspec->callback_mask; i->was_cargo_delivered = true; if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) { if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) { IndustryProductionCallback(i, 0); } else { SetWindowDirty(WC_INDUSTRY_VIEW, i->index); } } else { for (auto ita = std::begin(i->accepted); ita != std::end(i->accepted); ++ita) { if (ita->waiting == 0 || !IsValidCargoID(ita->cargo)) continue; for (auto itp = std::begin(i->produced); itp != std::end(i->produced); ++itp) { if (!IsValidCargoID(itp->cargo)) continue; itp->waiting = ClampTo(itp->waiting + (ita->waiting * indspec->input_cargo_multiplier[ita - std::begin(i->accepted)][itp - std::begin(i->produced)] / 256)); } ita->waiting = 0; } } TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO); StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO); } /** * Makes us a new cargo payment helper. * @param front The front of the train */ CargoPayment::CargoPayment(Vehicle *front) : current_station(front->last_station_visited), front(front) { } CargoPayment::~CargoPayment() { if (this->CleaningPool()) return; this->front->cargo_payment = nullptr; if (this->visual_profit == 0 && this->visual_transfer == 0) return; Backup cur_company(_current_company, this->front->owner); SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit)); this->front->profit_this_year += (this->visual_profit + this->visual_transfer) << 8; if (this->route_profit != 0 && IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) { SndPlayVehicleFx(SND_14_CASHTILL, this->front); } if (this->visual_transfer != 0) { ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_transfer, -this->visual_profit); } else { ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit); } cur_company.Restore(); } /** * Handle payment for final delivery of the given cargo packet. * @param cp The cargo packet to pay for. * @param count The number of packets to pay for. * @param current_tile Current tile the payment is happening on. */ void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count, TileIndex current_tile) { if (this->owner == nullptr) { this->owner = Company::Get(this->front->owner); } /* Handle end of route payment */ Money profit = DeliverGoods(count, this->ct, this->current_station, cp->GetDistance(current_tile), cp->GetPeriodsInTransit(), this->owner, cp->GetSourceType(), cp->GetSourceID()); this->route_profit += profit; /* The vehicle's profit is whatever route profit there is minus feeder shares. */ this->visual_profit += profit - cp->GetFeederShare(count); } /** * Handle payment for transfer of the given cargo packet. * @param cp The cargo packet to pay for; actual payment won't be made!. * @param count The number of packets to pay for. * @param current_tile Current tile the payment is happening on. * @return The amount of money paid for the transfer. */ Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count, TileIndex current_tile) { /* Pay transfer vehicle the difference between the payment for the journey from * the source to the current point, and the sum of the previous transfer payments */ Money profit = -cp->GetFeederShare(count) + GetTransportedGoodsIncome( count, cp->GetDistance(current_tile), cp->GetPeriodsInTransit(), this->ct); profit = profit * _settings_game.economy.feeder_payment_share / 100; this->visual_transfer += profit; // accumulate transfer profits for whole vehicle return profit; // account for the (virtual) profit already made for the cargo packet } /** * Prepare the vehicle to be unloaded. * @param front_v the vehicle to be unloaded */ void PrepareUnload(Vehicle *front_v) { Station *curr_station = Station::Get(front_v->last_station_visited); curr_station->loading_vehicles.push_back(front_v); /* At this moment loading cannot be finished */ ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED); /* Start unloading at the first possible moment */ front_v->load_unload_ticks = 1; assert(front_v->cargo_payment == nullptr); /* One CargoPayment per vehicle and the vehicle limit equals the * limit in number of CargoPayments. Can't go wrong. */ static_assert(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE); assert(CargoPayment::CanAllocateItem()); front_v->cargo_payment = new CargoPayment(front_v); StationIDStack next_station = front_v->GetNextStoppingStation(); if (front_v->orders == nullptr || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) { Station *st = Station::Get(front_v->last_station_visited); for (Vehicle *v = front_v; v != nullptr; v = v->Next()) { const GoodsEntry *ge = &st->goods[v->cargo_type]; if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) { v->cargo.Stage( HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE), front_v->last_station_visited, next_station, front_v->current_order.GetUnloadType(), ge, front_v->cargo_payment, v->GetCargoTile()); if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING); } } } } /** * Gets the amount of cargo the given vehicle can load in the current tick. * This is only about loading speed. The free capacity is ignored. * @param v Vehicle to be queried. * @return Amount of cargo the vehicle can load at once. */ static uint GetLoadAmount(Vehicle *v) { const Engine *e = v->GetEngine(); uint load_amount = e->info.load_amount; /* The default loadamount for mail is 1/4 of the load amount for passengers */ bool air_mail = v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft(); if (air_mail) load_amount = CeilDiv(load_amount, 4); if (_settings_game.order.gradual_loading) { uint16_t cb_load_amount = CALLBACK_FAILED; if (e->GetGRF() != nullptr && e->GetGRF()->grf_version >= 8) { /* Use callback 36 */ cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED); } else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) { /* Use callback 12 */ cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v); } if (cb_load_amount != CALLBACK_FAILED) { if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8); if (cb_load_amount >= 0x100) { ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount); } else if (cb_load_amount != 0) { load_amount = cb_load_amount; } } } /* Scale load amount the same as capacity */ if (HasBit(e->info.misc_flags, EF_NO_DEFAULT_CARGO_MULTIPLIER) && !air_mail) load_amount = CeilDiv(load_amount * CargoSpec::Get(v->cargo_type)->multiplier, 0x100); /* Zero load amount breaks a lot of things. */ return std::max(1u, load_amount); } /** * Iterate the articulated parts of a vehicle, also considering the special cases of "normal" * aircraft and double headed trains. Apply an action to each vehicle and immediately return false * if that action does so. Otherwise return true. * @tparam Taction Class of action to be applied. Must implement bool operator()([const] Vehicle *). * @param v First articulated part. * @param action Instance of Taction. * @return false if any of the action invocations returned false, true otherwise. */ template bool IterateVehicleParts(Vehicle *v, Taction action) { for (Vehicle *w = v; w != nullptr; w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : nullptr) { if (!action(w)) return false; if (w->type == VEH_TRAIN) { Train *train = Train::From(w); if (train->IsMultiheaded() && !action(train->other_multiheaded_part)) return false; } } if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) return action(v->Next()); return true; } /** * Action to check if a vehicle has no stored cargo. */ struct IsEmptyAction { /** * Checks if the vehicle has stored cargo. * @param v Vehicle to be checked. * @return true if v is either empty or has only reserved cargo, false otherwise. */ bool operator()(const Vehicle *v) { return v->cargo.StoredCount() == 0; } }; /** * Refit preparation action. */ struct PrepareRefitAction { CargoArray &consist_capleft; ///< Capacities left in the consist. CargoTypes &refit_mask; ///< Bitmask of possible refit cargoes. /** * Create a refit preparation action. * @param consist_capleft Capacities left in consist, to be updated here. * @param refit_mask Refit mask to be constructed from refit information of vehicles. */ PrepareRefitAction(CargoArray &consist_capleft, CargoTypes &refit_mask) : consist_capleft(consist_capleft), refit_mask(refit_mask) {} /** * Prepares for refitting of a vehicle, subtracting its free capacity from consist_capleft and * adding the cargoes it can refit to to the refit mask. * @param v The vehicle to be refitted. * @return true. */ bool operator()(const Vehicle *v) { this->consist_capleft[v->cargo_type] -= v->cargo_cap - v->cargo.ReservedCount(); this->refit_mask |= EngInfo(v->engine_type)->refit_mask; return true; } }; /** * Action for returning reserved cargo. */ struct ReturnCargoAction { Station *st; ///< Station to give the returned cargo to. StationID next_hop; ///< Next hop the cargo should be assigned to. /** * Construct a cargo return action. * @param st Station to give the returned cargo to. * @param next_one Next hop the cargo should be assigned to. */ ReturnCargoAction(Station *st, StationID next_one) : st(st), next_hop(next_one) {} /** * Return all reserved cargo from a vehicle. * @param v Vehicle to return cargo