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781 lines
38 KiB
HTML
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<title>JGR's Patchpack - Additions to NewGRF Specifications (NML)</title>
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<h2>Additions to NewGRF Specifications in JGR's Patchpack in NML</h2>
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<p>This document describes non-standard additions to the <a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Main">Official OpenTTD NML Specifications</a> which are present in this patchpack and the associated <a href="https://github.com/JGRennison/nml">NML fork</a>.
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<p>These additions MAY also be present in other patchpacks. They MAY be removed or moved in future, if necessary.</p>
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<p>Not all standard NewGRF features are supported by NML, consequently not all non-standard additions to the specifications are supported by this patchpack's associated NML fork, or are listed in this document.<br />
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See the associated <a href="newgrf-additions.html">non-NML document</a> for more details.</p>
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<p>All of the non-standard features listed below will automatically emit suitable feature tests, conditionals, etc. such that NewGRFs which use these features will work correctly
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on OpenTTD versions which do not support these features, including standard trunk OpenTTD and older/other patchpack versions.</p>
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<p>All of the non-standard variables listed below will return 0 on OpenTTD versions which do not support these features/variables, including standard trunk OpenTTD and older/other patchpack versions.</p>
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<h3>Features with separate pages</h3>
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<ul>
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<li><a href="newgrf-roadstops-nml.html">Road stops (FEAT_ROADSTOPS)</a></li>
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<li><a href="newgrf-newlandscape-nml.html">New landscape (FEAT_NEWLANDSCAPE)</a></li>
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<li><a href="newgrf-town-nml.html">Towns (the parent scope for stations, objects, etc.) (FEAT_TOWN)</a></li>
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</ul>
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<h3 id="sections">Sections</h3>
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<ul>
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<li><a href="#builtin-functions">Builtin functions</a></li>
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<li><a href="#switch-types">Additional switch types</a></li>
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<li><a href="#ship-callbacks">Ship callbacks</a></li>
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<li><a href="#railtype-properties">Railtype properties</a></li>
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<li><a href="#railtype-variables">Railtype variables</a></li>
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<li><a href="#roadtype-properties">Roadtype properties</a></li>
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<li><a href="#tramtype-properties">Tramtype properties</a></li>
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<li><a href="#object-ids">Object IDs</a></li>
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<li><a href="#object-properties">Object properties</a></li>
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<li><a href="#object-variables">Object variables</a></li>
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<li><a href="#airport-tile-variables">Airport tile variables</a></li>
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<li><a href="#global-variable-properties">Global variables properties</a></li>
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<li><a href="#replace-new-sprites">Replace new sprites</a></li>
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<li><a href="#signal-graphics">Signal graphics using switches</a></li>
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</ul>
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<br />
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<h3 id="builtin-functions"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Builtin_functions">Builtin functions</a></h3>
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<p>
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<h4>extended_feature_test(feature_name[, min_version[, max_version]])</h4>
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This returns true if the given extended feature is present and has a version within the specified minimum and maximum (inclusive).<br />
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This function should only be used after the grf{} block.<br />
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In most cases it is not necessary to use this function, as extended properties (listed below) which are not supported are simply skipped/ignored.
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</p>
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<h3 id="switch-types"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Switch">Additional switch types</a></h3>
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<p>
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In addition to SELF and PARENT, switches for vehicle features may use one of the following types below.<br />
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(These are mostly the same as in <a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Random_switch">random_switch</a>).<br />
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The 'x' parameter (count x vehicles in given direction) is currently required to be a compile-time constant between 0 and 255.
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<table>
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<tr><th>Type</th><th>Meaning</th></tr>
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<tr><td>BACKWARD_SELF(x)</td><td>Count x vehicles backward (away from the engine), starting at the vehicle itself</td></tr>
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<tr><td>FORWARD_SELF(x)</td><td>Count x vehicles forward (towards the engine), starting at the vehicle itself</td></tr>
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<tr><td>BACKWARD_ENGINE(x)</td><td>Count x vehicles backward, starting at the leading engine</td></tr>
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<tr><td>BACKWARD_SAMEID(x)</td><td>Count x vehicles backward, starting at the first vehicle in the chain with the same ID</td></tr>
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</table>
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<p>These require the <span class="code">more_varaction2_types</span> feature. If this feature is not present, switches of these types will produce a CB_FAILED result.</p>
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</p>
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<h3 id="ship-callbacks"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Vehicles#Vehicle_callbacks">Ship callbacks</a></h3>
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<p>
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The <span class="code">articulated_part</span> callback is also available for ships.<br />
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Additional ship parts are not used for graphics, they are only used for additional cargo capacity, the default graphics chain is unused.<br />
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The default graphics chain for the primary vehicle may check the cargo states of the other ship parts if required.<br />
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Additional ship parts may be refitted individually.
