Files @ r28486:aff297ed5a05
Branch filter:

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

Peter Nelson
Codechange: Allow constexpr NWidgetPart construction.
   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
/*
 * 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 <http://www.gnu.org/licenses/>.
 */

/** @file company_cmd.cpp Handling of companies. */

#include "stdafx.h"
#include "company_base.h"
#include "company_func.h"
#include "company_gui.h"
#include "core/backup_type.hpp"
#include "town.h"
#include "news_func.h"
#include "command_func.h"
#include "network/network.h"
#include "network/network_func.h"
#include "network/network_base.h"
#include "network/network_admin.h"
#include "ai/ai.hpp"
#include "company_manager_face.h"
#include "window_func.h"
#include "strings_func.h"
#include "sound_func.h"
#include "rail.h"
#include "core/pool_func.hpp"
#include "settings_func.h"
#include "vehicle_base.h"
#include "vehicle_func.h"
#include "smallmap_gui.h"
#include "game/game.hpp"
#include "goal_base.h"
#include "story_base.h"
#include "widgets/statusbar_widget.h"
#include "company_cmd.h"
#include "timer/timer.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_tick.h"

#include "table/strings.h"

#include "safeguards.h"

void ClearEnginesHiddenFlagOfCompany(CompanyID cid);
void UpdateObjectColours(const Company *c);

CompanyID _local_company;   ///< Company controlled by the human player at this client. Can also be #COMPANY_SPECTATOR.
CompanyID _current_company; ///< Company currently doing an action.
Colours _company_colours[MAX_COMPANIES];  ///< NOSAVE: can be determined from company structs.
CompanyManagerFace _company_manager_face; ///< for company manager face storage in openttd.cfg
uint _cur_company_tick_index;             ///< used to generate a name for one company that doesn't have a name yet per tick

CompanyPool _company_pool("Company"); ///< Pool of companies.
INSTANTIATE_POOL_METHODS(Company)

/**
 * Constructor.
 * @param name_1 Name of the company.
 * @param is_ai  A computer program is running for this company.
 */
Company::Company(uint16_t name_1, bool is_ai)
{
	this->name_1 = name_1;
	this->location_of_HQ = INVALID_TILE;
	this->is_ai = is_ai;
	this->terraform_limit    = (uint32_t)_settings_game.construction.terraform_frame_burst << 16;
	this->clear_limit        = (uint32_t)_settings_game.construction.clear_frame_burst << 16;
	this->tree_limit         = (uint32_t)_settings_game.construction.tree_frame_burst << 16;
	this->build_object_limit = (uint32_t)_settings_game.construction.build_object_frame_burst << 16;

	InvalidateWindowData(WC_PERFORMANCE_DETAIL, 0, INVALID_COMPANY);
}

/** Destructor. */
Company::~Company()
{
	if (CleaningPool()) return;

	CloseCompanyWindows(this->index);
}

/**
 * Invalidating some stuff after removing item from the pool.
 * @param index index of deleted item
 */
void Company::PostDestructor(size_t index)
{
	InvalidateWindowData(WC_GRAPH_LEGEND, 0, (int)index);
	InvalidateWindowData(WC_PERFORMANCE_DETAIL, 0, (int)index);
	InvalidateWindowData(WC_COMPANY_LEAGUE, 0, 0);
	InvalidateWindowData(WC_LINKGRAPH_LEGEND, 0);
	/* If the currently shown error message has this company in it, then close it. */
	InvalidateWindowData(WC_ERRMSG, 0);
}

/**
 * Sets the local company and updates the settings that are set on a
 * per-company basis to reflect the core's state in the GUI.
 * @param new_company the new company
 * @pre Company::IsValidID(new_company) || new_company == COMPANY_SPECTATOR || new_company == OWNER_NONE
 */
void SetLocalCompany(CompanyID new_company)
{
	/* company could also be COMPANY_SPECTATOR or OWNER_NONE */
	assert(Company::IsValidID(new_company) || new_company == COMPANY_SPECTATOR || new_company == OWNER_NONE);

	/* If actually changing to another company, several windows need closing */
	bool switching_company = _local_company != new_company;

	/* Delete the chat window, if you were team chatting. */
	if (switching_company) InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company);

	assert(IsLocalCompany());

	_current_company = _local_company = new_company;

	if (switching_company) {
		InvalidateWindowClassesData(WC_COMPANY);
		/* Delete any construction windows... */
		CloseConstructionWindows();
	}

	/* ... and redraw the whole screen. */
	MarkWholeScreenDirty();
	InvalidateWindowClassesData(WC_SIGN_LIST, -1);
	InvalidateWindowClassesData(WC_GOALS_LIST);
}

/**
 * Get the colour for DrawString-subroutines which matches the colour of the company.
 * @param company Company to get the colour of.
 * @return Colour of \a company.
 */
TextColour GetDrawStringCompanyColour(CompanyID company)
{
	if (!Company::IsValidID(company)) return (TextColour)_colour_gradient[COLOUR_WHITE][4] | TC_IS_PALETTE_COLOUR;
	return (TextColour)_colour_gradient[_company_colours[company]][4] | TC_IS_PALETTE_COLOUR;
}

/**
 * Draw the icon of a company.
 * @param c Company that needs its icon drawn.
 * @param x Horizontal coordinate of the icon.
 * @param y Vertical coordinate of the icon.
 */
void DrawCompanyIcon(CompanyID c, int x, int y)
{
	DrawSprite(SPR_COMPANY_ICON, COMPANY_SPRITE_COLOUR(c), x, y);
}

/**
 * Checks whether a company manager's face is a valid encoding.
 * Unused bits are not enforced to be 0.
 * @param cmf the fact to check
 * @return true if and only if the face is valid
 */
static bool IsValidCompanyManagerFace(CompanyManagerFace cmf)
{
	if (!AreCompanyManagerFaceBitsValid(cmf, CMFV_GEN_ETHN, GE_WM)) return false;

