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Diffstat (limited to 'src/town_gui.cpp')
-rw-r--r--src/town_gui.cpp42
1 files changed, 21 insertions, 21 deletions
diff --git a/src/town_gui.cpp b/src/town_gui.cpp
index 356fbfea1..59b73bae9 100644
--- a/src/town_gui.cpp
+++ b/src/town_gui.cpp
@@ -69,20 +69,20 @@ DECLARE_ENUM_AS_BIT_SET(TownActions);
/** Get a list of available actions to do at a town.
* @param nump if not NULL add put the number of available actions in it
- * @param pid the player that is querying the town
+ * @param cid the company that is querying the town
* @param t the town that is queried
* @return bitmasked value of enabled actions
*/
-uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t)
+uint GetMaskOfTownActions(int *nump, CompanyID cid, const Town *t)
{
int num = 0;
TownActions buttons = TACT_NONE;
/* Spectators and unwanted have no options */
- if (pid != PLAYER_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[pid])) {
+ if (cid != COMPANY_SPECTATOR && !(_settings_game.economy.bribe && t->unwanted[cid])) {
/* Things worth more than this are not shown */
- Money avail = GetPlayer(pid)->player_money + _price.station_value * 200;
+ Money avail = GetCompany(cid)->money + _price.station_value * 200;
Money ref = _price.build_industry >> 8;
/* Check the action bits for validity and
@@ -90,16 +90,16 @@ uint GetMaskOfTownActions(int *nump, PlayerID pid, const Town *t)
for (uint i = 0; i != lengthof(_town_action_costs); i++) {
const TownActions cur = (TownActions)(1 << i);
- /* Is the player not able to bribe ? */
- if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[pid] >= RATING_BRIBE_MAXIMUM))
+ /* Is the company not able to bribe ? */
+ if (cur == TACT_BRIBE && (!_settings_game.economy.bribe || t->ratings[cid] >= RATING_BRIBE_MAXIMUM))
continue;
- /* Is the player not able to buy exclusive rights ? */
+ /* Is the company not able to buy exclusive rights ? */
if (cur == TACT_BUY_RIGHTS && !_settings_game.economy.exclusive_rights)
continue;
- /* Is the player not able to build a statue ? */
- if (cur == TACT_BUILD_STATUE && HasBit(t->statues, pid))
+ /* Is the company not able to build a statue ? */
+ if (cur == TACT_BUILD_STATUE && HasBit(t->statues, cid))
continue;
if (avail >= _town_action_costs[i] * ref) {
@@ -162,7 +162,7 @@ public:
virtual void OnPaint()
{
int numact;
- uint buttons = GetMaskOfTownActions(&numact, _local_player, this->town);
+ uint buttons = GetMaskOfTownActions(&numact, _local_company, this->town);
SetVScrollCount(this, numact + 1);
@@ -177,18 +177,18 @@ public:
DrawString(2, 15, STR_2023_TRANSPORT_COMPANY_RATINGS, TC_FROMSTRING);
- /* Draw list of players */
+ /* Draw list of companies */
int y = 25;
- const Player *p;
- FOR_ALL_PLAYERS(p) {
- if ((HasBit(this->town->have_ratings, p->index) || this->town->exclusivity == p->index)) {
- DrawPlayerIcon(p->index, 2, y);
+ const Company *c;
+ FOR_ALL_COMPANIES(c) {
+ if ((HasBit(this->town->have_ratings, c->index) || this->town->exclusivity == c->index)) {
+ DrawCompanyIcon(c->index, 2, y);
- SetDParam(0, p->index);
- SetDParam(1, p->index);
+ SetDParam(0, c->index);
+ SetDParam(1, c->index);
- int r = this->town->ratings[p->index];
+ int r = this->town->ratings[c->index];
StringID str;
(str = STR_3035_APPALLING, r <= RATING_APPALLING) || // Apalling
(str++, r <= RATING_VERYPOOR) || // Very Poor
@@ -200,7 +200,7 @@ public:
(str++, true); // Outstanding
SetDParam(2, str);
- if (this->town->exclusivity == p->index) { // red icon for player with exclusive rights
+ if (this->town->exclusivity == c->index) { // red icon for company with exclusive rights
DrawSprite(SPR_BLOT, PALETTE_TO_RED, 18, y);
}
@@ -243,7 +243,7 @@ public:
if (!IsInsideMM(y, 0, 5)) return;
- y = GetNthSetBit(GetMaskOfTownActions(NULL, _local_player, this->town), y + this->vscroll.pos - 1);
+ y = GetNthSetBit(GetMaskOfTownActions(NULL, _local_company, this->town), y + this->vscroll.pos - 1);
if (y >= 0) {
this->sel_index = y;
this->SetDirty();
@@ -780,7 +780,7 @@ static const WindowDesc _scen_edit_town_gen_desc = {
void ShowBuildTownWindow()
{
- if (_game_mode != GM_EDITOR && !IsValidPlayerID(_current_player)) return;
+ if (_game_mode != GM_EDITOR && !IsValidCompanyID(_current_company)) return;
AllocateWindowDescFront<ScenarioEditorTownGenerationWindow>(&_scen_edit_town_gen_desc, 0);
}