/* $Id$ */ /* * 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 "engine_base.h" #include "company_base.h" #include "company_func.h" #include "company_gui.h" #include "town.h" #include "news_func.h" #include "cmd_helper.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 "date_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 "sprite.h" #include "smallmap_gui.h" #include "table/strings.h" CompanyByte _local_company; ///< Company controlled by the human player at this client. Can also be #COMPANY_SPECTATOR. CompanyByte _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 _next_competitor_start; ///< the number of ticks before the next AI is started 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 name_1, bool is_ai) { this->name_1 = name_1; this->location_of_HQ = INVALID_TILE; this->is_ai = is_ai; this->terraform_limit = _settings_game.construction.terraform_frame_burst << 16; this->clear_limit = _settings_game.construction.clear_frame_burst << 16; for (uint j = 0; j < 4; j++) this->share_owners[j] = COMPANY_SPECTATOR; InvalidateWindowData(WC_PERFORMANCE_DETAIL, 0, INVALID_COMPANY); } /** Destructor. */ Company::~Company() { free(this->num_engines); if (CleaningPool()) return; DeleteCompanyWindows(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); /* 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); #ifdef ENABLE_NETWORK /* Delete the chat window, if you were team chatting. */ InvalidateWindowData(WC_SEND_NETWORK_MSG, DESTTYPE_TEAM, _local_company); #endif assert(IsLocalCompany()); _current_company = _local_company = new_company; /* Delete any construction windows... */ DeleteConstructionWindows(); /* ... and redraw the whole screen. */ MarkWholeScreenDirty(); } /** * 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: // FALL THROUGH 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) SetWindowDirty(WC_STATUS_BAR, 0); SetWindowDirty(WC_FINANCES, cid); } /** * Verify whether the company can pay the bill. * @param cost [inout] 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 != NULL && 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, 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_INC | 1 << EXPENSES_ROADVEH_INC | 1 << EXPENSES_AIRCRAFT_INC | 1 << EXPENSES_SHIP_INC, 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_INT, 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(CommandCost cost) { Company *c = Company::GetIfValid(_current_company); if (c != NULL) 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, 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)); } /** Update the landscaping limits per company. */ void UpdateLandscapingLimits() { Company *c; FOR_ALL_COMPANIES(c) { c->terraform_limit = min(c->terraform_limit + _settings_game.construction.terraform_per_64k_frames, (uint32)_settings_game.construction.terraform_frame_burst << 16); c->clear_limit = min(c->clear_limit + _settings_game.construction.clear_per_64k_frames, (uint32)_settings_game.construction.clear_frame_burst << 16); } } /** * Set the right DParams to get the name of an owner. * @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 GetNameOfOwner(Owner owner, TileIndex tile) { SetDParam(2, 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(); GetNameOfOwner(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()) GetNameOfOwner(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) { /* Reserve space for extra unicode character. We need to do this to be able * to detect too long company name. */ char buffer[(MAX_LENGTH_COMPANY_NAME_CHARS + 1) * MAX_CHAR_LENGTH]; 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 strp; if (t->name == NULL && IsInsideMM(t->townnametype, SPECSTR_TOWNNAME_START, SPECSTR_TOWNNAME_LAST + 1)) { str = t->townnametype - SPECSTR_TOWNNAME_START + SPECSTR_PLAYERNAME_START; strp = t->townnameparts; verify_name:; /* No companies must have this name already */ Company *cc; FOR_ALL_COMPANIES(cc) { if (cc->name_1 == str && cc->name_2 == strp) goto bad_town_name; } GetString(buffer, str, lastof(buffer)); if (Utf8StringLength(buffer) >= 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 = MallocT<CompanyNewsInformation>(1); cni->FillData(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, NS_COMPANY_NEW, NR_TILE, c->last_build_coordinate, NR_NONE, UINT32_MAX, cni); } AI::BroadcastNewEvent(new AIEventCompanyNew(c->index), c->index); 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 */ Company *c; FOR_ALL_COMPANIES(c) { 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. */ char buffer[(MAX_LENGTH_PRESIDENT_NAME_CHARS + 1) * MAX_CHAR_LENGTH]; SetDParam(0, c->index); GetString(buffer, STR_PRESIDENT_NAME, lastof(buffer)); if (Utf8StringLength(buffer) >= MAX_LENGTH_PRESIDENT_NAME_CHARS) continue; Company *cc; FOR_ALL_COMPANIES(cc) { if (c != cc) { /* Reserve extra space so even overlength president names can be compared. */ char buffer2[(MAX_LENGTH_PRESIDENT_NAME_CHARS + 1) * MAX_CHAR_LENGTH]; SetDParam(0, cc->index); GetString(buffer2, STR_PRESIDENT_NAME, lastof(buffer2)); if (strcmp(buffer2, buffer) == 0) 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 = false; c->livery[scheme].colour1 = c->colour; c->livery[scheme].