src/news_type.h
author belugas
Wed, 09 Apr 2008 02:16:04 +0000
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/* $Id$ */
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/** @file news_type.h Types related to news. */
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#ifndef NEWS_TYPE_H
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#define NEWS_TYPE_H
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#include "window_type.h"
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#include "date_type.h"
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#include "strings_type.h"
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/**
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 * Type of news.
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 */
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enum NewsType {
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	NT_ARRIVAL_PLAYER,  ///< Cargo arrived for player
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	NT_ARRIVAL_OTHER,   ///< Cargo arrived for competitor
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	NT_ACCIDENT,        ///< An accident or disaster has occurred
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	NT_COMPANY_INFO,    ///< Company info (new companies, bankrupcy messages)
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	NT_OPENCLOSE,       ///< Opening and closing of industries
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	NT_ECONOMY,         ///< Economic changes (recession, industry up/dowm)
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	NT_INDUSTRY_PLAYER, ///< Production changes of industry serviced by local player
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	NT_INDUSTRY_OTHER,  ///< Production changes of industry serviced by competitor(s)
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	NT_INDUSTRY_NOBODY, ///< Other industry production changes
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	NT_ADVICE,          ///< Bits of news about vehicles of the player
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	NT_NEW_VEHICLES,    ///< New vehicle has become available
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	NT_ACCEPTANCE,      ///< A type of cargo is (no longer) accepted
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	NT_SUBSIDIES,       ///< News about subsidies (announcements, expirations, acceptance)
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	NT_GENERAL,         ///< General news (from towns)
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	NT_END,             ///< end-of-array marker
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};
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/**
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 * News mode.
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 */
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enum NewsMode {
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	NM_SMALL    = 0, ///< Show only a small popup informing us about vehicle age for example
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	NM_NORMAL   = 1, ///< Show a simple news message (height 170 pixels)
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	NM_THIN     = 2, ///< Show a simple news message (height 130 pixels)
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	NM_CALLBACK = 3, ///< Do some special processing before displaying news message. Which callback to call is in NewsCallback
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};
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/**
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 * Various OR-able news-item flags.
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 * note: NF_INCOLOR is set automatically if needed
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 */
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enum NewsFlag {
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	NF_NONE      = 0,        ///< No flag is set.
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	NF_VIEWPORT  = (1 << 1), ///< Does the news message have a viewport? (ingame picture of happening)
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	NF_TILE      = (1 << 2), ///< When clicked on the news message scroll to a given tile? Tile is in data_a/data_b
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	NF_VEHICLE   = (1 << 3), ///< When clicked on the message scroll to the vehicle? VehicleID is in data_a
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	NF_FORCE_BIG = (1 << 4), ///< Force the appearance of a news message if it has already been shown (internal)
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	NF_INCOLOR   = (1 << 5), ///< Show the newsmessage in colour, otherwise it defaults to black & white
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};
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DECLARE_ENUM_AS_BIT_SET(NewsFlag);
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/**
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 * Special news items
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 */
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enum NewsCallback {
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	DNC_VEHICLEAVAIL  = 0,    ///< Show new vehicle available message. StringID is EngineID
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	DNC_BANKRUPCY     = 1,    ///< Show bankrupcy message. StringID is PlayerID (0-3) and NewsBankrupcy (4-7)
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	DNC_NONE          = 0xFF, ///< No news callback.
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};
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/**
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 * Kinds of bankrupcy
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 */
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enum NewsBankrupcy {
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	NB_BTROUBLE,    ///< Company is in trouble (warning)
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	NB_BMERGER,     ///< Company has been bought by another company
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	NB_BBANKRUPT,   ///< Company has gone bankrupt
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	NB_BNEWCOMPANY, ///< A new company has been started
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};
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struct NewsItem {
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	StringID string_id;    ///< Message text (sometimes also used for storing other info)
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	uint16 duration;       ///< Remaining time for showing this news message
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	Date date;             ///< Date of the news
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	NewsFlag flags;        ///< NewsFlags bits @see NewsFlag
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	NewsMode display_mode; ///< Display mode value @see NewsMode
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	NewsType type;         ///< News category @see NewsType
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	NewsCallback callback; ///< Call-back function
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	uint data_a;           ///< Reference to tile or vehicle
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	uint data_b;           ///< Reference to second tile or vehicle
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	uint64 params[10];
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};
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typedef bool ValidationProc(uint data_a, uint data_b);
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typedef void DrawNewsCallbackProc(Window *w, const NewsItem *ni);
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typedef StringID GetNewsStringCallbackProc(const NewsItem *ni);
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#endif /* NEWS_TYPE_H */