/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see .
*/
/** @file company_cmd.cpp Handling of companies. */
#include "stdafx.h"
#include "company_base.h"
#include "company_func.h"
#include "company_gui.h"
#include "core/backup_type.hpp"
#include "town.h"
#include "news_func.h"
#include "command_func.h"
#include "network/network.h"
#include "network/network_func.h"
#include "network/network_base.h"
#include "network/network_admin.h"
#include "ai/ai.hpp"
#include "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(std::min(limit + per_64k_frames, burst << 16));
}
/** Update the landscaping limits per company. */
void UpdateLandscapingLimits()
{
for (Company *c : Company::Iterate()) {
UpdateLandscapingLimit(c->terraform_limit, _settings_game.construction.terraform_per_64k_frames, _settings_game.construction.terraform_frame_burst);
UpdateLandscapingLimit(c->clear_limit, _settings_game.construction.clear_per_64k_frames, _settings_game.construction.clear_frame_burst);
UpdateLandscapingLimit(c->tree_limit, _settings_game.construction.tree_per_64k_frames, _settings_game.construction.tree_frame_burst);
UpdateLandscapingLimit(c->build_object_limit, _settings_game.construction.build_object_per_64k_frames, _settings_game.construction.build_object_frame_burst);
}
}
/**
* Set the right DParams for STR_ERROR_OWNED_BY.
* @param owner the owner to get the name of.
* @param tile optional tile to get the right town.
* @pre if tile == 0, then owner can't be OWNER_TOWN.
*/
void SetDParamsForOwnedBy(Owner owner, TileIndex tile)
{
SetDParam(OWNED_BY_OWNER_IN_PARAMETERS_OFFSET, owner);
if (owner != OWNER_TOWN) {
if (!Company::IsValidID(owner)) {
SetDParam(0, STR_COMPANY_SOMEONE);
} else {
SetDParam(0, STR_COMPANY_NAME);
SetDParam(1, owner);
}
} else {
assert(tile != 0);
const Town *t = ClosestTownFromTile(tile, UINT_MAX);
SetDParam(0, STR_TOWN_NAME);
SetDParam(1, t->index);
}
}
/**
* Check whether the current owner owns something.
* If that isn't the case an appropriate error will be given.
* @param owner the owner of the thing to check.
* @param tile optional tile to get the right town.
* @pre if tile == 0 then the owner can't be OWNER_TOWN.
* @return A succeeded command iff it's owned by the current company, else a failed command.
*/
CommandCost CheckOwnership(Owner owner, TileIndex tile)
{
assert(owner < OWNER_END);
assert(owner != OWNER_TOWN || tile != 0);
if (owner == _current_company) return CommandCost();
SetDParamsForOwnedBy(owner, tile);
return_cmd_error(STR_ERROR_OWNED_BY);
}
/**
* Check whether the current owner owns the stuff on
* the given tile. If that isn't the case an
* appropriate error will be given.
* @param tile the tile to check.
* @return A succeeded command iff it's owned by the current company, else a failed command.
*/
CommandCost CheckTileOwnership(TileIndex tile)
{
Owner owner = GetTileOwner(tile);
assert(owner < OWNER_END);
if (owner == _current_company) return CommandCost();
/* no need to get the name of the owner unless we're the local company (saves some time) */
if (IsLocalCompany()) SetDParamsForOwnedBy(owner, tile);
return_cmd_error(STR_ERROR_OWNED_BY);
}
/**
* Generate the name of a company from the last build coordinate.
* @param c Company to give a name.
*/
static void GenerateCompanyName(Company *c)
{
if (c->name_1 != STR_SV_UNNAMED) return;
if (c->last_build_coordinate == 0) return;
Town *t = ClosestTownFromTile(c->last_build_coordinate, UINT_MAX);
StringID str;
uint32_t strp;
std::string name;
if (t->name.empty() && IsInsideMM(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST + 1)) {
str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_COMPANY_NAME_START;
strp = t->townnameparts;
verify_name:;
/* No companies must have this name already */
for (const Company *cc : Company::Iterate()) {
if (cc->name_1 == str && cc->name_2 == strp) goto bad_town_name;
}
SetDParam(0, strp);
name = GetString(str);
if (Utf8StringLength(name) >= MAX_LENGTH_COMPANY_NAME_CHARS) goto bad_town_name;
set_name:;
c->name_1 = str;
c->name_2 = strp;
MarkWholeScreenDirty();
if (c->is_ai) {
CompanyNewsInformation *cni = new CompanyNewsInformation(c);
SetDParam(0, STR_NEWS_COMPANY_LAUNCH_TITLE);
SetDParam(1, STR_NEWS_COMPANY_LAUNCH_DESCRIPTION);
SetDParamStr(2, cni->company_name);
SetDParam(3, t->index);
AddNewsItem(STR_MESSAGE_NEWS_FORMAT, NT_COMPANY_INFO, NF_COMPANY, NR_TILE, c->last_build_coordinate.base(), NR_NONE, UINT32_MAX, cni);
}
return;
}
bad_town_name:;
if (c->president_name_1 == SPECSTR_PRESIDENT_NAME) {
str = SPECSTR_ANDCO_NAME;
strp = c->president_name_2;
goto set_name;
} else {
str = SPECSTR_ANDCO_NAME;
strp = Random();
goto verify_name;
}
}
/** Sorting weights for the company colours. */
static const 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 = c->colour;
for (uint i = 0; i < COLOUR_END; i++) {
if (colours[i] == pcolour) {
colours[i] = INVALID_COLOUR;
break;
}
}
for (uint j = 0; j < 2; j++) {
Colours similar = _similar_colour[pcolour][j];
if (similar == INVALID_COLOUR) break;
for (uint i = 1; i < COLOUR_END; i++) {
if (colours[i - 1] == similar) Swap(colours[i - 1], colours[i]);
}
}
}
/* Return the first available colour */
for (uint i = 0; i < COLOUR_END; i++) {
if (colours[i] != INVALID_COLOUR) return colours[i];
}
NOT_REACHED();
}
/**
* Generate a random president name of a company.
