12 #ifndef NEWGRF_GENERIC_H 13 #define NEWGRF_GENERIC_H Types related to the industry.
uint16 GetAiPurchaseCallbackResult(uint8 feature, CargoID cargo_type, uint8 default_selection, IndustryType src_industry, IndustryType dst_industry, uint8 distance, AIConstructionEvent event, uint8 count, uint8 station_size, const GRFFile **file)
'Execute' an AI purchase selection callback
void AddGenericCallback(uint8 feature, const GRFFile *file, const SpriteGroup *group)
Add a generic feature callback sprite group to the appropriate feature list.
Check if we should build an engine.
Check if we should build an engine.
static void AmbientSoundEffect(TileIndex tile)
Play an ambient sound effect for an empty tile.
Check if we should build an engine.
AIConstructionEvent
AI events for asking the NewGRF for information.
Get a station ID to build.
static const IndustryType IT_AI_UNKNOWN
The AI has no specific industry in mind.
Check if we should build an engine.
static const IndustryType IT_AI_TOWN
The AI actually wants to transport to/from a town, not an industry.
void ResetGenericCallbacks()
Reset all generic feature callback sprite groups.
Check if we should build an engine.
Check if we should build an engine.
Check if we should build an engine.
Check if we should build an engine.
Check if we should build an engine.
void AmbientSoundEffectCallback(TileIndex tile)
'Execute' the ambient sound effect callback.
uint32 TileIndex
The index/ID of a Tile.
Check if we should build a railtype.
byte CargoID
Cargo slots to indicate a cargo type within a game.
Check if we should build an engine.
static bool HasGrfMiscBit(GrfMiscBit bit)
Check for grf miscellaneous bits.
Check if we should build an engine.
Dynamic data of a loaded NewGRF.
Base for the NewGRF implementation.