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ddd609ce9b
This allows NewGRF authors to indicate that the game should randomly flip rail vehicles on build, without needing to use random bits nor duplicate sprites to handle it themselves. To use this functionality, test for callback 162 (CBID_VEHICLE_BUILD_PROBABILITY) and var10 = 0 (values other than 0 are reserved for future use), and return a value between 0 and 100 inclusive. The return value is a percentage chance of reversing the vehicle. A value of 0 will always build a forward facing vehicle, and 100 will always build a reverse facing vehicle.
424 lines
19 KiB
C
424 lines
19 KiB
C
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file newgrf_callbacks.h Callbacks that NewGRFs could implement. */
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#ifndef NEWGRF_CALLBACKS_H
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#define NEWGRF_CALLBACKS_H
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/**
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* List of implemented NewGRF callbacks.
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* Most of these callbacks are only triggered when the corresponding
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* bit is set in the callback flags/trigger for a vehicle, house,
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* industry, etc.
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* Names are formatted as CBID_<CLASS>_<CALLBACK>
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*/
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enum CallbackID {
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/** Set when using the callback resolve system, but not to resolve a callback. */
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CBID_NO_CALLBACK = 0x00,
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/** Set when calling a randomizing trigger (almost undocumented). */
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CBID_RANDOM_TRIGGER = 0x01,
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/* There are no callbacks 0x02 - 0x0F. */
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/** Visual effects and wagon power. */
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CBID_VEHICLE_VISUAL_EFFECT = 0x10, // 8 bit callback
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/** Vehicle length, returns the amount of 1/8's the vehicle is shorter for trains and RVs. */
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CBID_VEHICLE_LENGTH = 0x11,
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/** Determine the amount of cargo to load per unit of time when using gradual loading. */
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CBID_VEHICLE_LOAD_AMOUNT = 0x12, // 8 bit callback
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/** Determine whether a newstation should be made available to build. */
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CBID_STATION_AVAILABILITY = 0x13, // 8 bit callback
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/** Choose a sprite layout to draw, instead of the standard 0-7 range. */
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CBID_STATION_SPRITE_LAYOUT = 0x14,
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/**
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* Refit capacity, the passed vehicle needs to have its ->cargo_type set to
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* the cargo we are refitting to, returns the new cargo capacity.
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*/
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CBID_VEHICLE_REFIT_CAPACITY = 0x15, // 15 bit callback
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/** Builds articulated engines for trains and RVs. */
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CBID_VEHICLE_ARTIC_ENGINE = 0x16, // 8 bit callback for grf version < 8
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/** Determine whether the house can be built on the specified tile. */
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CBID_HOUSE_ALLOW_CONSTRUCTION = 0x17, // 8 bit callback
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/** AI construction/purchase selection */
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CBID_GENERIC_AI_PURCHASE_SELECTION = 0x18, // 8 bit callback, implemented for stations only
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/** Determine the cargo "suffixes" for each refit possibility of a cargo. */
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CBID_VEHICLE_CARGO_SUFFIX = 0x19,
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/** Determine the next animation frame for a house. */
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CBID_HOUSE_ANIMATION_NEXT_FRAME = 0x1A, // 15 bit callback
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/** Called for periodically starting or stopping the animation. */
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CBID_HOUSE_ANIMATION_START_STOP = 0x1B, // 15 bit callback
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/** Called whenever the construction state of a house changes. */
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CBID_HOUSE_CONSTRUCTION_STATE_CHANGE = 0x1C, // 15 bit callback
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/** Determine whether a wagon can be attached to an already existing train. */
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CBID_TRAIN_ALLOW_WAGON_ATTACH = 0x1D,
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/** Called to determine the colour of a town building. */
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CBID_HOUSE_COLOUR = 0x1E, // 15 bit callback
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/** Called to decide how much cargo a town building can accept. */
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CBID_HOUSE_CARGO_ACCEPTANCE = 0x1F, // 15 bit callback
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/** Called to indicate how long the current animation frame should last. */
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CBID_HOUSE_ANIMATION_SPEED = 0x20, // 8 bit callback
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/** Called periodically to determine if a house should be destroyed. */
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CBID_HOUSE_DESTRUCTION = 0x21, // 8 bit callback
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/** Called to determine if the given industry type is available. For grf version >= 8 also a probability can be returned. */
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CBID_INDUSTRY_PROBABILITY = 0x22, // 15 bit callback
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/**
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* This callback is called from vehicle purchase lists. It returns a value to be
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* used as a custom string ID in the 0xD000 range.