	GenderEthnicity ge   = (GenderEthnicity)GetCompanyManagerFaceBits(cmf, CMFV_GEN_ETHN, GE_WM);
	bool has_moustache   = !HasBit(ge, GENDER_FEMALE) && GetCompanyManagerFaceBits(cmf, CMFV_HAS_MOUSTACHE,   ge) != 0;
	bool has_tie_earring = !HasBit(ge, GENDER_FEMALE) || GetCompanyManagerFaceBits(cmf, CMFV_HAS_TIE_EARRING, ge) != 0;
	bool has_glasses     = GetCompanyManagerFaceBits(cmf, CMFV_HAS_GLASSES, ge) != 0;

	if (!AreCompanyManagerFaceBitsValid(cmf, CMFV_EYE_COLOUR, ge)) return false;
	for (CompanyManagerFaceVariable cmfv = CMFV_CHEEKS; cmfv < CMFV_END; cmfv++) {
		switch (cmfv) {
			case CMFV_MOUSTACHE:   if (!has_moustache)   continue; break;
			case CMFV_LIPS:
			case CMFV_NOSE:        if (has_moustache)    continue; break;
			case CMFV_TIE_EARRING: if (!has_tie_earring) continue; break;
			case CMFV_GLASSES:     if (!has_glasses)     continue; break;
			default: break;
		}
		if (!AreCompanyManagerFaceBitsValid(cmf, cmfv, ge)) return false;
	}

	return true;
}

/**
 * Refresh all windows owned by a company.
 * @param company Company that changed, and needs its windows refreshed.
 */
void InvalidateCompanyWindows(const Company *company)
{
	CompanyID cid = company->index;

	if (cid == _local_company) SetWindowWidgetDirty(WC_STATUS_BAR, 0, WID_S_RIGHT);
	SetWindowDirty(WC_FINANCES, cid);
}

/**
 * Verify whether the company can pay the bill.
 * @param[in,out] cost Money to pay, is changed to an error if the company does not have enough money.
 * @return Function returns \c true if the company has enough money, else it returns \c false.
 */
bool CheckCompanyHasMoney(CommandCost &cost)
{
	if (cost.GetCost() > 0) {
		const Company *c = Company::GetIfValid(_current_company);
		if (c != nullptr && cost.GetCost() > c->money) {
			SetDParam(0, cost.GetCost());
			cost.MakeError(STR_ERROR_NOT_ENOUGH_CASH_REQUIRES_CURRENCY);
			return false;
		}
	}
	return true;
}

/**
 * Deduct costs of a command from the money of a company.
 * @param c Company to pay the bill.
 * @param cost Money to pay.
 */
static void SubtractMoneyFromAnyCompany(Company *c, const CommandCost &cost)
{
	if (cost.GetCost() == 0) return;
	assert(cost.GetExpensesType() != INVALID_EXPENSES);

	c->money -= cost.GetCost();
	c->yearly_expenses[0][cost.GetExpensesType()] += cost.GetCost();

	if (HasBit(1 << EXPENSES_TRAIN_REVENUE    |
	           1 << EXPENSES_ROADVEH_REVENUE  |
	           1 << EXPENSES_AIRCRAFT_REVENUE |
	           1 << EXPENSES_SHIP_REVENUE, cost.GetExpensesType())) {
		c->cur_economy.income -= cost.GetCost();
	} else if (HasBit(1 << EXPENSES_TRAIN_RUN    |
	                  1 << EXPENSES_ROADVEH_RUN  |
	                  1 << EXPENSES_AIRCRAFT_RUN |
	                  1 << EXPENSES_SHIP_RUN     |
	                  1 << EXPENSES_PROPERTY     |
	                  1 << EXPENSES_LOAN_INTEREST, cost.GetExpensesType())) {
		c->cur_economy.expenses -= cost.GetCost();
	}

	InvalidateCompanyWindows(c);
}

/**
 * Subtract money from the #_current_company, if the company is valid.
 * @param cost Money to pay.
 */
void SubtractMoneyFromCompany(const CommandCost &cost)
{
	Company *c = Company::GetIfValid(_current_company);
	if (c != nullptr) SubtractMoneyFromAnyCompany(c, cost);
}

/**
 * Subtract money from a company, including the money fraction.
 * @param company Company paying the bill.
 * @param cst     Cost of a command.
 */
void SubtractMoneyFromCompanyFract(CompanyID company, const CommandCost &cst)
{
	Company *c = Company::Get(company);
	byte m = c->money_fraction;
	Money cost = cst.GetCost();

	c->money_fraction = m - (byte)cost;
	cost >>= 8;
	if (c->money_fraction > m) cost++;
	if (cost != 0) SubtractMoneyFromAnyCompany(c, CommandCost(cst.GetExpensesType(), cost));
}

static constexpr void UpdateLandscapingLimit(uint32_t &limit, uint64_t per_64k_frames, uint64_t burst)
{
	limit = static_cast<uint32_t>(std::min<uint64_t>(limit + per_64k_frames, burst << 16));
}

/** Update the landscaping limits per company. */
void UpdateLandscapingLimits()
{
	for (Company *c : Company::Iterate()) {
		UpdateLandscapingLimit(c->terraform_limit,    _settings_game.construction.terraform_per_64k_frames,    _settings_game.construction.terraform_frame_burst);
		UpdateLandscapingLimit(c->clear_limit,        _settings_game.construction.clear_per_64k_frames,        _settings_game.construction.clear_frame_burst);
		UpdateLandscapingLimit(c->tree_limit,         _settings_game.construction.tree_per_64k_frames,         _settings_game.construction.tree_frame_burst);
		UpdateLandscapingLimit(c->build_object_limit, _settings_game.construction.build_object_per_64k_frames, _settings_game.construction.build_object_frame_burst);
	}
}

