summaryrefslogtreecommitdiff
path: root/src/economy.cpp
blob: b42dc3301417aa28d503238f485920b32282665d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
/* $Id$ */

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

#include "stdafx.h"
#include "company_func.h"
#include "command_func.h"
#include "industry.h"
#include "town.h"
#include "news_func.h"
#include "network/network.h"
#include "network/network_func.h"
#include "ai/ai.hpp"
#include "aircraft.h"
#include "train.h"
#include "newgrf_engine.h"
#include "engine_base.h"
#include "ground_vehicle.hpp"
#include "newgrf_cargo.h"
#include "newgrf_sound.h"
#include "newgrf_industrytiles.h"
#include "newgrf_station.h"
#include "newgrf_airporttiles.h"
#include "object.h"
#include "strings_func.h"
#include "date_func.h"
#include "vehicle_func.h"
#include "sound_func.h"
#include "autoreplace_func.h"
#include "company_gui.h"
#include "signs_base.h"
#include "subsidy_base.h"
#include "subsidy_func.h"
#include "station_base.h"
#include "waypoint_base.h"
#include "economy_base.h"
#include "core/pool_func.hpp"
#include "core/backup_type.hpp"
#include "cargo_type.h"
#include "water.h"
#include "game/game.hpp"
#include "cargomonitor.h"
#include "goal_base.h"
#include "story_base.h"
#include "linkgraph/refresh.h"

#include "table/strings.h"
#include "table/pricebase.h"

#include "safeguards.h"


/* Initialize the cargo payment-pool */
CargoPaymentPool _cargo_payment_pool("CargoPayment");
INSTANTIATE_POOL_METHODS(CargoPayment)

/**
 * Multiply two integer values and shift the results to right.
 *
 * This function multiplies two integer values. The result is
 * shifted by the amount of shift to right.
 *
 * @param a The first integer
 * @param b The second integer
 * @param shift The amount to shift the value to right.
 * @return The shifted result
 */
static inline int32 BigMulS(const int32 a, const int32 b, const uint8 shift)
{
	return (int32)((int64)a * (int64)b >> shift);
}

typedef SmallVector<Industry *, 16> SmallIndustryList;

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

int _score_part[MAX_COMPANIES][SCORE_END];
Economy _economy;
Prices _price;
Money _additional_cash_required;
static PriceMultipliers _price_base_multiplier;

/**
 * Calculate the value of the company. That is the value of all
 * assets (vehicles, stations, etc) and money minus the loan,
 * except when including_loan is \c false which is useful when
 * we want to calculate the value for bankruptcy.
 * @param c              the company to get the value of.
 * @param including_loan include the loan in the company value.
 * @return the value of the company.
 */
Money CalculateCompanyValue(const Company *c, bool including_loan)
{
	Owner owner = c->index;

	Station *st;
	uint num = 0;

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

	Money value = num * _price[PR_STATION_VALUE] * 25;

	Vehicle *v;
	FOR_ALL_VEHICLES(v) {
		if (v->owner != owner) continue;

		if (v->type == VEH_TRAIN ||
				v->type == VEH_ROAD ||
				(v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) ||
				v->type == VEH_SHIP) {
			value += v->value * 3 >> 1;
		}
	}

	/* Add real money value */
	if (including_loan) value -= c->current_loan;
	value += c->money;

	return max(value, (Money)1);
}

/**
 * if update is set to true, the economy is updated with this score
 *  (also the house is updated, should only be true in the on-tick event)
 * @param update the economy with calculated score
 * @param c company been evaluated
 * @return actual score of this company
 *
 */
int UpdateCompanyRatingAndValue(Company *c, bool update)
{
	Owner owner = c->index;
	int score = 0;

	memset(_score_part[owner], 0, sizeof(_score_part[owner]));

	/* Count vehicles */
	{
		Vehicle *v;
		Money min_profit = 0;
		bool min_profit_first = true;
		uint num = 0;

		FOR_ALL_VEHICLES(v) {
			if (v->owner != owner) continue;
			if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
				if (v->profit_last_year > 0) num++; // For the vehicle score only count profitable vehicles
				if (v->age > 730) {
					/* Find the vehicle with the lowest amount of profit */
					if (min_profit_first || min_profit > v->profit_last_year) {
						min_profit = v->profit_last_year;
						min_profit_first = false;
					}
				}
			}
		}

		min_profit >>= 8; // remove the fract part

		_score_part[owner][SCORE_VEHICLES] = num;
		/* Don't allow negative min_profit to show */
		if (min_profit > 0) {
			_score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
		}
	}

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

		FOR_ALL_STATIONS(st) {
			/* Only count stations that are actually serviced */
			if (st->owner == owner && (st->time_since_load <= 20 || st->time_since_unload <= 20)) num += CountBits((byte)st->facilities);
		}
		_score_part[owner][SCORE_STATIONS] = num;
	}

	/* Generate statistics depending on recent income statistics */
	{
		int numec = min(c->num_valid_stat_ent, 12);
		if (numec != 0) {
			const CompanyEconomyEntry *cee = c->old_economy;
			Money min_income = cee->income + cee->expenses;
			Money max_income = cee->income + cee->expenses;

			do {
				min_income = min(min_income, cee->income + cee->expenses);
				max_income = max(max_income, cee->income + cee->expenses);
			} while (++cee, --numec);

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

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

	/* Generate score depending on amount of transported cargo */
	{
		int numec = min(c->num_valid_stat_ent, 4);
		if (numec != 0) {
			const CompanyEconomyEntry *cee = c->old_economy;
			OverflowSafeInt64 total_delivered = 0;
			do {
				total_delivered += cee->delivered_cargo.GetSum<OverflowSafeInt64>();
			} while (++cee, --numec);

			_score_part[owner][SCORE_DELIVERED] = ClampToI32(total_delivered);
		}
	}

	/* Generate score for variety of cargo */
	{
		_score_part[owner][SCORE_CARGO] = c->old_economy->delivered_cargo.GetCount();
	}

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

	/* Generate score for loan */
	{
		_score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
	}

	/* Now we calculate the score for each item.. */
	{
		int total_score = 0;
		int s;
		score = 0;
		for (ScoreID i = SCORE_BEGIN; i < SCORE_END; i++) {
			/* Skip the total */
			if (i == SCORE_TOTAL) continue;
			/*  Check the score */
			s = Clamp(_score_part[owner][i], 0, _score_info[i].needed) * _score_info[i].score / _score_info[i].needed;
			score += s;
			total_score += _score_info[i].score;
		}

		_score_part[owner][SCORE_TOTAL] = score;

		/*  We always want the score scaled to SCORE_MAX (1000) */
		if (total_score != SCORE_MAX) score = score * SCORE_MAX / total_score;
	}

	if (update) {
		c->old_economy[0].performance_history = score;
		UpdateCompanyHQ(c->location_of_HQ, score);
		c->old_economy[0].company_value = CalculateCompanyValue(c);
	}

	SetWindowDirty(WC_PERFORMANCE_DETAIL, 0);
	return score;
}

/**
 * Change the ownership of all the items of a company.
 * @param old_owner The company that gets removed.
 * @param new_owner The company to merge to, or INVALID_OWNER to remove the company.
 */
void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
{
	/* We need to set _current_company to old_owner before we try to move
	 * the client. This is needed as it needs to know whether "you" really
	 * are the current local company. */
	Backup<CompanyByte> cur_company(_current_company, old_owner, FILE_LINE);
#ifdef ENABLE_NETWORK
	/* In all cases, make spectators of clients connected to that company */
	if (_networking) NetworkClientsToSpectators(old_owner);
#endif /* ENABLE_NETWORK */
	if (old_owner == _local_company) {
		/* Single player cheated to AI company.
		 * There are no spectators in single player, so we must pick some other company. */
		assert(!_networking);
		Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
		Company *c;
		FOR_ALL_COMPANIES(c) {
			if (c->index != old_owner) {
				SetLocalCompany(c->index);
				break;
			}
		}
		cur_company2.Restore();
		assert(old_owner != _local_company);
	}

	Town *t;

	assert(old_owner != new_owner);

	{
		Company *c;
		uint i;

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

		/* Sell all the shares that people have on this company */
		Backup<CompanyByte> cur_company2(_current_company, FILE_LINE);
		c = Company::Get(old_owner);
		for (i = 0; i < 4; i++) {
			cur_company2.Change(c->share_owners[i]);
			if (_current_company != INVALID_OWNER) {
				/* Sell the shares */
				CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC | DC_BANKRUPT, CMD_SELL_SHARE_IN_COMPANY);
				/* Because we are in a DoCommand, we can't just execute another one and
				 *  expect the money to be removed. We need to do it ourself! */
				SubtractMoneyFromCompany(res);
			}
		}
		cur_company2.Restore();
	}