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*/
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CBID_VEHICLE_ADDITIONAL_TEXT = 0x23,
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/** Called when building a station to customize the tile layout */
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CBID_STATION_TILE_LAYOUT = 0x24, // 15 bit callback
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/** Called for periodically starting or stopping the animation. */
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CBID_INDTILE_ANIM_START_STOP = 0x25, // 15 bit callback
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/** Called to determine industry tile next animation frame. */
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CBID_INDTILE_ANIM_NEXT_FRAME = 0x26, // 15 bit callback
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/** Called to indicate how long the current animation frame should last. */
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CBID_INDTILE_ANIMATION_SPEED = 0x27, // 8 bit callback
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/** Called to determine if the given industry can be built on specific area. */
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CBID_INDUSTRY_LOCATION = 0x28, // 15 bit callback
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/** Called on production changes, so it can be adjusted. */
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CBID_INDUSTRY_PRODUCTION_CHANGE = 0x29, // 15 bit callback
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/** Called to determine which cargoes a town building should accept. */
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CBID_HOUSE_ACCEPT_CARGO = 0x2A, // 15 bit callback
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/** Called to query the cargo acceptance of the industry tile */
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CBID_INDTILE_CARGO_ACCEPTANCE = 0x2B, // 15 bit callback
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/** Called to determine which cargoes an industry should accept. */
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CBID_INDTILE_ACCEPT_CARGO = 0x2C, // 15 bit callback
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/**
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* Called to determine if a specific colour map should be used for a vehicle
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* instead of the default livery.
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*/
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CBID_VEHICLE_COLOUR_MAPPING = 0x2D, // 15 bit callback
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/** Called to determine how much cargo a town building produces. */
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CBID_HOUSE_PRODUCE_CARGO = 0x2E, // 15 bit callback
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/** Called to determine if the given industry tile can be built on specific tile. */
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CBID_INDTILE_SHAPE_CHECK = 0x2F, // 15 bit callback
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/** Called to determine the type (if any) of foundation to draw for industry tile. */
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CBID_INDTILE_DRAW_FOUNDATIONS = 0x30, // 15 bit callback
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/**
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* Called when the company (or AI) tries to start or stop a vehicle. Mainly
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* used for preventing a vehicle from leaving the depot.
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*/
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CBID_VEHICLE_START_STOP_CHECK = 0x31, // 15 bit callback, but 0xFF test is done with 8 bit
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/** Called for every vehicle every 32 days (not all on same date though). */
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CBID_VEHICLE_32DAY_CALLBACK = 0x32, // 2 bit callback
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/** Called to play a special sound effect */
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CBID_VEHICLE_SOUND_EFFECT = 0x33, // 15 bit callback
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/** Return the vehicles this given vehicle can be "upgraded" to. */
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CBID_VEHICLE_AUTOREPLACE_SELECTION = 0x34, // 15 bit callback, not implemented
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/** Called monthly on production changes, so it can be adjusted more frequently */
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CBID_INDUSTRY_MONTHLYPROD_CHANGE = 0x35, // 15 bit callback
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/**
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* Called to modify various vehicle properties. Callback parameter 1
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* specifies the property index, as used in Action 0, to change.