/**
 * Set the right DParams for STR_ERROR_OWNED_BY.
 * @param owner the owner to get the name of.
 * @param tile  optional tile to get the right town.
 * @pre if tile == 0, then owner can't be OWNER_TOWN.
 */
void SetDParamsForOwnedBy(Owner owner, TileIndex tile)
{
	SetDParam(OWNED_BY_OWNER_IN_PARAMETERS_OFFSET, owner);

	if (owner != OWNER_TOWN) {
		if (!Company::IsValidID(owner)) {
			SetDParam(0, STR_COMPANY_SOMEONE);
		} else {
			SetDParam(0, STR_COMPANY_NAME);
			SetDParam(1, owner);
		}
	} else {
		assert(tile != 0);
		const Town *t = ClosestTownFromTile(tile, UINT_MAX);

		SetDParam(0, STR_TOWN_NAME);
		SetDParam(1, t->index);
	}
}


/**
 * Check whether the current owner owns something.
 * If that isn't the case an appropriate error will be given.
 * @param owner the owner of the thing to check.
 * @param tile  optional tile to get the right town.
 * @pre if tile == 0 then the owner can't be OWNER_TOWN.
 * @return A succeeded command iff it's owned by the current company, else a failed command.
 */
CommandCost CheckOwnership(Owner owner, TileIndex tile)
{
	assert(owner < OWNER_END);
	assert(owner != OWNER_TOWN || tile != 0);

	if (owner == _current_company) return CommandCost();

	SetDParamsForOwnedBy(owner, tile);
	return_cmd_error(STR_ERROR_OWNED_BY);
}

/**
 * Check whether the current owner owns the stuff on
 * the given tile.  If that isn't the case an
 * appropriate error will be given.
 * @param tile the tile to check.
 * @return A succeeded command iff it's owned by the current company, else a failed command.
 */
CommandCost CheckTileOwnership(TileIndex tile)
{
	Owner owner = GetTileOwner(tile);

	assert(owner < OWNER_END);

	if (owner == _current_company) return CommandCost();

	/* no need to get the name of the owner unless we're the local company (saves some time) */
	if (IsLocalCompany()) SetDParamsForOwnedBy(owner, tile);
	return_cmd_error(STR_ERROR_OWNED_BY);
}

/**
 * Generate the name of a company from the last build coordinate.
 * @param c Company to give a name.
 */
static void GenerateCompanyName(Company *c)
{
	if (c->name_1 != STR_SV_UNNAMED) return;
	if (c->last_build_coordinate == 0) return;

	Town *t = ClosestTownFromTile(c->last_build_coordinate, UINT_MAX);

	StringID str;
	uint32_t strp;
	std::string name;
	if (t->name.empty() && IsInsideMM(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST + 1)) {
		str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_COMPANY_NAME_START;
		strp = t->townnameparts;

verify_name:;
		/* No companies must have this name already */
		for (const Company *cc : Company::Iterate()) {
			if (cc->name_1 == str && cc->name_2 == strp) goto bad_town_name;
		}

		SetDParam(0, strp);
		name = GetString(str);
		if (Utf8StringLength(name) >= MAX_LENGTH_COMPANY_NAME_CHARS) goto bad_town_name;

set_name:;
		c->name_1 = str;
		c->name_2 = strp;

		MarkWholeScreenDirty();

		if (c->is_ai) {
			CompanyNewsInformation *cni = new CompanyNewsInformation(c);
			SetDParam(0, STR_NEWS_COMPANY_LAUNCH_TITLE);
			SetDParam(1, STR_NEWS_COMPANY_LAUNCH_DESCRIPTION);
			SetDParamStr(2, cni->company_name);
			SetDParam(3, t->index);
			AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_COMPANY_INFO, NF_COMPANY, NR_TILE, c->last_build_coordinate.base(), NR_NONE, UINT32_MAX, cni);
		}
		return;
	}
bad_town_name:;

	if (c->president_name_1 == SPECSTR_PRESIDENT_NAME) {
		str = SPECSTR_ANDCO_NAME;
		strp = c->president_name_2;
		goto set_name;
	} else {
		str = SPECSTR_ANDCO_NAME;
		strp = Random();
		goto verify_name;
	}
}

/** Sorting weights for the company colours. */
static const byte _colour_sort[COLOUR_END] = {2, 2, 3, 2, 3, 2, 3, 2, 3, 2, 2, 2, 3, 1, 1, 1};
/** Similar colours, so we can try to prevent same coloured companies. */
static const Colours _similar_colour[COLOUR_END][2] = {
	{ COLOUR_BLUE,       COLOUR_LIGHT_BLUE }, // COLOUR_DARK_BLUE
	{ COLOUR_GREEN,      COLOUR_DARK_GREEN }, // COLOUR_PALE_GREEN
	{ INVALID_COLOUR,    INVALID_COLOUR    }, // COLOUR_PINK
	{ COLOUR_ORANGE,     INVALID_COLOUR    }, // COLOUR_YELLOW
	{ INVALID_COLOUR,    INVALID_COLOUR    }, // COLOUR_RED
	{ COLOUR_DARK_BLUE,  COLOUR_BLUE       }, // COLOUR_LIGHT_BLUE
	{ COLOUR_PALE_GREEN, COLOUR_DARK_GREEN }, // COLOUR_GREEN
	{ COLOUR_PALE_GREEN, COLOUR_GREEN      }, // COLOUR_DARK_GREEN
	{ COLOUR_DARK_BLUE,  COLOUR_LIGHT_BLUE }, // COLOUR_BLUE
	{ COLOUR_BROWN,      COLOUR_ORANGE     }, // COLOUR_CREAM
	{ COLOUR_PURPLE,     INVALID_COLOUR    }, // COLOUR_MAUVE
	{ COLOUR_MAUVE,      INVALID_COLOUR    }, // COLOUR_PURPLE
	{ COLOUR_YELLOW,     COLOUR_CREAM      }, // COLOUR_ORANGE
	{ COLOUR_CREAM,      INVALID_COLOUR    }, // COLOUR_BROWN
	{ COLOUR_WHITE,      INVALID_COLOUR    }, // COLOUR_GREY
	{ COLOUR_GREY,       INVALID_COLOUR    }, // COLOUR_WHITE
};

