Files @ r22926:82779a967ee2
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Location: cpp/openttd-patchpack/source/src/news_func.h - annotation

Niels Martin Hansen
Change: Modernise music control logic implementation (#6839)

Rewrite of almost the entire music control logic to a more modern style, hopefully also easier to understand. The old playlist handling made it look like arcane magic, which it doesn't have to be.

- Playlists are now stored in std::vector of objects instead of arrays of bytes with magic sentinel values, that need to be rotated around all the time. Position in playlist is stored as a simple index.
- The theme song is now reserved for the title screen, it doesn't play on any of the standard playlists, but is still available for use on custom playlists.
- When the player enters/leaves the game from the main menu, the music always restarts.
- Playback state (playing or not) is kept even if music becomes unavailable due to an empty playlist (or an empty music set), so it can restart immediately if music becomes available again.
- The shuffle algorithm was changed to a standard Fisher-Yates.
- Possibly better behavior when editing a custom playlist while it's playing.
- Custom playlists should be compatible.
- Framework for supporting custom playlists with songs from multiple music sets.
/* $Id$ */

/*
 * 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 news_func.h Functions related to news. */

#ifndef NEWS_FUNC_H
#define NEWS_FUNC_H

#include "news_type.h"
#include "vehicle_type.h"
#include "station_type.h"
#include "industry_type.h"

void AddNewsItem(StringID string, NewsType type, NewsFlag flags, NewsReferenceType reftype1 = NR_NONE, uint32 ref1 = UINT32_MAX, NewsReferenceType reftype2 = NR_NONE, uint32 ref2 = UINT32_MAX, void *free_data = NULL);

static inline void AddCompanyNewsItem(StringID string, CompanyNewsInformation *cni)
{
	AddNewsItem(string, NT_COMPANY_INFO, NF_COMPANY, NR_NONE, UINT32_MAX, NR_NONE, UINT32_MAX, cni);
}

/**
 * Adds a newsitem referencing a vehicle.
 *
 * @warning The DParams may not reference the vehicle due to autoreplace stuff. See AddVehicleAdviceNewsItem for how that can be done.
 */
static inline void AddVehicleNewsItem(StringID string, NewsType type, VehicleID vehicle, StationID station = INVALID_STATION)
{
	AddNewsItem(string, type, NF_NO_TRANSPARENT | NF_SHADE | NF_THIN, NR_VEHICLE, vehicle, station == INVALID_STATION ? NR_NONE : NR_STATION, station);
}

/**
 * Adds a vehicle-advice news item.
 *
 * @warning DParam 0 must reference the vehicle!
 */
static inline void AddVehicleAdviceNewsItem(StringID string, VehicleID vehicle)
{
	AddNewsItem(string, NT_ADVICE, NF_INCOLOUR | NF_SMALL | NF_VEHICLE_PARAM0, NR_VEHICLE, vehicle);
}

static inline void AddTileNewsItem(StringID string, NewsType type, TileIndex tile, void *free_data = NULL)
{
	AddNewsItem(string, type, NF_NO_TRANSPARENT | NF_SHADE | NF_THIN, NR_TILE, tile, NR_NONE, UINT32_MAX, free_data);
}

static inline void AddIndustryNewsItem(StringID string, NewsType type, IndustryID industry)
{
	AddNewsItem(string, type, NF_NO_TRANSPARENT | NF_SHADE | NF_THIN, NR_INDUSTRY, industry);
}

void NewsLoop();
void InitNewsItemStructs();

extern const NewsItem *_statusbar_news_item;

void DeleteInvalidEngineNews();
void DeleteVehicleNews(VehicleID vid, StringID news);
void DeleteStationNews(StationID sid);
void DeleteIndustryNews(IndustryID iid);

#endif /* NEWS_FUNC_H */