	/* Temporarily increase the company's money, to be sure that
	 * removing his/her property doesn't fail because of lack of money.
	 * Not too drastically though, because it could overflow */
	if (new_owner == INVALID_OWNER) {
		Company::Get(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
	}

	Subsidy *s;
	FOR_ALL_SUBSIDIES(s) {
		if (s->awarded == old_owner) {
			if (new_owner == INVALID_OWNER) {
				delete s;
			} else {
				s->awarded = new_owner;
			}
		}
	}
	if (new_owner == INVALID_OWNER) RebuildSubsidisedSourceAndDestinationCache();

	/* Take care of rating and transport rights in towns */
	FOR_ALL_TOWNS(t) {
		/* If a company takes over, give the ratings to that company. */
		if (new_owner != INVALID_OWNER) {
			if (HasBit(t->have_ratings, old_owner)) {
				if (HasBit(t->have_ratings, new_owner)) {
					/* use max of the two ratings. */
					t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
				} else {
					SetBit(t->have_ratings, new_owner);
					t->ratings[new_owner] = t->ratings[old_owner];
				}
			}
		}

		/* Reset the ratings for the old owner */
		t->ratings[old_owner] = RATING_INITIAL;
		ClrBit(t->have_ratings, old_owner);

		/* Transfer exclusive rights */
		if (t->exclusive_counter > 0 && t->exclusivity == old_owner) {
			if (new_owner != INVALID_OWNER) {
				t->exclusivity = new_owner;
			} else {
				t->exclusive_counter = 0;
				t->exclusivity = INVALID_COMPANY;
			}
		}
	}

	{
		Vehicle *v;
		FOR_ALL_VEHICLES(v) {
			if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
				if (new_owner == INVALID_OWNER) {
					if (v->Previous() == NULL) delete v;
				} else {
					if (v->IsEngineCountable()) GroupStatistics::CountEngine(v, -1);
					if (v->IsPrimaryVehicle()) GroupStatistics::CountVehicle(v, -1);
				}
			}
		}
	}

	/* In all cases clear replace engine rules.
	 * Even if it was copied, it could interfere with new owner's rules */
	RemoveAllEngineReplacementForCompany(Company::Get(old_owner));

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

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

		/* Override company settings to new company defaults in case we need to convert them.
		 * This is required as the CmdChangeServiceInt doesn't copy the supplied value when it is non-custom
		 */
		if (new_owner != INVALID_OWNER) {
			Company *old_company = Company::Get(old_owner);
			Company *new_company = Company::Get(new_owner);

			old_company->settings.vehicle.servint_aircraft = new_company->settings.vehicle.servint_aircraft;
			old_company->settings.vehicle.servint_trains = new_company->settings.vehicle.servint_trains;
			old_company->settings.vehicle.servint_roadveh = new_company->settings.vehicle.servint_roadveh;
			old_company->settings.vehicle.servint_ships = new_company->settings.vehicle.servint_ships;
			old_company->settings.vehicle.servint_ispercent = new_company->settings.vehicle.servint_ispercent;
		}

		Vehicle *v;
		FOR_ALL_VEHICLES(v) {
			if (v->owner == old_owner && IsCompanyBuildableVehicleType(v->type)) {
				assert(new_owner != INVALID_OWNER);

				/* Correct default values of interval settings while maintaining custom set ones.
				 * This prevents invalid values on mismatching company defaults being accepted.
				 */
				if (!v->ServiceIntervalIsCustom()) {
					Company *new_company = Company::Get(new_owner);

					/* Technically, passing the interval is not needed as the command will query the default value itself.
					 * However, do not rely on that behaviour.
					 */
					int interval = CompanyServiceInterval(new_company, v->type);
					DoCommand(v->tile, v->index, interval | (new_company->settings.vehicle.servint_ispercent << 17), DC_EXEC | DC_BANKRUPT, CMD_CHANGE_SERVICE_INT);
				}

				v->owner = new_owner;

				/* Owner changes, clear cache */
				v->colourmap = PAL_NONE;
				v->InvalidateNewGRFCache();

				if (v->IsEngineCountable()) {
					GroupStatistics::CountEngine(v, 1);
				}
				if (v->IsPrimaryVehicle()) {
					GroupStatistics::CountVehicle(v, 1);
					v->unitnumber = unitidgen[v->type].NextID();
				}

				/* Invalidate the vehicle's cargo payment "owner cache". */
				if (v->cargo_payment != NULL) v->cargo_payment->owner = NULL;
			}
		}

		if (new_owner != INVALID_OWNER) GroupStatistics::UpdateAutoreplace(new_owner);
	}

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

		if (new_owner != INVALID_OWNER) {
			/* Update all signals because there can be new segment that was owned by two companies
			 * and signals were not propagated
			 * Similar with crossings - it is needed to bar crossings that weren't before
			 * because of different owner of crossing and approaching train */
			tile = 0;

			do {
				if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
					TrackBits tracks = GetTrackBits(tile);
					do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
						Track track = RemoveFirstTrack(&tracks);
						if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
					} while (tracks != TRACK_BIT_NONE);
				} else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
					UpdateLevelCrossing(tile);
				}
			} while (++tile != MapSize());
		}

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

	/* Add airport infrastructure count of the old company to the new one. */
	if (new_owner != INVALID_OWNER) Company::Get(new_owner)->infrastructure.airport += Company::Get(old_owner)->infrastructure.airport;

	/* convert owner of stations (including deleted ones, but excluding buoys) */
	Station *st;
	FOR_ALL_STATIONS(st) {
		if (st->owner == old_owner) {
			/* if a company goes bankrupt, set owner to OWNER_NONE so the sign doesn't disappear immediately
			 * also, drawing station window would cause reading invalid company's colour */
			st->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
		}
	}

	/* do the same for waypoints (we need to do this here so deleted waypoints are converted too) */
	Waypoint *wp;
	FOR_ALL_WAYPOINTS(wp) {
		if (wp->owner == old_owner) {
			wp->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
		}
	}

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

	/* Remove Game Script created Goals, CargoMonitors and Story pages. */
	Goal *g;
	FOR_ALL_GOALS(g) {
		if (g->company == old_owner) delete g;
	}

	ClearCargoPickupMonitoring(old_owner);
	ClearCargoDeliveryMonitoring(old_owner);

	StoryPage *sp;
	FOR_ALL_STORY_PAGES(sp) {
		if (sp->company == old_owner) delete sp;
	}

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

	cur_company.Restore();

	MarkWholeScreenDirty();
}

/**
 * Check for bankruptcy of a company. Called every three months.
 * @param c Company to check.
 */
static void CompanyCheckBankrupt(Company *c)
{
	/*  If the company has money again, it does not go bankrupt */
	if (c->money - c->current_loan >= -_economy.max_loan) {
		c->months_of_bankruptcy = 0;
		c->bankrupt_asked = 0;
		return;
	}

	c->months_of_bankruptcy++;

	switch (c->months_of_bankruptcy) {
		/* All the boring cases (months) with a bad balance where no action is taken */
		case 0:
		case 1:
		case 2:
		case 3:

		case 5:
		case 6:

		case 8:
		case 9:
			break;

		/* Warn about bankruptcy after 3 months */
		case 4: {
			CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
			cni->FillData(c);
			SetDParam(0, STR_NEWS_COMPANY_IN_TROUBLE_TITLE);
			SetDParam(1, STR_NEWS_COMPANY_IN_TROUBLE_DESCRIPTION);
			SetDParamStr(2, cni->company_name);
			AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
			AI::BroadcastNewEvent(new ScriptEventCompanyInTrouble(c->index));
			Game::NewEvent(new ScriptEventCompanyInTrouble(c->index));
			break;
		}

		/* Offer company for sale after 6 months */
		case 7: {
			/* Don't consider the loan */
			Money val = CalculateCompanyValue(c, false);

			c->bankrupt_value = val;
			c->bankrupt_asked = 1 << c->index; // Don't ask the owner
			c->bankrupt_timeout = 0;

			/* The company assets should always have some value */
			assert(c->bankrupt_value > 0);
			break;
		}

		/* Bankrupt company after 6 months (if the company has no value) or latest
		 * after 9 months (if it still had value after 6 months) */
		default:
		case 10: {
			if (!_networking && _local_company == c->index) {
				/* If we are in offline mode, leave the company playing. Eg. there
				 * is no THE-END, otherwise mark the client as spectator to make sure
				 * he/she is no long in control of this company. However... when you
				 * join another company (cheat) the "unowned" company can bankrupt. */
				c->bankrupt_asked = MAX_UVALUE(CompanyMask);
				break;
			}