/**
 * Generate a company colour.
 * @return Generated company colour.
 */
static Colours GenerateCompanyColour()
{
	Colours colours[COLOUR_END];

	/* Initialize array */
	for (uint i = 0; i < COLOUR_END; i++) colours[i] = (Colours)i;

	/* And randomize it */
	for (uint i = 0; i < 100; i++) {
		uint r = Random();
		Swap(colours[GB(r, 0, 4)], colours[GB(r, 4, 4)]);
	}

	/* Bubble sort it according to the values in table 1 */
	for (uint i = 0; i < COLOUR_END; i++) {
		for (uint j = 1; j < COLOUR_END; j++) {
			if (_colour_sort[colours[j - 1]] < _colour_sort[colours[j]]) {
				Swap(colours[j - 1], colours[j]);
			}
		}
	}

	/* Move the colours that look similar to each company's colour to the side */
	for (const Company *c : Company::Iterate()) {
		Colours pcolour = (Colours)c->colour;

		for (uint i = 0; i < COLOUR_END; i++) {
			if (colours[i] == pcolour) {
				colours[i] = INVALID_COLOUR;
				break;
			}
		}

		for (uint j = 0; j < 2; j++) {
			Colours similar = _similar_colour[pcolour][j];
			if (similar == INVALID_COLOUR) break;

			for (uint i = 1; i < COLOUR_END; i++) {
				if (colours[i - 1] == similar) Swap(colours[i - 1], colours[i]);
			}
		}
	}

	/* Return the first available colour */
	for (uint i = 0; i < COLOUR_END; i++) {
		if (colours[i] != INVALID_COLOUR) return colours[i];
	}

	NOT_REACHED();
}

/**
 * Generate a random president name of a company.
 * @param c Company that needs a new president name.
 */
static void GeneratePresidentName(Company *c)
{
	for (;;) {
restart:;
		c->president_name_2 = Random();
		c->president_name_1 = SPECSTR_PRESIDENT_NAME;

		/* Reserve space for extra unicode character. We need to do this to be able
		 * to detect too long president name. */
		SetDParam(0, c->index);
		std::string name = GetString(STR_PRESIDENT_NAME);
		if (Utf8StringLength(name) >= MAX_LENGTH_PRESIDENT_NAME_CHARS) continue;

		for (const Company *cc : Company::Iterate()) {
			if (c != cc) {
				SetDParam(0, cc->index);
				std::string other_name = GetString(STR_PRESIDENT_NAME);
				if (name == other_name) goto restart;
			}
		}
		return;
	}
}

/**
 * Reset the livery schemes to the company's primary colour.
 * This is used on loading games without livery information and on new company start up.
 * @param c Company to reset.
 */
void ResetCompanyLivery(Company *c)
{
	for (LiveryScheme scheme = LS_BEGIN; scheme < LS_END; scheme++) {
		c->livery[scheme].in_use  = 0;
		c->livery[scheme].colour1 = c->colour;
		c->livery[scheme].colour2 = c->colour;
	}

	for (Group *g : Group::Iterate()) {
		if (g->owner == c->index) {
			g->livery.in_use  = 0;
			g->livery.colour1 = c->colour;
			g->livery.colour2 = c->colour;
		}
	}
}

/**
 * Create a new company and sets all company variables default values
 *
 * @param is_ai is an AI company?
 * @param company CompanyID to use for the new company
 * @return the company struct
 */
Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY)
{
	if (!Company::CanAllocateItem()) return nullptr;

	/* we have to generate colour before this company is valid */
	Colours colour = GenerateCompanyColour();

	Company *c;
	if (company == INVALID_COMPANY) {
		c = new Company(STR_SV_UNNAMED, is_ai);
	} else {
		if (Company::IsValidID(company)) return nullptr;
		c = new (company) Company(STR_SV_UNNAMED, is_ai);
	}

	c->colour = colour;

	ResetCompanyLivery(c);
	_company_colours[c->index] = (Colours)c->colour;

	/* Scale the initial loan based on the inflation rounded down to the loan interval. The maximum loan has already been inflation adjusted. */
	c->money = c->current_loan = std::min<int64_t>((INITIAL_LOAN * _economy.inflation_prices >> 16) / LOAN_INTERVAL * LOAN_INTERVAL, _economy.max_loan);

	c->avail_railtypes = GetCompanyRailTypes(c->index);
	c->avail_roadtypes = GetCompanyRoadTypes(c->index);
	c->inaugurated_year = TimerGameCalendar::year;

	/* If starting a player company in singleplayer and a favorite company manager face is selected, choose it. Otherwise, use a random face.
	 * In a network game, we'll choose the favorite face later in CmdCompanyCtrl to sync it to all clients. */
	if (_company_manager_face != 0 && !is_ai && !_networking) {
		c->face = _company_manager_face;
	} else {
		RandomCompanyManagerFaceBits(c->face, (GenderEthnicity)Random(), false, _random);
	}

	SetDefaultCompanySettings(c->index);
	ClearEnginesHiddenFlagOfCompany(c->index);

	GeneratePresidentName(c);

	SetWindowDirty(WC_GRAPH_LEGEND, 0);
	InvalidateWindowData(WC_CLIENT_LIST, 0);
	InvalidateWindowData(WC_LINKGRAPH_LEGEND, 0);
	BuildOwnerLegend();
	InvalidateWindowData(WC_SMALLMAP, 0, 1);

	if (is_ai && (!_networking || _network_server)) AI::StartNew(c->index);

	AI::BroadcastNewEvent(new ScriptEventCompanyNew(c->index), c->index);
	Game::NewEvent(new ScriptEventCompanyNew(c->index));

	return c;
}

/** Start a new competitor company if possible. */
TimeoutTimer<TimerGameTick> _new_competitor_timeout(0, []() {
	if (_game_mode == GM_MENU || !AI::CanStartNew()) return;
	if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) return;

