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

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 17 years ago
parent 0452fc482d
commit b876be0064

@ -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

@ -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
};
/**

@ -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);
}

@ -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);
}

@ -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

Loading…
Cancel
Save