12 #ifndef NEWGRF_INDUSTRIES_H 13 #define NEWGRF_INDUSTRIES_H 33 :
ScopeResolver(ro), tile(tile), industry(industry), type(type), random_bits(random_bits)
38 uint32
GetVariable(byte variable, uint32 parameter,
bool *available)
const;
40 void StorePSA(uint pos, int32 value);
60 if (tsr != NULL)
return tsr;
CommandCost CheckIfCallBackAllowsCreation(TileIndex tile, IndustryType type, uint layout, uint32 seed, uint16 initial_random_bits, Owner founder, IndustryAvailabilityCallType creation_type)
Check that the industry callback allows creation of the industry.
Interface to query and set values specific to a single VarSpriteGroupScope (action 2 scope)...
uint32 GetTriggers() const
Get the triggers.
void IndustryProductionCallback(Industry *ind, int reason)
Get the industry production callback and apply it to the industry.
uint16 GetIndustryCallback(CallbackID callback, uint32 param1, uint32 param2, Industry *industry, IndustryType type, TileIndex tile)
Perform an industry callback.
IndustryTrigger
When should the industry(tile) be triggered for random bits?
ResolverObject & ro
Surrounding resolver object.
from the Fund/build using prospecting
Interface for SpriteGroup-s to access the gamestate.
TownScopeResolver * town_scope
Scope resolver for the associated town (if needed and available, else NULL).
from the Fund/build window
Defines the internal data of a functional industry.
Set when using the callback resolve system, but not to resolve a callback.
uint32 GetNearbyIndustryTileInformation(byte parameter, TileIndex tile, IndustryID index, bool signed_offsets, bool grf_version8)
Based on newhouses equivalent, but adapted for newindustries.
virtual ScopeResolver * GetScope(VarSpriteGroupScope scope=VSG_SCOPE_SELF, byte relative=0)
Get a resolver for the scope.
uint32 GetVariable(byte variable, uint32 parameter, bool *available) const
Get a variable value.
Common return value for all commands.
Triggered (whole industry) each 256 ticks.
Resolver for industry scopes.
uint32 GetIndustryProbabilityCallback(IndustryType type, IndustryAvailabilityCallType creation_type, uint32 default_prob)
Check with callback CBID_INDUSTRY_PROBABILITY whether the industry can be built.
during random map generation
IndustryType MapNewGRFIndustryType(IndustryType grf_type, uint32 grf_id)
Map the GRF local type to an industry type.
Scope resolver for a town.
IndustryType type
Type of the industry.
IndustryAvailabilityCallType
From where has callback CBID_INDUSTRY_PROBABILITY been called.
IndustriesScopeResolver(ResolverObject &ro, TileIndex tile, Industry *industry, IndustryType type, uint32 random_bits=0)
Scope resolver for industries.
during creation of random ingame industry
Triggered on cargo delivery.
uint32 TileIndex
The index/ID of a Tile.
Related object of the resolved one.
bool IndustryTemporarilyRefusesCargo(Industry *ind, CargoID cargo_type)
Check whether an industry temporarily refuses to accept a certain cargo.
uint32 GetRandomBits() const
Get a few random bits.
uint32 GetIndustryIDAtOffset(TileIndex new_tile, const Industry *i, uint32 cur_grfid)
Make an analysis of a tile and check for its belonging to the same industry, and/or the same grf file...
CallbackID
List of implemented NewGRF callbacks.
Triggered each tile loop.
Functions to handle the town part of NewGRF towns.
byte CargoID
Cargo slots to indicate a cargo type within a game.
Owner
Enum for all companies/owners.
uint32 random_bits
Random bits of the new industry.
void StorePSA(uint pos, int32 value)
Store a value into the persistent storage area (PSA).
Industry * industry
Industry being resolved.
IndustriesScopeResolver industries_scope
Scope resolver for the industry.
TileIndex tile
Tile owned by the industry.
ScopeResolver * GetScope(VarSpriteGroupScope scope=VSG_SCOPE_SELF, byte relative=0)
Get a resolver for the scope.