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*/
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CBID_VEHICLE_MODIFY_PROPERTY = 0x36, // 8/15 bit depends on queried property
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/** Called to determine text to display after cargo name */
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CBID_INDUSTRY_CARGO_SUFFIX = 0x37, // 15 bit callback, but 0xFF test is done with 8 bit
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/** Called to determine more text in the fund industry window */
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CBID_INDUSTRY_FUND_MORE_TEXT = 0x38, // 15 bit callback
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/** Called to calculate the income of delivered cargo */
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CBID_CARGO_PROFIT_CALC = 0x39, // 15 bit callback
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/** Called to determine more text in the industry window */
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CBID_INDUSTRY_WINDOW_MORE_TEXT = 0x3A, // 15 bit callback
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/** Called to determine industry special effects */
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CBID_INDUSTRY_SPECIAL_EFFECT = 0x3B, // 15 bit callback
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/** Called to determine if industry can alter the ground below industry tile */
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CBID_INDTILE_AUTOSLOPE = 0x3C, // 15 bit callback
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/** Called to determine if the industry can still accept or refuse more cargo arrival */
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CBID_INDUSTRY_REFUSE_CARGO = 0x3D, // 15 bit callback
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/* There are no callbacks 0x3E - 0x13F */
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/** Called for periodically starting or stopping the animation. */
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CBID_STATION_ANIM_START_STOP = 0x140, // 15 bit callback
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/** Called to determine station tile next animation frame. */
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CBID_STATION_ANIM_NEXT_FRAME = 0x141, // 15 bit callback
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/** Called to indicate how long the current animation frame should last. */
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CBID_STATION_ANIMATION_SPEED = 0x142, // 8 bit callback
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/** Called to determine whether a town building can be destroyed. */
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CBID_HOUSE_DENY_DESTRUCTION = 0x143, // 15 bit callback
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/** Select an ambient sound to play for a given type of tile. */
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CBID_SOUNDS_AMBIENT_EFFECT = 0x144, // 15 bit callback
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/** Called to calculate part of a station rating. */
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CBID_CARGO_STATION_RATING_CALC = 0x145, // 15 bit callback
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/** Allow signal sprites to be replaced dynamically. */
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CBID_NEW_SIGNALS_SPRITE_DRAW = 0x146, // 15 bit callback, not implemented
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/** Add an offset to the default sprite numbers to show another sprite. */
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CBID_CANALS_SPRITE_OFFSET = 0x147, // 15 bit callback
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/** Called when a cargo type specified in property 20 is accepted. */
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CBID_HOUSE_WATCHED_CARGO_ACCEPTED = 0x148, // 15 bit callback
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/** Callback done for each tile of a station to check the slope. */
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CBID_STATION_LAND_SLOPE_CHECK = 0x149, // 15 bit callback
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/** Called to determine the colour of an industry. */
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CBID_INDUSTRY_DECIDE_COLOUR = 0x14A, // 4 bit callback
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/** Customize the input cargo types of a newly build industry. */
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CBID_INDUSTRY_INPUT_CARGO_TYPES = 0x14B, // 8 bit callback
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/** Customize the output cargo types of a newly build industry. */
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CBID_INDUSTRY_OUTPUT_CARGO_TYPES = 0x14C, // 8 bit callback
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/** Called on the Get Tile Description for an house tile. */
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CBID_HOUSE_CUSTOM_NAME = 0x14D, // 15 bit callback
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/** Called to determine the type (if any) of foundation to draw for house tile. */
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CBID_HOUSE_DRAW_FOUNDATIONS = 0x14E, // 15 bit callback
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/** Called to determine if one can alter the ground below a house tile */
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CBID_HOUSE_AUTOSLOPE = 0x14F, // 15 bit callback
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/** Called to determine the type (if any) of foundation to draw for an airport tile. */
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CBID_AIRPTILE_DRAW_FOUNDATIONS = 0x150, // 15 bit callback
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/** Called for periodically starting or stopping the animation. */
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CBID_AIRPTILE_ANIM_START_STOP = 0x152, // 15 bit callback
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/** Called to determine airport tile next animation frame. */
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CBID_AIRPTILE_ANIM_NEXT_FRAME = 0x153, // 15 bit callback
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/** Called to indicate how long the current animation frame should last. */
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CBID_AIRPTILE_ANIMATION_SPEED = 0x154, // 8 bit callback
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/**
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* This callback is called from airport list. It returns a value to be
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* used as a custom string ID in the 0xD000 range.
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*/
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CBID_AIRPORT_ADDITIONAL_TEXT = 0x155, // 15 bit callback
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/** Called to determine text to show as airport layout name. */
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CBID_AIRPORT_LAYOUT_NAME = 0x156, // 15 bit callback
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/** Callback done for each tile of an object to check the slope. */
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CBID_OBJECT_LAND_SLOPE_CHECK = 0x157, // 15 bit callback
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/** Determine the next animation frame for a house. */
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CBID_OBJECT_ANIMATION_NEXT_FRAME = 0x158, // 15 bit callback
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/** Called for periodically starting or stopping the animation. */
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CBID_OBJECT_ANIMATION_START_STOP = 0x159, // 15 bit callback
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/** Called to indicate how long the current animation frame should last. */
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CBID_OBJECT_ANIMATION_SPEED = 0x15A, // 8 bit callback
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/** Called to determine the colour of a town building. */
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CBID_OBJECT_COLOUR = 0x15B, // 15 bit callback
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/** Called to determine more text in the fund object window */
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CBID_OBJECT_FUND_MORE_TEXT = 0x15C, // 15 bit callback
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/** Called to determine if one can alter the ground below an object tile */
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CBID_OBJECT_AUTOSLOPE = 0x15D, // 15 bit callback
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/** Called to determine the cost factor for refitting a vehicle. */
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CBID_VEHICLE_REFIT_COST = 0x15E, // 15 bit callback
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/** Called when industry is built to set initial production level. */
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CBID_INDUSTRY_PROD_CHANGE_BUILD = 0x15F, // 15 bit callback
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/** Called to spawn visual effects for vehicles. */
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CBID_VEHICLE_SPAWN_VISUAL_EFFECT = 0x160, // 15 bit callback
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/** Called to determine the engine name to show. */
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CBID_VEHICLE_NAME = 0x161, // 15 bit callback
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/** Called to determine probability during build. */
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CBID_VEHICLE_BUILD_PROBABILITY = 0x162, // 15 bit callback
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};
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/**
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* Callback masks for vehicles, indicates which callbacks are used by a vehicle.
