12 #ifndef NEWGRF_CALLBACKS_H 13 #define NEWGRF_CALLBACKS_H customize the cargoes the industry produces
This callback is called from airport list.
initialise production level on construction
Called to determine if the given industry can be built on specific area.
Use callback to select a sprite layout to use.
static const uint CALLBACK_FAILED
Different values for Callback result evaluations.
decides next animation frame
Called to determine airport tile next animation frame.
Called to determine more text in the fund object window.
decides slope suitability
Called to determine if one can alter the ground below a house tile.
Called to determine if the given industry tile can be built on specific tile.
Called to spawn visual effects for vehicles.
Customize the input cargo types of a newly build industry.
Builds articulated engines for trains and RVs.
Called periodically to determine if a house should be destroyed.
Called to indicate how long the current animation frame should last.
Return the vehicles this given vehicle can be "upgraded" to.
Called monthly on production changes, so it can be adjusted more frequently.
Called for periodically starting or stopping the animation.
additional text in fund window
Called when the company (or AI) tries to start or stop a vehicle.
Called to calculate the income of delivered cargo.
custom profit calculation
Set when using the callback resolve system, but not to resolve a callback.
Enable add sprite offset callback.
Determine the next animation frame for a house.
Cargo capacity after refit.
check industry construction on given area
change animation when construction state changes
AI construction/purchase selection.
Determine whether a wagon can be attached to an already existing train.
Called to determine whether a town building can be destroyed.
Called to determine which cargoes a town building should accept.
Visual effects and wagon power.
Called to indicate how long the current animation frame should last.
Determine the cargo "suffixes" for each refit possibility of a cargo.
Callback done for each tile of an object to check the slope.
Vehicle uses custom sound effects.
Use a custom next frame callback.
Determine whether a newstation should be made available to build.
decides amount of cargo acceptance
IndustryCallbackMask
Callback masks for Industries.
Called to determine more text in the fund industry window.
Called to determine the type (if any) of foundation to draw for house tile.
Callback done for each tile of a station to check the slope.
decides allowance of autosloping
decides allowance of autosloping
ObjectCallbackMask
Callback masks for objects.
Called to determine the colour of a town building.
Called to determine the cost factor for refitting a vehicle.
This callback is called from vehicle purchase lists.
Called on the Get Tile Description for an house tile.
Customize the output cargo types of a newly build industry.
Called when a cargo type specified in property 20 is accepted.
decides if default foundations need to be drawn
Called to indicate how long the current animation frame should last.
Customize the animation speed of the station.
Called to play a special sound effect.
Called to determine if the given industry type is available.
controls random production change
decides next animation frame
decides if default foundations need to be drawn
Called to modify various vehicle properties.
Called to determine if industry can alter the ground below industry tile.
Called to determine the type (if any) of foundation to draw for industry tile.
trigger destruction of building
IndustryTileCallbackMask
Callback masks for industry tiles.
Show suffix after cargo name.
Called to indicate how long the current animation frame should last.
Add an offset to the default sprite numbers to show another sprite.
Vehicle length (trains and road vehicles)
decide the colour of the building
Called for periodically starting or stopping the animation.
decides amount of cargo acceptance
additional text in industry window
CargoCallbackMask
Callback masks for cargoes.
Called to determine text to show as airport layout name.
Change colour mapping of vehicle.
decides allowance of autosloping
StationCallbackMask
Callback masks for stations.
decides next animation frame
customize the cargoes the industry requires
additional text in fund window
AirportTileCallbackMask
Callback masks for airport tiles.
Called when building a station to customize the tile layout.
Called to determine if a specific colour map should be used for a vehicle instead of the default live...
periodically start/stop the animation
decide the colour of the building
Called to determine if the industry can still accept or refuse more cargo arrival.
Add articulated engines (trains and road vehicles)
Called whenever the construction state of a house changes.
decides slope suitability
CanalCallbackMask
Callback masks for canals.
Called to determine the colour of an industry.
industry availability/probability callback
controls monthly random production change
Called to determine which cargoes an industry should accept.
Determine whether the house can be built on the specified tile.
Called for every vehicle every 32 days (not all on same date though).
Called to determine the type (if any) of foundation to draw for an airport tile.
Determine the amount of cargo to load per unit of time when using gradual loading.
Refit capacity, the passed vehicle needs to have its ->cargo_type set to the cargo we are refitting t...
Called to determine industry tile next animation frame.
option out of accepting cargo
Called for periodically starting or stopping the animation.
decides next animation frame
VehicleCallbackMask
Callback masks for vehicles, indicates which callbacks are used by a vehicle.
Availability of station in construction window.
Called to determine station tile next animation frame.
Called to query the cargo acceptance of the industry tile.
call production callback when cargo arrives at the industry
Called to indicate how long the current animation frame should last.
decides if default foundations need to be drawn
Allow signal sprites to be replaced dynamically.
Called to determine text to display after cargo name.
CallbackID
List of implemented NewGRF callbacks.
Called for periodically starting or stopping the animation.
decides allowance of autosloping
Select an ambient sound to play for a given type of tile.
Set when calling a randomizing trigger (almost undocumented).
Called to determine the colour of a town building.
Choose a sprite layout to draw, instead of the standard 0-7 range.
Called to determine more text in the industry window.
Check slope of new station tiles.
Determine the next animation frame for a house.
Called to determine if one can alter the ground below an object tile.
Called to determine how much cargo a town building produces.
Vehicle length, returns the amount of 1/8's the vehicle is shorter for trains and RVs...
decide whether the house can be built on a given tile
Called to decide how much cargo a town building can accept.
Called to determine industry special effects.
static const uint CALLBACK_HOUSEPRODCARGO_END
Sentinel indicating that the loop for CBID_HOUSE_PRODUCE_CARGO has ended.
call production callback every 256 ticks
Called when industry is built to set initial production level.
custom station rating for this cargo type
Called on production changes, so it can be adjusted.
Called to calculate part of a station rating.
Visual effects and wagon power (trains, road vehicles and ships)
Called for periodically starting or stopping the animation.
give a custom colour to newly build industries
decides slope suitability
HouseCallbackMask
Callback masks for houses.