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<p>This requires the <span class="code">multi_part_ships</span> feature.</p>
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</p>
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<p>
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Added callback: <span class="code">refit_part_name</span><br />
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This callback is called on the primary vehicle to get the name of each part of the ship (e.g. the name of each cargo hold) in the refit window.<br />
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This is not called for ships of only one part.<br />
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The callback handler should return a string or CB_RESULT_NO_TEXT.<br />
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If this callback is not handled or if CB_RESULT_NO_TEXT is returned, a default name is used.<br />
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<span class="code">getbits(extra_callback_info1, 0, 8)</span> contains the index of the part of the ship. The first/primary part is 0, each subsequent part increases the value by 1.
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</p>
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<h3 id="railtype-properties"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Railtypes#Railtype_properties">Railtype properties</a></h3>
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<table>
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<tr><th>Property</th><th>Value range</th><th>Comment</th></tr>
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<tr><td>enable_programmable_pre_signals</td><td>0 or 1</td>
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<td>
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Enable programmable pre-signal graphics in <a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Railtypes#signals">railtype signals</a>.<br />
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Programmable pre-signals have a signal type (<span class="code">getbits(extra_callback_info2, 16, 8)</span>) of 6.
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</td>
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</tr>
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<tr><td>enable_no_entry_signals</td><td>0 or 1</td>
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<td>
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Enable no-entry signal graphics in <a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Railtypes#signals">railtype signals</a>.<br />
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No-entry signals have a signal type (<span class="code">getbits(extra_callback_info2, 16, 8)</span>) of 7.<br />
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No-entry signals always have a signal state of red.
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</td>
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</tr>
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<tr><td>enable_restricted_signals</td><td>0 or 1</td>
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<td>
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Enable restricted signal flag in <a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Railtypes#signals">railtype signals</a>.<br />
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When enabled, bit 24 of variable <span class="code">extra_callback_info2</span> is set if the signal is restricted (has a routing restriction program attached).<br />
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When enabled, the "Show restricted electric signals using default graphics" client setting and signal post recolouring is not applied.<br />
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This flag must only be set if a different sprite is returned when bit 24 of <span class="code">extra_callback_info2</span> is set.
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</td>
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</tr>
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<tr><td>enable_signal_recolour</td><td>0 or 1</td>
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<td>
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Enable recolouring of graphics in <a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Railtypes#signals">railtype signals</a>.<br />
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When enabled, in addition to returning a sprite, register 0x100 may be set to the following using STORE_TEMP:
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<table>
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<tr><th>Bits</th><th>Meaning</th></tr>
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<tr><td>0 - 23</td><td>Recolour sprite to use. Set to 0 for no recolouring.</td></tr>
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<tr><td>24 - 31</td><td>Reserved, set to zero.</td></tr>
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</table>
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<br />
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If recolouring is not optional, the feature name: <span class="code">action0_railtype_recolour</span> should be checked using the
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<span class="code">extended_feature_test</span> function
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and if necessary a suitable fallback used or error message shown.<br />
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If the OpenTTD version does not support this property/feature, then the property would ordinarily be ignored/skipped and no recolouring would be done.
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</td>
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</tr>
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<tr><td>extra_aspects</td><td>0 - 6</td>
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<td>
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The value is the number of additional signal aspects to use (e.g. 4-aspect signalling should use a value of 2).<br />
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When set, the lowest byte of <span class="code">extra_callback_info2</span> (signal state) may have the given number of additional values starting from 02:
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<table>
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<tr><th>Value</th><th>Meaning</th></tr>
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<tr><td>00</td><td>Red signal</td></tr>
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<tr><td>01</td><td>Green signal</td></tr>
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<tr><td>02</td><td>1st extra aspect (e.g. yellow)</td></tr>
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<tr><td>03</td><td>2nd extra aspect (e.g. double yellow)</td></tr>
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<tr><td>...</td><td>Further extra aspects...</td></tr>
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</table>
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<br />
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The provided value is currently clamped to be within the range 0 - 6 (inclusive).<br />
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N.B. Realistic braking must be enabled for additional signal aspects to be used
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</td>
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</tr>
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<tr><td>disable_realistic_braking</td><td>0 or 1</td>
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<td>
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When this property is set realistic braking is disabled for trains of this railtype even when realistic braking is otherwise in effect.