* @param c Company that needs a new president name.
*/
static void GeneratePresidentName(Company *c)
{
for (;;) {
restart:;
c->president_name_2 = Random();
c->president_name_1 = SPECSTR_PRESIDENT_NAME;
/* Reserve space for extra unicode character. We need to do this to be able
* to detect too long president name. */
SetDParam(0, c->index);
std::string name = GetString(STR_PRESIDENT_NAME);
if (Utf8StringLength(name) >= MAX_LENGTH_PRESIDENT_NAME_CHARS) continue;
for (const Company *cc : Company::Iterate()) {
if (c != cc) {
SetDParam(0, cc->index);
std::string other_name = GetString(STR_PRESIDENT_NAME);
if (name == other_name) goto restart;
}
}
return;
}
}
/**
* Reset the livery schemes to the company's primary colour.
* This is used on loading games without livery information and on new company start up.
* @param c Company to reset.
*/
void ResetCompanyLivery(Company *c)
{
for (LiveryScheme scheme = LS_BEGIN; scheme < LS_END; scheme++) {
c->livery[scheme].in_use = 0;
c->livery[scheme].colour1 = c->colour;
c->livery[scheme].colour2 = c->colour;
}
for (Group *g : Group::Iterate()) {
if (g->owner == c->index) {
g->livery.in_use = 0;
g->livery.colour1 = c->colour;
g->livery.colour2 = c->colour;
}
}
}
/**
* Create a new company and sets all company variables default values
*
* @param is_ai is an AI company?
* @param company CompanyID to use for the new company
* @return the company struct
*/
Company *DoStartupNewCompany(bool is_ai, CompanyID company = INVALID_COMPANY)
{
if (!Company::CanAllocateItem()) return nullptr;
/* we have to generate colour before this company is valid */
Colours colour = GenerateCompanyColour();
Company *c;
if (company == INVALID_COMPANY) {
c = new Company(STR_SV_UNNAMED, is_ai);
} else {
if (Company::IsValidID(company)) return nullptr;
c = new (company) Company(STR_SV_UNNAMED, is_ai);
}
c->colour = colour;
ResetCompanyLivery(c);
_company_colours[c->index] = c->colour;
/* Scale the initial loan based on the inflation rounded down to the loan interval. The maximum loan has already been inflation adjusted. */
c->money = c->current_loan = std::min((INITIAL_LOAN * _economy.inflation_prices >> 16) / LOAN_INTERVAL * LOAN_INTERVAL, _economy.max_loan);
c->avail_railtypes = GetCompanyRailTypes(c->index);
c->avail_roadtypes = GetCompanyRoadTypes(c->index);
c->inaugurated_year = 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 _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::Post(CCA_NEW_AI, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
});
/** Start of a new game. */
void StartupCompanies()
{
/* Ensure the timeout is aborted, so it doesn't fire based on information of the last game. */
_new_competitor_timeout.Abort();
}
/** Initialize the pool of companies. */
void InitializeCompanies()
{
_cur_company_tick_index = 0;
}
/**
* May company \a cbig buy company \a csmall?
* @param cbig Company buying \a csmall.
* @param csmall Company getting bought.
* @return Return \c true if it is allowed.
*/
bool MayCompanyTakeOver(CompanyID cbig, CompanyID csmall)
{
const Company *c1 = Company::Get(cbig);
const Company *c2 = Company::Get(csmall);
/* Do the combined vehicle counts stay within the limits? */
return c1->group_all[VEH_TRAIN].num_vehicle + c2->group_all[VEH_TRAIN].num_vehicle <= _settings_game.vehicle.max_trains &&
c1->group_all[VEH_ROAD].num_vehicle + c2->group_all[VEH_ROAD].num_vehicle <= _settings_game.vehicle.max_roadveh &&
c1->group_all[VEH_SHIP].num_vehicle + c2->group_all[VEH_SHIP].num_vehicle <= _settings_game.vehicle.max_ships &&
c1->group_all[VEH_AIRCRAFT].num_vehicle + c2->group_all[VEH_AIRCRAFT].num_vehicle <= _settings_game.vehicle.max_aircraft;
}
/**
* Handle the bankruptcy take over of a company.