from. * @return true. */ bool operator()(Vehicle *v) { v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop, v->GetCargoTile()); return true; } }; /** * Action for finalizing a refit. */ struct FinalizeRefitAction { CargoArray &consist_capleft; ///< Capacities left in the consist. Station *st; ///< Station to reserve cargo from. StationIDStack &next_station; ///< Next hops to reserve cargo for. bool do_reserve; ///< If the vehicle should reserve. /** * Create a finalizing action. * @param consist_capleft Capacities left in the consist. * @param st Station to reserve cargo from. * @param next_station Next hops to reserve cargo for. * @param do_reserve If we should reserve cargo or just add up the capacities. */ FinalizeRefitAction(CargoArray &consist_capleft, Station *st, StationIDStack &next_station, bool do_reserve) : consist_capleft(consist_capleft), st(st), next_station(next_station), do_reserve(do_reserve) {} /** * Reserve cargo from the station and update the remaining consist capacities with the * vehicle's remaining free capacity. * @param v Vehicle to be finalized. * @return true. */ bool operator()(Vehicle *v) { if (this->do_reserve) { this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(), &v->cargo, this->next_station, v->GetCargoTile()); } this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount(); return true; } }; /** * Refit a vehicle in a station. * @param v Vehicle to be refitted. * @param consist_capleft Added cargo capacities in the consist. * @param st Station the vehicle is loading at. * @param next_station Possible next stations the vehicle can travel to. * @param new_cid Target cargo for refit. */ static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station *st, StationIDStack next_station, CargoID new_cid) { Vehicle *v_start = v->GetFirstEnginePart(); if (!IterateVehicleParts(v_start, IsEmptyAction())) return; Backup cur_company(_current_company, v->owner); CargoTypes refit_mask = v->GetEngine()->info.refit_mask; /* Remove old capacity from consist capacity and collect refit mask. */ IterateVehicleParts(v_start, PrepareRefitAction(consist_capleft, refit_mask)); bool is_auto_refit = new_cid == CARGO_AUTO_REFIT; if (is_auto_refit) { /* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */ new_cid = v_start->cargo_type; for (CargoID cid : SetCargoBitIterator(refit_mask)) { if (st->goods[cid].cargo.HasCargoFor(next_station)) { /* Try to find out if auto-refitting would succeed. In case the refit is allowed, * the returned refit capacity will be greater than zero. */ auto [cc, refit_capacity, mail_capacity, cargo_capacities] = Command::Do(DC_QUERY_COST, v_start->index, cid, 0xFF, true, false, 1); // Auto-refit and only this vehicle including artic parts. /* Try to balance different loadable cargoes between parts of the consist, so that * all of them can be loaded. Avoid a situation where all vehicles suddenly switch * to the first loadable cargo for which there is only one packet. If the capacities * are equal refit to the cargo of which most is available. This is important for * consists of only a single vehicle as those will generally have a consist_capleft * of 0 for all cargoes. */ if (refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] || (consist_capleft[cid] == consist_capleft[new_cid] && st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) { new_cid = cid; } } } } /* Refit if given a valid cargo. */ if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) { /* INVALID_STATION because in the DT_MANUAL case that's correct and in the DT_(A)SYMMETRIC * cases the next hop of the vehicle doesn't really tell us anything if the cargo had been * "via any station" before reserving. We rather produce some more "any station" cargo than * misrouting it. */ IterateVehicleParts(v_start, ReturnCargoAction(st, INVALID_STATION)); CommandCost cost = std::get<0>(Command::Do(DC_EXEC, v_start->index, new_cid, 0xFF, true, false, 1)); // Auto-refit and only this vehicle including artic parts. if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8; } /* Add new capacity to consist capacity and reserve cargo */ IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station, is_auto_refit || (v->First()->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0)); cur_company.Restore(); } /** * Test whether a vehicle can load cargo at a station even if exclusive transport rights are present. * @param st Station with cargo waiting to be loaded. * @param v Vehicle loading the cargo. * @return true when a vehicle can load the cargo. */ static bool MayLoadUnderExclusiveRights(const Station *st, const Vehicle *v) { return st->owner != OWNER_NONE || st->town->exclusive_counter == 0 || st->town->exclusivity == v->owner; } struct ReserveCargoAction { Station *st; StationIDStack *next_station; ReserveCargoAction(Station *st, StationIDStack *next_station) : st(st), next_station(next_station) {} bool operator()(Vehicle *v) { if (v->cargo_cap > v->cargo.RemainingCount() && MayLoadUnderExclusiveRights(st, v)) { st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(), &v->cargo, *next_station, v->GetCargoTile()); } return true; } }; /** * Reserves cargo if the full load order and improved_load is set or if the * current order allows autorefit. * @param st Station where the consist is loading at the moment. * @param u Front of the loading vehicle consist. * @param consist_capleft If given, save free capacities after reserving there. * @param next_station Station(s) the vehicle will stop at next. */ static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack *next_station) { /* If there is a cargo payment not all vehicles of the consist have tried to do the refit. * In that case, only reserve if it's a fixed refit and the equivalent of "articulated chain" * a vehicle belongs to already has the right cargo. */ bool must_reserve = !u->current_order.IsRefit() || u->cargo_payment == nullptr; for (Vehicle *v = u; v != nullptr; v = v->Next()) { assert(v->cargo_cap >= v->cargo.RemainingCount()); /* Exclude various ways in which the vehicle might not be the head of an equivalent of * "articulated chain". Also don't do the reservation if the vehicle is going to refit * to a different cargo and hasn't tried to do so, yet. */ if (!v->IsArticulatedPart() && (v->type != VEH_TRAIN || !Train::From(v)->IsRearDualheaded()) && (v->type != VEH_AIRCRAFT || Aircraft::From(v)->IsNormalAircraft()) && (must_reserve || u->current_order.GetRefitCargo() == v->cargo_type)) { IterateVehicleParts(v, ReserveCargoAction(st, next_station)); } if (consist_capleft == nullptr || v->cargo_cap == 0) continue; (*consist_capleft)[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount(); } } /** * Update the vehicle's load_unload_ticks, the time it will wait until it tries to load or unload * again. Adjust for overhang of trains and set it at least to 1. * @param front The vehicle to be updated. * @param st The station the vehicle is loading at. * @param ticks The time it would normally wait, based on cargo loaded and unloaded. */ static void UpdateLoadUnloadTicks(Vehicle *front, const Station *st, int ticks) { if (front->type == VEH_TRAIN && _settings_game.order.station_length_loading_penalty) { /* Each platform tile is worth 2 rail vehicles. */ int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE; if (overhang > 0) { ticks <<= 1; ticks += (overhang * ticks) / 8; } } /* Always wait at least 1, otherwise we'll wait 'infinitively' long. */ front->load_unload_ticks = std::max(1, ticks); } /** * Loads/unload the vehicle if possible. * @param front the vehicle to be (un)loaded */ static void LoadUnloadVehicle(Vehicle *front) { assert(front->current_order.IsType(OT_LOADING)); StationID last_visited = front->last_station_visited; Station *st = Station::Get(last_visited); StationIDStack next_station = front->GetNextStoppingStation(); bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CARGO_AUTO_REFIT; CargoArray consist_capleft{}; if (_settings_game.order.improved_load && use_autorefit ? front->cargo_payment == nullptr : (front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0) { ReserveConsist(st, front, (use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : nullptr, &next_station); } /* We have not waited enough time till the next round of loading/unloading */ if (front->load_unload_ticks != 0) return; if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) { /* The train reversed in the station. Take the "easy" way * out and let the train just leave as it always did. */ SetBit(front->vehicle_flags, VF_LOADING_FINISHED); front->load_unload_ticks = 1; return; } int new_load_unload_ticks = 0; bool dirty_vehicle = false; bool dirty_station = false; bool completely_emptied = true; bool anything_unloaded = false; bool anything_loaded = false; CargoTypes full_load_amount = 0; CargoTypes cargo_not_full = 0; CargoTypes cargo_full = 0; CargoTypes reservation_left = 0; front->cur_speed = 0; CargoPayment *payment = front->cargo_payment; uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity) for (Vehicle *v = front; v != nullptr; v = v->Next()) { if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0; if (v->cargo_cap == 0) continue; artic_part++; GoodsEntry *ge = &st->goods[v->cargo_type]; if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (front->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) { uint cargo_count = v->cargo.UnloadCount(); uint amount_unloaded = _settings_game.order.gradual_loading ? std::min(cargo_count, GetLoadAmount(v)) : cargo_count; bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here? assert(payment != nullptr); payment->SetCargo(v->cargo_type); if (!HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) { /* The station does not accept our goods anymore. */ if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) { /* Transfer instead of delivering. */ v->cargo.Reassign( v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER)); } else { uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER); if (v->cargo_cap < new_remaining) { /* Return some of the reserved cargo to not overload the vehicle. */ v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION, v->GetCargoTile()); } /* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/ v->cargo.Reassign( v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER)); /* ... say we unloaded something, otherwise we'll think we didn't unload * something and we didn't load something, so we must be finished * at this station. Setting the unloaded means that we will get a * retry for loading in the next cycle. */ anything_unloaded = true; } } if (v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0) { /* Mark the station dirty if we transfer, but not if we only deliver. */ dirty_station = true; if (!ge->HasRating()) { /* Upon transferring cargo, make sure the station has a rating. Fake a pickup for the * first unload to prevent the cargo from quickly decaying after the initial drop. */ ge->time_since_pickup = 0; SetBit(ge->status, GoodsEntry::GES_RATING); } } amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment, v->GetCargoTile()); remaining = v->cargo.UnloadCount() > 0; if (amount_unloaded > 0) { dirty_vehicle = true; anything_unloaded = true; new_load_unload_ticks += amount_unloaded; /* Deliver goods to the station */ st->time_since_unload = 0; } if (_settings_game.order.gradual_loading && remaining) { completely_emptied = false; } else { /* We have finished unloading (cargo count == 0) */ ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING); } continue; } /* Do not pick up goods when we have no-load set or loading is stopped. */ if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue; /* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */ if (front->current_order.IsRefit() && artic_part == 1) { HandleStationRefit(v, consist_capleft, st, next_station, front->current_order.GetRefitCargo()); ge = &st->goods[v->cargo_type]; } /* As we're loading here the following link can carry the full capacity of the vehicle. */ v->refit_cap = v->cargo_cap; /* update stats */ int t; switch (front->type) { case VEH_TRAIN: case VEH_SHIP: t = front->vcache.cached_max_speed; break; case VEH_ROAD: t = front->vcache.cached_max_speed / 2; break; case VEH_AIRCRAFT: t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units. break; default: NOT_REACHED(); } /* if last speed is 0, we treat that as if no vehicle has ever visited the station. */ ge->last_speed = ClampTo(t); ge->last_age = ClampTo(TimerGameCalendar::year - front->build_year); assert(v->cargo_cap >= v->cargo.StoredCount()); /* Capacity available for loading more cargo. */ uint cap_left = v->cargo_cap - v->cargo.StoredCount(); if (cap_left > 0) { /* If vehicle can load cargo, reset time_since_pickup. */ ge->time_since_pickup = 0; /* If there's goods waiting at the station, and the vehicle * has capacity for it, load it on the vehicle. */ if ((v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0) && MayLoadUnderExclusiveRights(st, v)) { if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO); if (_settings_game.order.gradual_loading) cap_left = std::min(cap_left, GetLoadAmount(v)); uint loaded = ge->cargo.Load(cap_left, &v->cargo, next_station, v->GetCargoTile()); if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) { /* Remember if there are reservations left so that we don't stop * loading before they're loaded. */ SetBit(reservation_left, v->cargo_type); } /* Store whether the maximum possible load amount was loaded or not.