OpenTTD/src/newgrf_callbacks.h

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/* $Id$ */
#ifndef NEWGRF_CALLBACKS_H
#define NEWGRF_CALLBACKS_H
/** @file newgrf_callbacks.h
*/
/**
* List of implemented NewGRF callbacks.
* Names are formatted as CBID_<CLASS>_<CALLBACK>
*/
enum CallbackID {
/* 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
* only for train vehicles */
CBID_TRAIN_VEHICLE_LENGTH = 0x11,
/* Called (if appropriate bit in callback mask is set) to determine the
* amount of cargo to load per unit of time when using gradual loading. */
CBID_VEHICLE_LOAD_AMOUNT = 0x12,
/* Called (if appropriate bit in callback mask is set) to determine if a
* newstation should be made available to build */
CBID_STATION_AVAILABILITY = 0x13,
/* Called (if appropriate bit in callback mask is set) when drawing a tile
* to 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,
CBID_TRAIN_ARTIC_ENGINE = 0x16,
/* Called (if appropriate bit in callback mask is set) to determine whether
* the house can be built on the specified tile. */
CBID_HOUSE_ALLOW_CONSTRUCTION = 0x17,
CBID_VEHICLE_CARGO_SUFFIX = 0x19,
/* Called (if appropriate bit in callback mask is set) to determine
* the next animation frame. */
CBID_HOUSE_ANIMATION_NEXT_FRAME = 0x1A,
/* Called (if appropriate bit in callback mask is set) for periodically
* starting or stopping the animation. */
CBID_HOUSE_ANIMATION_START_STOP = 0x1B,
/* Called (if appropriate bit in callback mask is set) whenever the
* construction state of a house changes. */
CBID_CONSTRUCTION_STATE_CHANGE = 0x1C,
CBID_TRAIN_ALLOW_WAGON_ATTACH = 0x1D,
/* Called (if appropriate bit in callback mask is set) to determine the
* colour of a town building. */
CBID_BUILDING_COLOUR = 0x1E,
/* Called (if appropriate bit in callback mask is set) to decide how much
* cargo a town building can accept. */
CBID_HOUSE_CARGO_ACCEPTANCE = 0x1F, // not yet implemented
/* Called (if appropriate bit in callback mask is set) to indicate
* how long the current animation frame should last. */
CBID_HOUSE_ANIMATION_SPEED = 0x20,
/* Called (if appropriate bit in callback mask is set) periodically to
* determine if a house should be destroyed. */
CBID_HOUSE_DESTRUCTION = 0x21,
/* 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 (if appropriate bit in callback mask is set) to determine which
* cargoes a town building should accept. */
CBID_HOUSE_ACCEPT_CARGO = 0x2A, // not yet implemented
/* 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 (if appropriate bit in callback mask is set) to determine how much
* cargo a town building produces. */
CBID_HOUSE_PRODUCE_CARGO = 0x2E, // not yet implemented
/* 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 to play a special sound effect */
CBID_VEHICLE_SOUND_EFFECT = 0x33,
/* Called (if appropriate bit in callback mask set) to determine whether a
* town building can be destroyed. */
CBID_HOUSE_DENY_DESTRUCTION = 0x143,
};
/**
* 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,
};
/**
* Result of a failed callback.
*/
enum {
CALLBACK_FAILED = 0xFFFF
};
#endif /* NEWGRF_CALLBACKS_H */