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</td>
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</tr>
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</table>
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<h3 id="railtype-variables"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Railtypes#Railtype_variables">Railtype variables</a></h3>
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<p>Variables in the table below which are not supported by the version of OpenTTD being used return a value of 0.</p>
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<table>
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<tr><th>Variable</th><th>Value range</th><th>Comment</th></tr>
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<tr><td>signal_restriction_info</td><td>bitmask(SIGNAL_RESTRICTION_INFO_XXX, ...)</td>
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<td>
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Information about the restricted signal status of the signal being drawn:
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<dl>
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<dt>RESTRICTED</dt>
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<dd>The signal is restricted (has a routing restriction program attached)</dd>
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<dt>RESERVE_THROUGH_ALWAYS</dt>
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<dd>The attached routing restriction program unconditionally sets reserve through</dd>
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<dt>MAY_REVERSE</dt>
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<dd>The attached routing restriction program may allow trains to reverse behind this signal</dd>
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</dl>
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</td>
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</tr>
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<tr><td>signal_context</td><td>SIGNAL_CONTEXT_XXX</td>
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<td>
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Information about the context of the signal being drawn:
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<dl>
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<dt>GUI</dt>
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<dd>The signal is being drawn in the GUI (signal window)</dd>
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<dt>TRACK</dt>
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<dd>The signal is being drawn on ordinary rail track</dd>
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<dt>TUNNEL_BRIDGE_ENTRANCE</dt>
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<dd>The signal is being drawn as a tunnel/bridge entrance signal</dd>
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<dt>TUNNEL_BRIDGE_EXIT</dt>
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<dd>The signal is being drawn as a tunnel/bridge exit signal</dd>
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<dt>BRIDGE_MIDDLE</dt>
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<dd>The signal is being drawn on the middle of a bridge</dd>
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</dl>
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</td>
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</tr>
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<tr><td>signal_context_is_tunnel</td><td>0 or 1</td>
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<td>
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The signal is being drawn on a tunnel entrance/exit (not a bridge)
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</td>
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</tr>
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<tr><td>signal_context_info</td><td></td>
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<td>
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Above signal context variables in one variable (all of the railtype_signal_context variable)
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</td>
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</tr>
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<tr><td>signal_side</td><td>SIGNAL_SIDE_XXX</td>
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<td>
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<dl>
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<dt>LEFT</dt>
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<dd>Signals are on the left</dd>
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<dt>RIGHT</dt>
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<dd>Signals are on the right</dd>
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</dl>
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</td>
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</tr>
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<tr><td>signal_vertical_clearance</td><td>0 - 255</td>
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<td>
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Pixels of vertical clearance between the signal and any bridge above.<br />
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If there is no bridge above, the value is 0xFF.
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</td>
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</tr>
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<tr><td>adjacent_crossing</td><td>bitmask(RAILTYPE_ADJACENT_CROSSING_XXX, ...)</td>
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<td>
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Adjacent level crossing information:
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<dl>
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<dt>SOUTH</dt>
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<dd>This level crossing tile is part of a continuous adjacent crossing with the tile to the south (SW or SE)</dd>
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<dt>NORTH</dt>
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<dd>This level crossing tile is part of a continuous adjacent crossing with the tile to the north (NW or NE)</dd>
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</dl>
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</td>
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</tr>
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</table>
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<h3 id="roadtype-properties"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Roadtypes#Roadtype_properties">Roadtype properties</a></h3>
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<table>
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<tr><th>Property</th><th>Value range</th><th>Comment</th></tr>
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<tr><td>roadtype_extra_flags</td><td>bitmask(ROADTYPE_EXTRA_FLAG_XXX, ...)</td>
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<td>
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<dl>
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<dt>NO_SCRIPT_BUILD</dt>
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<dd>Scripts (AI/GS) may not build this roadtype</dd>
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<dt>NO_TOWN_MODIFY</dt>
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<dd>Towns may not modify tiles of this roadtype in any way whatsoever</dd>
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<dt>NO_TUNNELS</dt>
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<dd>Disallow tunnels for this roadtype</dd>
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<dt>NO_TRAIN_COLLISION</dt>
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<dd>Disallow collisions with trains for vehicles of this roadtype</dd>
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</dl>
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</td>
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</tr>
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<tr><td>roadtype_collision_mode</td><td>ROADTYPE_COLLISION_MODE_XXX</td>
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<td>
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Sets the road vehicle collision mode for road vehicles of this road type.
