Files @ r12621:386add954b41
Branch filter:

Location: cpp/openttd-patchpack/source/src/economy.cpp

translators
(svn r17074) -Update from WebTranslator v3.0:
simplified_chinese - 8 changes by Gavin
dutch - 50 changes by Rubidium, TrueBrain
finnish - 4 changes by jpx_
french - 47 changes by glx
frisian - 38 changes by huddekul
galician - 20 changes by Condex
german - 2 changes by Roujin
indonesian - 7 changes by fanioz
romanian - 9 changes by kkmic
russian - 51 changes by Lone_Wolf, MajestiC
spanish - 1 changes by Terkhen
   1
   2
   3
   4
   5
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  32
  33
  34
  35
  36
  37
  38
  39
  40
  41
  42
  43
  44
  45
  46
  47
  48
  49
  50
  51
  52
  53
  54
  55
  56
  57
  58
  59
  60
  61
  62
  63
  64
  65
  66
  67
  68
  69
  70
  71
  72
  73
  74
  75
  76
  77
  78
  79
  80
  81
  82
  83
  84
  85
  86
  87
  88
  89
  90
  91
  92
  93
  94
  95
  96
  97
  98
  99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 215
 216
 217
 218
 219
 220
 221
 222
 223
 224
 225
 226
 227
 228
 229
 230
 231
 232
 233
 234
 235
 236
 237
 238
 239
 240
 241
 242
 243
 244
 245
 246
 247
 248
 249
 250
 251
 252
 253
 254
 255
 256
 257
 258
 259
 260
 261
 262
 263
 264
 265
 266
 267
 268
 269
 270
 271
 272
 273
 274
 275
 276
 277
 278
 279
 280
 281
 282
 283
 284
 285
 286
 287
 288
 289
 290
 291
 292
 293
 294
 295
 296
 297
 298
 299
 300
 301
 302
 303
 304
 305
 306
 307
 308
 309
 310
 311
 312
 313
 314
 315
 316
 317
 318
 319
 320
 321
 322
 323
 324
 325
 326
 327
 328
 329
 330
 331
 332
 333
 334
 335
 336
 337
 338
 339
 340
 341
 342
 343
 344
 345
 346
 347
 348
 349
 350
 351
 352
 353
 354
 355
 356
 357
 358
 359
 360
 361
 362
 363
 364
 365
 366
 367
 368
 369
 370
 371
 372
 373
 374
 375
 376
 377
 378
 379
 380
 381
 382
 383
 384
 385
 386
 387
 388
 389
 390
 391
 392
 393
 394
 395
 396
 397
 398
 399
 400
 401
 402
 403
 404
 405
 406
 407
 408
 409
 410
 411
 412
 413
 414
 415
 416
 417
 418
 419
 420
 421
 422
 423
 424
 425
 426
 427
 428
 429
 430
 431
 432
 433
 434
 435
 436
 437
 438
 439
 440
 441
 442
 443
 444
 445
 446
 447
 448
 449
 450
 451
 452
 453
 454
 455
 456
 457
 458
 459
 460
 461
 462
 463
 464
 465
 466
 467
 468
 469
 470
 471
 472
 473
 474
 475
 476
 477
 478
 479
 480
 481
 482
 483
 484
 485
 486
 487
 488
 489
 490
 491
 492
 493
 494
 495
 496
 497
 498
 499
 500
 501
 502
 503
 504
 505
 506
 507
 508
 509
 510
 511
 512
 513
 514
 515
 516
 517
 518
 519
 520
 521
 522
 523
 524
 525
 526
 527
 528
 529
 530
 531
 532
 533
 534
 535
 536
 537
 538
 539
 540
 541
 542
 543
 544
 545
 546
 547
 548
 549
 550
 551
 552
 553
 554
 555
 556
 557
 558
 559
 560
 561
 562
 563
 564
 565
 566
 567
 568
 569
 570
 571
 572
 573
 574
 575
 576
 577
 578
 579
 580
 581
 582
 583
 584
 585
 586
 587
 588
 589
 590
 591
 592
 593
 594
 595
 596
 597
 598
 599
 600
 601
 602
 603
 604
 605
 606
 607
 608
 609
 610
 611
 612
 613
 614
 615
 616
 617
 618
 619
 620
 621
 622
 623
 624
 625
 626
 627
 628
 629
 630
 631
 632
 633
 634
 635
 636
 637
 638
 639
 640
 641
 642
 643
 644
 645
 646
 647
 648
 649
 650
 651
 652
 653
 654
 655
 656
 657
 658
 659
 660
 661
 662
 663
 664
 665
 666
 667
 668
 669
 670
 671
 672
 673
 674
 675
 676
 677
 678
 679
 680
 681
 682
 683
 684
 685
 686
 687
 688
 689
 690
 691
 692
 693
 694
 695
 696
 697
 698
 699
 700
 701
 702
 703
 704
 705
 706
 707
 708
 709
 710
 711
 712
 713
 714
 715
 716
 717
 718
 719
 720
 721
 722
 723
 724
 725
 726
 727
 728
 729
 730
 731
 732
 733
 734
 735
 736
 737
 738
 739
 740
 741
 742
 743
 744
 745
 746
 747
 748
 749
 750
 751
 752
 753
 754
 755
 756
 757
 758
 759
 760
 761
 762
 763
 764
 765
 766
 767
 768
 769
 770
 771
 772
 773
 774
 775
 776
 777
 778
 779
 780
 781
 782
 783
 784
 785
 786
 787
 788
 789
 790
 791
 792
 793
 794
 795
 796
 797
 798
 799
 800
 801
 802
 803
 804
 805
 806
 807
 808
 809
 810
 811
 812
 813
 814
 815
 816
 817
 818
 819
 820
 821
 822
 823
 824
 825
 826
 827
 828
 829
 830
 831
 832
 833
 834
 835
 836
 837
 838
 839
 840
 841
 842
 843
 844
 845
 846
 847
 848
 849
 850
 851
 852
 853
 854
 855
 856
 857
 858
 859
 860
 861
 862
 863
 864
 865
 866
 867
 868
 869
 870
 871
 872
 873
 874
 875
 876
 877
 878
 879
 880
 881
 882
 883
 884
 885
 886
 887
 888
 889
 890
 891
 892
 893
 894
 895
 896
 897
 898
 899
 900
 901
 902
 903
 904
 905
 906
 907
 908
 909
 910
 911
 912
 913
 914
 915
 916
 917
 918
 919
 920
 921
 922
 923
 924
 925
 926
 927
 928
 929
 930
 931
 932
 933
 934
 935
 936
 937
 938
 939
 940
 941
 942
 943
 944
 945
 946
 947
 948
 949
 950
 951
 952
 953
 954
 955
 956
 957
 958
 959
 960
 961
 962
 963
 964
 965
 966
 967
 968
 969
 970
 971
 972
 973
 974
 975
 976
 977
 978
 979
 980
 981
 982
 983
 984
 985
 986
 987
 988
 989
 990
 991
 992
 993
 994
 995
 996
 997
 998
 999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
/* $Id$ */