			/* Actually remove the company, but not when we're a network client.
			 * In case of network clients we will be getting a command from the
			 * server. It is done in this way as we are called from the
			 * StateGameLoop which can't change the current company, and thus
			 * updating the local company triggers an assert later on. In the
			 * case of a network game the command will be processed at a time
			 * that changing the current company is okay. In case of single
			 * player we are sure (the above check) that we are not the local
			 * company and thus we won't be moved. */
			if (!_networking || _network_server) DoCommandP(0, 2 | (c->index << 16), CRR_BANKRUPT, CMD_COMPANY_CTRL);
			break;
		}
	}
}

/**
 * Update the finances of all companies.
 * Pay for the stations, update the history graph, update ratings and company values, and deal with bankruptcy.
 */
static void CompaniesGenStatistics()
{
	/* Check for bankruptcy each month */
	Company *c;
	FOR_ALL_COMPANIES(c) {
		CompanyCheckBankrupt(c);
	}

	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);

	if (!_settings_game.economy.infrastructure_maintenance) {
		Station *st;
		FOR_ALL_STATIONS(st) {
			cur_company.Change(st->owner);
			CommandCost cost(EXPENSES_PROPERTY, _price[PR_STATION_VALUE] >> 1);
			SubtractMoneyFromCompany(cost);
		}
	} else {
		/* Improved monthly infrastructure costs. */
		FOR_ALL_COMPANIES(c) {
			cur_company.Change(c->index);

			CommandCost cost(EXPENSES_PROPERTY);
			uint32 rail_total = c->infrastructure.GetRailTotal();
			for (RailType rt = RAILTYPE_BEGIN; rt < RAILTYPE_END; rt++) {
				if (c->infrastructure.rail[rt] != 0) cost.AddCost(RailMaintenanceCost(rt, c->infrastructure.rail[rt], rail_total));
			}
			cost.AddCost(SignalMaintenanceCost(c->infrastructure.signal));
			for (RoadType rt = ROADTYPE_BEGIN; rt < ROADTYPE_END; rt++) {
				if (c->infrastructure.road[rt] != 0) cost.AddCost(RoadMaintenanceCost(rt, c->infrastructure.road[rt]));
			}
			cost.AddCost(CanalMaintenanceCost(c->infrastructure.water));
			cost.AddCost(StationMaintenanceCost(c->infrastructure.station));
			cost.AddCost(AirportMaintenanceCost(c->index));

			SubtractMoneyFromCompany(cost);
		}
	}
	cur_company.Restore();

	/* Only run the economic statics and update company stats every 3rd month (1st of quarter). */
	if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month)) return;

	FOR_ALL_COMPANIES(c) {
		/* Drop the oldest history off the end */
		std::copy_backward(c->old_economy, c->old_economy + MAX_HISTORY_QUARTERS - 1, c->old_economy + MAX_HISTORY_QUARTERS);
		c->old_economy[0] = c->cur_economy;
		c->cur_economy = {};

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

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

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

/**
 * Add monthly inflation
 * @param check_year Shall the inflation get stopped after 170 years?
 * @return true if inflation is maxed and nothing was changed
 */
bool AddInflation(bool check_year)
{
	/* The cargo payment inflation differs from the normal inflation, so the
	 * relative amount of money you make with a transport decreases slowly over
	 * the 170 years. After a few hundred years we reach a level in which the
	 * games will become unplayable as the maximum income will be less than
	 * the minimum running cost.
	 *
	 * Furthermore there are a lot of inflation related overflows all over the
	 * place. Solving them is hardly possible because inflation will always
	 * reach the overflow threshold some day. So we'll just perform the
	 * inflation mechanism during the first 170 years (the amount of years that
	 * one had in the original TTD) and stop doing the inflation after that
	 * because it only causes problems that can't be solved nicely and the
	 * inflation doesn't add anything after that either; it even makes playing
	 * it impossible due to the diverging cost and income rates.
	 */
	if (check_year && (_cur_year - _settings_game.game_creation.starting_year) >= (ORIGINAL_MAX_YEAR - ORIGINAL_BASE_YEAR)) return true;

	if (_economy.inflation_prices == MAX_INFLATION || _economy.inflation_payment == MAX_INFLATION) return true;

	/* Approximation for (100 + infl_amount)% ** (1 / 12) - 100%
	 * scaled by 65536
	 * 12 -> months per year
	 * This is only a good approximation for small values
	 */
	_economy.inflation_prices  += (_economy.inflation_prices  * _economy.infl_amount    * 54) >> 16;
	_economy.inflation_payment += (_economy.inflation_payment * _economy.infl_amount_pr * 54) >> 16;

	if (_economy.inflation_prices > MAX_INFLATION) _economy.inflation_prices = MAX_INFLATION;
	if (_economy.inflation_payment > MAX_INFLATION) _economy.inflation_payment = MAX_INFLATION;

	return false;
}

/**
 * Computes all prices, payments and maximum loan.
 */
void RecomputePrices()
{
	/* Setup maximum loan */
	_economy.max_loan = (_settings_game.difficulty.max_loan * _economy.inflation_prices >> 16) / 50000 * 50000;

	/* Setup price bases */
	for (Price i = PR_BEGIN; i < PR_END; i++) {
		Money price = _price_base_specs[i].start_price;

		/* Apply difficulty settings */
		uint mod = 1;
		switch (_price_base_specs[i].category) {
			case PCAT_RUNNING:
				mod = _settings_game.difficulty.vehicle_costs;
				break;

			case PCAT_CONSTRUCTION:
				mod = _settings_game.difficulty.construction_cost;
				break;

			default: break;
		}
		switch (mod) {
			case 0: price *= 6; break;
			case 1: price *= 8; break; // normalised to 1 below
			case 2: price *= 9; break;
			default: NOT_REACHED();
		}

		/* Apply inflation */
		price = (int64)price * _economy.inflation_prices;

		/* Apply newgrf modifiers, remove fractional part of inflation, and normalise on medium difficulty. */
		int shift = _price_base_multiplier[i] - 16 - 3;
		if (shift >= 0) {
			price <<= shift;
		} else {
			price >>= -shift;
		}

		/* Make sure the price does not get reduced to zero.
		 * Zero breaks quite a few commands that use a zero
		 * cost to see whether something got changed or not
		 * and based on that cause an error. When the price
		 * is zero that fails even when things are done. */
		if (price == 0) {
			price = Clamp(_price_base_specs[i].start_price, -1, 1);
			/* No base price should be zero, but be sure. */
			assert(price != 0);
		}
		/* Store value */
		_price[i] = price;
	}

	/* Setup cargo payment */
	CargoSpec *cs;
	FOR_ALL_CARGOSPECS(cs) {
		cs->current_payment = ((int64)cs->initial_payment * _economy.inflation_payment) >> 16;
	}

	SetWindowClassesDirty(WC_BUILD_VEHICLE);
	SetWindowClassesDirty(WC_REPLACE_VEHICLE);
	SetWindowClassesDirty(WC_VEHICLE_DETAILS);
	SetWindowClassesDirty(WC_COMPANY_INFRASTRUCTURE);
	InvalidateWindowData(WC_PAYMENT_RATES, 0);
}

/** Let all companies pay the monthly interest on their loan. */
static void CompaniesPayInterest()
{
	const Company *c;

	Backup<CompanyByte> cur_company(_current_company, FILE_LINE);
	FOR_ALL_COMPANIES(c) {
		cur_company.Change(c->index);

		/* Over a year the paid interest should be "loan * interest percentage",
		 * but... as that number is likely not dividable by 12 (pay each month),
		 * one needs to account for that in the monthly fee calculations.
		 * To easily calculate what one should pay "this" month, you calculate
		 * what (total) should have been paid up to this month and you subtract
		 * whatever has been paid in the previous months. This will mean one month
		 * it'll be a bit more and the other it'll be a bit less than the average
		 * monthly fee, but on average it will be exact.
		 * In order to prevent cheating or abuse (just not paying interest by not
		 * taking a loan we make companies pay interest on negative cash as well
		 */
		Money yearly_fee = c->current_loan * _economy.interest_rate / 100;
		if (c->money < 0) {
			yearly_fee += -c->money *_economy.interest_rate / 100;
		}
		Money up_to_previous_month = yearly_fee * _cur_month / 12;
		Money up_to_this_month = yearly_fee * (_cur_month + 1) / 12;

