OpenTTD/src/newgrf_callbacks.h

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/* $Id$ */
/** @file newgrf_callbacks.h
*/
#ifndef NEWGRF_CALLBACKS_H
#define NEWGRF_CALLBACKS_H
/**
* List of implemented NewGRF callbacks.
* Most of these callbacks are only triggered when the corresponding
* bit is set in the callback flags/trigger for a vehicle, house,
* industry, etc.
* Names are formatted as CBID_<CLASS>_<CALLBACK>
*
* @note Do not forget to add 15 bits callbacks to the switch in
* newgrf_spritegroup.cpp (search for "15 bits callback").
*/
enum CallbackID {
/** Set when using the callback resolve system, but not to resolve a callback. */
CBID_NO_CALLBACK = 0x00,
/** Set when calling a randomizing trigger (almost undocumented). */
CBID_RANDOM_TRIGGER = 0x01,
/** Powered wagons, if the result is lower as 0x40 then the wagon is powered
* @todo : interpret the rest of the result, aka "visual effects". */
CBID_TRAIN_WAGON_POWER = 0x10,
/** Vehicle length, returns the amount of 1/8's the vehicle is shorter for trains and RVs. */
CBID_VEHICLE_LENGTH = 0x11,
/** Determine the amount of cargo to load per unit of time when using gradual loading. */
CBID_VEHICLE_LOAD_AMOUNT = 0x12,
/** Determine whether a newstation should be made available to build. */
CBID_STATION_AVAILABILITY = 0x13,
/** Choose a sprite layout to draw, instead of the standard 0-7 range. */
CBID_STATION_SPRITE_LAYOUT = 0x14,
/** Refit capacity, the passed vehicle needs to have its ->cargo_type set to
* the cargo we are refitting to, returns the new cargo capacity. */
CBID_VEHICLE_REFIT_CAPACITY = 0x15,
/** Builds articulated engines for trains and RVs. */
CBID_VEHICLE_ARTIC_ENGINE = 0x16,
/** Determine whether the house can be built on the specified tile. */
CBID_HOUSE_ALLOW_CONSTRUCTION = 0x17,
/** AI construction/purchase selection */
CBID_GENERIC_AI_PURCHASE_SELECTION = 0x18, // not implemented
/** Determine the cargo "suffixes" for each refit possibility of a cargo. */
CBID_VEHICLE_CARGO_SUFFIX = 0x19,
/** Determine the next animation frame for a house. */
CBID_HOUSE_ANIMATION_NEXT_FRAME = 0x1A,
/** Called for periodically starting or stopping the animation. */
CBID_HOUSE_ANIMATION_START_STOP = 0x1B,
/** Called whenever the construction state of a house changes. */
CBID_HOUSE_CONSTRUCTION_STATE_CHANGE = 0x1C,
/** Determine whether a wagon can be attached to an already existing train. */
CBID_TRAIN_ALLOW_WAGON_ATTACH = 0x1D,
/** Called to determine the colour of a town building. */
CBID_BUILDING_COLOUR = 0x1E,
/** Called to decide how much cargo a town building can accept. */
CBID_HOUSE_CARGO_ACCEPTANCE = 0x1F,
/** Called to indicate how long the current animation frame should last. */
CBID_HOUSE_ANIMATION_SPEED = 0x20,
/** Called periodically to determine if a house should be destroyed. */
CBID_HOUSE_DESTRUCTION = 0x21,
/** Called to determine if the given industry type is available */
CBID_INDUSTRY_AVAILABLE = 0x22,
/** This callback is called from vehicle purchase lists. It returns a value to be
* used as a custom string ID in the 0xD000 range. */
CBID_VEHICLE_ADDITIONAL_TEXT = 0x23,
/** Called when building a station to customize the tile layout */
CBID_STATION_TILE_LAYOUT = 0x24,
/** Called for periodically starting or stopping the animation. */
CBID_INDTILE_ANIM_START_STOP = 0x25,
/** Called to determine industry tile next animation frame. */