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 NULL; /* 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 NULL; c = new (company) Company(STR_SV_UNNAMED, is_ai); } c->colour = colour; ResetCompanyLivery(c); _company_colours[c->index] = (Colours)c->colour; c->money = c->current_loan = (100000ll * _economy.inflation_prices >> 16) / 50000 * 50000; c->share_owners[0] = c->share_owners[1] = c->share_owners[2] = c->share_owners[3] = INVALID_OWNER; c->avail_railtypes = GetCompanyRailtypes(c->index); c->avail_roadtypes = GetCompanyRoadtypes(c->index); c->inaugurated_year = _cur_year; RandomCompanyManagerFaceBits(c->face, (GenderEthnicity)Random(), false); // create a random company manager face SetDefaultCompanySettings(c->index); GeneratePresidentName(c); SetWindowDirty(WC_GRAPH_LEGEND, 0); SetWindowClassesDirty(WC_CLIENT_LIST_POPUP); SetWindowDirty(WC_CLIENT_LIST, 0); BuildOwnerLegend(); InvalidateWindowData(WC_SMALLMAP, 0, 1); if (is_ai && (!_networking || _network_server)) AI::StartNew(c->index); c->num_engines = CallocT<uint16>(Engine::GetPoolSize()); return c; } /** Start the next competitor now. */ void StartupCompanies() { _next_competitor_start = 0; } #ifdef ENABLE_AI /** Start a new competitor company if possible. */ static void MaybeStartNewCompany() { #ifdef ENABLE_NETWORK if (_networking && Company::GetNumItems() >= _settings_client.network.max_companies) return; #endif /* ENABLE_NETWORK */ Company *c; /* count number of competitors */ uint n = 0; FOR_ALL_COMPANIES(c) { if (c->is_ai) n++; } if (n < (uint)_settings_game.difficulty.max_no_competitors) { /* Send a command to all clients to start up a new AI. * Works fine for Multiplayer and Singleplayer */ DoCommandP(0, 1 | INVALID_COMPANY << 16, 0, CMD_COMPANY_CTRL); } } #endif /* ENABLE_AI */ /** 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) { uint big_counts[4], small_counts[4]; CountCompanyVehicles(cbig, big_counts); CountCompanyVehicles(csmall, small_counts); /* Do the combined vehicle counts stay within the limits? */ return big_counts[VEH_TRAIN] + small_counts[VEH_TRAIN] <= _settings_game.vehicle.max_trains && big_counts[VEH_ROAD] + small_counts[VEH_ROAD] <= _settings_game.vehicle.max_roadveh && big_counts[VEH_SHIP] + small_counts[VEH_SHIP] <= _settings_game.vehicle.max_ships && big_counts[VEH_AIRCRAFT] + small_counts[VEH_AIRCRAFT] <= _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 * 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 *c2, *best = NULL; int32 best_performance = -1; /* Ask the company with the highest performance history first */ FOR_ALL_COMPANIES(c2) { 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; if (best->is_ai) { AI::NewEvent(best->index, new AIEventCompanyAskMerger(c->index, ClampToI32(c->bankrupt_value))); } else if (IsInteractiveCompany(best->index)) { ShowBuyCompanyDialog(c->index); } } /** 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 != NULL) { if (c->name_1 != 0) GenerateCompanyName(c); if (c->bankrupt_asked != 0) HandleBankruptcyTakeover(c); } #ifdef ENABLE_AI if (_next_competitor_start == 0) { _next_competitor_start = AI::GetStartNextTime() * DAY_TICKS; } if (AI::CanStartNew() && _game_mode != GM_MENU && --_next_competitor_start == 0) { MaybeStartNewCompany(); } #endif /* ENABLE_AI */ _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. */ void CompaniesYearlyLoop() { Company *c; /* Copy statistics */ FOR_ALL_COMPANIES(c) { memmove(&c->yearly_expenses[1], &c->yearly_expenses[0], sizeof(c->yearly_expenses) - sizeof(c->yearly_expenses[0])); memset(&c->yearly_expenses[0], 0, sizeof(c->yearly_expenses[0])); SetWindowDirty(WC_FINANCES, c->index); } if (_settings_client.gui.show_finances && _local_company != COMPANY_SPECTATOR) { ShowCompanyFinances(_local_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) { SndPlayFx(SND_01_BAD_YEAR); } else { 