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

		SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price[PR_STATION_VALUE] >> 2));
	}
	cur_company.Restore();
}

static void HandleEconomyFluctuations()
{
	if (_settings_game.difficulty.economy != 0) {
		/* When economy is Fluctuating, decrease counter */
		_economy.fluct--;
	} else if (EconomyIsInRecession()) {
		/* When it's Steady and we are in recession, end it now */
		_economy.fluct = -12;
	} else {
		/* No need to do anything else in other cases */
		return;
	}

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


/**
 * Reset changes to the price base multipliers.
 */
void ResetPriceBaseMultipliers()
{
	memset(_price_base_multiplier, 0, sizeof(_price_base_multiplier));
}

/**
 * Change a price base by the given factor.
 * The price base is altered by factors of two.
 * NewBaseCost = OldBaseCost * 2^n
 * @param price Index of price base to change.
 * @param factor Amount to change by.
 */
void SetPriceBaseMultiplier(Price price, int factor)
{
	assert(price < PR_END);
	_price_base_multiplier[price] = Clamp(factor, MIN_PRICE_MODIFIER, MAX_PRICE_MODIFIER);
}

/**
 * Initialize the variables that will maintain the daily industry change system.
 * @param init_counter specifies if the counter is required to be initialized
 */
void StartupIndustryDailyChanges(bool init_counter)
{
	uint map_size = MapLogX() + MapLogY();
	/* After getting map size, it needs to be scaled appropriately and divided by 31,
	 * which stands for the days in a month.
	 * Using just 31 will make it so that a monthly reset (based on the real number of days of that month)
	 * would not be needed.
	 * Since it is based on "fractional parts", the leftover days will not make much of a difference
	 * on the overall total number of changes performed */
	_economy.industry_daily_increment = (1 << map_size) / 31;

	if (init_counter) {
		/* A new game or a savegame from an older version will require the counter to be initialized */
		_economy.industry_daily_change_counter = 0;
	}
}

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

	/* Set up prices */
	RecomputePrices();

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

}

/**
 * Resets economy to initial values
 */
void InitializeEconomy()
{
	_economy.inflation_prices = _economy.inflation_payment = 1 << 16;
	ClearCargoPickupMonitoring();
	ClearCargoDeliveryMonitoring();
}

/**
 * Determine a certain price
 * @param index Price base
 * @param cost_factor Price factor
 * @param grf_file NewGRF to use local price multipliers from.
 * @param shift Extra bit shifting after the computation
 * @return Price
 */
Money GetPrice(Price index, uint cost_factor, const GRFFile *grf_file, int shift)
{
	if (index >= PR_END) return 0;

	Money cost = _price[index] * cost_factor;
	if (grf_file != NULL) shift += grf_file->price_base_multipliers[index];

	if (shift >= 0) {
		cost <<= shift;
	} else {
		cost >>= -shift;
	}

	return cost;
}

Money GetTransportedGoodsIncome(uint num_pieces, uint dist, byte transit_days, CargoID cargo_type)
{
	const CargoSpec *cs = CargoSpec::Get(cargo_type);
	if (!cs->IsValid()) {
		/* User changed newgrfs and some vehicle still carries some cargo which is no longer available. */
		return 0;
	}

	/* Use callback to calculate cargo profit, if available */
	if (HasBit(cs->callback_mask, CBM_CARGO_PROFIT_CALC)) {
		uint32 var18 = min(dist, 0xFFFF) | (min(num_pieces, 0xFF) << 16) | (transit_days << 24);
		uint16 callback = GetCargoCallback(CBID_CARGO_PROFIT_CALC, 0, var18, cs);
		if (callback != CALLBACK_FAILED) {
			int result = GB(callback, 0, 14);

			/* Simulate a 15 bit signed value */
			if (HasBit(callback, 14)) result -= 0x4000;

			/* "The result should be a signed multiplier that gets multiplied
			 * by the amount of cargo moved and the price factor, then gets
			 * divided by 8192." */
			return result * num_pieces * cs->current_payment / 8192;
		}
	}

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

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

	/*
	 * The time factor is calculated based on the time it took
	 * (transit_days) compared two cargo-depending values. The
	 * range is divided into three parts:
	 *
	 *  - constant for fast transits
	 *  - linear decreasing with time with a slope of -1 for medium transports
	 *  - linear decreasing with time with a slope of -2 for slow transports
	 *
	 */
	const int time_factor = max(MAX_TIME_FACTOR - days_over_days1 - days_over_days2, MIN_TIME_FACTOR);

	return BigMulS(dist * time_factor * num_pieces, cs->current_payment, 21);
}

/** The industries we've currently brought cargo to. */
static SmallIndustryList _cargo_delivery_destinations;

/**
 * Transfer goods from station to industry.
 * All cargo is delivered to the nearest (Manhattan) industry to the station sign, which is inside the acceptance rectangle and actually accepts the cargo.
 * @param st The station that accepted the cargo
 * @param cargo_type Type of cargo delivered
 * @param num_pieces Amount of cargo delivered
 * @param source The source of the cargo
 * @return actually accepted pieces of cargo
 */
static uint DeliverGoodsToIndustry(const Station *st, CargoID cargo_type, uint num_pieces, IndustryID source)
{
	/* Find the nearest industrytile to the station sign inside the catchment area, whose industry accepts the cargo.
	 * This fails in three cases:
	 *  1) The station accepts the cargo because there are enough houses around it accepting the cargo.
	 *  2) The industries in the catchment area temporarily reject the cargo, and the daily station loop has not yet updated station acceptance.
	 *  3) The results of callbacks CBID_INDUSTRY_REFUSE_CARGO and CBID_INDTILE_CARGO_ACCEPTANCE are inconsistent. (documented behaviour)
	 */

	uint accepted = 0;

	for (uint i = 0; i < st->industries_near.Length() && num_pieces != 0; i++) {
		Industry *ind = st->industries_near[i];
		if (ind->index == source) continue;

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

		/* Check if industry temporarily refuses acceptance */
		if (IndustryTemporarilyRefusesCargo(ind, cargo_type)) continue;

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

		uint amount = min(num_pieces, 0xFFFFU - ind->incoming_cargo_waiting[cargo_index]);
		ind->incoming_cargo_waiting[cargo_index] += amount;
		num_pieces -= amount;
		accepted += amount;
	}

	return accepted;
}

/**
 * Delivers goods to industries/towns and calculates the payment
 * @param num_pieces amount of cargo delivered
 * @param cargo_type the type of cargo that is delivered
 * @param dest Station the cargo has been unloaded
 * @param source_tile The origin of the cargo for distance calculation
 * @param days_in_transit Travel time
 * @param company The company delivering the cargo
 * @param src_type Type of source of cargo (industry, town, headquarters)
 * @param src Index of source of cargo
 * @return Revenue for delivering cargo
 * @note The cargo is just added to the stockpile of the industry. It is due to the caller to trigger the industry's production machinery
 */
static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID dest, TileIndex source_tile, byte days_in_transit, Company *company, SourceType src_type, SourceID src)
{
	assert(num_pieces > 0);

	Station *st = Station::Get(dest);

	/* Give the goods to the industry. */
	uint accepted = DeliverGoodsToIndustry(st, cargo_type, num_pieces, src_type == ST_INDUSTRY ? src : INVALID_INDUSTRY);

	/* If this cargo type is always accepted, accept all */
	if (HasBit(st->always_accepted, cargo_type)) accepted = num_pieces;

	/* Update station statistics */
	if (accepted > 0) {
		SetBit(st->goods[cargo_type].status, GoodsEntry::GES_EVER_ACCEPTED);
		SetBit(st->goods[cargo_type].status, GoodsEntry::GES_CURRENT_MONTH);
		SetBit(st->goods[cargo_type].status, GoodsEntry::GES_ACCEPTED_BIGTICK);
	}

	/* Update company statistics */
	company->cur_economy.delivered_cargo[cargo_type] += accepted;

	/* Increase town's counter for town effects */
	const CargoSpec *cs = CargoSpec::Get(cargo_type);
	st->town->received[cs->town_effect].new_act += accepted;

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

	/* Update the cargo monitor. */
	AddCargoDelivery(cargo_type, company->index, accepted, src_type, src, st);

	/* Modify profit if a subsidy is in effect */
	if (CheckSubsidised(cargo_type, company->index, src_type, src, st))  {
		switch (_settings_game.difficulty.subsidy_multiplier) {
			case 0:  profit += profit >> 1; break;
			case 1:  profit *= 2; break;
			case 2:  profit *= 3; break;
			default: profit *= 4; break;
		}
	}

	return profit;
}

/**
 * Inform the industry about just delivered cargo
 * DeliverGoodsToIndustry() silently incremented incoming_cargo_waiting, now it is time to do something with the new cargo.
 * @param i The industry to process
 */
static void TriggerIndustryProduction(Industry *i)
{
	const IndustrySpec *indspec = GetIndustrySpec(i->type);
	uint16 callback = indspec->callback_mask;