CBID_INDTILE_ANIM_NEXT_FRAME = 0x26,
/** Called to indicate how long the current animation frame should last. */
CBID_INDTILE_ANIMATION_SPEED = 0x27,
/** Called to determine if the given industry can be built on specific area. */
CBID_INDUSTRY_LOCATION = 0x28,
/** Called on production changes, so it can be adjusted. */
CBID_INDUSTRY_PRODUCTION_CHANGE = 0x29,
/** Called to determine which cargoes a town building should accept. */
CBID_HOUSE_ACCEPT_CARGO = 0x2A,
/** Called to query the cargo acceptance of the industry tile */
CBID_INDTILE_CARGO_ACCEPTANCE = 0x2B,
/** Called to determine which cargoes an industry should accept. */
CBID_INDTILE_ACCEPT_CARGO = 0x2C,
/** Called to determine if a specific colour map should be used for a vehicle
* instead of the default livery. */
CBID_VEHICLE_COLOUR_MAPPING = 0x2D,
/** Called to determine how much cargo a town building produces. */
CBID_HOUSE_PRODUCE_CARGO = 0x2E,
/** Called to determine if the given industry tile can be built on specific tile. */
CBID_INDTILE_SHAPE_CHECK = 0x2F,
/** Called to determine the type (if any) of foundation to draw for industry tile. */
CBID_INDUSTRY_DRAW_FOUNDATIONS = 0x30,
/** Called when the player (or AI) tries to start or stop a vehicle. Mainly
* used for preventing a vehicle from leaving the depot. */
CBID_VEHICLE_START_STOP_CHECK = 0x31,
/** Called for every vehicle every 32 days (not all on same date though). */
CBID_VEHICLE_32DAY_CALLBACK = 0x32, // not implemented
/** Called to play a special sound effect */
CBID_VEHICLE_SOUND_EFFECT = 0x33,
/** Return the vehicles this given vehicle can be "upgraded" to. */
CBID_VEHICLE_AUTOREPLACE_SELECTION = 0x34,
/** Called monthly on production changes, so it can be adjusted more frequently */
CBID_INDUSTRY_MONTHLYPROD_CHANGE = 0x35,
/** Called to modify various vehicle properties. Callback parameter 1
* specifies the property index, as used in Action 0, to change. */
CBID_VEHICLE_MODIFY_PROPERTY = 0x36,
/** Called to determine text to display after cargo name */
CBID_INDUSTRY_CARGO_SUFFIX = 0x37, // not implemented
/** Called to determine more text in the fund industry window */
CBID_INDUSTRY_FUND_MORE_TEXT = 0x38,
/** Called to calculate the income of delivered cargo */
CBID_CARGO_PROFIT_CALC = 0x39,
/** Called to determine more text in the industry window */
CBID_INDUSTRY_WINDOW_MORE_TEXT = 0x3A,
/** Called to determine industry special effects */
CBID_INDUSTRY_SPECIAL_EFFECT = 0x3B,
/** Called to determine if industry can alter the ground below industry tile */
CBID_INDUSTRY_AUTOSLOPE = 0x3C,
/** Called to determine if the industry can still accept or refuse more cargo arrival */
CBID_INDUSTRY_REFUSE_CARGO = 0x3D,
/** Called to determine whether a town building can be destroyed. */
CBID_HOUSE_DENY_DESTRUCTION = 0x143,
/** Select an ambient sound to play for a given type of tile. */
CBID_SOUNDS_AMBIENT_EFFECT = 0x144, // not implemented
/** Called to calculate part of a station rating. */
CBID_CARGO_STATION_RATING_CALC = 0x145,
/** Allow signal sprites to be replaced dynamically. */
CBID_NEW_SIGNALS_SPRITE_DRAW = 0x146, // not implemented
/** Add an offset to the default sprite numbers to show another sprite. */
CBID_CANALS_SPRITE_OFFSET = 0x147, // not implemented
};
/**
* Callback masks for vehicles, indicates which callbacks are used by a vehicle.