* Companies going bankrupt will ask the other companies in order of their
* performance rating, so better performing companies get the 'do you want to
* merge with Y' question earlier. The question will then stay till either the
* company has gone bankrupt or got merged with a company.
*
* @param c the company that is going bankrupt.
*/
static void HandleBankruptcyTakeover(Company *c)
{
/* Amount of time out for each company to take over a company;
* Timeout is a quarter (3 months of 30 days) divided over the
* number of companies. The minimum number of days in a quarter
* is 90: 31 in January, 28 in February and 31 in March.
* Note that the company going bankrupt can't buy itself. */
static const int TAKE_OVER_TIMEOUT = 3 * 30 * Ticks::DAY_TICKS / (MAX_COMPANIES - 1);
assert(c->bankrupt_asked != 0);
/* We're currently asking some company to buy 'us' */
if (c->bankrupt_timeout != 0) {
c->bankrupt_timeout -= MAX_COMPANIES;
if (c->bankrupt_timeout > 0) return;
c->bankrupt_timeout = 0;
return;
}
/* Did we ask everyone for bankruptcy? If so, bail out. */
if (c->bankrupt_asked == MAX_UVALUE(CompanyMask)) return;
Company *best = nullptr;
int32_t best_performance = -1;
/* Ask the company with the highest performance history first */
for (Company *c2 : Company::Iterate()) {
if (c2->bankrupt_asked == 0 && // Don't ask companies going bankrupt themselves
!HasBit(c->bankrupt_asked, c2->index) &&
best_performance < c2->old_economy[1].performance_history &&
MayCompanyTakeOver(c2->index, c->index)) {
best_performance = c2->old_economy[1].performance_history;
best = c2;
}
}
/* Asked all companies? */
if (best_performance == -1) {
c->bankrupt_asked = MAX_UVALUE(CompanyMask);
return;
}
SetBit(c->bankrupt_asked, best->index);
c->bankrupt_timeout = TAKE_OVER_TIMEOUT;
AI::NewEvent(best->index, new ScriptEventCompanyAskMerger(c->index, c->bankrupt_value));
if (IsInteractiveCompany(best->index)) {
ShowBuyCompanyDialog(c->index, false);
}
}
/** Called every tick for updating some company info. */
void OnTick_Companies()
{
if (_game_mode == GM_EDITOR) return;
Company *c = Company::GetIfValid(_cur_company_tick_index);
if (c != nullptr) {
if (c->name_1 != 0) GenerateCompanyName(c);
if (c->bankrupt_asked != 0) HandleBankruptcyTakeover(c);
}
if (_new_competitor_timeout.HasFired() && _game_mode != GM_MENU && AI::CanStartNew()) {
int32_t timeout = _settings_game.difficulty.competitors_interval * 60 * Ticks::TICKS_PER_SECOND;
/* If the interval is zero, start as many competitors as needed then check every ~10 minutes if a company went bankrupt and needs replacing. */
if (timeout == 0) {
/* count number of competitors */
uint8_t n = 0;
for (const Company *cc : Company::Iterate()) {
if (cc->is_ai) n++;
}
for (auto i = 0; i < _settings_game.difficulty.max_no_competitors; i++) {
if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) break;
if (n++ >= _settings_game.difficulty.max_no_competitors) break;
Command::Post(CCA_NEW_AI, INVALID_COMPANY, CRR_NONE, INVALID_CLIENT_ID);
}
timeout = 10 * 60 * Ticks::TICKS_PER_SECOND;
}
/* Randomize a bit when the AI is actually going to start; ranges from 87.5% .. 112.5% of indicated value. */
timeout += ScriptObject::GetRandomizer(OWNER_NONE).Next(timeout / 4) - timeout / 8;
_new_competitor_timeout.Reset(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 _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::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 = c->livery[LS_DEFAULT].colour1;
c->livery[scheme].colour1 = colour;
/* If setting the first colour of the default scheme, adjust the
* original and cached company colours too. */
if (scheme == LS_DEFAULT) {
UpdateCompanyLiveries(c);
_company_colours[_current_company] = colour;
c->colour = colour;
CompanyAdminUpdate(c);
}
} else {
if (scheme != LS_DEFAULT) SB(c->livery[scheme].in_use, 1, 1, colour != INVALID_COLOUR);
if (colour == INVALID_COLOUR) colour = c->livery[LS_DEFAULT].colour2;
c->livery[scheme].colour2 = colour;
if (scheme == LS_DEFAULT) {
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::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, 20000000LL));
/* You can only transfer funds that is in excess of your loan */
if (c->money - c->current_loan < amount.GetCost() || amount.GetCost() < 0) return_cmd_error(STR_ERROR_INSUFFICIENT_FUNDS);
if (!Company::IsValidID(dest_company)) return CMD_ERROR;
if (flags & DC_EXEC) {
/* Add money to company */
Backup cur_company(_current_company, dest_company, 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;
}