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

	if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL) || HasBit(callback, CBM_IND_PRODUCTION_256_TICKS)) {
		if (HasBit(callback, CBM_IND_PRODUCTION_CARGO_ARRIVAL)) {
			IndustryProductionCallback(i, 0);
		} else {
			SetWindowDirty(WC_INDUSTRY_VIEW, i->index);
		}
	} else {
		for (uint ci_in = 0; ci_in < lengthof(i->incoming_cargo_waiting); ci_in++) {
			uint cargo_waiting = i->incoming_cargo_waiting[ci_in];
			if (cargo_waiting == 0) continue;

			for (uint ci_out = 0; ci_out < lengthof(i->produced_cargo_waiting), ci_out++) {
				i->produced_cargo_waiting[ci_out] = min(i->produced_cargo_waiting[ci_out] + (cargo_waiting * indspec->input_cargo_multiplier[ci_in][ci_out] / 256), 0xFFFF);
			}

			i->incoming_cargo_waiting[ci_in] = 0;
		}
	}

	TriggerIndustry(i, INDUSTRY_TRIGGER_RECEIVED_CARGO);
	StartStopIndustryTileAnimation(i, IAT_INDUSTRY_RECEIVED_CARGO);
}

/**
 * Makes us a new cargo payment helper.
 * @param front The front of the train
 */
CargoPayment::CargoPayment(Vehicle *front) :
	front(front),
	current_station(front->last_station_visited)
{
}

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

	this->front->cargo_payment = NULL;

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

	Backup<CompanyByte> cur_company(_current_company, this->front->owner, FILE_LINE);

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

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

	if (this->visual_transfer != 0) {
		ShowFeederIncomeAnimation(this->front->x_pos, this->front->y_pos,
				this->front->z_pos, this->visual_transfer, -this->visual_profit);
	} else if (this->visual_profit != 0) {
		ShowCostOrIncomeAnimation(this->front->x_pos, this->front->y_pos,
				this->front->z_pos, -this->visual_profit);
	}

	cur_company.Restore();
}

/**
 * Handle payment for final delivery of the given cargo packet.
 * @param cp The cargo packet to pay for.
 * @param count The number of packets to pay for.
 */
void CargoPayment::PayFinalDelivery(const CargoPacket *cp, uint count)
{
	if (this->owner == NULL) {
		this->owner = Company::Get(this->front->owner);
	}

	/* Handle end of route payment */
	Money profit = DeliverGoods(count, this->ct, this->current_station, cp->SourceStationXY(), cp->DaysInTransit(), this->owner, cp->SourceSubsidyType(), cp->SourceSubsidyID());
	this->route_profit += profit;

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

/**
 * Handle payment for transfer of the given cargo packet.
 * @param cp The cargo packet to pay for; actual payment won't be made!.
 * @param count The number of packets to pay for.
 * @return The amount of money paid for the transfer.
 */
Money CargoPayment::PayTransfer(const CargoPacket *cp, uint count)
{
	Money profit = GetTransportedGoodsIncome(
			count,
			/* pay transfer vehicle for only the part of transfer it has done: ie. cargo_loaded_at_xy to here */
			DistanceManhattan(cp->LoadedAtXY(), Station::Get(this->current_station)->xy),
			cp->DaysInTransit(),
			this->ct);

	profit = profit * _settings_game.economy.feeder_payment_share / 100;

	this->visual_transfer += profit; // accumulate transfer profits for whole vehicle
	return profit; // account for the (virtual) profit already made for the cargo packet
}

/**
 * Prepare the vehicle to be unloaded.
 * @param front_v the vehicle to be unloaded
 */
void PrepareUnload(Vehicle *front_v)
{
	Station *curr_station = Station::Get(front_v->last_station_visited);
	curr_station->loading_vehicles.push_back(front_v);

	/* At this moment loading cannot be finished */
	ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);

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

	assert(front_v->cargo_payment == NULL);
	/* One CargoPayment per vehicle and the vehicle limit equals the
	 * limit in number of CargoPayments. Can't go wrong. */
	assert_compile(CargoPaymentPool::MAX_SIZE == VehiclePool::MAX_SIZE);
	assert(CargoPayment::CanAllocateItem());
	front_v->cargo_payment = new CargoPayment(front_v);

	StationIDStack next_station = front_v->GetNextStoppingStation();
	if (front_v->orders.list == NULL || (front_v->current_order.GetUnloadType() & OUFB_NO_UNLOAD) == 0) {
		Station *st = Station::Get(front_v->last_station_visited);
		for (Vehicle *v = front_v; v != NULL; v = v->Next()) {
			const GoodsEntry *ge = &st->goods[v->cargo_type];
			if (v->cargo_cap > 0 && v->cargo.TotalCount() > 0) {
				v->cargo.Stage(
						HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE),
						front_v->last_station_visited, next_station,
						front_v->current_order.GetUnloadType(), ge,
						front_v->cargo_payment);
				if (v->cargo.UnloadCount() > 0) SetBit(v->vehicle_flags, VF_CARGO_UNLOADING);
			}
		}
	}
}

/**
 * Gets the amount of cargo the given vehicle can load in the current tick.
 * This is only about loading speed. The free capacity is ignored.
 * @param v Vehicle to be queried.
 * @return Amount of cargo the vehicle can load at once.
 */
static uint GetLoadAmount(Vehicle *v)
{
	const Engine *e = v->GetEngine();
	uint load_amount = e->info.load_amount;

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

	if (_settings_game.order.gradual_loading) {
		uint16 cb_load_amount = CALLBACK_FAILED;
		if (e->GetGRF() != NULL && e->GetGRF()->grf_version >= 8) {
			/* Use callback 36 */
			cb_load_amount = GetVehicleProperty(v, PROP_VEHICLE_LOAD_AMOUNT, CALLBACK_FAILED);
		} else if (HasBit(e->info.callback_mask, CBM_VEHICLE_LOAD_AMOUNT)) {
			/* Use callback 12 */
			cb_load_amount = GetVehicleCallback(CBID_VEHICLE_LOAD_AMOUNT, 0, 0, v->engine_type, v);
		}
		if (cb_load_amount != CALLBACK_FAILED) {
			if (e->GetGRF()->grf_version < 8) cb_load_amount = GB(cb_load_amount, 0, 8);
			if (cb_load_amount >= 0x100) {
				ErrorUnknownCallbackResult(e->GetGRFID(), CBID_VEHICLE_LOAD_AMOUNT, cb_load_amount);
			} else if (cb_load_amount != 0) {
				load_amount = cb_load_amount;
			}
		}
	}

	/* Scale load amount the same as capacity */
	if (HasBit(e->info.misc_flags, EF_NO_DEFAULT_CARGO_MULTIPLIER) && !air_mail) load_amount = CeilDiv(load_amount * CargoSpec::Get(v->cargo_type)->multiplier, 0x100);

	/* Zero load amount breaks a lot of things. */
	return max(1u, load_amount);
}

/**
 * Iterate the articulated parts of a vehicle, also considering the special cases of "normal"
 * aircraft and double headed trains. Apply an action to each vehicle and immediately return false
 * if that action does so. Otherwise return true.
 * @tparam Taction Class of action to be applied. Must implement bool operator()([const] Vehicle *).
 * @param v First articulated part.
 * @param action Instance of Taction.
 * @return false if any of the action invocations returned false, true otherwise.
 */
template<class Taction>
bool IterateVehicleParts(Vehicle *v, Taction action)
{
	for (Vehicle *w = v; w != NULL;
			w = w->HasArticulatedPart() ? w->GetNextArticulatedPart() : NULL) {
		if (!action(w)) return false;
		if (w->type == VEH_TRAIN) {
			Train *train = Train::From(w);
			if (train->IsMultiheaded() && !action(train->other_multiheaded_part)) return false;
		}
	}
	if (v->type == VEH_AIRCRAFT && Aircraft::From(v)->IsNormalAircraft()) return action(v->Next());
	return true;
}

/**
 * Action to check if a vehicle has no stored cargo.
 */
struct IsEmptyAction
{
	/**
	 * Checks if the vehicle has stored cargo.
	 * @param v Vehicle to be checked.
	 * @return true if v is either empty or has only reserved cargo, false otherwise.
	 */
	bool operator()(const Vehicle *v)
	{
		return v->cargo.StoredCount() == 0;
	}
};

/**
 * Refit preparation action.
 */
struct PrepareRefitAction
{
	CargoArray &consist_capleft; ///< Capacities left in the consist.
	CargoTypes &refit_mask;          ///< Bitmask of possible refit cargoes.