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* Some callbacks are always used and don't have a mask.
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*/
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enum VehicleCallbackMask {
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CBM_VEHICLE_VISUAL_EFFECT = 0, ///< Visual effects and wagon power (trains, road vehicles and ships)
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CBM_VEHICLE_LENGTH = 1, ///< Vehicle length (trains and road vehicles)
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CBM_VEHICLE_LOAD_AMOUNT = 2, ///< Load amount
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CBM_VEHICLE_REFIT_CAPACITY = 3, ///< Cargo capacity after refit
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CBM_VEHICLE_ARTIC_ENGINE = 4, ///< Add articulated engines (trains and road vehicles)
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CBM_VEHICLE_CARGO_SUFFIX = 5, ///< Show suffix after cargo name
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CBM_VEHICLE_COLOUR_REMAP = 6, ///< Change colour mapping of vehicle
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CBM_VEHICLE_SOUND_EFFECT = 7, ///< Vehicle uses custom sound effects
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CBM_VEHICLE_NAME = 8, ///< Engine name
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};
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/**
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* Callback masks for stations.
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*/
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enum StationCallbackMask {
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CBM_STATION_AVAIL = 0, ///< Availability of station in construction window
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CBM_STATION_SPRITE_LAYOUT = 1, ///< Use callback to select a sprite layout to use
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CBM_STATION_ANIMATION_NEXT_FRAME = 2, ///< Use a custom next frame callback
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CBM_STATION_ANIMATION_SPEED = 3, ///< Customize the animation speed of the station
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CBM_STATION_SLOPE_CHECK = 4, ///< Check slope of new station tiles
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};
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/**
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* Callback masks for road stops.
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*/
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enum RoadStopCallbackMask {
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CBM_ROAD_STOP_AVAIL = 0, ///< Availability of road stop in construction window
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CBM_ROAD_STOP_ANIMATION_NEXT_FRAME = 1, ///< Use a custom next frame callback
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CBM_ROAD_STOP_ANIMATION_SPEED = 2, ///< Customize the animation speed of the road stop
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};
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/**
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* Callback masks for houses.
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*/
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enum HouseCallbackMask {
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CBM_HOUSE_ALLOW_CONSTRUCTION = 0, ///< decide whether the house can be built on a given tile
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CBM_HOUSE_ANIMATION_NEXT_FRAME = 1, ///< decides next animation frame
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CBM_HOUSE_ANIMATION_START_STOP = 2, ///< periodically start/stop the animation
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CBM_HOUSE_CONSTRUCTION_STATE_CHANGE = 3, ///< change animation when construction state changes
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CBM_HOUSE_COLOUR = 4, ///< decide the colour of the building
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CBM_HOUSE_CARGO_ACCEPTANCE = 5, ///< decides amount of cargo acceptance
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CBM_HOUSE_ANIMATION_SPEED = 6, ///< decides animation speed
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CBM_HOUSE_DESTRUCTION = 7, ///< trigger destruction of building
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CBM_HOUSE_ACCEPT_CARGO = 8, ///< decides accepted types
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CBM_HOUSE_PRODUCE_CARGO = 9, ///< custom cargo production
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CBM_HOUSE_DENY_DESTRUCTION = 10, ///< conditional protection
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CBM_HOUSE_DRAW_FOUNDATIONS = 11, ///< decides if default foundations need to be drawn
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CBM_HOUSE_AUTOSLOPE = 12, ///< decides allowance of autosloping
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};
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/**
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* Callback masks for canals.
