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-rw-r--r--src/articulated_vehicles.cpp4
-rw-r--r--src/newgrf_callbacks.h223
-rw-r--r--src/roadveh_cmd.cpp2
-rw-r--r--src/town_cmd.cpp2
-rw-r--r--src/train_cmd.cpp2
5 files changed, 121 insertions, 112 deletions
diff --git a/src/articulated_vehicles.cpp b/src/articulated_vehicles.cpp
index e50a458ff..9ae398f4d 100644
--- a/src/articulated_vehicles.cpp
+++ b/src/articulated_vehicles.cpp
@@ -21,7 +21,7 @@ uint CountArticulatedParts(EngineID engine_type)
uint 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;
}
@@ -36,7 +36,7 @@ void AddArticulatedParts(Vehicle **vl, VehicleType type)
if (!HASBIT(EngInfo(v->engine_type)->callbackmask, CBM_ARTIC_ENGINE)) return;
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;
/* Attempt to use pre-allocated vehicles until they run out. This can happen
diff --git a/src/newgrf_callbacks.h b/src/newgrf_callbacks.h
index 25e5fb80d..278936da1 100644
--- a/src/newgrf_callbacks.h
+++ b/src/newgrf_callbacks.h
@@ -9,164 +9,173 @@
/**
* 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>
*/
enum CallbackID {
- /* Set when calling a randomizing trigger (almost undocumented) */
- CBID_RANDOM_TRIGGER = 0x01,
+ /** 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,
+ /** 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,
+ /** Vehicle length, returns the amount of 1/8's the vehicle is shorter for trains and RVs. */
+ CBID_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,
+ /** 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,
+ /** Determine whether 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,
+ /** 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,
+ /** 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,
+ /** Builds articulated engines for trains and RVs. */
+ CBID_VEHICLE_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,
+ /** Determine whether the house can be built on the specified tile. */
+ 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
- * the next animation frame. */
- CBID_HOUSE_ANIMATION_NEXT_FRAME = 0x1A,
+ /** Determine the cargo "suffixes" for each refit possibility of a cargo. */
+ CBID_VEHICLE_CARGO_SUFFIX = 0x19,
- /* Called (if appropriate bit in callback mask is set) for periodically
- * starting or stopping the animation. */
- CBID_HOUSE_ANIMATION_START_STOP = 0x1B,
+ /** Determine the next animation frame for a house. */
+ CBID_HOUSE_ANIMATION_NEXT_FRAME = 0x1A,
- /* Called (if appropriate bit in callback mask is set) whenever the
- * construction state of a house changes. */
- CBID_CONSTRUCTION_STATE_CHANGE = 0x1C,
+ /** Called for periodically starting or stopping the animation. */
+ CBID_HOUSE_ANIMATION_START_STOP = 0x1B,
- 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
- * colour of a town building. */
- CBID_BUILDING_COLOUR = 0x1E,
+ /** Determine whether a wagon can be attached to an already existing train. */
+ CBID_TRAIN_ALLOW_WAGON_ATTACH = 0x1D,
- /* Called (if appropriate bit in callback mask is set) to decide how much
- * cargo a town building can accept. */
- CBID_HOUSE_CARGO_ACCEPTANCE = 0x1F,
+ /** Called to determine the colour of a town building. */
+ CBID_BUILDING_COLOUR = 0x1E,
- /* 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 to decide how much cargo a town building can accept. */
+ CBID_HOUSE_CARGO_ACCEPTANCE = 0x1F,
- /* Called (if appropriate bit in callback mask is set) periodically to
- * determine if a house should be destroyed. */
- CBID_HOUSE_DESTRUCTION = 0x21,
+ /** Called to indicate how long the current animation frame should last. */
+ CBID_HOUSE_ANIMATION_SPEED = 0x20,
- /* Called to determine if the given industry type is available */
- CBID_INDUSTRY_AVAILABLE = 0x22, // not yet implemented
+ /** Called 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
+ /** 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. */
- CBID_VEHICLE_ADDITIONAL_TEXT = 0x23,
+ CBID_VEHICLE_ADDITIONAL_TEXT = 0x23,
- /* Called when building a station to customize the tile layout */
- CBID_STATION_TILE_LAYOUT = 0x24,
+ /** 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, // not yet implemented
+ /** Called for periodically starting or stopping the animation. */
+ CBID_INDTILE_ANIM_START_STOP = 0x25, // not implemented
- /* Called to determine industry tile next animation frame. */
- CBID_INDTILE_ANIM_NEXT_FRAME = 0x26, // not yet implemented
+ /** Called to determine industry tile next animation frame. */
+ CBID_INDTILE_ANIM_NEXT_FRAME = 0x26, // not implemented
- /* Called to indicate how long the current animation frame should last. */