	/**
	 * Create a refit preparation action.
	 * @param consist_capleft Capacities left in consist, to be updated here.
	 * @param refit_mask Refit mask to be constructed from refit information of vehicles.
	 */
	PrepareRefitAction(CargoArray &consist_capleft, CargoTypes &refit_mask) :
		consist_capleft(consist_capleft), refit_mask(refit_mask) {}

	/**
	 * Prepares for refitting of a vehicle, subtracting its free capacity from consist_capleft and
	 * adding the cargoes it can refit to to the refit mask.
	 * @param v The vehicle to be refitted.
	 * @return true.
	 */
	bool operator()(const Vehicle *v)
	{
		this->consist_capleft[v->cargo_type] -= v->cargo_cap - v->cargo.ReservedCount();
		this->refit_mask |= EngInfo(v->engine_type)->refit_mask;
		return true;
	}
};

/**
 * Action for returning reserved cargo.
 */
struct ReturnCargoAction
{
	Station *st;        ///< Station to give the returned cargo to.
	StationID next_hop; ///< Next hop the cargo should be assigned to.

	/**
	 * Construct a cargo return action.
	 * @param st Station to give the returned cargo to.
	 * @param next_one Next hop the cargo should be assigned to.
	 */
	ReturnCargoAction(Station *st, StationID next_one) : st(st), next_hop(next_one) {}

	/**
	 * Return all reserved cargo from a vehicle.
	 * @param v Vehicle to return cargo from.
	 * @return true.
	 */
	bool operator()(Vehicle *v)
	{
		v->cargo.Return(UINT_MAX, &this->st->goods[v->cargo_type].cargo, this->next_hop);
		return true;
	}
};

/**
 * Action for finalizing a refit.
 */
struct FinalizeRefitAction
{
	CargoArray &consist_capleft;  ///< Capacities left in the consist.
	Station *st;                  ///< Station to reserve cargo from.
	StationIDStack &next_station; ///< Next hops to reserve cargo for.
	bool do_reserve;              ///< If the vehicle should reserve.

	/**
	 * Create a finalizing action.
	 * @param consist_capleft Capacities left in the consist.
	 * @param st Station to reserve cargo from.
	 * @param next_station Next hops to reserve cargo for.
	 * @param do_reserve If we should reserve cargo or just add up the capacities.
	 */
	FinalizeRefitAction(CargoArray &consist_capleft, Station *st, StationIDStack &next_station, bool do_reserve) :
		consist_capleft(consist_capleft), st(st), next_station(next_station), do_reserve(do_reserve) {}

	/**
	 * Reserve cargo from the station and update the remaining consist capacities with the
	 * vehicle's remaining free capacity.
	 * @param v Vehicle to be finalized.
	 * @return true.
	 */
	bool operator()(Vehicle *v)
	{
		if (this->do_reserve) {
			this->st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
					&v->cargo, st->xy, this->next_station);
		}
		this->consist_capleft[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
		return true;
	}
};

/**
 * Refit a vehicle in a station.
 * @param v Vehicle to be refitted.
 * @param consist_capleft Added cargo capacities in the consist.
 * @param st Station the vehicle is loading at.
 * @param next_station Possible next stations the vehicle can travel to.
 * @param new_cid Target cargo for refit.
 */
static void HandleStationRefit(Vehicle *v, CargoArray &consist_capleft, Station *st, StationIDStack next_station, CargoID new_cid)
{
	Vehicle *v_start = v->GetFirstEnginePart();
	if (!IterateVehicleParts(v_start, IsEmptyAction())) return;

	Backup<CompanyByte> cur_company(_current_company, v->owner, FILE_LINE);

	CargoTypes refit_mask = v->GetEngine()->info.refit_mask;

	/* Remove old capacity from consist capacity and collect refit mask. */
	IterateVehicleParts(v_start, PrepareRefitAction(consist_capleft, refit_mask));

	bool is_auto_refit = new_cid == CT_AUTO_REFIT;
	if (is_auto_refit) {
		/* Get a refittable cargo type with waiting cargo for next_station or INVALID_STATION. */
		CargoID cid;
		new_cid = v_start->cargo_type;
		FOR_EACH_SET_CARGO_ID(cid, refit_mask) {
			if (st->goods[cid].cargo.HasCargoFor(next_station)) {
				/* Try to find out if auto-refitting would succeed. In case the refit is allowed,
				 * the returned refit capacity will be greater than zero. */
				DoCommand(v_start->tile, v_start->index, cid | 1U << 6 | 0xFF << 8 | 1U << 16, DC_QUERY_COST, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
				/* Try to balance different loadable cargoes between parts of the consist, so that
				 * all of them can be loaded. Avoid a situation where all vehicles suddenly switch
				 * to the first loadable cargo for which there is only one packet. If the capacities
				 * are equal refit to the cargo of which most is available. This is important for
				 * consists of only a single vehicle as those will generally have a consist_capleft
				 * of 0 for all cargoes. */
				if (_returned_refit_capacity > 0 && (consist_capleft[cid] < consist_capleft[new_cid] ||
						(consist_capleft[cid] == consist_capleft[new_cid] &&
						st->goods[cid].cargo.AvailableCount() > st->goods[new_cid].cargo.AvailableCount()))) {
					new_cid = cid;
				}
			}
		}
	}

	/* Refit if given a valid cargo. */
	if (new_cid < NUM_CARGO && new_cid != v_start->cargo_type) {
		/* INVALID_STATION because in the DT_MANUAL case that's correct and in the DT_(A)SYMMETRIC
		 * cases the next hop of the vehicle doesn't really tell us anything if the cargo had been
		 * "via any station" before reserving. We rather produce some more "any station" cargo than
		 * misrouting it. */
		IterateVehicleParts(v_start, ReturnCargoAction(st, INVALID_STATION));
		CommandCost cost = DoCommand(v_start->tile, v_start->index, new_cid | 1U << 6 | 0xFF << 8 | 1U << 16, DC_EXEC, GetCmdRefitVeh(v_start)); // Auto-refit and only this vehicle including artic parts.
		if (cost.Succeeded()) v->First()->profit_this_year -= cost.GetCost() << 8;
	}

	/* Add new capacity to consist capacity and reserve cargo */
	IterateVehicleParts(v_start, FinalizeRefitAction(consist_capleft, st, next_station,
			is_auto_refit || (v->First()->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0));

	cur_company.Restore();
}

struct ReserveCargoAction {
	Station *st;
	StationIDStack *next_station;

	ReserveCargoAction(Station *st, StationIDStack *next_station) :
		st(st), next_station(next_station) {}

	bool operator()(Vehicle *v)
	{
		if (v->cargo_cap > v->cargo.RemainingCount()) {
			st->goods[v->cargo_type].cargo.Reserve(v->cargo_cap - v->cargo.RemainingCount(),
					&v->cargo, st->xy, *next_station);
		}

		return true;
	}

};

/**
 * Reserves cargo if the full load order and improved_load is set or if the
 * current order allows autorefit.
 * @param st Station where the consist is loading at the moment.
 * @param u Front of the loading vehicle consist.
 * @param consist_capleft If given, save free capacities after reserving there.
 * @param next_station Station(s) the vehicle will stop at next.
 */
static void ReserveConsist(Station *st, Vehicle *u, CargoArray *consist_capleft, StationIDStack *next_station)
{
	/* If there is a cargo payment not all vehicles of the consist have tried to do the refit.
	 * In that case, only reserve if it's a fixed refit and the equivalent of "articulated chain"
	 * a vehicle belongs to already has the right cargo. */
	bool must_reserve = !u->current_order.IsRefit() || u->cargo_payment == NULL;
	for (Vehicle *v = u; v != NULL; v = v->Next()) {
		assert(v->cargo_cap >= v->cargo.RemainingCount());

		/* Exclude various ways in which the vehicle might not be the head of an equivalent of
		 * "articulated chain". Also don't do the reservation if the vehicle is going to refit
		 * to a different cargo and hasn't tried to do so, yet. */
		if (!v->IsArticulatedPart() &&
				(v->type != VEH_TRAIN || !Train::From(v)->IsRearDualheaded()) &&
				(v->type != VEH_AIRCRAFT || Aircraft::From(v)->IsNormalAircraft()) &&
				(must_reserve || u->current_order.GetRefitCargo() == v->cargo_type)) {
			IterateVehicleParts(v, ReserveCargoAction(st, next_station));
		}
		if (consist_capleft == NULL || v->cargo_cap == 0) continue;
		(*consist_capleft)[v->cargo_type] += v->cargo_cap - v->cargo.RemainingCount();
	}
}