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 NULL if not relevant). */ void CompanyNewsInformation::FillData(const Company *c, const Company *other) { SetDParam(0, c->index); GetString(this->company_name, STR_COMPANY_NAME, lastof(this->company_name)); if (other == NULL) { *this->other_company_name = '\0'; } else { SetDParam(0, other->index); GetString(this->other_company_name, STR_COMPANY_NAME, lastof(this->other_company_name)); c = other; } SetDParam(0, c->index); GetString(this->president_name, STR_PRESIDENT_NAME_MANAGER, lastof(this->president_name)); 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) { #ifdef ENABLE_NETWORK if (_network_server) NetworkAdminCompanyUpdate(company); #endif /* ENABLE_NETWORK */ } /** * Called whenever a company goes bankrupt in order to notify admins. * @param company_id The company that went bankrupt. */ void CompanyAdminBankrupt(CompanyID company_id) { #ifdef ENABLE_NETWORK if (_network_server) NetworkAdminCompanyRemove(company_id, ADMIN_CRR_BANKRUPT); #endif /* ENABLE_NETWORK */ } /** * Control the companies: add, delete, etc. * @param tile unused * @param flags operation to perform * @param p1 various functionality * - bits 0..15: * = 0 - create a new company * = 1 - create a new AI company * = 2 - delete a company * - bits 16..24: CompanyID * @param p2 ClientID * @param text unused * @return the cost of this operation or an error */ CommandCost CmdCompanyCtrl(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { InvalidateWindowData(WC_COMPANY_LEAGUE, 0, 0); CompanyID company_id = (CompanyID)GB(p1, 16, 8); #ifdef ENABLE_NETWORK ClientID client_id = (ClientID)p2; #endif /* ENABLE_NETWORK */ switch (GB(p1, 0, 16)) { case 0: { // Create a new company /* This command is only executed in a multiplayer game */ if (!_networking) return CMD_ERROR; #ifdef ENABLE_NETWORK /* Has the network client a correct ClientIndex? */ if (!(flags & DC_EXEC)) return CommandCost(); NetworkClientInfo *ci = NetworkClientInfo::GetByClientID(client_id); if (ci == NULL) return CommandCost(); /* Delete multiplayer progress bar */ DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); Company *c = DoStartupNewCompany(false); /* A new company could not be created, revert to being a spectator */ if (c == NULL) { if (_network_server) { 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 (!StrEmpty(_settings_client.network.default_company_pass)) { NetworkChangeCompanyPassword(_local_company, _settings_client.network.default_company_pass); } /* Now that we have a new company, broadcast our company settings to * all clients so everything is in sync */ SyncCompanySettings(); MarkWholeScreenDirty(); } if (_network_server) { CompanyID old_playas = ci->client_playas; ci->client_playas = c->index; NetworkUpdateClientInfo(ci->client_id); if (Company::IsValidID(ci->client_playas)) { _network_company_states[c->index].months_empty = 0; _network_company_states[c->index].password[0] = '\0'; NetworkServerUpdateCompanyPassworded(ci->client_playas, false); /* XXX - When a client joins, we automatically set its name to the * client's name (for some reason). As it stands now only the server * knows the client's name, so it needs to send out a "broadcast" to * do this. To achieve this we send a network command. However, it * uses _local_company to execute the command as. To prevent abuse * (eg. only yourself can change your name/company), we 'cheat' by * impersonation _local_company as the server. Not the best solution; * but it works. * TODO: Perhaps this could be improved by when the client is ready * with joining to let it send itself the command, and not the server? * For example in network_client.c:534? */ NetworkSendCommand(0, 0, 0, CMD_RENAME_PRESIDENT, NULL, ci->client_name, ci->client_playas); } /* Announce new company on network, if the client was a SPECTATOR before */ if (old_playas == COMPANY_SPECTATOR) { NetworkAdminCompanyInfo(c, true); NetworkServerSendChat(NETWORK_ACTION_COMPANY_NEW, DESTTYPE_BROADCAST, 0, "", ci->client_id, ci->client_playas + 1); } } #endif /* ENABLE_NETWORK */ break; } case 1: // Make a new AI company if (!(flags & DC_EXEC)) return CommandCost(); if (company_id != INVALID_COMPANY && (company_id >= MAX_COMPANIES || Company::IsValidID(company_id))) return CMD_ERROR; DoStartupNewCompany(true, company_id); break; case 2: { // Delete a company Company *c = Company::GetIfValid(company_id); if (c == NULL) return CMD_ERROR; if (!