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Location: cpp/openttd-patchpack/source/src/company_base.h
r16729:482bfc615285
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(svn r21472) -Fix [FS#4298] (r21459-ish): make sure the query window is only opened once per parent window / callback.
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/*
* 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 */
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