/* $Id$ */ /** @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__ * * @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 */