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<dl>
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<dt>NORMAL</dt>
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<dd>Normal road vehicle collision rules (this is the default)</dd>
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<dt>NONE</dt>
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<dd>Do not collide at all with other road vehicles</dd>
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<dt>ELEVATED</dt>
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<dd>Collide only with other elevated road vehicles</dd>
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</dl>
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</td>
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</tr>
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</table>
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<h3 id="tramtype-properties"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Tramtypes#Tramtype_properties">Tramtype properties</a></h3>
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<table>
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<tr><th>Property</th><th>Value range</th><th>Comment</th></tr>
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<tr><td>tramtype_extra_flags</td><td>bitmask(TRAMTYPE_EXTRA_FLAG_XXX, ...)</td>
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<td>
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<dl>
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<dt>NO_SCRIPT_BUILD</dt>
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<dd>Scripts (AI/GS) may not build this tramtype</dd>
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<dt>NO_TOWN_MODIFY</dt>
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<dd>Towns may not modify tiles of this tramtype in any way whatsoever</dd>
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<dt>NO_TUNNELS</dt>
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<dd>Disallow tunnels for this tramtype</dd>
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<dt>NO_TRAIN_COLLISION</dt>
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<dd>Disallow collisions with trains for vehicles of this tramtype</dd>
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</dl>
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</td>
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</tr>
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<tr><td>tramtype_collision_mode</td><td>TRAMTYPE_COLLISION_MODE_XXX</td>
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<td>
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Sets the road vehicle collision mode for road vehicles of this tram type.
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<dl>
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<dt>NORMAL</dt>
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<dd>Normal road vehicle collision rules (this is the default)</dd>
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<dt>NONE</dt>
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<dd>Do not collide at all with other road vehicles</dd>
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<dt>ELEVATED</dt>
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<dd>Collide only with other elevated road vehicles</dd>
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</dl>
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</td>
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</tr>
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</table>
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<h3 id="object-ids"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Objects#Object_IDs">Object IDs</a></h3>
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<p>
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Object IDs are NewGRF-local and can be freely chosen in the 0..63999 range, as of the <span class="code">more_objects_per_grf</span> feature.<br />
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When loaded into a version of OpenTTD without this feature, IDs are limited to the range: 0..254.
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Any objects with IDs outside this range will be skipped.
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</p>
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<h3 id="object-properties"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Objects#Object_properties">Object properties</a></h3>
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<table>
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<tr><th>Property</th><th>Value range</th><th>Comment</th></tr>
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<tr><td>use_land_ground</td><td>0 or 1</td><td>
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Sets whether to use the underlying ground as the object ground sprite, ignoring the ground sprite provided in the sprite layout.<br />
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When enabled, the ground sprite will be bare ground, grass, snow, desert, etc. as if it were a clear ground tile.<br />
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In edge foundation mode, the ground may be coast/shore when flooded.
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</td></tr>
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<tr><td>edge_foundation_mode</td><td>[mode0, mode1, mode2, mode3]</td><td>
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Enables edge foundation mode for the object.<br />
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This property is intended for objects which are positioned at the edge of a tile, and only require a level edge, not a completely level tile.<br />
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Foundations will only be added as required to get a suitable level edge.<br />
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The format is one mode value per view. If the object has fewer than 4 views then some of the values provided in the property will not be used, and may be 0.
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All four values must be constants.<br />
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Each mode value should be one of:
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<table>
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<tr><th>Value</th><th>Meaning</th></tr>
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<tr><td>DIAGDIR_NE</td><td>North-east edge</td></tr>
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<tr><td>DIAGDIR_SE</td><td>South-east edge</td></tr>
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<tr><td>DIAGDIR_SW</td><td>South-west edge</td></tr>
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<tr><td>DIAGDIR_NW</td><td>North-west edge</td></tr>
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</table>
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combined with 0 or more flags using the | operator:
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<table>
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<tr><th>Value</th><th>Meaning</th></tr>
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<tr><td>OBJECT_EF_FLAG_ADJUST_Z</td><td>Change z-position for the building sprite to the height of the edge</td></tr>
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<tr><td>OBJECT_EF_FLAG_FOUNDATION_LOWER</td><td>If the height of the edge is lower than the maximum height of the tile, build a foundation</td></tr>
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<tr><td>OBJECT_EF_FLAG_INCLINE_FOUNDATION</td><td>Use inclined instead of a flat foundations where possible. (Slopes with one corner raised where the height of the edge is at the maximum height of the tile).</td></tr>
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</table>
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</td></tr>
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<tr><td>flood_resistant</td><td>0 or 1</td><td>
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Sets whether the object is flood resistant.<br />
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Flood resistance is always enabled for objects which can be built on water.<br />
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This property can be used to enable flood resistance without enabling the object to be built on water.