- CBID_INDTILE_ANIMATION_SPEED = 0x27, // not yet implemented
+ /** Called to indicate how long the current animation frame should last. */
+ CBID_INDTILE_ANIMATION_SPEED = 0x27, // not implemented
- /* Called to determine if the given industry can be built on specific area */
- CBID_INDUSTRY_LOCATION = 0x28,
+ /** 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, // not yet implemented
+ /** Called on production changes, so it can be adjusted. */
+ CBID_INDUSTRY_PRODUCTION_CHANGE = 0x29, // not implemented
- /* Called (if appropriate bit in callback mask is set) to determine which
- * cargoes a town building should accept. */
- CBID_HOUSE_ACCEPT_CARGO = 0x2A,
+ /** 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 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 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 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 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 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 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
+ /** 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,
+ 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,
- /* 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, // not yet implemented
+ /** 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
+ /** 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,
+ 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, // not implemented
+
+ /** Called to calculate the income of delivered cargo */
+ CBID_CARGO_PROFIT_CALC = 0x39,
- /* Called to determine text to display after cargo name */
- CBID_INDUSTRY_CARGO_SUFFIX = 0x37, // not yet implemented
+ /** Called to determine more text in the industry window */
+ CBID_INDUSTRY_WINDOW_MORE_TEXT = 0x3A,
- /* Called to determine more text in the fund industry window */
- CBID_INDUSTRY_FUND_MORE_TEXT = 0x38, // not yet implemented
+ /** Called to determine industry special effects */
+ CBID_INDUSTRY_SPECIAL_EFFECT = 0x3B,
- /* Called to calculate the income of delivered cargo */
- CBID_CARGO_PROFIT_CALC = 0x39,
+ /** Called to determine if industry can alter the ground below industry tile */
+ CBID_INDUSTRY_AUTOSLOPE = 0x3C, // not implemented
- /* Called to determine more text in the industry window */
- CBID_INDUSTRY_WINDOW_MORE_TEXT = 0x3A,
+ /** Called to determine if the industry can still accept or refuse more cargo arrival */
+ CBID_INDUSTRY_REFUSE_CARGO = 0x3D,
- /* Called to determine industry special effects */
- CBID_INDUSTRY_SPECIAL_EFFECT = 0x3B,
+ /** Called to determine whether a town building can be destroyed. */
+ CBID_HOUSE_DENY_DESTRUCTION = 0x143,
- /* Called to determine if industry can alter the ground below industry tile */
- CBID_INDUSTRY_AUTOSLOPE = 0x3C, // not yet implemented
+ /** Select an ambient sound to play for a given type of tile. */
+ CBID_SOUNDS_AMBIENT_EFFECT = 0x144, // not implemented
- /* Called to determine if the industry can still accept or refuse more cargo arrival */
- CBID_INDUSTRY_REFUSE_CARGO = 0x3D,
+ /** Called to calculate part of a station rating. */
+ CBID_CARGO_STATION_RATING_CALC = 0x145,
- /* Called (if appropriate bit in callback mask set) to determine whether a
- * town building can be destroyed. */
- CBID_HOUSE_DENY_DESTRUCTION = 0x143,
+ /** Allow signal sprites to be replaced dynamically. */
+ CBID_NEW_SIGNALS_SPRITE_DRAW = 0x146, // not implemented
- /* Called to calculate part of a station rating */
- CBID_CARGO_STATION_RATING_CALC = 0x145,
+ /** Add an offset to the default sprite numbers to show another sprite. */
+ CBID_CANALS_SPRITE_OFFSET = 0x147, // not implemented
};
/**
diff --git a/src/roadveh_cmd.cpp b/src/roadveh_cmd.cpp
index 5faf41e24..c7c38c04b 100644
--- a/src/roadveh_cmd.cpp
+++ b/src/roadveh_cmd.cpp
@@ -126,7 +126,7 @@ byte GetRoadVehLength(const Vehicle *v)
{
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) {
length -= clamp(veh_len, 0, 7);
}
diff --git a/src/town_cmd.cpp b/src/town_cmd.cpp
index 5de70f79a..bff65782b 100644
--- a/src/town_cmd.cpp
+++ b/src/town_cmd.cpp
@@ -345,7 +345,7 @@ static void MakeSingleHouseBigger(TileIndex tile)
/* Check and/or */
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);
}
diff --git a/src/train_cmd.cpp b/src/train_cmd.cpp
index eaaf41cb3..db1250b62 100644
--- a/src/train_cmd.cpp
+++ b/src/train_cmd.cpp
@@ -231,7 +231,7 @@ void TrainConsistChanged(Vehicle* v)
/* check the vehicle length (callback) */
uint16 veh_len = CALLBACK_FAILED;
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;
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