	/* count number of competitors */
	uint8_t n = 0;
	for (const Company *c : Company::Iterate()) {
		if (c->is_ai) n++;
	}

	if (n >= _settings_game.difficulty.max_no_competitors) return;

	/* Send a command to all clients to start up a new AI.
	 * Works fine for Multiplayer and Singleplayer */
	Command<CMD_COMPANY_CTRL>::Post(CCA_NEW_AI, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
});

/** Start of a new game. */
void StartupCompanies()
{
	/* Ensure the timeout is aborted, so it doesn't fire based on information of the last game. */
	_new_competitor_timeout.Abort();
}

/** Initialize the pool of companies. */
void InitializeCompanies()
{
	_cur_company_tick_index = 0;
}

/**
 * May company \a cbig buy company \a csmall?
 * @param cbig   Company buying \a csmall.
 * @param csmall Company getting bought.
 * @return Return \c true if it is allowed.
 */
bool MayCompanyTakeOver(CompanyID cbig, CompanyID csmall)
{
	const Company *c1 = Company::Get(cbig);
	const Company *c2 = Company::Get(csmall);

	/* Do the combined vehicle counts stay within the limits? */
	return c1->group_all[VEH_TRAIN].num_vehicle + c2->group_all[VEH_TRAIN].num_vehicle <= _settings_game.vehicle.max_trains &&
		c1->group_all[VEH_ROAD].num_vehicle     + c2->group_all[VEH_ROAD].num_vehicle     <= _settings_game.vehicle.max_roadveh &&
		c1->group_all[VEH_SHIP].num_vehicle     + c2->group_all[VEH_SHIP].num_vehicle     <= _settings_game.vehicle.max_ships &&
		c1->group_all[VEH_AIRCRAFT].num_vehicle + c2->group_all[VEH_AIRCRAFT].num_vehicle <= _settings_game.vehicle.max_aircraft;
}

/**
 * Handle the bankruptcy take over of a company.
 * Companies going bankrupt will ask the other companies in order of their
 * performance rating, so better performing companies get the 'do you want to
 * merge with Y' question earlier. The question will then stay till either the
 * company has gone bankrupt or got merged with a company.
 *
 * @param c the company that is going bankrupt.
 */
static void HandleBankruptcyTakeover(Company *c)
{
	/* Amount of time out for each company to take over a company;
	 * Timeout is a quarter (3 months of 30 days) divided over the
	 * number of companies. The minimum number of days in a quarter
	 * is 90: 31 in January, 28 in February and 31 in March.
	 * Note that the company going bankrupt can't buy itself. */
	static const int TAKE_OVER_TIMEOUT = 3 * 30 * Ticks::DAY_TICKS / (MAX_COMPANIES - 1);

	assert(c->bankrupt_asked != 0);

	/* We're currently asking some company to buy 'us' */
	if (c->bankrupt_timeout != 0) {
		c->bankrupt_timeout -= MAX_COMPANIES;
		if (c->bankrupt_timeout > 0) return;
		c->bankrupt_timeout = 0;

		return;
	}

	/* Did we ask everyone for bankruptcy? If so, bail out. */
	if (c->bankrupt_asked == MAX_UVALUE(CompanyMask)) return;

	Company *best = nullptr;
	int32_t best_performance = -1;

	/* Ask the company with the highest performance history first */
	for (Company *c2 : Company::Iterate()) {
		if (c2->bankrupt_asked == 0 && // Don't ask companies going bankrupt themselves
				!HasBit(c->bankrupt_asked, c2->index) &&
				best_performance < c2->old_economy[1].performance_history &&
				MayCompanyTakeOver(c2->index, c->index)) {
			best_performance = c2->old_economy[1].performance_history;
			best = c2;
		}
	}

	/* Asked all companies? */
	if (best_performance == -1) {
		c->bankrupt_asked = MAX_UVALUE(CompanyMask);
		return;
	}

	SetBit(c->bankrupt_asked, best->index);

	c->bankrupt_timeout = TAKE_OVER_TIMEOUT;

	AI::NewEvent(best->index, new ScriptEventCompanyAskMerger(c->index, c->bankrupt_value));
	if (IsInteractiveCompany(best->index)) {
		ShowBuyCompanyDialog(c->index, false);
	}
}

/** Called every tick for updating some company info. */
void OnTick_Companies()
{
	if (_game_mode == GM_EDITOR) return;

	Company *c = Company::GetIfValid(_cur_company_tick_index);
	if (c != nullptr) {
		if (c->name_1 != 0) GenerateCompanyName(c);
		if (c->bankrupt_asked != 0) HandleBankruptcyTakeover(c);
	}

	if (_new_competitor_timeout.HasFired() && _game_mode != GM_MENU && AI::CanStartNew()) {
		int32_t timeout = _settings_game.difficulty.competitors_interval * 60 * Ticks::TICKS_PER_SECOND;
		/* If the interval is zero, start as many competitors as needed then check every ~10 minutes if a company went bankrupt and needs replacing. */
		if (timeout == 0) {
			/* count number of competitors */
			uint8_t n = 0;
			for (const Company *cc : Company::Iterate()) {
				if (cc->is_ai) n++;
			}

			for (auto i = 0; i < _settings_game.difficulty.max_no_competitors; i++) {
				if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) break;
				if (n++ >= _settings_game.difficulty.max_no_competitors) break;
				Command<CMD_COMPANY_CTRL>::Post(CCA_NEW_AI, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
			}
			timeout = 10 * 60 * Ticks::TICKS_PER_SECOND;
		}
		/* Randomize a bit when the AI is actually going to start; ranges from 87.5% .. 112.5% of indicated value. */
		timeout += ScriptObject::GetRandomizer(OWNER_NONE).Next(timeout / 4) - timeout / 8;

