Files @ r24498:e9114d9ab04a
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Location: cpp/openttd-patchpack/source/src/currency.h

Patric Stout
Fix #6468: don't store version of AIs-started-via-console in name

You can do: "startai myai.3", which starts version 3 of "myai".
This is very useful for testing save/load code between different
versions of your AI.

However, when using this syntax, the AI got saved as "myai.3" as
name of the AI, instead of "myai". This caused several problems,
like indicating to the user the AI could not be found, but still
load the AI. But in all cases, the AI never got the chance to
load the saved data, making the whole reason this exists pointless.

By splitting the name and version already in the console command,
the code becomes simpler and AIs started this way now follow the
normal flow after initialization.
/*
 * 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 currency.h Functions to handle different currencies. */

#ifndef CURRENCY_H
#define CURRENCY_H

#include "date_type.h"
#include "strings_type.h"

static const int CF_NOEURO = 0; ///< Currency never switches to the Euro (as far as known).
static const int CF_ISEURO = 1; ///< Currency _is_ the Euro.

/**
 * This enum gives the currencies a unique id which must be maintained for
 * savegame compatibility and in order to refer to them quickly, especially
 * for referencing the custom one.
 */
enum Currencies {
	CURRENCY_GBP,       ///< British Pound
	CURRENCY_USD,       ///< US Dollar
	CURRENCY_EUR,       ///< Euro
	CURRENCY_JPY,       ///< Japanese Yen
	CURRENCY_ATS,       ///< Austrian Schilling
	CURRENCY_BEF,       ///< Belgian Franc
	CURRENCY_CHF,       ///< Swiss Franc
	CURRENCY_CZK,       ///< Czech Koruna
	CURRENCY_DEM,       ///< Deutsche Mark
	CURRENCY_DKK,       ///< Danish Krona
	CURRENCY_ESP,       ///< Spanish Peseta
	CURRENCY_FIM,       ///< Finish Markka
	CURRENCY_FRF,       ///< French Franc
	CURRENCY_GRD,       ///< Greek Drachma
	CURRENCY_HUF,       ///< Hungarian Forint
	CURRENCY_ISK,       ///< Icelandic Krona
	CURRENCY_ITL,       ///< Italian Lira
	CURRENCY_NLG,       ///< Dutch Gulden
	CURRENCY_NOK,       ///< Norwegian Krone
	CURRENCY_PLN,       ///< Polish Zloty
	CURRENCY_RON,       ///< Romenian Leu
	CURRENCY_RUR,       ///< Russian Rouble
	CURRENCY_SIT,       ///< Slovenian Tolar
	CURRENCY_SEK,       ///< Swedish Krona
	CURRENCY_YTL,       ///< Turkish Lira
	CURRENCY_SKK,       ///< Slovak Kornuna
	CURRENCY_BRL,       ///< Brazilian Real
	CURRENCY_EEK,       ///< Estonian Krooni
	CURRENCY_LTL,       ///< Lithuanian Litas
	CURRENCY_KRW,       ///< South Korean Won
	CURRENCY_ZAR,       ///< South African Rand
	CURRENCY_CUSTOM,    ///< Custom currency
	CURRENCY_GEL,       ///< Georgian Lari
	CURRENCY_IRR,       ///< Iranian Rial
	CURRENCY_RUB,       ///< New Russian Ruble
	CURRENCY_MXN,       ///< Mexican Peso
	CURRENCY_NTD,       ///< New Taiwan Dollar
	CURRENCY_CNY,       ///< Chinese Renminbi
	CURRENCY_HKD,       ///< Hong Kong Dollar
	CURRENCY_INR,       ///< Indian Rupee
	CURRENCY_END,       ///< always the last item
};

/** Specification of a currency. */
struct CurrencySpec {
	uint16 rate;
	char separator[8];
	Year to_euro;      ///< %Year of switching to the Euro. May also be #CF_NOEURO or #CF_ISEURO.
	char prefix[16];
	char suffix[16];
	/**
	 * The currency symbol is represented by two possible values, prefix and suffix
	 * Usage of one or the other is determined by #symbol_pos.
	 * 0 = prefix
	 * 1 = suffix
	 * 2 = both : Special case only for custom currency.
	 *            It is not a spec from Newgrf,
	 *            rather a way to let users do what they want with custom currency
	 */
	byte symbol_pos;
	StringID name;
};

extern CurrencySpec _currency_specs[CURRENCY_END];

/* XXX small hack, but makes the rest of the code a bit nicer to read */
#define _custom_currency (_currency_specs[CURRENCY_CUSTOM])
#define _currency ((const CurrencySpec*)&_currency_specs[GetGameSettings().locale.currency])

uint64 GetMaskOfAllowedCurrencies();
void CheckSwitchToEuro();
void ResetCurrencies(bool preserve_custom = true);
StringID *BuildCurrencyDropdown();
byte GetNewgrfCurrencyIdConverted(byte grfcurr_id);

#endif /* CURRENCY_H */