/** @file economy.cpp Handling of the economy. */

#include "stdafx.h"
#include "openttd.h"
#include "tile_cmd.h"
#include "company_func.h"
#include "command_func.h"
#include "industry_map.h"
#include "town.h"
#include "news_func.h"
#include "network/network.h"
#include "network/network_func.h"
#include "vehicle_gui.h"
#include "ai/ai.hpp"
#include "aircraft.h"
#include "train.h"
#include "newgrf_engine.h"
#include "newgrf_sound.h"
#include "newgrf_industries.h"
#include "newgrf_industrytiles.h"
#include "newgrf_station.h"
#include "unmovable.h"
#include "group.h"
#include "strings_func.h"
#include "functions.h"
#include "window_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "gfx_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 "table/strings.h"
#include "table/sprites.h"
#include "table/pricebase.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 BigMulS(const int32 a, const int32 b, const uint8 shift)
{
	return (int32)((int64)a * (int64)b >> shift);
}

/**
 * Multiply two unsigned integers and shift the results to right.
 *
 * This function multiplies two unsigned integers. The result is
 * shifted by the amount of shift to right.
 *
 * @param a The first unsigned integer
 * @param b The second unsigned integer
 * @param shift The amount to shift the value to right.
 * @return The shifted result
 */
static inline uint32 BigMulSU(const uint32 a, const uint32 b, const uint8 shift)
{
	return (uint32)((uint64)a * (uint64)b >> shift);
}

typedef SmallVector<Industry *, 16> SmallIndustryList;

/* Score info */
const ScoreInfo _score_info[] = {
	{ SCORE_VEHICLES,        120, 100 },
	{ SCORE_STATIONS,         80, 100 },
	{ SCORE_MIN_PROFIT,    10000, 100 },
	{ SCORE_MIN_INCOME,    50000,  50 },
	{ SCORE_MAX_INCOME,   100000, 100 },
	{ SCORE_DELIVERED,     40000, 400 },
	{ SCORE_CARGO,             8,  50 },
	{ SCORE_MONEY,      10000000,  50 },
	{ SCORE_LOAN,         250000,  50 },
	{ SCORE_TOTAL,             0,   0 }
};

int _score_part[MAX_COMPANIES][SCORE_END];
Economy _economy;
Prices _price;
uint16 _price_frac[NUM_PRICES];
Money  _cargo_payment_rates[NUM_CARGO];
uint16 _cargo_payment_rates_frac[NUM_CARGO];
Money _additional_cash_required;

Money CalculateCompanyValue(const Company *c)
{
	Owner owner = c->index;
	Money value = 0;

	Station *st;
	uint num = 0;

	FOR_ALL_STATIONS(st) {
		if (st->owner == owner) num += CountBits((byte)st->facilities);
	}

	value += num * _price.station_value * 25;

	Vehicle *v;
	FOR_ALL_VEHICLES(v) {
		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;
		}
	}

	/* Add real money value */
	value -= c->current_loan;
	value += c->money;

	return max(value, (Money)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 */
	{
		Vehicle *v;
		Money min_profit = 0;
		bool min_profit_first = true;
		uint num = 0;

		FOR_ALL_VEHICLES(v) {
			if (v->owner != owner) continue;
			if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
				num++;
				if (v->age > 730) {
					/* 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] = ClampToI32(min_profit);
	}

	/* Count stations */
	{
		uint num = 0;
		const Station *st;

		FOR_ALL_STATIONS(st) {
			if (st->owner == owner) num += CountBits((byte)st->facilities);
		}
		_score_part[owner][SCORE_STATIONS] = num;
	}

	/* Generate statistics depending on recent income statistics */
	{
		int numec = min(c->num_valid_stat_ent, 12);
		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 = min(min_income, cee->income + cee->expenses);
				max_income = max(max_income, cee->income + cee->expenses);
			} while (++cee, --numec);

			if (min_income > 0) {
				_score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
			}

			_score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
		}
	}

	/* Generate score depending on amount of transported cargo */
	{
		const CompanyEconomyEntry *cee;
		int numec;
		uint32 total_delivered;

		numec = min(c->num_valid_stat_ent, 4);
		if (numec != 0) {
			cee = c->old_economy;
			total_delivered = 0;
			do {
				total_delivered += cee->delivered_cargo;
			} while (++cee, --numec);

			_score_part[owner][SCORE_DELIVERED] = total_delivered;
		}
	}

	/* Generate score for variety of cargo */
	{
		uint num = CountBits(c->cargo_types);
		_score_part[owner][SCORE_CARGO] = num;
		if (update) c->cargo_types = 0;
	}

	/* Generate score for company's money */
	{
		if (c->money > 0) {
			_score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
		}
	}

	/* Generate score for loan */
	{
		_score_part[owner][SCORE_LOAN] = ClampToI32(_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, score);
		c->old_economy[0].company_value = CalculateCompanyValue(c);
	}

	InvalidateWindow(WC_PERFORMANCE_DETAIL, 0);
	return score;
}

/*  use INVALID_OWNER as new_owner to delete the company. */
void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
{
	Town *t;
	CompanyID old = _current_company;

	assert(old_owner != new_owner);

	{
		Company *c;
		uint i;

		/* See if the old_owner had shares in other companies */
		_current_company = old_owner;
		FOR_ALL_COMPANIES(c) {
			for (i = 0; i < 4; i++) {
				if (c->share_owners[i] == old_owner) {
					/* Sell his shares */
					CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
					/* Because we are in a DoCommand, we can't just execute an other one and
					 *  expect the money to be removed. We need to do it ourself! */
					SubtractMoneyFromCompany(res);
				}
			}
		}