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</td></tr>
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<tr><td>map_tile_type</td><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_XXX</td><td>
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Set tile type used for display in viewport map mode and the small-map window.<br />
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The value should be one of:
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<table>
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<tr><th>Value</th><th>Meaning</th><th>Notes</th></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_DEFAULT</td><td>Default object</td><td></td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_CLEAR</td><td>Clear/bare dirt</td><td>If use_land_ground is enabled, the underlying ground type will be used instead</td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_GRASS</td><td>Grass</td><td></td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_ROUGH</td><td>Rough ground</td><td></td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_ROCKS</td><td>Rocky ground</td><td></td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_FIELDS</td><td>Farm fields</td><td>The specific type of field can be set using map_tile_subtype</td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_SNOW</td><td>Snow</td><td></td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_DESERT</td><td>Desert</td><td></td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_TREES</td><td>Trees</td><td>The specific tree count and ground type/density can be set using map_tile_subtype</td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_HOUSE</td><td>House</td><td></td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_WATER</td><td>Water</td><td></td></tr>
|
|
</table>
|
|
</td></tr>
|
|
<tr><td>map_tile_subtype</td><td>0 .. 65535</td><td>
|
|
<p>This can be used to further refine the type set in map_tile_type.</p>
|
|
<p>Farm fields:
|
|
<table>
|
|
<tr><th>Bit</th><th>Meaning</th></tr>
|
|
<tr><td>0 - 2</td><td>
|
|
Which field type to use
|
|
</td></tr>
|
|
</table></p>
|
|
<p>Trees:
|
|
<table>
|
|
<tr><th>Bit</th><th>Meaning</th></tr>
|
|
<tr><td>0 - 3</td><td>
|
|
Tree ground type
|
|
<table>
|
|
<tr><th>Value</th><th>Meaning</th></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_TREE_GROUND_GRASS</td><td>Grass</td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_TREE_GROUND_ROUGH</td><td>Rough ground</td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_TREE_GROUND_SNOW_DESERT</td><td>Snow/desert</td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_TREE_GROUND_SHORE</td><td>Shore</td></tr>
|
|
<tr><td>OBJECT_VIEWPORT_MAP_TILE_TYPE_TREE_GROUND_ROUGH_SNOW</td><td>Rough snow</td></tr>
|
|
</table>
|
|
</td></tr>
|
|
<tr><td>4 - 7</td><td>
|
|
Tree ground density (clamped to: 0 - 3)
|
|
</td></tr>
|
|
<tr><td>8 - 11</td><td>
|
|
Number of trees on the tile (clamped to: 1 - 4)
|
|
</td></tr>
|
|
</table></p>
|
|
</td></tr>
|
|
</table>
|
|
<h3 id="object-variables"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Objects#Object_variables">Object variables</a></h3>
|
|
<p>Variables in the table below which are not supported by the version of OpenTTD being used return a value of 0.</p>
|
|
<table>
|
|
<tr><th>Variable</th><th>Value range</th><th>Comment</th></tr>
|
|
<tr><td>foundation_tile_slope</td><td><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:List_of_tile_slopes">SLOPE_XXX</a></td><td>
|
|
Slope of the tile after any foundation has been applied.
|
|
</td></tr>
|
|
<tr><td>foundation_change_tile_slope</td><td><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:List_of_tile_slopes">SLOPE_XXX</a></td><td>
|
|
Slope of the tile after any foundation has been applied xor the slope of the underlying tile.<br />
|
|
If this variable is non-zero a foundation is present.<br />
|
|
This is useful for xoring with the tile_slope variable, because if this variable is unavailable then the result is still the underlying tile slope.
|
|
</td></tr>
|
|
</table>
|
|
<h3 id="airport-tile-variables"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Airports#Airport_tile_variables">Airport tile variables</a></h3>
|
|
<p>Variables in the table below which are not supported by the version of OpenTTD being used return a value of 0.</p>
|
|
<table>
|
|
<tr><th>Variable</th><th>Value range</th><th>Comment</th></tr>
|
|
<tr><td>airport_id</td><td>0..255</td><td>
|
|
Local GRF ID of the airport type.
|
|
</td></tr>
|
|
<tr><td>airport_layout</td><td>0..255</td><td>
|
|
Airport layout number (as defined in layouts).
|
|
</td></tr>
|
|
</table>
|
|
<h3 id="global-variable-properties">Global variables properties</h3>
|
|
<p>The variables listed below should set inside an item and property block of the form:<pre class="code">
|
|
item (FEAT_GLOBALVARS) {
|
|
property {
|
|
...
|
|
}
|
|
}</pre>
|
|
</p>
|
|
<table>
|
|
<tr><th>Property</th><th>Value range</th><th>Comment</th></tr>
|
|
<tr><td>lighthouse_generate_amount</td><td>0 .. 255</td><td>Sets the frequency at which lighthouse objects are generated during map generation</td></tr>
|
|
<tr><td>transmitter_generate_amount</td><td>0 .. 255</td><td>Sets the frequency at which transmitter objects are generated during map generation</td></tr>
|
|
<tr><td>extra_station_name</td><td>[string, bitmask(EXTRA_STATION_NAME_FLAG_XXX, ...)]</td>
|
|
<td>
|
|
<p>This adds an extra station name for use when all the available station names for a given town have been used.<br />
|
|
This property may be used as many times as required.<br />
|
|
Generally the referenced string should include a <span class="code">{STRING}</span> string code, this is used for the town name.
