/* * 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 . */ /** @file currency.h Functions to handle different currencies. */ #ifndef CURRENCY_H #define CURRENCY_H #include "timer/timer_game_calendar.h" #include "settings_type.h" #include "strings_type.h" static constexpr TimerGameCalendar::Year CF_NOEURO = 0; ///< Currency never switches to the Euro (as far as known). static constexpr TimerGameCalendar::Year CF_ISEURO = 1; ///< Currency _is_ the Euro. static constexpr TimerGameCalendar::Year MIN_EURO_YEAR = 2000; ///< The earliest year custom currencies may switch to 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_IDR, ///< Indonesian Rupiah CURRENCY_MYR, ///< Malaysian Ringgit CURRENCY_LVL, ///< Latvian Lats CURRENCY_PTE, ///< Portuguese Escudo CURRENCY_END, ///< always the last item }; /** Specification of a currency. */ struct CurrencySpec { uint16_t rate; ///< The conversion rate compared to the base currency. std::string separator; ///< The thousands separator for this currency. TimerGameCalendar::Year to_euro; ///< Year of switching to the Euro. May also be #CF_NOEURO or #CF_ISEURO. std::string prefix; ///< Prefix to apply when formatting money in this currency. std::string suffix; ///< Suffix to apply when formatting money in this currency. std::string code; ///< 3 letter untranslated code to identify the currency. /** * 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 */ uint8_t symbol_pos; StringID name; CurrencySpec() = default; CurrencySpec(uint16_t rate, const char *separator, TimerGameCalendar::Year to_euro, const char *prefix, const char *suffix, const char *code, uint8_t symbol_pos, StringID name) : rate(rate), separator(separator), to_euro(to_euro), prefix(prefix), suffix(suffix), code(code), symbol_pos(symbol_pos), name(name) { } }; extern std::array _currency_specs; /** * Get the custom currency. * @return Reference to custom currency. */ inline CurrencySpec &GetCustomCurrency() { return _currency_specs[CURRENCY_CUSTOM]; } /** * Get the currently selected currency. * @return Read-only reference to the current currency. */ inline const CurrencySpec &GetCurrency() { return _currency_specs[GetGameSettings().locale.currency]; } uint64_t GetMaskOfAllowedCurrencies(); void ResetCurrencies(bool preserve_custom = true); uint8_t GetNewgrfCurrencyIdConverted(uint8_t grfcurr_id); #endif /* CURRENCY_H */