		/* Sell all the shares that people have on this company */
		c = Company::Get(old_owner);
		for (i = 0; i < 4; i++) {
			_current_company = c->share_owners[i];
			if (_current_company != INVALID_OWNER) {
				/* Sell the shares */
				CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
				/* Because we are in a DoCommand, we can't just execute an other one and
				 *  expect the money to be removed. We need to do it ourself! */
				SubtractMoneyFromCompany(res);
			}
		}
	}

	_current_company = old_owner;

	/* Temporarily increase the company's money, to be sure that
	 * removing his/her 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
	}

	if (new_owner == INVALID_OWNER) {
		Subsidy *s;
		FOR_ALL_SUBSIDIES(s) {
			if (s->IsAwarded() && Station::Get(s->to)->owner == old_owner) {
				s->cargo_type = CT_INVALID;
			}
		}
	}

	/* Take care of rating in towns */
	FOR_ALL_TOWNS(t) {
		/* 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] = 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);
	}

	{
		FreeUnitIDGenerator unitidgen[] = {
			FreeUnitIDGenerator(VEH_TRAIN, new_owner), FreeUnitIDGenerator(VEH_ROAD,     new_owner),
			FreeUnitIDGenerator(VEH_SHIP,  new_owner), FreeUnitIDGenerator(VEH_AIRCRAFT, new_owner)
		};

		Vehicle *v;
		FOR_ALL_VEHICLES(v) {
			if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
				if (new_owner == INVALID_OWNER) {
					if (v->Previous() == NULL) delete v;
				} else {
					v->owner = new_owner;
					v->colourmap = PAL_NONE;
					if (v->IsEngineCountable()) Company::Get(new_owner)->num_engines[v->engine_type]++;
					if (v->IsPrimaryVehicle()) v->unitnumber = unitidgen[v->type].NextID();
				}
			}
		}
	}

	/*  Change ownership of tiles */
	{
		TileIndex tile = 0;
		do {
			ChangeTileOwner(tile, old_owner, new_owner);
		} while (++tile != MapSize());

		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
			 * Similiar 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 != MapSize());
		}

		/* update signals in buffer */
		UpdateSignalsInBuffer();
	}

	/* convert owner of stations (including deleted ones, but excluding buoys) */
	Station *st;
	FOR_ALL_STATIONS(st) {
		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) */
	Waypoint *wp;
	FOR_ALL_WAYPOINTS(wp) {
		if (wp->owner == old_owner) {
			wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
		}
	}

	/* 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 {
		Group *g;
		FOR_ALL_GROUPS(g) {
			if (g->owner == old_owner) g->owner = new_owner;
		}
	}

	Sign *si;
	FOR_ALL_SIGNS(si) {
		if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
	}

	/* Change colour of existing windows */
	if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);

	_current_company = old;

	MarkWholeScreenDirty();
}

static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
{
#ifdef ENABLE_NETWORK
	if (!_networking) return;

	if (current_owner == _local_company) {
		SetLocalCompany(new_owner);
	}

	if (!_network_server) return;

	NetworkServerChangeOwner(current_owner, new_owner);
#endif /* ENABLE_NETWORK */
}

static void CompanyCheckBankrupt(Company *c)
{
	/*  If the company has money again, it does not go bankrupt */
	if (c->money >= 0) {
		c->quarters_of_bankrupcy = 0;
		return;
	}

	c->quarters_of_bankrupcy++;

	CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
	cni->FillData(c);

	switch (c->quarters_of_bankrupcy) {
		case 0:
		case 1:
			free(cni);
			break;

		case 2:
			SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
			SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
			SetDParamStr(2, cni->company_name);
			AddCompanyNewsItem(STR_NEWS_MESSAGE, NS_COMPANY_TROUBLE, cni);
			AI::BroadcastNewEvent(new AIEventCompanyInTrouble(c->index));
			break;
		case 3: {
			/* XXX - In multiplayer, should we ask other companies if it wants to take
		          over when it is a human company? -- TrueLight */
			if (!c->is_ai) {
				SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
				SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
				SetDParamStr(2, cni->company_name);
				AddCompanyNewsItem(STR_NEWS_MESSAGE, NS_COMPANY_TROUBLE, cni);
				break;
			}

			/* Check if the company has any value.. if not, declare it bankrupt
			 *  right now */
			Money val = CalculateCompanyValue(c);
			if (val > 0) {
				c->bankrupt_value = val;
				c->bankrupt_asked = 1 << c->index; // Don't ask the owner
				c->bankrupt_timeout = 0;
				free(cni);
				break;
			}
			/* Else, falltrue to case 4... */
		}
		default:
		case 4:
			if (!_networking && _local_company == c->index) {
				/* If we are in offline mode, leave the company playing. Eg. there
				 * is no THE-END, otherwise mark the client as spectator to make sure
				 * he/she is no long in control of this company. However... when you
				 * join another company (cheat) the "unowned" company can bankrupt. */
				c->bankrupt_asked = MAX_UVALUE(CompanyMask);
				c->bankrupt_timeout = 0x456;
				break;
			}

			/* Close everything the owner has open */
			DeleteCompanyWindows(c->index);

			/* Show bankrupt news */
			SetDParam(0, STR_NEWS_COMPANY_BANKRUPT_TITLE);
			SetDParam(1, STR_NEWS_COMPANY_BANKRUPT_DESCRIPTION);
			SetDParamStr(2, cni->company_name);
			AddCompanyNewsItem(STR_NEWS_MESSAGE, NS_COMPANY_BANKRUPT, cni);

			/* Remove the company */
			ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
			ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);

			if (c->is_ai) AI::Stop(c->index);

			CompanyID c_index = c->index;
			delete c;
			AI::BroadcastNewEvent(new AIEventCompanyBankrupt(c_index));
	}
}

static void CompaniesGenStatistics()
{
	Station *st;
	Company *c;

	FOR_ALL_STATIONS(st) {
		_current_company = st->owner;
		CommandCost cost(EXPENSES_PROPERTY, _price.station_value >> 1);
		SubtractMoneyFromCompany(cost);
	}

	if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
		return;

