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Location: cpp/openttd-patchpack/source/src/news_type.h
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Feature: Order flag to unbunch vehicles at depot (#11945)
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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 news_type.h Types related to news. */
#ifndef NEWS_TYPE_H
#define NEWS_TYPE_H
#include "core/enum_type.hpp"
#include "gfx_type.h"
#include "timer/timer_game_calendar.h"
#include "timer/timer_game_economy.h"
#include "strings_type.h"
#include "sound_type.h"
/**
* Type of news.
*/
enum NewsType : byte {
NT_ARRIVAL_COMPANY, ///< First vehicle arrived for company
NT_ARRIVAL_OTHER, ///< First vehicle arrived for competitor
NT_ACCIDENT, ///< An accident or disaster has occurred
NT_ACCIDENT_OTHER, ///< An accident or disaster has occurred
NT_COMPANY_INFO, ///< Company info (new companies, bankruptcy messages)
NT_INDUSTRY_OPEN, ///< Opening of industries
NT_INDUSTRY_CLOSE, ///< Closing of industries
NT_ECONOMY, ///< Economic changes (recession, industry up/dowm)
NT_INDUSTRY_COMPANY,///< Production changes of industry serviced by local company
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 company
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
};
/**
* References to objects in news.
*
* @warning
* Be careful!
* Vehicles are a special case, as news are kept when vehicles are autoreplaced/renewed.
* You have to make sure, #ChangeVehicleNews catches the DParams of your message.
* This is NOT ensured by the references.
*/
enum NewsReferenceType : byte {
NR_NONE, ///< Empty reference
NR_TILE, ///< Reference tile. Scroll to tile when clicking on the news.
NR_VEHICLE, ///< Reference vehicle. Scroll to vehicle when clicking on the news. Delete news when vehicle is deleted.
NR_STATION, ///< Reference station. Scroll to station when clicking on the news. Delete news when station is deleted.
NR_INDUSTRY, ///< Reference industry. Scroll to industry when clicking on the news. Delete news when industry is deleted.
NR_TOWN, ///< Reference town. Scroll to town when clicking on the news.
NR_ENGINE, ///< Reference engine.
};
/**
* Various OR-able news-item flags.
* @note #NF_INCOLOUR is set automatically if needed.
*/
enum NewsFlag {
NFB_INCOLOUR = 0, ///< News item is shown in colour (otherwise it is shown in black & white).
NFB_NO_TRANSPARENT = 1, ///< News item disables transparency in the viewport.
NFB_SHADE = 2, ///< News item uses shaded colours.
NFB_WINDOW_LAYOUT = 3, ///< First bit for window layout.
NFB_WINDOW_LAYOUT_COUNT = 3, ///< Number of bits for window layout.
NFB_VEHICLE_PARAM0 = 6, ///< String param 0 contains a vehicle ID. (special autoreplace behaviour)
NF_INCOLOUR = 1 << NFB_INCOLOUR, ///< Bit value for coloured news.
NF_NO_TRANSPARENT = 1 << NFB_NO_TRANSPARENT, ///< Bit value for disabling transparency.
NF_SHADE = 1 << NFB_SHADE, ///< Bit value for enabling shading.
NF_VEHICLE_PARAM0 = 1 << NFB_VEHICLE_PARAM0, ///< Bit value for specifying that string param 0 contains a vehicle ID. (special autoreplace behaviour)
NF_THIN = 0 << NFB_WINDOW_LAYOUT, ///< Thin news item. (Newspaper with headline and viewport)
NF_SMALL = 1 << NFB_WINDOW_LAYOUT, ///< Small news item. (Information window with text and viewport)
NF_NORMAL = 2 << NFB_WINDOW_LAYOUT, ///< Normal news item. (Newspaper with text only)
NF_VEHICLE = 3 << NFB_WINDOW_LAYOUT, ///< Vehicle news item. (new engine available)
NF_COMPANY = 4 << NFB_WINDOW_LAYOUT, ///< Company news item. (Newspaper with face)
};
DECLARE_ENUM_AS_BIT_SET(NewsFlag)
/**
* News display options
*/
enum NewsDisplay {
ND_OFF, ///< Only show a reminder in the status bar
ND_SUMMARY, ///< Show ticker
ND_FULL, ///< Show newspaper
};
/**
* Per-NewsType data
*/
struct NewsTypeData {
const char * const name; ///< Name
const byte age; ///< Maximum age of news items (in days)
const SoundFx sound; ///< Sound
/**
* Construct this entry.
* @param name The name of the type.
* @param age The maximum age for these messages.
* @param sound The sound to play.
*/
NewsTypeData(const char *name, byte age, SoundFx sound) :
name(name),
age(age),
sound(sound)
{
}
NewsDisplay GetDisplay() const;
};
/** Container for any custom data that must be deleted after the news item has reached end-of-life. */
struct NewsAllocatedData {
virtual ~NewsAllocatedData() = default;
};
/** Information about a single item of news. */
struct NewsItem {
NewsItem *prev; ///< Previous news item
NewsItem *next; ///< Next news item
StringID string_id; ///< Message text
TimerGameCalendar::Date date; ///< Calendar date to show for the news
TimerGameEconomy::Date economy_date; ///< Economy date of the news item, never shown but used to calculate age
NewsType type; ///< Type of the news
NewsFlag flags; ///< NewsFlags bits @see NewsFlag
NewsReferenceType reftype1; ///< Type of ref1
NewsReferenceType reftype2; ///< Type of ref2
uint32_t ref1; ///< Reference 1 to some object: Used for a possible viewport, scrolling after clicking on the news, and for deleting the news when the object is deleted.
uint32_t ref2; ///< Reference 2 to some object: Used for scrolling after clicking on the news, and for deleting the news when the object is deleted.
std::unique_ptr<const NewsAllocatedData> data; ///< Custom data for the news item that will be deallocated (deleted) when the news item has reached its end.
std::vector<StringParameterBackup> params; ///< Parameters for string resolving.
NewsItem(StringID string_id, NewsType type, NewsFlag flags, NewsReferenceType reftype1, uint32_t ref1, NewsReferenceType reftype2, uint32_t ref2, const NewsAllocatedData *data);
};
/** Container for a single string to be passed as NewsAllocatedData. */
struct NewsStringData : NewsAllocatedData {
std::string string; ///< The string to retain.
NewsStringData(const std::string &str) : string(str) {}
};
/**
* Data that needs to be stored for company news messages.
* The problem with company news messages are the custom name
* of the companies and the fact that the company data is reset,
* resulting in wrong names and such.
*/
struct CompanyNewsInformation : NewsAllocatedData {
std::string company_name; ///< The name of the company
std::string president_name; ///< The name of the president
std::string other_company_name; ///< The name of the company taking over this one
uint32_t face; ///< The face of the president
Colours colour; ///< The colour related to the company
CompanyNewsInformation(const struct Company *c, const struct Company *other = nullptr);
};
#endif /* NEWS_TYPE_H */
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