(svn r10493) -Codechange: update some callback ID enums to reflect their changed usage, add a few and update the comments.

This commit is contained in:
rubidium 2007-07-09 19:38:12 +00:00
parent 0452fc482d
commit b876be0064
5 changed files with 121 additions and 112 deletions

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@ -21,7 +21,7 @@ uint CountArticulatedParts(EngineID engine_type)
uint i; uint i;
for (i = 1; i < 10; i++) { for (i = 1; i < 10; i++) {
uint16 callback = GetVehicleCallback(CBID_TRAIN_ARTIC_ENGINE, i, 0, engine_type, NULL); uint16 callback = GetVehicleCallback(CBID_VEHICLE_ARTIC_ENGINE, i, 0, engine_type, NULL);
if (callback == CALLBACK_FAILED || callback == 0xFF) break; if (callback == CALLBACK_FAILED || callback == 0xFF) break;
} }
@ -36,7 +36,7 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
if (!HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return; if (!HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return;
for (uint i = 1; i < 10; i++) { for (uint i = 1; i < 10; i++) {
uint16 callback = GetVehicleCallback(CBID_TRAIN_ARTIC_ENGINE, i, 0, v->engine_type, v); uint16 callback = GetVehicleCallback(CBID_VEHICLE_ARTIC_ENGINE, i, 0, v->engine_type, v);
if (callback == CALLBACK_FAILED || callback == 0xFF) return; if (callback == CALLBACK_FAILED || callback == 0xFF) return;
/* Attempt to use pre-allocated vehicles until they run out. This can happen /* Attempt to use pre-allocated vehicles until they run out. This can happen

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@ -9,164 +9,173 @@
/** /**
* List of implemented NewGRF callbacks. * 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> * Names are formatted as CBID_<CLASS>_<CALLBACK>
*/ */
enum CallbackID { enum CallbackID {
/* Set when calling a randomizing trigger (almost undocumented) */ /** Set when calling a randomizing trigger (almost undocumented). */
CBID_RANDOM_TRIGGER = 0x01, CBID_RANDOM_TRIGGER = 0x01,
/* Powered wagons, if the result is lower as 0x40 then the wagon is powered /** Powered wagons, if the result is lower as 0x40 then the wagon is powered
* @todo : interpret the rest of the result, aka "visual effects" */ * @todo : interpret the rest of the result, aka "visual effects". */
CBID_TRAIN_WAGON_POWER = 0x10, CBID_TRAIN_WAGON_POWER = 0x10,
/* Vehicle length, returns the amount of 1/8's the vehicle is shorter /** Vehicle length, returns the amount of 1/8's the vehicle is shorter for trains and RVs. */
* only for train vehicles */ CBID_VEHICLE_LENGTH = 0x11,
CBID_TRAIN_VEHICLE_LENGTH = 0x11,
/* Called (if appropriate bit in callback mask is set) to determine the /** Determine the amount of cargo to load per unit of time when using gradual loading. */
* amount of cargo to load per unit of time when using gradual loading. */ CBID_VEHICLE_LOAD_AMOUNT = 0x12,
CBID_VEHICLE_LOAD_AMOUNT = 0x12,
/* Called (if appropriate bit in callback mask is set) to determine if a /** Determine whether a newstation should be made available to build. */
* newstation should be made available to build */ CBID_STATION_AVAILABILITY = 0x13,
CBID_STATION_AVAILABILITY = 0x13,
/* Called (if appropriate bit in callback mask is set) when drawing a tile /** Choose a sprite layout to draw, instead of the standard 0-7 range. */
* to choose a sprite layout to draw, instead of the standard 0-7 range */ CBID_STATION_SPRITE_LAYOUT = 0x14,
CBID_STATION_SPRITE_LAYOUT = 0x14,
/* Refit capacity, the passed vehicle needs to have its ->cargo_type set to /** Refit capacity, the passed vehicle needs to have its ->cargo_type set to
* the cargo we are refitting to, returns the new cargo capacity */ * the cargo we are refitting to, returns the new cargo capacity. */
CBID_VEHICLE_REFIT_CAPACITY = 0x15, CBID_VEHICLE_REFIT_CAPACITY = 0x15,
CBID_TRAIN_ARTIC_ENGINE = 0x16, /** Builds articulated engines for trains and RVs. */