	FOR_ALL_COMPANIES(c) {
		memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
		c->old_economy[0] = c->cur_economy;
		memset(&c->cur_economy, 0, sizeof(c->cur_economy));

		if (c->num_valid_stat_ent != MAX_HISTORY_MONTHS) c->num_valid_stat_ent++;

		UpdateCompanyRatingAndValue(c, true);
		if (c->block_preview != 0) c->block_preview--;
		CompanyCheckBankrupt(c);
	}

	InvalidateWindow(WC_INCOME_GRAPH, 0);
	InvalidateWindow(WC_OPERATING_PROFIT, 0);
	InvalidateWindow(WC_DELIVERED_CARGO, 0);
	InvalidateWindow(WC_PERFORMANCE_HISTORY, 0);
	InvalidateWindow(WC_COMPANY_VALUE, 0);
	InvalidateWindow(WC_COMPANY_LEAGUE, 0);
}

static void AddSingleInflation(Money *value, uint16 *frac, int32 amt)
{
	/* Is it safe to add inflation ? */
	if ((INT64_MAX / amt) < (*value + 1)) {
		*value = INT64_MAX / amt;
		*frac = 0;
	} else {
		int64 tmp = (int64)*value * amt + *frac;
		*frac   = GB(tmp, 0, 16);
		*value += tmp >> 16;
	}
}

static void AddInflation(bool check_year = true)
{
	/* 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 && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return;

	/* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
	 * scaled by 65536
	 * 12 -> months per year
	 * This is only a good approxiamtion for small values
	 */
	int32 inf = _economy.infl_amount * 54;

	for (uint i = 0; i != NUM_PRICES; i++) {
		AddSingleInflation((Money*)&_price + i, _price_frac + i, inf);
	}

	AddSingleInflation(&_economy.max_loan_unround, &_economy.max_loan_unround_fract, inf);

	if (_economy.max_loan + 50000 <= _economy.max_loan_unround) _economy.max_loan += 50000;

	inf = _economy.infl_amount_pr * 54;
	for (CargoID i = 0; i < NUM_CARGO; i++) {
		AddSingleInflation(
			(Money*)_cargo_payment_rates + i,
			_cargo_payment_rates_frac + i,
			inf
		);
	}

	InvalidateWindowClasses(WC_BUILD_VEHICLE);
	InvalidateWindowClasses(WC_REPLACE_VEHICLE);
	InvalidateWindowClasses(WC_VEHICLE_DETAILS);
	InvalidateWindow(WC_PAYMENT_RATES, 0);
}

static void CompaniesPayInterest()
{
	const Company *c;

	FOR_ALL_COMPANIES(c) {
		_current_company = 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 substract
		 * 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. */
		Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
		Money up_to_previous_month = yearly_fee * _cur_month / 12;
		Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;

		SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, up_to_this_month - up_to_previous_month));

		SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price.station_value >> 2));
	}
}

static void HandleEconomyFluctuations()
{
	if (_settings_game.difficulty.economy == 0) return;

	if (--_economy.fluct == 0) {
		_economy.fluct = -(int)GB(Random(), 0, 2);
		AddNewsItem(STR_NEWS_BEGIN_OF_RECESSION, NS_ECONOMY);
	} else if (_economy.fluct == -12) {
		_economy.fluct = GB(Random(), 0, 8) + 312;
		AddNewsItem(STR_NEWS_END_OF_RECESSION, NS_ECONOMY);
	}
}


static byte price_base_multiplier[NUM_PRICES];

/**
 * Reset changes to the price base multipliers.
 */
void ResetPriceBaseMultipliers()
{
	uint i;

	/* 8 means no multiplier. */
	for (i = 0; i < NUM_PRICES; i++)
		price_base_multiplier[i] = 8;
}

/**
 * Change a price base by the given factor.
 * The price base is altered by factors of two, with an offset of 8.
 * NewBaseCost = OldBaseCost * 2^(n-8)
 * @param price Index of price base to change.
 * @param factor Amount to change by.
 */
void SetPriceBaseMultiplier(uint price, byte factor)
{
	assert(price < NUM_PRICES);
	price_base_multiplier[price] = factor;
}

/**
 * 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 = MapLogX() + MapLogY();
	/* 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 "fractionnal 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()
{
	int i;

	assert(sizeof(_price) == NUM_PRICES * sizeof(Money));

	/* Setup price bases */
	for (i = 0; i < NUM_PRICES; 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;
		}
		if (mod < 1) {
			price = price * 3 >> 2;
		} else if (mod > 1) {
			price = price * 9 >> 3;
		}

		/* Apply newgrf modifiers */
		if (price_base_multiplier[i] > 8) {
			price <<= price_base_multiplier[i] - 8;
		} else {
			price >>= 8 - price_base_multiplier[i];
		}

		/* Store start value */
		((Money*)&_price)[i] = price;
		_price_frac[i] = 0;
	}

	_economy.interest_rate = _settings_game.difficulty.initial_interest;
	_economy.infl_amount = _settings_game.difficulty.initial_interest;
	_economy.infl_amount_pr = max(0, _settings_game.difficulty.initial_interest - 1);
	_economy.max_loan_unround = _economy.max_loan = _settings_game.difficulty.max_loan;
	_economy.fluct = GB(Random(), 0, 8) + 168;

	StartupIndustryDailyChanges(true); // As we are starting a new game, initialize the counter too

}

void ResetEconomy()
{
	/* Test if resetting the economy is needed. */
	bool needed = false;

	const CargoSpec *cs;
	FOR_ALL_CARGOSPECS(cs) {
		if (_cargo_payment_rates[cs->Index()] == 0) {
			needed = true;
			break;
		}
	}

	if (!needed) return;

	/* Remember old unrounded maximum loan value. NewGRF has the ability
	 * to change all the other inflation affected base costs. */
	Money old_value = _economy.max_loan_unround;

	/* Reset the economy */
	StartupEconomy();
	InitializeLandscapeVariables(false);

	/* Reapply inflation, ignoring the year */
	while (old_value > _economy.max_loan_unround) {
		AddInflation(false);
	}
}

Money GetPriceByIndex(uint8 index)
{
	if (index > NUM_PRICES) return 0;

	return ((Money*)&_price)[index];
}

Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
{
	const CargoSpec *cs = CargoSpec::Get(cargo_type);

	/* Use callback to calculate cargo profit, if available */
	if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
		uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
		uint16 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 - result;

