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/* $Id$ */
/** @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 "company_type.h"
#include "oldpool.h"
#include "road_type.h"
#include "rail_type.h"
#include "date_type.h"
#include "engine_type.h"
#include "livery.h"
#include "autoreplace_type.h"
#include "economy_type.h"
#include "tile_type.h"
struct CompanyEconomyEntry {
Money income;
Money expenses;
int32 delivered_cargo;
int32 performance_history; ///< company score (scale 0-1000)
Money company_value;
};
/* The third parameter and the number after >> MUST be the same,
* otherwise more (or less) companies will be allowed to be
* created than what MAX_COMPANIES specifies!
*/
DECLARE_OLD_POOL(Company, Company, 1, (MAX_COMPANIES + 1) >> 1)
struct Company : PoolItem<Company, CompanyByte, &_Company_pool> {
Company(uint16 name_1 = 0, bool is_ai = false);
~Company();
uint32 name_2;
uint16 name_1;
char *name;
uint16 president_name_1;
uint32 president_name_2;
char *president_name;
CompanyManagerFace face;
Money money;
byte money_fraction;
Money current_loan;
byte colour;
Livery livery[LS_END];
RailTypes avail_railtypes;
RoadTypes avail_roadtypes;
byte block_preview;
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;
OwnerByte share_owners[4];
Year inaugurated_year;
byte num_valid_stat_ent;
byte quarters_of_bankrupcy;
CompanyMask bankrupt_asked; ///< which companies were asked about buying it?
int16 bankrupt_timeout;
Money bankrupt_value;
bool is_ai;
bool is_noai; ///< This is a NoAI player (for loading old savegames properly)
class AIInstance *ai_instance;
class AIInfo *ai_info;
Money yearly_expenses[3][EXPENSES_END];
CompanyEconomyEntry cur_economy;
CompanyEconomyEntry old_economy[24];
EngineRenewList engine_renew_list; ///< Defined later
bool engine_renew;
bool renew_keep_length;
int16 engine_renew_months;
uint32 engine_renew_money;
uint16 *num_engines; ///< caches the number of engines of each type the company owns (no need to save this)
inline bool IsValid() const { return this->name_1 != 0; }
};
static inline bool IsValidCompanyID(CompanyID company)
{
return company < MAX_COMPANIES && (uint)company < GetCompanyPoolSize() && GetCompany(company)->IsValid();
}
#define FOR_ALL_COMPANIES_FROM(d, start) for (d = GetCompany(start); d != NULL; d = (d->index + 1U < GetCompanyPoolSize()) ? GetCompany(d->index + 1U) : NULL) if (d->IsValid())
#define FOR_ALL_COMPANIES(d) FOR_ALL_COMPANIES_FROM(d, 0)
static inline byte ActiveCompanyCount()
{
const Company *c;
byte count = 0;
FOR_ALL_COMPANIES(c) count++;
return count;
}
Money CalculateCompanyValue(const Company *c);
#endif /* COMPANY_BASE_H */
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