*/ if (loaded == cap_left) { SetBit(full_load_amount, v->cargo_type); } else { ClrBit(full_load_amount, v->cargo_type); } /* TODO: Regarding this, when we do gradual loading, we * should first unload all vehicles and then start * loading them. Since this will cause * VEHICLE_TRIGGER_EMPTY to be called at the time when * the whole vehicle chain is really totally empty, the * completely_emptied assignment can then be safely * removed; that's how TTDPatch behaves too. --pasky */ if (loaded > 0) { completely_emptied = false; anything_loaded = true; st->time_since_load = 0; st->last_vehicle_type = v->type; if (ge->cargo.TotalCount() == 0) { TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type); TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type); AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type); TriggerRoadStopRandomisation(st, st->xy, RSRT_CARGO_TAKEN, v->cargo_type); TriggerRoadStopAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type); } new_load_unload_ticks += loaded; dirty_vehicle = dirty_station = true; } } } if (v->cargo.StoredCount() >= v->cargo_cap) { SetBit(cargo_full, v->cargo_type); } else { SetBit(cargo_not_full, v->cargo_type); } } if (anything_loaded || anything_unloaded) { if (front->type == VEH_TRAIN) { TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS); TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS); } else if (front->type == VEH_ROAD) { TriggerRoadStopRandomisation(st, front->tile, RSRT_VEH_LOADS); TriggerRoadStopAnimation(st, front->tile, SAT_TRAIN_LOADS); } } /* Only set completely_emptied, if we just unloaded all remaining cargo */ completely_emptied &= anything_unloaded; if (!anything_unloaded) delete payment; ClrBit(front->vehicle_flags, VF_STOP_LOADING); if (anything_loaded || anything_unloaded) { if (_settings_game.order.gradual_loading) { /* The time it takes to load one 'slice' of cargo or passengers depends * on the vehicle type - the values here are those found in TTDPatch */ const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 }; new_load_unload_ticks = gradual_loading_wait_time[front->type]; } /* We loaded less cargo than possible for all cargo types and it's not full * load and we're not supposed to wait any longer: stop loading. */ if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) && front->current_order_time >= std::max(front->current_order.GetTimetabledWait() - front->lateness_counter, 0)) { SetBit(front->vehicle_flags, VF_STOP_LOADING); } UpdateLoadUnloadTicks(front, st, new_load_unload_ticks); } else { UpdateLoadUnloadTicks(front, st, 20); // We need the ticks for link refreshing. bool finished_loading = true; if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) { if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) { /* if the aircraft carries passengers and is NOT full, then * continue loading, no matter how much mail is in */ if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) || (cargo_not_full != 0 && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes finished_loading = false; } } else if (cargo_not_full != 0) { finished_loading = false; } /* Refresh next hop stats if we're full loading to make the links * known to the distribution algorithm and allow cargo to be sent * along them. Otherwise the vehicle could wait for cargo * indefinitely if it hasn't visited the other links yet, or if the * links die while it's loading. */ if (!finished_loading) LinkRefresher::Run(front, true, true); } SB(front->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading); } /* Calculate the loading indicator fill percent and display * In the Game Menu do not display indicators * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 ) * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0 * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything */ if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) { StringID percent_up_down = STR_NULL; int percent = CalcPercentVehicleFilled(front, &percent_up_down); if (front->fill_percent_te_id == INVALID_TE_ID) { front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down); } else { UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down); } } if (completely_emptied) { /* Make sure the vehicle is marked dirty, since we need to update the NewGRF * properties such as weight, power and TE whenever the trigger runs. */ dirty_vehicle = true; TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY); } if (dirty_vehicle) { SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner); SetWindowDirty(WC_VEHICLE_DETAILS, front->index); front->MarkDirty(); } if (dirty_station) { st->MarkTilesDirty(true); SetWindowDirty(WC_STATION_VIEW, st->index); SetWindowDirty(WC_STATION_LIST, st->owner); } } /** * Load/unload