			/* "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 * _cargo_payment_rates[cargo_type] / 8192;
		}
	}

	/* zero the distance (thus income) if it's the bank and very short transport. */
	if (_settings_game.game_creation.landscape == LT_TEMPERATE && cs->label == 'VALU' && dist < 10) return 0;


	static const int MIN_TIME_FACTOR = 31;
	static const int MAX_TIME_FACTOR = 255;

	const int days1 = cs->transit_days[0];
	const int days2 = cs->transit_days[1];
	const int days_over_days1 = max(   transit_days - days1, 0);
	const int days_over_days2 = max(days_over_days1 - days2, 0);

	/*
	 * The time factor is calculated based on the time it took
	 * (transit_days) compared two cargo-depending values. The
	 * range is divided into three 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
	 *
	 */
	const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);

	return BigMulS(dist * time_factor * num_pieces, _cargo_payment_rates[cargo_type], 21);
}

/**
 * @note THIS STRUCTURE WILL BE REMOVED SOON!
 */
struct FindIndustryToDeliverData {
	const Rect *rect;            ///< Station acceptance rectangle
	CargoID cargo_type;          ///< Cargo type that was delivered

	Industry *ind;               ///< Returns found industry
	const IndustrySpec *indspec; ///< Spec of ind
	uint cargo_index;            ///< Index of cargo_type in acceptance list of ind
};

/**
 * @note THIS FUNCTION WILL BE REMOVED SOON!
 */
static bool FindIndustryToDeliver(TileIndex ind_tile, void *user_data)
{
	FindIndustryToDeliverData *callback_data = (FindIndustryToDeliverData *)user_data;
	const Rect *rect = callback_data->rect;
	CargoID cargo_type = callback_data->cargo_type;

	/* Only process industry tiles */
	if (!IsTileType(ind_tile, MP_INDUSTRY)) return false;

	/* Only process tiles in the station acceptance rectangle */
	int x = TileX(ind_tile);
	int y = TileY(ind_tile);
	if (x < rect->left || x > rect->right || y < rect->top || y > rect->bottom) return false;

	Industry *ind = GetIndustryByTile(ind_tile);
	const IndustrySpec *indspec = GetIndustrySpec(ind->type);

	uint cargo_index;
	for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
		if (cargo_type == ind->accepts_cargo[cargo_index]) break;
	}
	/* Check if matching cargo has been found */
	if (cargo_index >= lengthof(ind->accepts_cargo)) return false;

	/* Check if industry temporarly refuses acceptance */
	if (HasBit(indspec->callback_flags, CBM_IND_REFUSE_CARGO)) {
		uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->xy);
		if (res == 0) return false;
	}

	/* Found industry accepting the cargo */
	callback_data->ind = ind;
	callback_data->indspec = indspec;
	callback_data->cargo_index = cargo_index;
	return true;
}

/**
 * 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 nun_pieces Amount of cargo delivered
 * @note THIS FUNCTION WILL BE REMOVED SOON!
 */
static Industry *DeliverGoodsToIndustryCheckOldStyle(const Station *st, CargoID cargo_type, int num_pieces)
{
	if (st->rect.IsEmpty()) return NULL;

	/* Compute acceptance rectangle */
	int catchment_radius = st->GetCatchmentRadius();
	Rect rect = {
		max<int>(st->rect.left   - catchment_radius, 0),
		max<int>(st->rect.top    - catchment_radius, 0),
		min<int>(st->rect.right  + catchment_radius, MapMaxX()),
		min<int>(st->rect.bottom + catchment_radius, MapMaxY())
	};

	/* Compute maximum extent of acceptance rectangle wrt. station sign */
	TileIndex start_tile = st->xy;
	uint max_radius = max(
		max(DistanceManhattan(start_tile, TileXY(rect.left , rect.top)), DistanceManhattan(start_tile, TileXY(rect.left , rect.bottom))),
		max(DistanceManhattan(start_tile, TileXY(rect.right, rect.top)), DistanceManhattan(start_tile, TileXY(rect.right, rect.bottom)))
	);

	FindIndustryToDeliverData callback_data;
	callback_data.rect = &rect;
	callback_data.cargo_type = cargo_type;
	callback_data.ind = NULL;
	callback_data.indspec = NULL;
	callback_data.cargo_index = 0;

	/* 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)
	 */
	if (CircularTileSearch(&start_tile, 2 * max_radius + 1, FindIndustryToDeliver, &callback_data)) return callback_data.ind;

	return NULL;
}

/** 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 nun_pieces Amount of cargo delivered
 */
static void DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, int num_pieces)
{
	/* 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)
	 */

	for (uint i = 0; i < st->industries_near.Length(); i++) {
		Industry *ind = st->industries_near[i];
		const IndustrySpec *indspec = GetIndustrySpec(ind->type);

		uint cargo_index;
		for (cargo_index = 0; cargo_index < lengthof(ind->accepts_cargo); cargo_index++) {
			if (cargo_type == ind->accepts_cargo[cargo_index]) break;
		}
		/* Check if matching cargo has been found */
		if (cargo_index >= lengthof(ind->accepts_cargo)) continue;

		/* Check if industry temporarily refuses acceptance */
		if (HasBit(indspec->callback_flags, CBM_IND_REFUSE_CARGO)) {
			uint16 res = GetIndustryCallback(CBID_INDUSTRY_REFUSE_CARGO, 0, GetReverseCargoTranslation(cargo_type, indspec->grf_prop.grffile), ind, ind->type, ind->xy);
			if (res == 0) continue;
		}

		/* Insert the industry into _cargo_delivery_destinations, if not yet contained */
		_cargo_delivery_destinations.Include(ind);

		assert(DeliverGoodsToIndustryCheckOldStyle(st, cargo_type, num_pieces) == ind); // safety check, will be removed soon

		ind->incoming_cargo_waiting[cargo_index] = min(num_pieces + ind->incoming_cargo_waiting[cargo_index], 0xFFFF);

		return;
	}

	assert(DeliverGoodsToIndustryCheckOldStyle(st, cargo_type, num_pieces) == NULL); // safety check, will be removed soon
}