CBID_VEHICLE_ARTIC_ENGINE = 0x16,
/* Called (if appropriate bit in callback mask is set) to determine whether /** Determine whether the house can be built on the specified tile. */
* the house can be built on the specified tile. */ CBID_HOUSE_ALLOW_CONSTRUCTION = 0x17,
CBID_HOUSE_ALLOW_CONSTRUCTION = 0x17,
CBID_VEHICLE_CARGO_SUFFIX = 0x19, /** AI construction/purchase selection */
CBID_GENERIC_AI_PURCHASE_SELECTION = 0x18, // not implemented
/* Called (if appropriate bit in callback mask is set) to determine /** Determine the cargo "suffixes" for each refit possibility of a cargo. */
* the next animation frame. */ CBID_VEHICLE_CARGO_SUFFIX = 0x19,
CBID_HOUSE_ANIMATION_NEXT_FRAME = 0x1A,
/* Called (if appropriate bit in callback mask is set) for periodically /** Determine the next animation frame for a house. */
* starting or stopping the animation. */ CBID_HOUSE_ANIMATION_NEXT_FRAME = 0x1A,
CBID_HOUSE_ANIMATION_START_STOP = 0x1B,
/* Called (if appropriate bit in callback mask is set) whenever the /** Called for periodically starting or stopping the animation. */
* construction state of a house changes. */ CBID_HOUSE_ANIMATION_START_STOP = 0x1B,
CBID_CONSTRUCTION_STATE_CHANGE = 0x1C,
CBID_TRAIN_ALLOW_WAGON_ATTACH = 0x1D, /** Called whenever the construction state of a house changes. */
CBID_HOUSE_CONSTRUCTION_STATE_CHANGE = 0x1C,
/* Called (if appropriate bit in callback mask is set) to determine the /** Determine whether a wagon can be attached to an already existing train. */
* colour of a town building. */ CBID_TRAIN_ALLOW_WAGON_ATTACH = 0x1D,
CBID_BUILDING_COLOUR = 0x1E,
/* Called (if appropriate bit in callback mask is set) to decide how much /** Called to determine the colour of a town building. */
* cargo a town building can accept. */ CBID_BUILDING_COLOUR = 0x1E,
CBID_HOUSE_CARGO_ACCEPTANCE = 0x1F,
/* Called (if appropriate bit in callback mask is set) to indicate /** Called to decide how much cargo a town building can accept. */
* how long the current animation frame should last. */ CBID_HOUSE_CARGO_ACCEPTANCE = 0x1F,
CBID_HOUSE_ANIMATION_SPEED = 0x20,
/* Called (if appropriate bit in callback mask is set) periodically to /** Called to indicate how long the current animation frame should last. */
* determine if a house should be destroyed. */ CBID_HOUSE_ANIMATION_SPEED = 0x20,
CBID_HOUSE_DESTRUCTION = 0x21,
/* Called to determine if the given industry type is available */ /** Called periodically to determine if a house should be destroyed. */
CBID_INDUSTRY_AVAILABLE = 0x22, // not yet implemented CBID_HOUSE_DESTRUCTION = 0x21,
/* This callback is called from vehicle purchase lists. It returns a value to be /** Called to determine if the given industry type is available */
CBID_INDUSTRY_AVAILABLE = 0x22, // not implemented
/** This callback is called from vehicle purchase lists. It returns a value to be
* used as a custom string ID in the 0xD000 range. */ * used as a custom string ID in the 0xD000 range. */
CBID_VEHICLE_ADDITIONAL_TEXT = 0x23, CBID_VEHICLE_ADDITIONAL_TEXT = 0x23,
/* Called when building a station to customize the tile layout */ /** Called when building a station to customize the tile layout */
CBID_STATION_TILE_LAYOUT = 0x24, CBID_STATION_TILE_LAYOUT = 0x24,
/* Called for periodically starting or stopping the animation. */ /** Called for periodically starting or stopping the animation. */
CBID_INDTILE_ANIM_START_STOP = 0x25, // not yet implemented CBID_INDTILE_ANIM_START_STOP = 0x25, // not implemented
/* Called to determine industry tile next animation frame. */ /** Called to determine industry tile next animation frame. */
CBID_INDTILE_ANIM_NEXT_FRAME = 0x26, // not yet implemented CBID_INDTILE_ANIM_NEXT_FRAME = 0x26, // not implemented
/* Called to indicate how long the current animation frame should last. */ /** Called to indicate how long the current animation frame should last. */