(flags & DC_EXEC)) return CommandCost(); /* Delete any open window of the company */ DeleteCompanyWindows(c->index); CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1); cni->FillData(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, NS_COMPANY_BANKRUPT, 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 AIEventCompanyBankrupt(c_index)); CompanyAdminBankrupt(c_index); break; } default: return CMD_ERROR; } InvalidateWindowClassesData(WC_GAME_OPTIONS); InvalidateWindowClassesData(WC_AI_SETTINGS); InvalidateWindowClassesData(WC_AI_LIST); return CommandCost(); } /** * Change the company manager's face. * @param tile unused * @param flags operation to perform * @param p1 unused * @param p2 face bitmasked * @param text unused * @return the cost of this operation or an error */ CommandCost CmdSetCompanyManagerFace(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { CompanyManagerFace cmf = (CompanyManagerFace)p2; if (!IsValidCompanyManagerFace(cmf)) return CMD_ERROR; if (flags & DC_EXEC) { Company::Get(_current_company)->face = cmf; MarkWholeScreenDirty(); } return CommandCost(); } /** * Change the company's company-colour * @param tile unused * @param flags operation to perform * @param p1 bitstuffed: * p1 bits 0-7 scheme to set * p1 bits 8-9 set in use state or first/second colour * @param p2 new colour for vehicles, property, etc. * @param text unused * @return the cost of this operation or an error */ CommandCost CmdSetCompanyColour(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { Colours colour = Extract<Colours, 0, 4>(p2); LiveryScheme scheme = Extract<LiveryScheme, 0, 8>(p1); byte state = GB(p1, 8, 2); if (scheme >= LS_END || state >= 3 || 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 && state == 0) { const Company *cc; FOR_ALL_COMPANIES(cc) { if (cc != c && cc->colour == colour) return CMD_ERROR; } } if (flags & DC_EXEC) { switch (state) { case 0: 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) { _company_colours[_current_company] = colour; c->colour = colour; CompanyAdminUpdate(c); } break; case 1: c->livery[scheme].colour2 = colour; break; case 2: c->livery[scheme].in_use = colour != 0; /* Now handle setting the default scheme's in_use flag. * This is different to the other schemes, as it signifies if any * scheme is active at all. If this flag is not set, then no * processing of vehicle types occurs at all, and only the default * colours will be used. */ /* If enabling a scheme, set the default scheme to be in use too */ if (colour != 0) { c->livery[LS_DEFAULT].in_use = true; break; } /* 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 = false; for (scheme = LS_DEFAULT; scheme < LS_END; scheme++) { if (c->livery[scheme].in_use) { c->livery[LS_DEFAULT].in_use = true; break; } } break; default: 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); /* The smallmap owner view also stores the company colours. */ BuildOwnerLegend(); InvalidateWindowData(WC_SMALLMAP, 0, 1); /* Company colour data is indirectly cached. */ Vehicle *v; FOR_ALL_VEHICLES(v) { if (v->owner == _current_company) v->InvalidateNewGRFCache(); } extern void UpdateObjectColours(const Company *c); 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 char *name) { const Company *c; FOR_ALL_COMPANIES(c) { if (c->name != NULL && strcmp(c->name, name) == 0) return false; } return true; } /** * Change the name of the company. * @param tile unused * @param flags operation to perform * @param p1 unused * @param p2 unused * @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(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { bool reset = StrEmpty(text); 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); free(c->name); c->name = reset ? NULL : strdup(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 char *name) { const Company *c; FOR_ALL_COMPANIES(c) { if (c->president_name != NULL && strcmp(c->president_name, name) == 0) return false; } return true; } /** * Change the name of the president. * @param tile unused * @param flags operation to perform * @param p1 unused * @param p2 unused * @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(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text) { bool reset = StrEmpty(text); 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); free(c->president_name); if (reset) { c->president_name = NULL; } else { c->president_name = strdup(text); if (c->name_1 == STR_SV_UNNAMED && c->name == NULL) { char buf[80]; snprintf(buf, lengthof(buf), "%s Transport", text); DoCommand(0, 0, 0, DC_EXEC, CMD_RENAME_COMPANY, buf); } } MarkWholeScreenDirty(); CompanyAdminUpdate(c); } return CommandCost(); }