		_new_competitor_timeout.Reset(std::max(1, timeout));
	}

	_cur_company_tick_index = (_cur_company_tick_index + 1) % MAX_COMPANIES;
}

/**
 * A year has passed, update the economic data of all companies, and perhaps show the
 * financial overview window of the local company.
 */
static IntervalTimer<TimerGameCalendar> _companies_yearly({TimerGameCalendar::YEAR, TimerGameCalendar::Priority::COMPANY}, [](auto)
{
	/* Copy statistics */
	for (Company *c : Company::Iterate()) {
		/* Move expenses to previous years. */
		std::rotate(std::rbegin(c->yearly_expenses), std::rbegin(c->yearly_expenses) + 1, std::rend(c->yearly_expenses));
		c->yearly_expenses[0] = {};
		SetWindowDirty(WC_FINANCES, c->index);
	}

	if (_settings_client.gui.show_finances && _local_company != COMPANY_SPECTATOR) {
		ShowCompanyFinances(_local_company);
		Company *c = Company::Get(_local_company);
		if (c->num_valid_stat_ent > 5 && c->old_economy[0].performance_history < c->old_economy[4].performance_history) {
			if (_settings_client.sound.new_year) SndPlayFx(SND_01_BAD_YEAR);
		} else {
			if (_settings_client.sound.new_year) SndPlayFx(SND_00_GOOD_YEAR);
		}
	}
});

/**
 * Fill the CompanyNewsInformation struct with the required data.
 * @param c the current company.
 * @param other the other company (use \c nullptr if not relevant).
 */
CompanyNewsInformation::CompanyNewsInformation(const Company *c, const Company *other)
{
	SetDParam(0, c->index);
	this->company_name = GetString(STR_COMPANY_NAME);

	if (other != nullptr) {
		SetDParam(0, other->index);
		this->other_company_name = GetString(STR_COMPANY_NAME);
		c = other;
	}

	SetDParam(0, c->index);
	this->president_name = GetString(STR_PRESIDENT_NAME_MANAGER);

	this->colour = c->colour;
	this->face = c->face;

}

/**
 * Called whenever company related information changes in order to notify admins.
 * @param company The company data changed of.
 */
void CompanyAdminUpdate(const Company *company)
{
	if (_network_server) NetworkAdminCompanyUpdate(company);
}

/**
 * Called whenever a company is removed in order to notify admins.
 * @param company_id The company that was removed.
 * @param reason     The reason the company was removed.
 */
void CompanyAdminRemove(CompanyID company_id, CompanyRemoveReason reason)
{
	if (_network_server) NetworkAdminCompanyRemove(company_id, (AdminCompanyRemoveReason)reason);
}

/**
 * Control the companies: add, delete, etc.
 * @param flags operation to perform
 * @param cca action to perform
 * @param company_id company to perform the action on
 * @param client_id ClientID
 * @return the cost of this operation or an error
 */
CommandCost CmdCompanyCtrl(DoCommandFlag flags, CompanyCtrlAction cca, CompanyID company_id, CompanyRemoveReason reason, ClientID client_id)
{
	InvalidateWindowData(WC_COMPANY_LEAGUE, 0, 0);

	switch (cca) {
		case CCA_NEW: { // Create a new company
			/* This command is only executed in a multiplayer game */
			if (!_networking) return CMD_ERROR;

			/* Has the network client a correct ClientIndex? */
			if (!(flags & DC_EXEC)) return CommandCost();

			NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id);

			/* Delete multiplayer progress bar */
			CloseWindowById(WC_NETWORK_STATUS_WINDOW, WN_NETWORK_STATUS_WINDOW_JOIN);

			Company *c = DoStartupNewCompany(false);

			/* A new company could not be created, revert to being a spectator */
			if (c == nullptr) {
				/* We check for "ci != nullptr" as a client could have left by
				 * the time we execute this command. */
				if (_network_server && ci != nullptr) {
					ci->client_playas = COMPANY_SPECTATOR;
					NetworkUpdateClientInfo(ci->client_id);
				}
				break;
			}

			/* This is the client (or non-dedicated server) who wants a new company */
			if (client_id == _network_own_client_id) {
				assert(_local_company == COMPANY_SPECTATOR);
				SetLocalCompany(c->index);
				if (!_settings_client.network.default_company_pass.empty()) {
					NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass);
				}

				/* In network games, we need to try setting the company manager face here to sync it to all clients.
				 * If a favorite company manager face is selected, choose it. Otherwise, use a random face. */
				if (_company_manager_face != 0) Command<CMD_SET_COMPANY_MANAGER_FACE>::SendNet(STR_NULL, c->index, _company_manager_face);

				/* Now that we have a new company, broadcast our company settings to
				 * all clients so everything is in sync */
				SyncCompanySettings();

				MarkWholeScreenDirty();
			}

			NetworkServerNewCompany(c, ci);
			break;
		}

		case CCA_NEW_AI: { // Make a new AI company
			if (company_id != INVALID_COMPANY && company_id >= MAX_COMPANIES) return CMD_ERROR;

			/* For network games, company deletion is delayed. */
			if (!_networking && company_id != INVALID_COMPANY && Company::IsValidID(company_id)) return CMD_ERROR;

			if (!(flags & DC_EXEC)) return CommandCost();

			/* For network game, just assume deletion happened. */
			assert(company_id == INVALID_COMPANY || !Company::IsValidID(company_id));

			Company *c = DoStartupNewCompany(true, company_id);
			if (c != nullptr) NetworkServerNewCompany(c, nullptr);
			break;
		}

		case CCA_DELETE: { // Delete a company
			if (reason >= CRR_END) return CMD_ERROR;

			/* We can't delete the last existing company in singleplayer mode. */
			if (!_networking && Company::GetNumItems() == 1) return CMD_ERROR;

			Company *c = Company::GetIfValid(company_id);
			if (c == nullptr) return CMD_ERROR;

			if (!(flags & DC_EXEC)) return CommandCost();

			CompanyNewsInformation *cni = new CompanyNewsInformation(c);

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

			/* Remove the company */
			ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
			if (c->is_ai) AI::Stop(c->index);