|
|
</p>
|
|
<dl>
|
|
<dt>EXTRA_STATION_NAME_FLAG_RAIL</dt>
|
|
<dd>May be used for rail stations</dd>
|
|
<dt>EXTRA_STATION_NAME_FLAG_ROAD</dt>
|
|
<dd>May be used for road stations</dd>
|
|
<dt>EXTRA_STATION_NAME_FLAG_AIRPORT</dt>
|
|
<dd>May be used for airport stations</dd>
|
|
<dt>EXTRA_STATION_NAME_FLAG_OIL_RIG</dt>
|
|
<dd>May be used for oil rig stations</dd>
|
|
<dt>EXTRA_STATION_NAME_FLAG_DOCK</dt>
|
|
<dd>May be used for dock stations</dd>
|
|
<dt>EXTRA_STATION_NAME_FLAG_HELIPORT</dt>
|
|
<dd>May be used for heliport stations</dd>
|
|
<dt>EXTRA_STATION_NAME_FLAG_TOWN_CENTRE_ONLY</dt>
|
|
<dd>May only be used for stations near the town centre</dd>
|
|
<dt>EXTRA_STATION_NAME_FLAG_NOT_TOWN_CENTRE</dt>
|
|
<dd>May not be used for stations near the town centre</dd>
|
|
<dt>EXTRA_STATION_NAME_FLAG_NEAR_WATER_ONLY</dt>
|
|
<dd>May only be used for stations near water</dd>
|
|
<dt>EXTRA_STATION_NAME_FLAG_NOT_NEAR_WATER</dt>
|
|
<dd>May not be used for stations near water</dd>
|
|
</dl>
|
|
</td>
|
|
</tr>
|
|
<tr><td>extra_station_names_probability</td><td>0 .. 255</td>
|
|
<td>
|
|
Sets the probability that an extra station name is used even when the available default names have not been exhausted.<br />
|
|
Some station names are always used first even when this is non-zero.
|
|
</td>
|
|
</tr>
|
|
<tr><td>allow_rocks_in_desert</td><td>0 or 1</td>
|
|
<td>
|
|
Sets whether rocky tiles are allowed to generate in and remain in desert zones (tropical climate).
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
<p>Syntax example:
|
|
<pre class="code">
|
|
item (FEAT_GLOBALVARS) {
|
|
property {
|
|
lighthouse_generate_amount: 255;
|
|
transmitter_generate_amount: 0;
|
|
extra_station_name: [string(STR_STATION_NAME1), bitmask(EXTRA_STATION_NAME_FLAG_RAIL)];
|
|
extra_station_name: [string(STR_STATION_NAME2), bitmask(EXTRA_STATION_NAME_FLAG_ROAD, EXTRA_STATION_NAME_FLAG_TOWN_CENTRE_ONLY)];
|
|
}
|
|
}
|
|
</pre>
|
|
</p>
|
|
<h3 id="replace-new-sprites"><a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Replace_new_sprites">Replace new sprites</a></h3>
|
|
<table>
|
|
<tr><th>Type</th><th>Number of sprites </th><th>Comment</th></tr>
|
|
<tr><td>PROGRAMMABLE_PRE_SIGNAL</td><td>32</td>
|
|
<td>
|
|
<b>Programmable pre-signals</b>
|
|
<p>Signal graphics come in groups of 16. These groups contain sprites in the same order as sprites 1275-1290 in trg1[r].grf and <a href="https://newgrf-specs.tt-wiki.net/wiki/Action5#04_Signal_graphics.">Action 5 type 4 (signals)</a>;
|
|
red, then green, for each of: SW-facing, NE-facing, NW-facing, SE-facing, E-facing, W-facing, S-facing, N-facing.
|
|
<table>
|
|
<tr><th>Group</th><th>Contents</th></tr>
|
|
<tr><td>0</td><td>Semaphore programmable pre-signals</td></tr>
|
|
<tr><td>1</td><td>Lighted programmable pre-signals</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
<tr><td>NO_ENTRY_SIGNAL</td><td>16</td>
|
|
<td>
|
|
<b>No-entry signals</b>
|
|
<p>No-entry signal graphics come in groups of 8. These groups contain sprites in the same order as the red sprites of 1275-1290 in trg1[r].grf and <a href="https://newgrf-specs.tt-wiki.net/wiki/Action5#04_Signal_graphics.">Action 5 type 4 (signals)</a>;
|
|
red only, for each of: SW-facing, NE-facing, NW-facing, SE-facing, E-facing, W-facing, S-facing, N-facing.