/**
 * Delivers goods to industries/towns and calculates the payment
 * @param num_pieces amount of cargo delivered
 * @param source Originstation of the cargo
 * @param dest Station the cargo has been unloaded
 * @param source_tile The origin of the cargo for distance calculation
 * @param days_in_transit Travel time
 * @param company The company delivering the cargo
 * 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 source, StationID dest, TileIndex source_tile, byte days_in_transit, Company *company)
{
	bool subsidised = false;

	assert(num_pieces > 0);

	/* Update company statistics */
	company->cur_economy.delivered_cargo += num_pieces;
	SetBit(company->cargo_types, cargo_type);

	const Station *s_to = Station::Get(dest);

	if (source != INVALID_STATION) {
		const Station *s_from = Station::Get(source);

		/* Check if a subsidy applies. */
		subsidised = CheckSubsidised(s_from, s_to, cargo_type, company->index);
	}

	/* Increase town's counter for some special goods types */
	const CargoSpec *cs = CargoSpec::Get(cargo_type);
	if (cs->town_effect == TE_FOOD) s_to->town->new_act_food += num_pieces;
	if (cs->town_effect == TE_WATER) s_to->town->new_act_water += num_pieces;

	/* Give the goods to the industry. */
	DeliverGoodsToIndustry(s_to, cargo_type, num_pieces);

	/* Determine profit */
	Money profit = GetTransportedGoodsIncome(num_pieces, DistanceManhattan(source_tile, s_to->xy), days_in_transit, cargo_type);

	/* Modify profit if a subsidy is in effect */
	if (subsidised) {
		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 callback = indspec->callback_flags;

	i->was_cargo_delivered = true;
	i->last_cargo_accepted_at = _date;

	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 {
			InvalidateWindow(WC_INDUSTRY_VIEW, i->index);
		}
	} else {
		for (uint cargo_index = 0; cargo_index < lengthof(i->incoming_cargo_waiting); cargo_index++) {
			uint cargo_waiting = i->incoming_cargo_waiting[cargo_index];
			if (cargo_waiting == 0) continue;

			i->produced_cargo_waiting[0] = min(i->produced_cargo_waiting[0] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][0] / 256), 0xFFFF);
			i->produced_cargo_waiting[1] = min(i->produced_cargo_waiting[1] + (cargo_waiting * indspec->input_cargo_multiplier[cargo_index][1] / 256), 0xFFFF);

			i->incoming_cargo_waiting[cargo_index] = 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
 * @param destinations List to add the destinations of 'our' cargo to
 */
CargoPayment::CargoPayment(Vehicle *front) :
	front(front),
	current_station(front->last_station_visited)
{
}

CargoPayment::~CargoPayment()
{
	if (this->CleaningPool()) return;

	this->front->cargo_payment = NULL;

	if (this->visual_profit == 0) return;

	CompanyID old_company = _current_company;
	_current_company = this->front->owner;

	SubtractMoneyFromCompany(CommandCost(this->front->GetExpenseType(true), -this->route_profit));
	this->front->profit_this_year += this->visual_profit << 8;

	if (this->route_profit != 0) {
		if (IsLocalCompany() && !PlayVehicleSound(this->front, VSE_LOAD_UNLOAD)) {
			SndPlayVehicleFx(SND_14_CASHTILL, this->front);
		}

		ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, -this->visual_profit);
	} else {
		ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos, this->front->z_pos, this->visual_profit);
	}

	_current_company = old_company;
}

/**
 * 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.
 */
void CargoPayment::PayFinalDelivery(CargoPacket *cp, uint count)
{
	if (this->owner == NULL) {
		this->owner = Company::Get(this->front->owner);
	}

	/* Handle end of route payment */
	Money profit = DeliverGoods(count, this->ct, cp->source, this->current_station, cp->source_xy, cp->days_in_transit, this->owner);
	this->route_profit += profit;

	/* The vehicle's profit is whatever route profit there is minus feeder shares. */
	this->visual_profit += profit - cp->feeder_share;
}

/**
 * Handle payment for transfer of the given cargo packet.
 * @param cp The cargo packet to pay for.
 * @param count The number of packets to pay for.
 */
void CargoPayment::PayTransfer(CargoPacket *cp, uint count)
{
	Money profit = GetTransportedGoodsIncome(
		count,
		/* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
		DistanceManhattan(cp->loaded_at_xy, Station::Get(this->current_station)->xy),
		cp->days_in_transit,
		this->ct);

	this->visual_profit += profit; // accumulate transfer profits for whole vehicle
	cp->feeder_share    += 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)
{
	/* At this moment loading cannot be finished */
	ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);

	/* Start unloading in at the first possible moment */
	front_v->load_unload_time_rem = 1;

	if ((front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
		for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
			if (v->cargo_cap > 0 && !v->cargo.Empty()) {
				SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
			}
		}
	}

	assert(front_v->cargo_payment == NULL);
	front_v->cargo_payment = new CargoPayment(front_v);
}

/**
 * Loads/unload the vehicle if possible.
 * @param v the vehicle to be (un)loaded
 * @param cargo_left the amount of each cargo type that is
 *                   virtually left on the platform to be
 *                   picked up by another vehicle when all
 *                   previous vehicles have loaded.
 */
static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
{
	assert(v->current_order.IsType(OT_LOADING));
	assert(v->load_unload_time_rem != 0);

	/* We have not waited enough time till the next round of loading/unloading */
	if (--v->load_unload_time_rem != 0) {
		if (_settings_game.order.improved_load && (v->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
			/* 'Reserve' this cargo for this vehicle, because we were first. */
			for (; v != NULL; v = v->Next()) {
				int cap_left = v->cargo_cap - v->cargo.Count();
				if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
			}
		}
		return;
	}

	StationID last_visited = v->last_station_visited;
	Station *st = Station::Get(last_visited);

	if (v->type == VEH_TRAIN && (!IsTileType(v->tile, MP_STATION) || GetStationIndex(v->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(v->vehicle_flags, VF_LOADING_FINISHED);
		return;
	}

	int unloading_time = 0;
	Vehicle *u = v;
	int result = 0;

	bool completely_emptied = true;
	bool anything_unloaded = false;
	bool anything_loaded   = false;
	uint32 cargo_not_full  = 0;
	uint32 cargo_full      = 0;

	v->cur_speed = 0;

	CargoPayment *payment = v->cargo_payment;

	for (; v != NULL; v = v->Next()) {
		if (v->cargo_cap == 0) continue;

		byte load_amount = EngInfo(v->engine_type)->load_amount;

