/* $Id$ */ /** @file newgrf_industries.h */ #ifndef NEWGRF_INDUSTRIES_H #define NEWGRF_INDUSTRIES_H #include "industry_type.h" #include "newgrf_spritegroup.h" /** When should the industry(tile) be triggered for random bits? */ enum IndustryTrigger { /** Triggered each tile loop */ INDUSTRY_TRIGGER_TILELOOP_PROCESS = 1, /** Triggered (whole industry) each 256 ticks */ INDUSTRY_TRIGGER_256_TICKS = 2, /** Triggered on cargo delivery */ INDUSTRY_TRIGGER_CARGO_DELIVERY = 4, }; /** From where is callback CBID_INDUSTRY_AVAILABLE been called */ enum IndustryAvailabilityCallType { IACT_MAPGENERATION, ///< during random map generation IACT_RANDOMCREATION, ///< during creation of random ingame industry IACT_USERCREATION, ///< from the Fund/build window }; /* in newgrf_industry.cpp */ uint32 IndustryGetVariable(const ResolverObject *object, byte variable, byte parameter, bool *available); uint16 GetIndustryCallback(CallbackID callback, uint32 param1, uint32 param2, Industry *industry, IndustryType type, TileIndex tile); uint32 GetIndustryIDAtOffset(TileIndex new_tile, const Industry *i); void IndustryProductionCallback(Industry *ind, int reason); bool CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint itspec_index, uint32 seed); bool CheckIfCallBackAllowsAvailability(IndustryType type, IndustryAvailabilityCallType creation_type); IndustryType MapNewGRFIndustryType(IndustryType grf_type, uint32 grf_id); /* in newgrf_industrytiles.cpp*/ uint32 GetNearbyIndustryTileInformation(byte parameter, TileIndex tile, IndustryID index); #endif /* NEWGRF_INDUSTRIES_H */