(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.

This commit is contained in:
rubidium
2008-09-30 20:39:50 +00:00
parent dba193d4a5
commit f56e630e5c
158 changed files with 4661 additions and 4675 deletions

View File

@@ -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);
}