		/* The default loadamount for mail is 1/4 of the load amount for passengers */
		if (v->type == VEH_AIRCRAFT && !Aircraft::From(v)->IsNormalAircraft()) load_amount = (load_amount + 3) / 4;

		if (_settings_game.order.gradual_loading && HasBit(EngInfo(v->engine_type)->callbackmask, CBM_VEHICLE_LOAD_AMOUNT)) {
			uint16 cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
			if (cb_load_amount != CALLBACK_FAILED && GB(cb_load_amount, 0, 8) != 0) load_amount = GB(cb_load_amount, 0, 8);
		}

		GoodsEntry *ge = &st->goods[v->cargo_type];

		if (HasBit(v->vehicle_flags, VF_CARGO_UNLOADING) && (u->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
			uint cargo_count = v->cargo.Count();
			uint amount_unloaded = _settings_game.order.gradual_loading ? min(cargo_count, load_amount) : cargo_count;
			bool remaining = false; // Are there cargo entities in this vehicle that can still be unloaded here?
			bool accepted  = false; // Is the cargo accepted by the station?

			payment->SetCargo(v->cargo_type);

			if (HasBit(ge->acceptance_pickup, GoodsEntry::ACCEPTANCE) && !(u->current_order.GetUnloadType() & OUFB_TRANSFER)) {
				/* The cargo has reached it's final destination, the packets may now be destroyed */
				remaining = v->cargo.MoveTo(NULL, amount_unloaded, CargoList::MTA_FINAL_DELIVERY, payment, last_visited);

				result |= 1;
				accepted = true;
			}

			/* The !accepted || v->cargo.Count == cargo_count clause is there
			 * to make it possible to force unload vehicles at the station where
			 * they were loaded, but to not force unload the vehicle when the
			 * station is still accepting the cargo in the vehicle. It doesn't
			 * accept cargo that was loaded at the same station. */
			if ((u->current_order.GetUnloadType() & (OUFB_UNLOAD | OUFB_TRANSFER)) && (!accepted || v->cargo.Count() == cargo_count)) {
				remaining = v->cargo.MoveTo(&ge->cargo, amount_unloaded, u->current_order.GetUnloadType() & OUFB_TRANSFER ? CargoList::MTA_TRANSFER : CargoList::MTA_UNLOAD, payment);
				SetBit(ge->acceptance_pickup, GoodsEntry::PICKUP);

				result |= 2;
			} else if (!accepted) {
				/* The order changed while unloading (unset unload/transfer) or the
				 * station does not accept our goods. */
				ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);

				/* Say we loaded 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;
				continue;
			}

			/* Deliver goods to the station */
			st->time_since_unload = 0;

			unloading_time += amount_unloaded;

			anything_unloaded = true;
			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. */
		if (u->current_order.GetLoadType() & OLFB_NO_LOAD) continue;

		/* update stats */
		int t;
		switch (u->type) {
			case VEH_TRAIN: t = Train::From(u)->tcache.cached_max_speed; break;
			case VEH_ROAD:  t = u->max_speed / 2;           break;
			default:        t = u->max_speed;               break;
		}

		/* if last speed is 0, we treat that as if no vehicle has ever visited the station. */
		ge->last_speed = min(t, 255);
		ge->last_age = _cur_year - u->build_year;
		ge->days_since_pickup = 0;

		/* If there's goods waiting at the station, and the vehicle
		 * has capacity for it, load it on the vehicle. */
		int cap_left = v->cargo_cap - v->cargo.Count();
		if (!ge->cargo.Empty() && cap_left > 0) {
			uint cap = cap_left;
			uint count = ge->cargo.Count();

			/* Skip loading this vehicle if another train/vehicle is already handling
			 * the same cargo type at this station */
			if (_settings_game.order.improved_load && cargo_left[v->cargo_type] <= 0) {
				SetBit(cargo_not_full, v->cargo_type);
				continue;
			}

			if (cap > count) cap = count;
			if (_settings_game.order.gradual_loading) cap = min(cap, load_amount);
			if (_settings_game.order.improved_load) {
				/* Don't load stuff that is already 'reserved' for other vehicles */
				cap = min((uint)cargo_left[v->cargo_type], cap);
				cargo_left[v->cargo_type] -= cap;
			}

			if (v->cargo.Empty()) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);

			/* 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 */
			completely_emptied = false;
			anything_loaded = true;

			ge->cargo.MoveTo(&v->cargo, cap, CargoList::MTA_CARGO_LOAD, NULL, st->xy);

			st->time_since_load = 0;
			st->last_vehicle_type = v->type;

			StationAnimationTrigger(st, st->xy, STAT_ANIM_CARGO_TAKEN, v->cargo_type);

			unloading_time += cap;

			result |= 2;
		}

		if (v->cargo.Count() >= v->cargo_cap) {
			SetBit(cargo_full, v->cargo_type);
		} else {
			SetBit(cargo_not_full, v->cargo_type);
		}
	}

	/* Only set completly_emptied, if we just unloaded all remaining cargo */
	completely_emptied &= anything_unloaded;

	/* We update these variables here, so gradual loading still fills
	 * all wagons at the same time instead of using the same 'improved'
	 * loading algorithm for the wagons (only fill wagon when there is
	 * enough to fill the previous wagons) */
	if (_settings_game.order.improved_load && (u->current_order.GetLoadType() & OLFB_FULL_LOAD)) {
		/* Update left cargo */
		for (v = u; v != NULL; v = v->Next()) {
			int cap_left = v->cargo_cap - v->cargo.Count();
			if (cap_left > 0) cargo_left[v->cargo_type] -= cap_left;
		}
	}

	v = u;

	if (!anything_unloaded) delete payment;

	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 };

			unloading_time = gradual_loading_wait_time[v->type];
		}
	} else {
		bool finished_loading = true;
		if (v->current_order.GetLoadType() & OLFB_FULL_LOAD) {
			if (v->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 ((v->type == VEH_AIRCRAFT && IsCargoInClass(v->cargo_type, CC_PASSENGERS) && v->cargo_cap > v->cargo.Count()) ||
						(cargo_not_full && (cargo_full & ~cargo_not_full) == 0)) { // There are stull non-full cargos
					finished_loading = false;
				}
			} else if (cargo_not_full != 0) {
				finished_loading = false;
			}
		}
		unloading_time = 20;