			CompanyID c_index = c->index;
			delete c;
			AI::BroadcastNewEvent(new ScriptEventCompanyBankrupt(c_index));
			Game::NewEvent(new ScriptEventCompanyBankrupt(c_index));
			CompanyAdminRemove(c_index, (CompanyRemoveReason)reason);

			if (StoryPage::GetNumItems() == 0 || Goal::GetNumItems() == 0) InvalidateWindowData(WC_MAIN_TOOLBAR, 0);
			InvalidateWindowData(WC_CLIENT_LIST, 0);

			break;
		}

		default: return CMD_ERROR;
	}

	InvalidateWindowClassesData(WC_GAME_OPTIONS);
	InvalidateWindowClassesData(WC_SCRIPT_SETTINGS);
	InvalidateWindowClassesData(WC_SCRIPT_LIST);

	return CommandCost();
}

/**
 * Change the company manager's face.
 * @param flags operation to perform
 * @param cmf face bitmasked
 * @return the cost of this operation or an error
 */
CommandCost CmdSetCompanyManagerFace(DoCommandFlag flags, CompanyManagerFace cmf)
{
	if (!IsValidCompanyManagerFace(cmf)) return CMD_ERROR;

	if (flags & DC_EXEC) {
		Company::Get(_current_company)->face = cmf;
		MarkWholeScreenDirty();
	}
	return CommandCost();
}

/**
 * Update liveries for a company. This is called when the LS_DEFAULT scheme is changed, to update schemes with colours
 * set to default.
 * @param c Company to update.
 */
void UpdateCompanyLiveries(Company *c)
{
	for (int i = 1; i < LS_END; i++) {
		if (!HasBit(c->livery[i].in_use, 0)) c->livery[i].colour1 = c->livery[LS_DEFAULT].colour1;
		if (!HasBit(c->livery[i].in_use, 1)) c->livery[i].colour2 = c->livery[LS_DEFAULT].colour2;
	}
	UpdateCompanyGroupLiveries(c);
}

/**
 * Change the company's company-colour
 * @param flags operation to perform
 * @param scheme scheme to set
 * @param primary set first/second colour
 * @param colour new colour for vehicles, property, etc.
 * @return the cost of this operation or an error
 */
CommandCost CmdSetCompanyColour(DoCommandFlag flags, LiveryScheme scheme, bool primary, Colours colour)
{
	if (scheme >= LS_END || (colour >= COLOUR_END && colour != INVALID_COLOUR)) return CMD_ERROR;

	/* Default scheme can't be reset to invalid. */
	if (scheme == LS_DEFAULT && colour == INVALID_COLOUR) return CMD_ERROR;

	Company *c = Company::Get(_current_company);

	/* Ensure no two companies have the same primary colour */
	if (scheme == LS_DEFAULT && primary) {
		for (const Company *cc : Company::Iterate()) {
			if (cc != c && cc->colour == colour) return CMD_ERROR;
		}
	}

	if (flags & DC_EXEC) {
		if (primary) {
			if (scheme != LS_DEFAULT) SB(c->livery[scheme].in_use, 0, 1, colour != INVALID_COLOUR);
			if (colour == INVALID_COLOUR) colour = (Colours)c->livery[LS_DEFAULT].colour1;
			c->livery[scheme].colour1 = colour;

			/* If setting the first colour of the default scheme, adjust the
			 * original and cached company colours too. */
			if (scheme == LS_DEFAULT) {
				UpdateCompanyLiveries(c);
				_company_colours[_current_company] = colour;
				c->colour = colour;
				CompanyAdminUpdate(c);
			}
		} else {
			if (scheme != LS_DEFAULT) SB(c->livery[scheme].in_use, 1, 1, colour != INVALID_COLOUR);
			if (colour == INVALID_COLOUR) colour = (Colours)c->livery[LS_DEFAULT].colour2;
			c->livery[scheme].colour2 = colour;

			if (scheme == LS_DEFAULT) {
				UpdateCompanyGroupLiveries(c);
			}
		}

		if (c->livery[scheme].in_use != 0) {
			/* If enabling a scheme, set the default scheme to be in use too */
			c->livery[LS_DEFAULT].in_use = 1;
		} else {
			/* Else loop through all schemes to see if any are left enabled.
			 * If not, disable the default scheme too. */
			c->livery[LS_DEFAULT].in_use = 0;
			for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) {
				if (c->livery[scheme].in_use != 0) {
					c->livery[LS_DEFAULT].in_use = 1;
					break;
				}
			}
		}

		ResetVehicleColourMap();
		MarkWholeScreenDirty();

		/* All graph related to companies use the company colour. */
		InvalidateWindowData(WC_INCOME_GRAPH, 0);
		InvalidateWindowData(WC_OPERATING_PROFIT, 0);
		InvalidateWindowData(WC_DELIVERED_CARGO, 0);
		InvalidateWindowData(WC_PERFORMANCE_HISTORY, 0);
		InvalidateWindowData(WC_COMPANY_VALUE, 0);
		InvalidateWindowData(WC_LINKGRAPH_LEGEND, 0);
		/* The smallmap owner view also stores the company colours. */
		BuildOwnerLegend();
		InvalidateWindowData(WC_SMALLMAP, 0, 1);

		/* Company colour data is indirectly cached. */
		for (Vehicle *v : Vehicle::Iterate()) {
			if (v->owner == _current_company) v->InvalidateNewGRFCache();
		}

