Changeset - r7215:b3433b9d5b54
[Not reviewed]
master
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rubidium - 17 years ago 2007-07-09 19:38:12
rubidium@openttd.org
(svn r10493) -Codechange: update some callback ID enums to reflect their changed usage, add a few and update the comments.
5 files changed with 127 insertions and 118 deletions:
0 comments (0 inline, 0 general)
src/articulated_vehicles.cpp
Show inline comments
 
@@ -21,7 +21,7 @@ uint CountArticulatedParts(EngineID engi
 

	
 
	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, V
 
	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
src/newgrf_callbacks.h
Show inline comments
 
@@ -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,
 

	
 
	/** 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 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,
 

	
 
	/* Called (if appropriate bit in callback mask is set) to determine if 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,
 

	
 
	/* 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,
 
	/** 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,
 

	
 
	/** AI construction/purchase selection */
 
	CBID_GENERIC_AI_PURCHASE_SELECTION   = 0x18, // not implemented
 

	
 
	CBID_VEHICLE_CARGO_SUFFIX       = 0x19,
 
	/** 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) to determine
 
	 * the next animation frame. */
 
	CBID_HOUSE_ANIMATION_NEXT_FRAME = 0x1A,
 
	/** Determine the next animation frame for a house. */
 
	CBID_HOUSE_ANIMATION_NEXT_FRAME      = 0x1A,
 

	
 
	/* Called (if appropriate bit in callback mask is set) for periodically
 
	 * starting or stopping the animation. */
 
	CBID_HOUSE_ANIMATION_START_STOP = 0x1B,
 
	/** Called for periodically starting or stopping the animation. */
 
	CBID_HOUSE_ANIMATION_START_STOP      = 0x1B,
 

	
 
	/* Called (if appropriate bit in callback mask is set) whenever the
 
	 * construction state of a house changes. */
 
	CBID_CONSTRUCTION_STATE_CHANGE  = 0x1C,
 
	/** 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,
 

	
 
	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 (if appropriate bit in callback mask is set) to determine the
 
	 * colour of a town building. */
 
	CBID_BUILDING_COLOUR            = 0x1E,
 
	/** Called to indicate how long the current animation frame should last. */
 
	CBID_HOUSE_ANIMATION_SPEED           = 0x20,
 

	
 
	/* 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 periodically to determine if a house should be destroyed. */
 
	CBID_HOUSE_DESTRUCTION               = 0x21,
 

	
 
	/* 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 determine if the given industry type is available */
 
	CBID_INDUSTRY_AVAILABLE              = 0x22, // not implemented
 

	
 
	/* Called (if appropriate bit in callback mask is set) 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
 
	 * 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 to determine if the given industry type is available */
 
	CBID_INDUSTRY_AVAILABLE         = 0x22, // 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 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,
 
	/** Called to indicate how long the current animation frame should last. */
 
	CBID_INDTILE_ANIMATION_SPEED         = 0x27, // not implemented
 

	
 
	/* 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 to determine if the given industry can be built on specific area. */
 
	CBID_INDUSTRY_LOCATION               = 0x28,
 

	
 
	/* Called to determine industry tile next animation frame. */
 
	CBID_INDTILE_ANIM_NEXT_FRAME    = 0x26, // not yet implemented
 
	/** Called on production changes, so it can be adjusted. */
 
	CBID_INDUSTRY_PRODUCTION_CHANGE      = 0x29, // not implemented
 

	
 
	/* Called to indicate how long the current animation frame should last. */
 
	CBID_INDTILE_ANIMATION_SPEED    = 0x27, // not yet implemented
 

	
 
	/* Called to determine if the given industry can be built on specific area */
 
	CBID_INDUSTRY_LOCATION          = 0x28,
 
	/** Called to determine which cargoes a town building should accept. */
 
	CBID_HOUSE_ACCEPT_CARGO              = 0x2A,
 

	
 
	/* Called on production changes, so it can be adjusted */
 
	CBID_INDUSTRY_PRODUCTION_CHANGE = 0x29, // not yet implemented
 
	/** Called to query the cargo acceptance of the industry tile */
 
	CBID_INDTILE_CARGO_ACCEPTANCE        = 0x2B,
 

	
 
	/* 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 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 to determine how much cargo a town building produces. */
 
	CBID_HOUSE_PRODUCE_CARGO             = 0x2E,
 

	
 
	/* 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 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,
 

	
 
	/* Called monthly on production changes, so it can be adjusted more frequently */
 
	CBID_INDUSTRY_MONTHLYPROD_CHANGE= 0x35, // not yet implemented
 
	/** Return the vehicles this given vehicle can be "upgraded" to. */
 
	CBID_VEHICLE_AUTOREPLACE_SELECTION   = 0x34,
 

	
 
	/* Called to modify various vehicle properties. Callback parameter 1
 
	/** 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
 
	 * 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 yet implemented
 
	/** 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 yet 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 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 more text in the industry window */
 
	CBID_INDUSTRY_WINDOW_MORE_TEXT  = 0x3A,
 
	/** Called to determine if industry can alter the ground below industry tile */
 
	CBID_INDUSTRY_AUTOSLOPE              = 0x3C, // not implemented
 

	
 
	/* Called to determine industry special effects */
 
	CBID_INDUSTRY_SPECIAL_EFFECT    = 0x3B,
 
	/** Called to determine if the industry can still accept or refuse more cargo arrival */
 
	CBID_INDUSTRY_REFUSE_CARGO           = 0x3D,
 

	
 
	/* Called to determine if industry can alter the ground below industry tile */
 
	CBID_INDUSTRY_AUTOSLOPE         = 0x3C, // not yet implemented
 
	/** Called to determine whether a town building can be destroyed. */
 
	CBID_HOUSE_DENY_DESTRUCTION          = 0x143,
 

	
 
	/* Called to determine if the industry can still accept or refuse more cargo arrival */
 
	CBID_INDUSTRY_REFUSE_CARGO      = 0x3D,
 
	/** Select an ambient sound to play for a given type of tile. */
 
	CBID_SOUNDS_AMBIENT_EFFECT           = 0x144, // not implemented
 

	
 
	/* Called (if appropriate bit in callback mask set) to determine whether a
 
	 * town building can be destroyed. */
 
	CBID_HOUSE_DENY_DESTRUCTION     = 0x143,
 
	/** Called to calculate part of a station rating. */
 
	CBID_CARGO_STATION_RATING_CALC       = 0x145,
 

	
 
	/* 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
 
};
 

	
 
/**
src/roadveh_cmd.cpp
Show inline comments
 
@@ -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);
 
	}
src/town_cmd.cpp
Show inline comments
 
@@ -345,7 +345,7 @@ static void MakeSingleHouseBigger(TileIn
 

	
 
	/* 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);
 
	}
 

	
src/train_cmd.cpp
Show inline comments
 
@@ -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
0 comments (0 inline, 0 general)