CBID_INDTILE_ANIMATION_SPEED = 0x27, // not yet implemented CBID_INDTILE_ANIMATION_SPEED = 0x27, // not implemented
/* Called to determine if the given industry can be built on specific area */ /** Called to determine if the given industry can be built on specific area. */
CBID_INDUSTRY_LOCATION = 0x28, CBID_INDUSTRY_LOCATION = 0x28,
/* Called on production changes, so it can be adjusted */ /** Called on production changes, so it can be adjusted. */
CBID_INDUSTRY_PRODUCTION_CHANGE = 0x29, // not yet implemented CBID_INDUSTRY_PRODUCTION_CHANGE = 0x29, // not implemented
/* Called (if appropriate bit in callback mask is set) to determine which /** Called to determine which cargoes a town building should accept. */
* cargoes a town building should accept. */ CBID_HOUSE_ACCEPT_CARGO = 0x2A,
CBID_HOUSE_ACCEPT_CARGO = 0x2A,
/* Called to query the cargo acceptance of the industry tile */ /** Called to query the cargo acceptance of the industry tile */
CBID_INDTILE_CARGO_ACCEPTANCE = 0x2B, CBID_INDTILE_CARGO_ACCEPTANCE = 0x2B,
/* Called to determine which cargoes an industry should accept. */ /** Called to determine which cargoes an industry should accept. */
CBID_INDTILE_ACCEPT_CARGO = 0x2C, CBID_INDTILE_ACCEPT_CARGO = 0x2C,
/* Called to determine if a specific colour map should be used for a vehicle /** Called to determine if a specific colour map should be used for a vehicle
* instead of the default livery */ * instead of the default livery. */
CBID_VEHICLE_COLOUR_MAPPING = 0x2D, CBID_VEHICLE_COLOUR_MAPPING = 0x2D,
/* Called (if appropriate bit in callback mask is set) to determine how much /** Called to determine how much cargo a town building produces. */
* cargo a town building produces. */ CBID_HOUSE_PRODUCE_CARGO = 0x2E,
CBID_HOUSE_PRODUCE_CARGO = 0x2E, // not yet implemented
/* Called to determine if the given industry tile can be built on specific tile */ /** Called to determine if the given industry tile can be built on specific tile. */
CBID_INDTILE_SHAPE_CHECK = 0x2F, CBID_INDTILE_SHAPE_CHECK = 0x2F,
/* Called to determine the type (if any) of foundation to draw for industry tile */ /** Called to determine the type (if any) of foundation to draw for industry tile. */
CBID_INDUSTRY_DRAW_FOUNDATIONS = 0x30, CBID_INDUSTRY_DRAW_FOUNDATIONS = 0x30,
/* Called when the player (or AI) tries to start or stop a vehicle. Mainly /** Called when the player (or AI) tries to start or stop a vehicle. Mainly
* used for preventing a vehicle from leaving the depot. */ * used for preventing a vehicle from leaving the depot. */
CBID_VEHICLE_START_STOP_CHECK = 0x31, CBID_VEHICLE_START_STOP_CHECK = 0x31,
/* Called to play a special sound effect */ /** Called for every vehicle every 32 days (not all on same date though). */
CBID_VEHICLE_SOUND_EFFECT = 0x33, CBID_VEHICLE_32DAY_CALLBACK = 0x32, // not implemented
/* Called monthly on production changes, so it can be adjusted more frequently */ /** Called to play a special sound effect */
CBID_INDUSTRY_MONTHLYPROD_CHANGE= 0x35, // not yet implemented CBID_VEHICLE_SOUND_EFFECT = 0x33,
/* Called to modify various vehicle properties. Callback parameter 1 /** 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, // not implemented
/** Called to modify various vehicle properties. Callback parameter 1
* specifies the property index, as used in Action 0, to change. */ * specifies the property index, as used in Action 0, to change. */
CBID_VEHICLE_MODIFY_PROPERTY = 0x36, CBID_VEHICLE_MODIFY_PROPERTY = 0x36,
/* Called to determine text to display after cargo name */ /** Called to determine text to display after cargo name */
CBID_INDUSTRY_CARGO_SUFFIX = 0x37, // not yet implemented CBID_INDUSTRY_CARGO_SUFFIX = 0x37, // not implemented
/* Called to determine more text in the fund industry window */ /** Called to determine more text in the fund industry window */
