/* $Id$ */ /* * 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_base.h Definition of stuff that is very close to a company, like the company struct itself. */ #ifndef COMPANY_BASE_H #define COMPANY_BASE_H #include "core/pool_type.hpp" #include "road_type.h" #include "rail_type.h" #include "livery.h" #include "autoreplace_type.h" #include "economy_type.h" #include "tile_type.h" #include "settings_type.h" struct CompanyEconomyEntry { Money income; Money expenses; int32 delivered_cargo; int32 performance_history; ///< company score (scale 0-1000) Money company_value; }; typedef Pool<Company, CompanyByte, 1, MAX_COMPANIES> CompanyPool; extern CompanyPool _company_pool; /** Statically loadable part of Company pool item */ struct CompanyProperties { uint32 name_2; ///< Parameter of #name_1. uint16 name_1; ///< Name of the company if the user did not change it. char *name; ///< Name of the company if the user changed it. uint16 president_name_1; ///< Name of the president if the user did not change it. uint32 president_name_2; ///< Parameter of #president_name_1 char *president_name; ///< Name of the president if the user changed it. CompanyManagerFace face; ///< Face description of the president. Money money; ///< Money owned by the company. byte money_fraction; ///< Fraction of money of the company, too small to represent in #money. Money current_loan; ///< Amount of money borrowed from the bank. byte colour; ///< Company colour. RailTypes avail_railtypes; ///< Rail types available to the company. byte block_preview; ///< Number of months that the company is not allowed to get new exclusive engine previews. uint32 cargo_types; ///< Which cargo types were transported the last year. TileIndex location_of_HQ; ///< Northern tile of HQ; #INVALID_TILE when there is none. TileIndex last_build_coordinate; ///< Coordinate of the last build thing by this company. OwnerByte share_owners[4]; ///< Owners of the 4 shares of the company. #INVALID_OWNER if nobody has bought them yet. Year inaugurated_year; ///< Year of starting the company. byte quarters_of_bankruptcy; ///< Number of quarters (a quarter is 3 months) that the company has a negative balance. CompanyMask bankrupt_asked; ///< which companies were asked about buying it? int16 bankrupt_timeout; ///< If bigger than \c 0, amount of time to wait for an answer on an offer to buy this company. Money bankrupt_value; /** * If \c true, the company is (also) controlled by the computer (a NoAI program). * @note It is possible that the user is also participating in such a company. */ bool is_ai; Money yearly_expenses[3][EXPENSES_END]; ///< Expenses of the company for the last three years, in every #Expenses category. CompanyEconomyEntry cur_economy; ///< Economic data of the company of this quarter. CompanyEconomyEntry old_economy[MAX_HISTORY_MONTHS]; ///< Economic data of the company of the last #MAX_HISTORY_MONTHS months. byte num_valid_stat_ent; ///< Number of valid statistical entries in #old_economy. CompanyProperties() : name(NULL), president_name(NULL) {} ~CompanyProperties() { free(this->name); free(this->president_name); } }; struct Company : CompanyPool::PoolItem<&_company_pool>, CompanyProperties { Company(uint16 name_1 = 0, bool is_ai = false); ~Company(); Livery livery[LS_END]; RoadTypes avail_roadtypes; ///< Road types available to this company. class AIInstance *ai_instance; class AIInfo *ai_info; EngineRenewList engine_renew_list; ///< Engine renewals of this company. CompanySettings settings; ///< settings specific for each company uint16 *num_engines; ///< caches the number of engines of each type the company owns (no need to save this) /** * Is this company a valid company, controlled by the computer (a NoAI program)? * @param index Index in the pool. * @return \c true if it is a valid, computer controlled company, else \c false. */ static FORCEINLINE bool IsValidAiID(size_t index) { const Company *c = Company::GetIfValid(index); return c != NULL && c->is_ai; } /** * Is this company a valid company, not controlled by a NoAI program? * @param index Index in the pool. * @return \c true if it is a valid, human controlled company, else \c false. * @note If you know that \a index refers to a valid company, you can use #IsHumanID() instead. */ static FORCEINLINE bool IsValidHumanID(size_t index) { const Company *c = Company::GetIfValid(index); return c != NULL && !c->is_ai; } /** * Is this company a company not controlled by a NoAI program? * @param index Index in the pool. * @return \c true if it is a human controlled company, else \c false. * @pre \a index must be a valid CompanyID. * @note If you don't know whether \a index refers to a valid company, you should use #IsValidHumanID() instead. */ static FORCEINLINE bool IsHumanID(size_t index) { return !Company::Get(index)->is_ai; } static void PostDestructor(size_t index); }; #define FOR_ALL_COMPANIES_FROM(var, start) FOR_ALL_ITEMS_FROM(Company, company_index, var, start) #define FOR_ALL_COMPANIES(var) FOR_ALL_COMPANIES_FROM(var, 0) Money CalculateCompanyValue(const Company *c, bool including_loan = true); extern uint _next_competitor_start; extern uint _cur_company_tick_index; #endif /* COMPANY_BASE_H */