|
|
<table>
|
|
<tr><th>Group</th><th>Contents</th></tr>
|
|
<tr><td>0</td><td>Semaphore no-entry signals</td></tr>
|
|
<tr><td>1</td><td>Lighted no-entry signals</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
<tr><td>MISC_GUI</td><td>1</td>
|
|
<td>
|
|
<b>Miscellaneous GUI graphics</b>
|
|
<p>There is currently one misc GUI sprite.</p>
|
|
</td>
|
|
</tr>
|
|
<tr><td>ROAD_WAYPOINTS</td><td>4</td>
|
|
<td>
|
|
<b>Road waypoint graphics</b>
|
|
<p>This is the same order and format as the drive-through bus/truck road stop sprites.</p>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
<h3 id="signal-graphics">Signal graphics using switches</h3>
|
|
<p>
|
|
This feature allows signal sprites to be specified using switches in a very similar manner to <a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Railtypes#signals">railtype signals</a> in
|
|
<span class="code">item (FEAT_RAILTYPES) { graphics { signals: ... } }</span> blocks.<br />
|
|
However this applies to all signals, not only those of a particular rail type.<br />
|
|
Railtype signal graphics have a higher priority than general signal graphics as set here.<br />
|
|
<br />
|
|
Variables: <span class="code">extra_callback_info1</span>, <span class="code">extra_callback_info2</span>, and <span class="code">terrain_type</span>
|
|
are the same as for <a href="https://newgrf-specs.tt-wiki.net/wiki/NML:Railtypes#signals">railtype signals</a>.<br />
|
|
<br />
|
|
This feature is not supported by standard OpenTTD or by standard NML.<br/>
|
|
If the use of this feature is not optional, the feature name: <span class="code">action3_signals_custom_signal_sprites</span> should be checked using the
|
|
<span class="code">extended_feature_test</span> function
|
|
and if necessary a suitable fallback used or error message shown.<br />
|
|
<br />
|
|
An <span class="code">item (FEAT_SIGNALS, custom_signals, 0) { }</span> block should be used to define properties and graphics.<br />
|
|
The graphics block should contain a single default switch.
|
|
</p>
|
|
<table>
|
|
<tr><th>Property</th><th>Value range</th><th>Comment</th></tr>
|
|
<tr><td>enable_programmable_pre_signals</td><td>0 or 1</td>
|
|
<td>
|
|
Enable programmable pre-signal graphics.<br />
|
|
Programmable pre-signals have a signal type (<span class="code">getbits(extra_callback_info2, 16, 8)</span>) of 6.
|
|
</td>
|
|
</tr>
|
|
<tr><td>enable_no_entry_signals</td><td>0 or 1</td>
|
|
<td>
|
|
Enable no-entry signal graphics.<br />
|
|
No-entry signals have a signal type (<span class="code">getbits(extra_callback_info2, 16, 8)</span>) of 7.<br />
|
|
No-entry signals always have a signal state of red.
|
|
</td>
|
|
</tr>
|
|
<tr><td>enable_restricted_signals</td><td>0 or 1</td>
|
|
<td>
|
|
Enable restricted signal flag.<br />
|
|
When enabled, bit 24 of variable <span class="code">extra_callback_info2</span> is set if the signal is restricted (has a routing restriction program attached).<br />
|
|
When enabled, the "Show restricted electric signals using default graphics" client setting and signal post recolouring is not applied.<br />
|
|
This flag must only be set if a different sprite is returned when bit 24 of <span class="code">extra_callback_info2</span> is set.
|
|
</td>
|
|
</tr>
|
|
<tr><td>enable_signal_recolour</td><td>0 or 1</td>
|
|
<td>
|
|
Enable recolouring of graphics<br />
|
|
When enabled, in addition to returning a sprite, register 0x100 may be set to the following using STORE_TEMP:
|
|
<table>
|
|
<tr><th>Bits</th><th>Meaning</th></tr>
|
|
<tr><td>0 - 23</td><td>Recolour sprite to use. Set to 0 for no recolouring.</td></tr>
|
|
<tr><td>24 - 31</td><td>Reserved, set to zero.</td></tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
<tr><td>extra_aspects</td><td>0 - 6</td>
|
|
<td>
|
|
The value is the number of additional signal aspects to use (e.g. 4-aspect signalling should use a value of 2).<br />
|
|
When set, the lowest byte of <span class="code">extra_callback_info2</span> (signal state) may have the given number of additional values starting from 02:
|
|
<table>
|
|
<tr><th>Value</th><th>Meaning</th></tr>
|
|
<tr><td>00</td><td>Red signal</td></tr>
|
|
<tr><td>01</td><td>Green signal</td></tr>
|
|
<tr><td>02</td><td>1st extra aspect (e.g. yellow)</td></tr>
|
|
<tr><td>03</td><td>2nd extra aspect (e.g. double yellow)</td></tr>
|
|
<tr><td>...</td><td>Further extra aspects...</td></tr>
|
|
</table>
|
|
<br />
|
|
The provided value is currently clamped to be within the range 0 - 6 (inclusive).<br />
|
|
N.B. Realistic braking must be enabled for additional signal aspects to be used
|
|
</td>
|
|
</tr>
|
|
<tr><td>define_style</td><td>1 - 255</td>
|
|
<td>
|
|
Define a custom signal style<br />
|
|
Signals using this style will only use this GRF, or the default graphics if no graphics are returned.<br />
|
|
The value supplied is returned in the signal_style variable.<br />
|
|
This property (and related signal style properties) may be used more than once.<br />
|
|
The total number of custom signal styles in a game is currently limited to 15.
