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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 */