		UpdateObjectColours(c);
	}
	return CommandCost();
}

/**
 * Is the given name in use as name of a company?
 * @param name Name to search.
 * @return \c true if the name us unique (that is, not in use), else \c false.
 */
static bool IsUniqueCompanyName(const std::string &name)
{
	for (const Company *c : Company::Iterate()) {
		if (!c->name.empty() && c->name == name) return false;
	}

	return true;
}

/**
 * Change the name of the company.
 * @param flags operation to perform
 * @param text the new name or an empty string when resetting to the default
 * @return the cost of this operation or an error
 */
CommandCost CmdRenameCompany(DoCommandFlag flags, const std::string &text)
{
	bool reset = text.empty();

	if (!reset) {
		if (Utf8StringLength(text) >= MAX_LENGTH_COMPANY_NAME_CHARS) return CMD_ERROR;
		if (!IsUniqueCompanyName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
	}

	if (flags & DC_EXEC) {
		Company *c = Company::Get(_current_company);
		if (reset) {
			c->name.clear();
		} else {
			c->name = text;
		}
		MarkWholeScreenDirty();
		CompanyAdminUpdate(c);
	}

	return CommandCost();
}

/**
 * Is the given name in use as president name of a company?
 * @param name Name to search.
 * @return \c true if the name us unique (that is, not in use), else \c false.
 */
static bool IsUniquePresidentName(const std::string &name)
{
	for (const Company *c : Company::Iterate()) {
		if (!c->president_name.empty() && c->president_name == name) return false;
	}

	return true;
}

/**
 * Change the name of the president.
 * @param flags operation to perform
 * @param text the new name or an empty string when resetting to the default
 * @return the cost of this operation or an error
 */
CommandCost CmdRenamePresident(DoCommandFlag flags, const std::string &text)
{
	bool reset = text.empty();

	if (!reset) {
		if (Utf8StringLength(text) >= MAX_LENGTH_PRESIDENT_NAME_CHARS) return CMD_ERROR;
		if (!IsUniquePresidentName(text)) return_cmd_error(STR_ERROR_NAME_MUST_BE_UNIQUE);
	}

	if (flags & DC_EXEC) {
		Company *c = Company::Get(_current_company);

		if (reset) {
			c->president_name.clear();
		} else {
			c->president_name = text;

			if (c->name_1 == STR_SV_UNNAMED && c->name.empty()) {
				Command<CMD_RENAME_COMPANY>::Do(DC_EXEC, text + " Transport");
			}
		}

		MarkWholeScreenDirty();
		CompanyAdminUpdate(c);
	}

	return CommandCost();
}

/**
 * Get the service interval for the given company and vehicle type.
 * @param c The company, or nullptr for client-default settings.
 * @param type The vehicle type to get the interval for.
 * @return The service interval.
 */
int CompanyServiceInterval(const Company *c, VehicleType type)
{
	const VehicleDefaultSettings *vds = (c == nullptr) ? &_settings_client.company.vehicle : &c->settings.vehicle;
	switch (type) {
		default: NOT_REACHED();
		case VEH_TRAIN:    return vds->servint_trains;
		case VEH_ROAD:     return vds->servint_roadveh;
		case VEH_AIRCRAFT: return vds->servint_aircraft;
		case VEH_SHIP:     return vds->servint_ships;
	}
}

/**
 * Get total sum of all owned road bits.
 * @return Combined total road road bits.
 */
uint32_t CompanyInfrastructure::GetRoadTotal() const
{
	uint32_t total = 0;
	for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
		if (RoadTypeIsRoad(rt)) total += this->road[rt];
	}
	return total;
}

/**
 * Get total sum of all owned tram bits.
 * @return Combined total of tram road bits.
 */
uint32_t CompanyInfrastructure::GetTramTotal() const
{
	uint32_t total = 0;
	for (RoadType rt = ROADTYPE_BEGIN; rt != ROADTYPE_END; rt++) {
		if (RoadTypeIsTram(rt)) total += this->road[rt];
	}
	return total;
}

/**
 * Transfer funds (money) from one company to another.
 * To prevent abuse in multiplayer games you can only send money to other
 * companies if you have paid off your loan (either explicitly, or implicitly
 * given the fact that you have more money than loan).
 * @param flags operation to perform
 * @param money the amount of money to transfer; max 20.000.000
 * @param dest_company the company to transfer the money to
 * @return the cost of this operation or an error
 */
CommandCost CmdGiveMoney(DoCommandFlag flags, Money money, CompanyID dest_company)
{
	if (!_settings_game.economy.give_money) return CMD_ERROR;

	const Company *c = Company::Get(_current_company);
	CommandCost amount(EXPENSES_OTHER, std::min<Money>(money, 20000000LL));

	/* You can only transfer funds that is in excess of your loan */
	if (c->money - c->current_loan < amount.GetCost() || amount.GetCost() < 0) return_cmd_error(STR_ERROR_INSUFFICIENT_FUNDS);
	if (!Company::IsValidID(dest_company)) return CMD_ERROR;

	if (flags & DC_EXEC) {
		/* Add money to company */
		Backup<CompanyID> cur_company(_current_company, dest_company, FILE_LINE);
		SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -amount.GetCost()));
		cur_company.Restore();

		if (_networking) {
			SetDParam(0, dest_company);
			std::string dest_company_name = GetString(STR_COMPANY_NAME);

			SetDParam(0, _current_company);
			std::string from_company_name = GetString(STR_COMPANY_NAME);

			NetworkTextMessage(NETWORK_ACTION_GIVE_MONEY, GetDrawStringCompanyColour(_current_company), false, from_company_name, dest_company_name, amount.GetCost());
		}
	}

	/* Subtract money from local-company */
	return amount;
}

/**
 * Get the index of the first available company. It attempts,
 *  from first to last, and as soon as the attempt succeeds,
 *  to get the index of the company:
 *  1st - get the first existing human company.
 *  2nd - get the first non-existing company.
 *  3rd - get COMPANY_FIRST.
 * @return the index of the first available company.
 */
CompanyID GetFirstPlayableCompanyID()
{
	for (Company *c : Company::Iterate()) {
		if (Company::IsHumanID(c->index)) {
			return c->index;
		}
	}

	if (Company::CanAllocateItem()) {
		for (CompanyID c = COMPANY_FIRST; c < MAX_COMPANIES; c++) {
			if (!Company::IsValidID(c)) {
				return c;
			}
		}
	}

	return COMPANY_FIRST;
}