		SB(v->vehicle_flags, VF_LOADING_FINISHED, 1, finished_loading);
	}

	if (v->type == VEH_TRAIN) {
		/* Each platform tile is worth 2 rail vehicles. */
		int overhang = Train::From(v)->tcache.cached_total_length - st->GetPlatformLength(v->tile) * TILE_SIZE;
		if (overhang > 0) {
			unloading_time <<= 1;
			unloading_time += (overhang * unloading_time) / 8;
		}
	}

	/* 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)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
		StringID percent_up_down = STR_NULL;
		int percent = CalcPercentVehicleFilled(v, &percent_up_down);
		if (v->fill_percent_te_id == INVALID_TE_ID) {
			v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
		} else {
			UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
		}
	}

	/* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
	v->load_unload_time_rem = max(1, unloading_time);

	if (completely_emptied) {
		TriggerVehicle(v, VEHICLE_TRIGGER_EMPTY);
	}

	if (result != 0) {
		InvalidateWindow(GetWindowClassForVehicleType(v->type), v->owner);
		InvalidateWindow(WC_VEHICLE_DETAILS, v->index);

		st->MarkTilesDirty(true);
		v->MarkDirty();

		if (result & 2) InvalidateWindow(WC_STATION_VIEW, last_visited);
	}
}

/**
 * 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;

	int cargo_left[NUM_CARGO];

	for (uint i = 0; i < NUM_CARGO; i++) cargo_left[i] = st->goods[i].cargo.Count();

	std::list<Vehicle *>::iterator iter;
	for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
		Vehicle *v = *iter;
		if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v, cargo_left);
	}

	/* Call the production machinery of industries */
	const Industry * const *isend = _cargo_delivery_destinations.End();
	for (Industry **iid = _cargo_delivery_destinations.Begin(); iid != isend; iid++) {
		TriggerIndustryProduction(*iid);
	}
	_cargo_delivery_destinations.Clear();
}

void CompaniesMonthlyLoop()
{
	CompaniesGenStatistics();
	if (_settings_game.economy.inflation) AddInflation();
	CompaniesPayInterest();
	/* Reset the _current_company flag */
	_current_company = OWNER_NONE;
	HandleEconomyFluctuations();
}

static void DoAcquireCompany(Company *c)
{
	Company *owner;
	int i;
	Money value;
	CompanyID ci = c->index;

	CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
	cni->FillData(c, Company::Get(_current_company));

	SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
	SetDParam(1, c->bankrupt_value == 0 ? 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_NEWS_MESSAGE, NS_COMPANY_MERGER, cni);
	AI::BroadcastNewEvent(new AIEventCompanyMerger(ci, _current_company));

	/* original code does this a little bit differently */
	ChangeNetworkOwner(ci, _current_company);
	ChangeOwnershipOfCompanyItems(ci, _current_company);

	if (c->bankrupt_value == 0) {
		owner = Company::Get(_current_company);
		owner->current_loan += c->current_loan;
	}

	value = CalculateCompanyValue(c) >> 2;
	CompanyID old_company = _current_company;
	for (i = 0; i != 4; i++) {
		if (c->share_owners[i] != COMPANY_SPECTATOR) {
			_current_company = c->share_owners[i];
			SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
		}
	}
	_current_company = old_company;

	if (c->is_ai) AI::Stop(c->index);

	DeleteCompanyWindows(ci);
	InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
	InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
	InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
	InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);

	delete c;
}

extern int GetAmountOwnedBy(const Company *c, Owner owner);

/** Acquire shares in an opposing company.
 * @param tile unused
 * @param flags type of operation
 * @param p1 company to buy the shares from
 * @param p2 unused
 */
CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	CommandCost cost(EXPENSES_OTHER);

	Company *c = Company::GetIfValid(p1);

	/* Check if buying shares is allowed (protection against modified clients)
	 * Cannot buy own shares */
	if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;

	/* Protect new companies from hostile takeovers */
	if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_PROTECTED);

	/* Those lines are here for network-protection (clients can be slow) */
	if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;

	/* We can not buy out a real company (temporarily). TODO: well, enable it obviously */
	if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1 && !c->is_ai) return cost;

	cost.AddCost(CalculateCompanyValue(c) >> 2);
	if (flags & DC_EXEC) {
		OwnerByte *b = c->share_owners;
		int i;

		while (*b != COMPANY_SPECTATOR) b++; // share owners is guaranteed to contain at least one COMPANY_SPECTATOR
		*b = _current_company;

		for (i = 0; c->share_owners[i] == _current_company;) {
			if (++i == 4) {
				c->bankrupt_value = 0;
				DoAcquireCompany(c);
				break;
			}
		}
		InvalidateWindow(WC_COMPANY, p1);
	}
	return cost;
}

/** Sell shares in an opposing company.
 * @param tile unused
 * @param flags type of operation
 * @param p1 company to sell the shares from
 * @param p2 unused
 */
CommandCost CmdSellShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	Company *c = Company::GetIfValid(p1);

	/* Check if selling shares is allowed (protection against modified clients)
	 * Cannot sell own shares */
	if (c == NULL || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;

	/* Those lines are here for network-protection (clients can be slow) */
	if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();

	/* adjust it a little to make it less profitable to sell and buy */
	Money cost = CalculateCompanyValue(c) >> 2;
	cost = -(cost - (cost >> 7));

	if (flags & DC_EXEC) {
		OwnerByte *b = c->share_owners;
		while (*b != _current_company) b++; // share owners is guaranteed to contain company
		*b = COMPANY_SPECTATOR;
		InvalidateWindow(WC_COMPANY, p1);
	}
	return CommandCost(EXPENSES_OTHER, cost);
}

/** 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 tile unused
 * @param flags type of operation
 * @param p1 company to buy up
 * @param p2 unused
 */
CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	Company *c = Company::GetIfValid(p1);

	/* Disable takeovers in multiplayer games */
	if (c == NULL || _networking) return CMD_ERROR;

	/* Do not allow companies to take over themselves */
	if ((CompanyID)p1 == _current_company) return CMD_ERROR;

	if (!c->is_ai) return CMD_ERROR;

	if (flags & DC_EXEC) {
		DoAcquireCompany(c);
	}
	return CommandCost(EXPENSES_OTHER, c->bankrupt_value);
}