CBID_INDUSTRY_FUND_MORE_TEXT = 0x38, // not yet implemented CBID_INDUSTRY_FUND_MORE_TEXT = 0x38, // not implemented
/* Called to calculate the income of delivered cargo */ /** Called to calculate the income of delivered cargo */
CBID_CARGO_PROFIT_CALC = 0x39, CBID_CARGO_PROFIT_CALC = 0x39,
/* Called to determine more text in the industry window */ /** Called to determine more text in the industry window */
CBID_INDUSTRY_WINDOW_MORE_TEXT = 0x3A, CBID_INDUSTRY_WINDOW_MORE_TEXT = 0x3A,
/* Called to determine industry special effects */ /** Called to determine industry special effects */
CBID_INDUSTRY_SPECIAL_EFFECT = 0x3B, CBID_INDUSTRY_SPECIAL_EFFECT = 0x3B,
/* Called to determine if industry can alter the ground below industry tile */ /** Called to determine if industry can alter the ground below industry tile */
CBID_INDUSTRY_AUTOSLOPE = 0x3C, // not yet implemented CBID_INDUSTRY_AUTOSLOPE = 0x3C, // not implemented
/* Called to determine if the industry can still accept or refuse more cargo arrival */ /** Called to determine if the industry can still accept or refuse more cargo arrival */
CBID_INDUSTRY_REFUSE_CARGO = 0x3D, CBID_INDUSTRY_REFUSE_CARGO = 0x3D,
/* Called (if appropriate bit in callback mask set) to determine whether a /** Called to determine whether a town building can be destroyed. */
* town building can be destroyed. */ CBID_HOUSE_DENY_DESTRUCTION = 0x143,
CBID_HOUSE_DENY_DESTRUCTION = 0x143,
/* Called to calculate part of a station rating */ /** Select an ambient sound to play for a given type of tile. */
CBID_CARGO_STATION_RATING_CALC = 0x145, 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
}; };
/** /**

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@ -126,7 +126,7 @@ byte GetRoadVehLength(const Vehicle *v)
{ {
byte length = 8; byte length = 8;
uint16 veh_len = GetVehicleCallback(CBID_TRAIN_VEHICLE_LENGTH, 0, 0, v->engine_type, v); uint16 veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, v->engine_type, v);
if (veh_len != CALLBACK_FAILED) { if (veh_len != CALLBACK_FAILED) {
length -= clamp(veh_len, 0, 7); length -= clamp(veh_len, 0, 7);
} }

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@ -345,7 +345,7 @@ static void MakeSingleHouseBigger(TileIndex tile)
/* Check and/or */ /* Check and/or */
if (HASBIT(GetHouseSpecs(GetHouseType(tile))->callback_mask, CBM_CONSTRUCTION_STATE_CHANGE)) { if (HASBIT(GetHouseSpecs(GetHouseType(tile))->callback_mask, CBM_CONSTRUCTION_STATE_CHANGE)) {
uint16 callback_res = GetHouseCallback(CBID_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile); uint16 callback_res = GetHouseCallback(CBID_HOUSE_CONSTRUCTION_STATE_CHANGE, 0, 0, GetHouseType(tile), GetTownByTile(tile), tile);
if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(tile, callback_res); if (callback_res != CALLBACK_FAILED) ChangeHouseAnimationFrame(tile, callback_res);
} }

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@ -231,7 +231,7 @@ void TrainConsistChanged(Vehicle* v)
/* check the vehicle length (callback) */ /* check the vehicle length (callback) */
uint16 veh_len = CALLBACK_FAILED; uint16 veh_len = CALLBACK_FAILED;
if (HASBIT(EngInfo(u->engine_type)->callbackmask, CBM_VEHICLE_LENGTH)) { if (HASBIT(EngInfo(u->engine_type)->callbackmask, CBM_VEHICLE_LENGTH)) {
veh_len = GetVehicleCallback(CBID_TRAIN_VEHICLE_LENGTH, 0, 0, u->engine_type, u); veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
} }
if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor; if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
veh_len = clamp(veh_len, 0, u->next == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code veh_len = clamp(veh_len, 0, u->next == NULL ? 7 : 5); // the clamp on vehicles not the last in chain is stricter, as too short wagons can break the 'follow next vehicle' code