/**
 * Update the vehicle's load_unload_ticks, the time it will wait until it tries to load or unload
 * again. Adjust for overhang of trains and set it at least to 1.
 * @param front The vehicle to be updated.
 * @param st The station the vehicle is loading at.
 * @param ticks The time it would normally wait, based on cargo loaded and unloaded.
 */
static void UpdateLoadUnloadTicks(Vehicle *front, const Station *st, int ticks)
{
	if (front->type == VEH_TRAIN) {
		/* Each platform tile is worth 2 rail vehicles. */
		int overhang = front->GetGroundVehicleCache()->cached_total_length - st->GetPlatformLength(front->tile) * TILE_SIZE;
		if (overhang > 0) {
			ticks <<= 1;
			ticks += (overhang * ticks) / 8;
		}
	}
	/* Always wait at least 1, otherwise we'll wait 'infinitively' long. */
	front->load_unload_ticks = max(1, ticks);
}

/**
 * Loads/unload the vehicle if possible.
 * @param front the vehicle to be (un)loaded
 */
static void LoadUnloadVehicle(Vehicle *front)
{
	assert(front->current_order.IsType(OT_LOADING));

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

	StationIDStack next_station = front->GetNextStoppingStation();
	bool use_autorefit = front->current_order.IsRefit() && front->current_order.GetRefitCargo() == CT_AUTO_REFIT;
	CargoArray consist_capleft;
	if (_settings_game.order.improved_load && use_autorefit ?
			front->cargo_payment == NULL : (front->current_order.GetLoadType() & OLFB_FULL_LOAD) != 0) {
		ReserveConsist(st, front,
				(use_autorefit && front->load_unload_ticks != 0) ? &consist_capleft : NULL,
				&next_station);
	}

	/* We have not waited enough time till the next round of loading/unloading */
	if (front->load_unload_ticks != 0) return;

	if (front->type == VEH_TRAIN && (!IsTileType(front->tile, MP_STATION) || GetStationIndex(front->tile) != st->index)) {
		/* The train reversed in the station. Take the "easy" way
		 * out and let the train just leave as it always did. */
		SetBit(front->vehicle_flags, VF_LOADING_FINISHED);
		front->load_unload_ticks = 1;
		return;
	}

	int new_load_unload_ticks = 0;
	bool dirty_vehicle = false;
	bool dirty_station = false;

	bool completely_emptied = true;
	bool anything_unloaded  = false;
	bool anything_loaded    = false;
	CargoTypes full_load_amount = 0;
	CargoTypes cargo_not_full   = 0;
	CargoTypes cargo_full       = 0;
	CargoTypes reservation_left = 0;

	front->cur_speed = 0;

	CargoPayment *payment = front->cargo_payment;

	uint artic_part = 0; // Articulated part we are currently trying to load. (not counting parts without capacity)
	for (Vehicle *v = front; v != NULL; v = v->Next()) {
		if (v == front || !v->Previous()->HasArticulatedPart()) artic_part = 0;
		if (v->cargo_cap == 0) continue;
		artic_part++;

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

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

			assert(payment != NULL);
			payment->SetCargo(v->cargo_type);

			if (!HasBit(ge->status, GoodsEntry::GES_ACCEPTANCE) && v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER) > 0) {
				/* The station does not accept our goods anymore. */
				if (front->current_order.GetUnloadType() & (OUFB_TRANSFER | OUFB_UNLOAD)) {
					/* Transfer instead of delivering. */
					v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_TRANSFER>(
							v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER), INVALID_STATION);
				} else {
					uint new_remaining = v->cargo.RemainingCount() + v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER);
					if (v->cargo_cap < new_remaining) {
						/* Return some of the reserved cargo to not overload the vehicle. */
						v->cargo.Return(new_remaining - v->cargo_cap, &ge->cargo, INVALID_STATION);
					}

					/* Keep instead of delivering. This may lead to no cargo being unloaded, so ...*/
					v->cargo.Reassign<VehicleCargoList::MTA_DELIVER, VehicleCargoList::MTA_KEEP>(
							v->cargo.ActionCount(VehicleCargoList::MTA_DELIVER));

					/* ... say we unloaded something, otherwise we'll think we didn't unload
					 * something and we didn't load something, so we must be finished
					 * at this station. Setting the unloaded means that we will get a
					 * retry for loading in the next cycle. */
					anything_unloaded = true;
				}
			}

			if (v->cargo.ActionCount(VehicleCargoList::MTA_TRANSFER) > 0) {
				/* Mark the station dirty if we transfer, but not if we only deliver. */
				dirty_station = true;

				if (!ge->HasRating()) {
					/* Upon transfering cargo, make sure the station has a rating. Fake a pickup for the
					 * first unload to prevent the cargo from quickly decaying after the initial drop. */
					ge->time_since_pickup = 0;
					SetBit(ge->status, GoodsEntry::GES_RATING);
				}
			}

			amount_unloaded = v->cargo.Unload(amount_unloaded, &ge->cargo, payment);
			remaining = v->cargo.UnloadCount() > 0;
			if (amount_unloaded > 0) {
				dirty_vehicle = true;
				anything_unloaded = true;
				new_load_unload_ticks += amount_unloaded;

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

			if (_settings_game.order.gradual_loading && remaining) {
				completely_emptied = false;
			} else {
				/* We have finished unloading (cargo count == 0) */
				ClrBit(v->vehicle_flags, VF_CARGO_UNLOADING);
			}

			continue;
		}

		/* Do not pick up goods when we have no-load set or loading is stopped. */
		if (front->current_order.GetLoadType() & OLFB_NO_LOAD || HasBit(front->vehicle_flags, VF_STOP_LOADING)) continue;

		/* This order has a refit, if this is the first vehicle part carrying cargo and the whole vehicle is empty, try refitting. */
		if (front->current_order.IsRefit() && artic_part == 1) {
			HandleStationRefit(v, consist_capleft, st, next_station, front->current_order.GetRefitCargo());
			ge = &st->goods[v->cargo_type];
		}

		/* As we're loading here the following link can carry the full capacity of the vehicle. */
		v->refit_cap = v->cargo_cap;

		/* update stats */
		int t;
		switch (front->type) {
			case VEH_TRAIN:
			case VEH_SHIP:
				t = front->vcache.cached_max_speed;
				break;

			case VEH_ROAD:
				t = front->vcache.cached_max_speed / 2;
				break;

			case VEH_AIRCRAFT:
				t = Aircraft::From(front)->GetSpeedOldUnits(); // Convert to old units.
				break;

			default: NOT_REACHED();
		}

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

		assert(v->cargo_cap >= v->cargo.StoredCount());
		/* If there's goods waiting at the station, and the vehicle
		 * has capacity for it, load it on the vehicle. */
		uint cap_left = v->cargo_cap - v->cargo.StoredCount();
		if (cap_left > 0 && (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0 || ge->cargo.AvailableCount() > 0)) {
			if (v->cargo.StoredCount() == 0) TriggerVehicle(v, VEHICLE_TRIGGER_NEW_CARGO);
			if (_settings_game.order.gradual_loading) cap_left = min(cap_left, GetLoadAmount(v));

			uint loaded = ge->cargo.Load(cap_left, &v->cargo, st->xy, next_station);
			if (v->cargo.ActionCount(VehicleCargoList::MTA_LOAD) > 0) {
				/* Remember if there are reservations left so that we don't stop
				 * loading before they're loaded. */
				SetBit(reservation_left, v->cargo_type);
			}

			/* Store whether the maximum possible load amount was loaded or not.*/
			if (loaded == cap_left) {
				SetBit(full_load_amount, v->cargo_type);
			} else {
				ClrBit(full_load_amount, v->cargo_type);
			}

			/* TODO: Regarding this, when we do gradual loading, we
			 * should first unload all vehicles and then start
			 * loading them. Since this will cause
			 * VEHICLE_TRIGGER_EMPTY to be called at the time when
			 * the whole vehicle chain is really totally empty, the
			 * completely_emptied assignment can then be safely
			 * removed; that's how TTDPatch behaves too. --pasky */
			if (loaded > 0) {
				completely_emptied = false;
				anything_loaded = true;