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*/
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enum CanalCallbackMask {
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CBM_CANAL_SPRITE_OFFSET = 0, ///< Enable add sprite offset callback
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};
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/**
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* Callback masks for cargoes.
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*/
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enum CargoCallbackMask {
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CBM_CARGO_PROFIT_CALC = 0, ///< custom profit calculation
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CBM_CARGO_STATION_RATING_CALC = 1, ///< custom station rating for this cargo type
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};
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/**
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* Callback masks for Industries
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*/
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enum IndustryCallbackMask {
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CBM_IND_PROBABILITY = 0, ///< industry availability/probability callback
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CBM_IND_PRODUCTION_CARGO_ARRIVAL = 1, ///< call production callback when cargo arrives at the industry
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CBM_IND_PRODUCTION_256_TICKS = 2, ///< call production callback every 256 ticks
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CBM_IND_LOCATION = 3, ///< check industry construction on given area
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CBM_IND_PRODUCTION_CHANGE = 4, ///< controls random production change
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CBM_IND_MONTHLYPROD_CHANGE = 5, ///< controls monthly random production change
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CBM_IND_CARGO_SUFFIX = 6, ///< cargo sub-type display
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CBM_IND_FUND_MORE_TEXT = 7, ///< additional text in fund window
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CBM_IND_WINDOW_MORE_TEXT = 8, ///< additional text in industry window
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CBM_IND_SPECIAL_EFFECT = 9, ///< control special effects
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CBM_IND_REFUSE_CARGO = 10, ///< option out of accepting cargo
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CBM_IND_DECIDE_COLOUR = 11, ///< give a custom colour to newly build industries
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CBM_IND_INPUT_CARGO_TYPES = 12, ///< customize the cargoes the industry requires
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CBM_IND_OUTPUT_CARGO_TYPES = 13, ///< customize the cargoes the industry produces
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CBM_IND_PROD_CHANGE_BUILD = 14, ///< initialise production level on construction
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};
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/**
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* Callback masks for industry tiles
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*/
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enum IndustryTileCallbackMask {
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CBM_INDT_ANIM_NEXT_FRAME = 0, ///< decides next animation frame
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CBM_INDT_ANIM_SPEED = 1, ///< decides animation speed
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CBM_INDT_CARGO_ACCEPTANCE = 2, ///< decides amount of cargo acceptance
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CBM_INDT_ACCEPT_CARGO = 3, ///< decides accepted types
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CBM_INDT_SHAPE_CHECK = 4, ///< decides slope suitability
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CBM_INDT_DRAW_FOUNDATIONS = 5, ///< decides if default foundations need to be drawn
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CBM_INDT_AUTOSLOPE = 6, ///< decides allowance of autosloping
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};
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/**
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* Callback masks for objects
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*/
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enum ObjectCallbackMask {
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CBM_OBJ_SLOPE_CHECK = 0, ///< decides slope suitability
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CBM_OBJ_ANIMATION_NEXT_FRAME = 1, ///< decides next animation frame
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CBM_OBJ_ANIMATION_SPEED = 2, ///< decides animation speed
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CBM_OBJ_COLOUR = 3, ///< decide the colour of the building
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CBM_OBJ_FUND_MORE_TEXT = 4, ///< additional text in fund window
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CBM_OBJ_AUTOSLOPE = 5, ///< decides allowance of autosloping
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};
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/**
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* Callback masks for airport tiles
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*/
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enum AirportTileCallbackMask {
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CBM_AIRT_ANIM_NEXT_FRAME = 0, ///< decides next animation frame
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CBM_AIRT_ANIM_SPEED = 1, ///< decides animation speed
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CBM_AIRT_SHAPE_CHECK = 4, ///< decides slope suitability
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CBM_AIRT_DRAW_FOUNDATIONS = 5, ///< decides if default foundations need to be drawn
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CBM_AIRT_AUTOSLOPE = 6, ///< decides allowance of autosloping
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};
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/**
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* Different values for Callback result evaluations
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*/
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static const uint CALLBACK_FAILED = 0xFFFF; ///< Result of a failed callback.
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static const uint CALLBACK_HOUSEPRODCARGO_END = 0x20FF; ///< Sentinel indicating that the loop for CBID_HOUSE_PRODUCE_CARGO has ended
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#endif /* NEWGRF_CALLBACKS_H */
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