* Some callbacks are always used and don't have a mask.
*/
enum VehicleCallbackMask {
CBM_WAGON_POWER = 0, ///< Powered wagons (trains only)
CBM_VEHICLE_LENGTH = 1, ///< Vehicle length (trains only)
CBM_LOAD_AMOUNT = 2, ///< Load amount
CBM_REFIT_CAPACITY = 3, ///< Cargo capacity after refit
CBM_ARTIC_ENGINE = 4, ///< Add articulated engines (trains only)
CBM_CARGO_SUFFIX = 5, ///< Show suffix after cargo name
CBM_COLOUR_REMAP = 6, ///< Change colour mapping of vehicle
CBM_SOUND_EFFECT = 7, ///< Vehicle uses custom sound effects
};
/**
* Callback masks for stations.
*/
enum StationCallbackMask {
CBM_STATION_AVAIL = 0, ///< Availability of station in construction window
CBM_CUSTOM_LAYOUT = 1, ///< Use callback to select a tile layout to use
};
/**
* Callback masks for houses.
*/
enum HouseCallbackMask {
CBM_HOUSE_ALLOW_CONSTRUCTION = 0,
CBM_ANIMATION_NEXT_FRAME = 1,
CBM_ANIMATION_START_STOP = 2,
CBM_CONSTRUCTION_STATE_CHANGE = 3,
CBM_BUILDING_COLOUR = 4,
CBM_CARGO_ACCEPTANCE = 5,
CBM_ANIMATION_SPEED = 6,
CBM_HOUSE_DESTRUCTION = 7,
CBM_HOUSE_ACCEPT_CARGO = 8,
CBM_HOUSE_PRODUCE_CARGO = 9,
CBM_HOUSE_DENY_DESTRUCTION = 10,
};
/**
* Callback masks for cargos.
*/
enum CargoCallbackMask {
CBM_CARGO_PROFIT_CALC = 0,
CBM_CARGO_STATION_RATING_CALC = 1,
};
/**
* Callback masks for Industries
*/
enum IndustryCallbackMask {
CBM_IND_AVAILABLE = 0, ///< industry availability callback
CBM_IND_PRODUCTION_CARGO_ARRIVAL = 1, ///< call production callback when cargo arrives at the industry
CBM_IND_PRODUCTION_256_TICKS = 2, ///< call production callback every 256 ticks
CBM_IND_LOCATION = 3, ///< check industry construction on given area
CBM_IND_PRODUCTION_CHANGE = 4, ///< controls random production change
CBM_IND_MONTHLYPROD_CHANGE = 5, ///< controls monthly random production change
CBM_IND_CARGO_SUFFIX = 6, ///< cargo sub-type display
CBM_IND_FUND_MORE_TEXT = 7, ///< additional text in fund window
CBM_IND_WINDOW_MORE_TEXT = 8, ///< additional text in industry window
CBM_IND_SPECIAL_EFFECT = 9, ///< control special effects
CBM_IND_REFUSE_CARGO = 10, ///< option out of accepting cargo
};
/**
* Callback masks for industry tiles
*/
enum IndustryTileCallbackMask {
CBM_INDT_ANIM_NEXT_FRAME = 0, ///< decides next animation frame
CBM_INDT_ANIM_SPEED = 1, ///< decides animation speed
CBM_INDT_CARGO_ACCEPTANCE = 2, ///< decides amount of cargo acceptance
CBM_INDT_ACCEPT_CARGO = 3, ///< decides accepted types
CBM_INDT_SHAPE_CHECK = 4, ///< decides slope suitability
CBM_INDT_DRAW_FOUNDATIONS = 5, ///< decides if default foundations need to be drawn
CBM_INDT_AUTOSLOPE = 6, ///< decides allowance of autosloping
};
/**
* Result of a failed callback.
*/
enum {
CALLBACK_FAILED = 0xFFFF
};
#endif /* NEWGRF_CALLBACKS_H */