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

				if (ge->cargo.TotalCount() == 0) {
					TriggerStationRandomisation(st, st->xy, SRT_CARGO_TAKEN, v->cargo_type);
					TriggerStationAnimation(st, st->xy, SAT_CARGO_TAKEN, v->cargo_type);
					AirportAnimationTrigger(st, AAT_STATION_CARGO_TAKEN, v->cargo_type);
				}

				new_load_unload_ticks += loaded;

				dirty_vehicle = dirty_station = true;
			}
		}

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

	if (anything_loaded || anything_unloaded) {
		if (front->type == VEH_TRAIN) {
			TriggerStationRandomisation(st, front->tile, SRT_TRAIN_LOADS);
			TriggerStationAnimation(st, front->tile, SAT_TRAIN_LOADS);
		}
	}

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

	if (!anything_unloaded) delete payment;

	ClrBit(front->vehicle_flags, VF_STOP_LOADING);
	if (anything_loaded || anything_unloaded) {
		if (_settings_game.order.gradual_loading) {
			/* The time it takes to load one 'slice' of cargo or passengers depends
			 * on the vehicle type - the values here are those found in TTDPatch */
			const uint gradual_loading_wait_time[] = { 40, 20, 10, 20 };

			new_load_unload_ticks = gradual_loading_wait_time[front->type];
		}
		/* We loaded less cargo than possible for all cargo types and it's not full
		 * load and we're not supposed to wait any longer: stop loading. */
		if (!anything_unloaded && full_load_amount == 0 && reservation_left == 0 && !(front->current_order.GetLoadType() & OLFB_FULL_LOAD) &&
				front->current_order_time >= (uint)max(front->current_order.GetTimetabledWait() - front->lateness_counter, 0)) {
			SetBit(front->vehicle_flags, VF_STOP_LOADING);
		}

		UpdateLoadUnloadTicks(front, st, new_load_unload_ticks);
	} else {
		UpdateLoadUnloadTicks(front, st, 20); // We need the ticks for link refreshing.
		bool finished_loading = true;
		if (front->current_order.GetLoadType() & OLFB_FULL_LOAD) {
			if (front->current_order.GetLoadType() == OLF_FULL_LOAD_ANY) {
				/* if the aircraft carries passengers and is NOT full, then
				 * continue loading, no matter how much mail is in */
				if ((front->type == VEH_AIRCRAFT && IsCargoInClass(front->cargo_type, CC_PASSENGERS) && front->cargo_cap > front->cargo.StoredCount()) ||
						(cargo_not_full != 0 && (cargo_full & ~cargo_not_full) == 0)) { // There are still non-full cargoes
					finished_loading = false;
				}
			} else if (cargo_not_full != 0) {
				finished_loading = false;
			}

			/* Refresh next hop stats if we're full loading to make the links
			 * known to the distribution algorithm and allow cargo to be sent
			 * along them. Otherwise the vehicle could wait for cargo
			 * indefinitely if it hasn't visited the other links yet, or if the
			 * links die while it's loading. */
			if (!finished_loading) LinkRefresher::Run(front, true, true);
		}

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

	/* Calculate the loading indicator fill percent and display
	 * In the Game Menu do not display indicators
	 * If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
	 * if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
	 * if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
	 */
	if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(front->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
		StringID percent_up_down = STR_NULL;
		int percent = CalcPercentVehicleFilled(front, &percent_up_down);
		if (front->fill_percent_te_id == INVALID_TE_ID) {
			front->fill_percent_te_id = ShowFillingPercent(front->x_pos, front->y_pos, front->z_pos + 20, percent, percent_up_down);
		} else {
			UpdateFillingPercent(front->fill_percent_te_id, percent, percent_up_down);
		}
	}

	if (completely_emptied) {
		/* Make sure the vehicle is marked dirty, since we need to update the NewGRF
		 * properties such as weight, power and TE whenever the trigger runs. */
		dirty_vehicle = true;
		TriggerVehicle(front, VEHICLE_TRIGGER_EMPTY);
	}

	if (dirty_vehicle) {
		SetWindowDirty(GetWindowClassForVehicleType(front->type), front->owner);
		SetWindowDirty(WC_VEHICLE_DETAILS, front->index);
		front->MarkDirty();
	}
	if (dirty_station) {
		st->MarkTilesDirty(true);
		SetWindowDirty(WC_STATION_VIEW, last_visited);
		InvalidateWindowData(WC_STATION_LIST, last_visited);
	}
}

/**
 * Load/unload the vehicles in this station according to the order
 * they entered.
 * @param st the station to do the loading/unloading for
 */
void LoadUnloadStation(Station *st)
{
	/* No vehicle is here... */
	if (st->loading_vehicles.empty()) return;

	Vehicle *last_loading = NULL;
	std::list<Vehicle *>::iterator iter;

	/* Check if anything will be loaded at all. Otherwise we don't need to reserve either. */
	for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
		Vehicle *v = *iter;

		if ((v->vehstatus & (VS_STOPPED | VS_CRASHED))) continue;

		assert(v->load_unload_ticks != 0);
		if (--v->load_unload_ticks == 0) last_loading = v;
	}

	/* We only need to reserve and load/unload up to the last loading vehicle.
	 * Anything else will be forgotten anyway after returning from this function.
	 *
	 * Especially this means we do _not_ need to reserve cargo for a single
	 * consist in a station which is not allowed to load yet because its
	 * load_unload_ticks is still not 0.
	 */
	if (last_loading == NULL) return;

	for (iter = st->loading_vehicles.begin(); iter != st->loading_vehicles.end(); ++iter) {
		Vehicle *v = *iter;
		if (!(v->vehstatus & (VS_STOPPED | VS_CRASHED))) LoadUnloadVehicle(v);
		if (v == last_loading) break;
	}

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

/**
 * Monthly update of the economic data (of the companies as well as economic fluctuations).
 */
void CompaniesMonthlyLoop()
{
	CompaniesGenStatistics();
	if (_settings_game.economy.inflation) {
		AddInflation();
		RecomputePrices();
	}
	CompaniesPayInterest();
	HandleEconomyFluctuations();
}

static void DoAcquireCompany(Company *c)
{
	CompanyID ci = c->index;

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

	SetDParam(0, STR_NEWS_COMPANY_MERGER_TITLE);
	SetDParam(1, c->bankrupt_value == 0 ? STR_NEWS_MERGER_TAKEOVER_TITLE : STR_NEWS_COMPANY_MERGER_DESCRIPTION);
	SetDParamStr(2, cni->company_name);
	SetDParamStr(3, cni->other_company_name);
	SetDParam(4, c->bankrupt_value);
	AddCompanyNewsItem(STR_MESSAGE_NEWS_FORMAT, cni);
	AI::BroadcastNewEvent(new ScriptEventCompanyMerger(ci, _current_company));
	Game::NewEvent(new ScriptEventCompanyMerger(ci, _current_company));

	ChangeOwnershipOfCompanyItems(ci, _current_company);

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

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

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

	delete c;
}

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

/**
 * Acquire shares in an opposing company.
 * @param tile unused
 * @param flags type of operation
 * @param p1 company to buy the shares from
 * @param p2 unused
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdBuyShareInCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	CommandCost cost(EXPENSES_OTHER);
	CompanyID target_company = (CompanyID)p1;
	Company *c = Company::GetIfValid(target_company);

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

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

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

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

		if (GetAmountOwnedBy(c, _current_company) == 3 && !MayCompanyTakeOver(_current_company, target_company)) return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
	}


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

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

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

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

	/* Cannot sell own shares */
	if (c == NULL || _current_company == target_company) return CMD_ERROR;

	/* Check if selling shares is allowed (protection against modified clients).
	 * However, we must sell shares of companies being closed down. */
	if (!_settings_game.economy.allow_shares && !(flags & DC_BANKRUPT)) return CMD_ERROR;

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

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

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

/**
 * Buy up another company.
 * When a competing company is gone bankrupt you get the chance to purchase
 * that company.
 * @todo currently this only works for AI companies
 * @param tile unused
 * @param flags type of operation
 * @param p1 company to buy up
 * @param p2 unused
 * @param text unused
 * @return the cost of this operation or an error
 */
CommandCost CmdBuyCompany(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
{
	CompanyID target_company = (CompanyID)p1;
	Company *c = Company::GetIfValid(target_company);
	if (c == NULL) return CMD_ERROR;

	/* Disable takeovers when not asked */
	if (!HasBit(c->bankrupt_asked, _current_company)) return CMD_ERROR;

	/* Disable taking over the local company in single player */
	if (!_networking && _local_company == c->index) return CMD_ERROR;

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

	/* Disable taking over when not allowed. */
	if (!MayCompanyTakeOver(_current_company, target_company)) return CMD_ERROR;

	/* Get the cost here as the company is deleted in DoAcquireCompany. */
	CommandCost cost(EXPENSES_OTHER, c->bankrupt_value);

	if (flags & DC_EXEC) {
		DoAcquireCompany(c);
	}
	return cost;
}