the vehicles in this station according to the order * they entered. * @param st the station to do the loading/unloading for */ void LoadUnloadStation(Station *st) { /* No vehicle is here... */ if (st->loading_vehicles.empty()) return; Vehicle *last_loading = nullptr; /* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */ for (Vehicle *v : st->loading_vehicles) { if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue; assert(v->load_unload_ticks != 0); if (--v->load_unload_ticks == 0) last_loading = v; } /* We only need to reserve and load/unload up to the last loading vehicle. * Anything else will be forgotten anyway after returning from this function. * * Especially this means we do _not_ need to reserve cargo for a single * consist in a station which is not allowed to load yet because its * load_unload_ticks is still not 0. */ if (last_loading == nullptr) return; for (Vehicle *v : st->loading_vehicles) { if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v); if (v == last_loading) break; } /* Call the production machinery of industries */ for (Industry *iid : _cargo_delivery_destinations) { TriggerIndustryProduction(iid); } _cargo_delivery_destinations.clear(); } /** * Every calendar month update of inflation. */ static IntervalTimer _calendar_inflation_monthly({TimerGameCalendar::MONTH, TimerGameCalendar::Priority::COMPANY}, [](auto) { if (_settings_game.economy.inflation) { AddInflation(); RecomputePrices(); } }); /** * Every economy month update of company economic data, plus economy fluctuations. */ static IntervalTimer _economy_companies_monthly({ TimerGameEconomy::MONTH, TimerGameEconomy::Priority::COMPANY }, [](auto) { CompaniesGenStatistics(); CompaniesPayInterest(); HandleEconomyFluctuations(); }); static void DoAcquireCompany(Company *c, bool hostile_takeover) { CompanyID ci = c->index; CompanyNewsInformation *cni = new CompanyNewsInformation(c, Company::Get(_current_company)); SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE); SetDParam(1, hostile_takeover ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION); SetDParamStr(2, cni->company_name); SetDParamStr(3, cni->other_company_name); SetDParam(4, c->bankrupt_value); AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni); AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company)); Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company)); ChangeOwnershipOfCompanyItems(ci, _current_company); if (c->is_ai) AI::Stop(c->index); CloseCompanyWindows(ci); InvalidateWindowClassesData(WC_TRAINS_LIST, 0); InvalidateWindowClassesData(WC_SHIPS_LIST, 0); InvalidateWindowClassesData(WC_ROADVEH_LIST, 0); InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0); delete c; } /** * Buy up another company. * When a competing company is gone bankrupt you get the chance to purchase * that company. * @todo currently this only works for AI companies * @param flags type of operation * @param target_company company to buy up * @param hostile_takeover whether to buy up the company even if it is not bankrupt * @return the cost of this operation or an error */ CommandCost CmdBuyCompany(DoCommandFlag flags, CompanyID target_company, bool hostile_takeover) { Company *c = Company::GetIfValid(target_company); if (c == nullptr) return CMD_ERROR; /* If you do a hostile takeover but the company went bankrupt, buy it via bankruptcy rules. */ if (hostile_takeover && HasBit(c->bankrupt_asked, _current_company)) hostile_takeover = false; /* Disable takeovers when not asked */ if (!hostile_takeover && !HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR; /* Only allow hostile takeover of AI companies and when in single player */ if (hostile_takeover && !c->is_ai) return CMD_ERROR; if (hostile_takeover && _networking) return CMD_ERROR; /* Disable taking over the local company in singleplayer mode */ if (!_networking && _local_company == c->index) return CMD_ERROR; /* Do not allow companies to take over themselves */ if (target_company == _current_company) return CMD_ERROR; /* Disable taking over when not allowed. */ if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR; /* Get the cost here as the company is deleted in DoAcquireCompany. * For bankruptcy this amount is calculated when the offer was made; * for hostile takeover you pay the current price. */ CommandCost cost(EXPENSES_OTHER, hostile_takeover ? CalculateHostileTakeoverValue(c) : c->bankrupt_value); if (flags & DC_EXEC) { DoAcquireCompany(c, hostile_takeover); } return cost; }