/* $Id$ */
/** @file news_type.h Types related to news. */
#ifndef NEWS_TYPE_H
#define NEWS_TYPE_H
#include "window_type.h"
#include "date_type.h"
#include "strings_type.h"
/**
* Type of news.
*/
enum NewsType {
NT_ARRIVAL_PLAYER, ///< Cargo arrived for player
NT_ARRIVAL_OTHER, ///< Cargo arrived for competitor
NT_ACCIDENT, ///< An accident or disaster has occurred
NT_COMPANY_INFO, ///< Company info (new companies, bankrupcy messages)
NT_OPENCLOSE, ///< Opening and closing of industries
NT_ECONOMY, ///< Economic changes (recession, industry up/dowm)
NT_INDUSTRY_PLAYER, ///< Production changes of industry serviced by local player
NT_INDUSTRY_OTHER, ///< Production changes of industry serviced by competitor(s)
NT_INDUSTRY_NOBODY, ///< Other industry production changes
NT_ADVICE, ///< Bits of news about vehicles of the player
NT_NEW_VEHICLES, ///< New vehicle has become available
NT_ACCEPTANCE, ///< A type of cargo is (no longer) accepted
NT_SUBSIDIES, ///< News about subsidies (announcements, expirations, acceptance)
NT_GENERAL, ///< General news (from towns)
NT_END, ///< end-of-array marker
};
/**
* News mode.
*/
enum NewsMode {
NM_SMALL = 0, ///< Show only a small popup informing us about vehicle age for example
NM_NORMAL = 1, ///< Show a simple news message (height 170 pixels)
NM_THIN = 2, ///< Show a simple news message (height 130 pixels)
NM_CALLBACK = 3, ///< Do some special processing before displaying news message. Which callback to call is in NewsCallback
};
/**
* Various OR-able news-item flags.
* note: NF_INCOLOR is set automatically if needed
*/
enum NewsFlag {
NF_NONE = 0, ///< No flag is set.
NF_VIEWPORT = (1 << 1), ///< Does the news message have a viewport? (ingame picture of happening)
NF_TILE = (1 << 2), ///< When clicked on the news message scroll to a given tile? Tile is in data_a/data_b
NF_VEHICLE = (1 << 3), ///< When clicked on the message scroll to the vehicle? VehicleID is in data_a
NF_FORCE_BIG = (1 << 4), ///< Force the appearance of a news message if it has already been shown (internal)
NF_INCOLOR = (1 << 5), ///< Show the newsmessage in colour, otherwise it defaults to black & white
};
DECLARE_ENUM_AS_BIT_SET(NewsFlag);
/**
* Special news items
*/
enum NewsCallback {
DNC_VEHICLEAVAIL = 0, ///< Show new vehicle available message. StringID is EngineID
DNC_BANKRUPCY = 1, ///< Show bankrupcy message. StringID is PlayerID (0-3) and NewsBankrupcy (4-7)
DNC_NONE = 0xFF, ///< No news callback.
};
/**
* Kinds of bankrupcy
* @note These flags are or'd with player index
*/
enum NewsBankrupcy {
NB_BTROUBLE = (1 << 4), ///< Company is in trouble (warning)
NB_BMERGER = (2 << 4), ///< Company has been bought by another company
NB_BBANKRUPT = (3 << 4), ///< Company has gone bankrupt
NB_BNEWCOMPANY = (4 << 4), ///< A new company has been started
};
struct NewsItem {
StringID string_id; ///< Message text (sometimes also used for storing other info)
uint16 duration; ///< Remaining time for showing this news message
Date date; ///< Date of the news
NewsFlag flags; ///< NewsFlags bits @see NewsFlag
NewsMode display_mode; ///< Display mode value @see NewsMode
NewsType type; ///< News category @see NewsType
NewsCallback callback; ///< Call-back function
uint data_a; ///< Reference to tile or vehicle
uint data_b; ///< Reference to second tile or vehicle
uint64 params[10];
};
typedef bool ValidationProc(uint data_a, uint data_b);
typedef void DrawNewsCallbackProc(Window *w, const NewsItem *ni);
typedef StringID GetNewsStringCallbackProc(const NewsItem *ni);
#endif /* NEWS_TYPE_H */