|
|
</td>
|
|
</tr>
|
|
<tr><td>style_name</td><td>string</td>
|
|
<td>
|
|
Set the name of the most recently defined style (defined using the <span class="code">define_style</span> property).<br />
|
|
This property should be used if using the define_style property, as otherwise the style will have no name.
|
|
</td>
|
|
</tr>
|
|
<tr><td>style_electric_enabled</td><td>bitmask(SIGNAL_TYPE_XXX, ...)</td>
|
|
<td>
|
|
Set which electric signal types may be built using this signal style for the most recently defined style (defined using the <span class="code">define_style</span> property).<br />
|
|
At least one of this property and <span class="code">style_semaphore_enabled</span> should be set to a non-zero value, as otherwise
|
|
no signal types will be enabled for this custom signal style.<br />
|
|
If PROG or NO_ENTRY are set, it is not necessary to also set <span class="code">enable_programmable_pre_signals</span> or <span class="code">enable_no_entry_signals</span>.
|
|
<dl>
|
|
<dt>NORMAL</dt>
|
|
<dd>Normal/block signal</dd>
|
|
<dt>ENTRY</dt>
|
|
<dd>Pre-signal entry</dd>
|
|
<dt>EXIT</dt>
|
|
<dd>Pre-signal exit</dd>
|
|
<dt>COMBO</dt>
|
|
<dd>Pre-signal combo</dd>
|
|
<dt>PBS</dt>
|
|
<dd>Two-way PBS</dd>
|
|
<dt>PBS_ONEWAY</dt>
|
|
<dd>One-way PBS</dd>
|
|
<dt>PROG</dt>
|
|
<dd>Programmable pre-signal</dd>
|
|
<dt>NO_ENTRY</dt>
|
|
<dd>No-entry</dd>
|
|
</dl>
|
|
</td>
|
|
</tr>
|
|
<tr><td>style_semaphore_enabled</td><td>bitmask(SIGNAL_TYPE_XXX, ...)</td>
|
|
<td>
|
|
Set which semaphore signal types may be built using this signal style for the most recently defined style (defined using the <span class="code">define_style</span> property).<br />
|
|
See <span class="code">style_electric_enabled</span>, above.
|
|
</td>
|
|
</tr>
|
|
<tr><td>style_no_aspect_increase</td><td>0 or 1</td>
|
|
<td>
|
|
Set whether the most recently defined style (defined using the <span class="code">define_style</span> property) does not increase
|
|
the signal aspect with respect to the signals either side (i.e. function like a banner repeater).
|
|
</td>
|
|
</tr>
|
|
<tr><td>style_always_reserve_through</td><td>0 or 1</td>
|
|
<td>
|
|
Set whether reserve through is unconditionally enabled for the most recently defined style (defined using the <span class="code">define_style</span> property).
|
|
</td>
|
|
</tr>
|
|
<tr><td>style_lookahead_extra_aspects</td><td>0 - 6 or 255</td>
|
|
<td>
|
|
Set the look-ahead extra aspects for the most recently defined style (defined using the <span class="code">define_style</span> property).<br />
|
|
This property only makes a difference when the "realistic train braking is aspect limited" game setting is enabled.<br />
|
|
This limits the signal aspect which the hypothetical train driver can "read" from the signal without affecting signal aspect propagation to other signals, or variable <span class="code">extra_callback_info2</span>.<br />
|
|
Example values could include: 1 for traditional banner repeater signals.<br />
|
|
Shunt signals should use <span class="code">style_lookahead_single_signal_only</span> instead.<br />
|
|
The value is clamped to be less than or equal to the value set in the <span class="code">extra_aspects</span> property.<br />
|
|
<br />
|
|
As a special case, a value of 255 (0xFF) disables the "realistic train braking is aspect limited" setting entirely for signals using this style.<br />
|
|
This should only be used for signal types which are intended to emulate in-cab signalling, instead of the "driver" visually reading a signal.
|
|
</td>
|
|
</tr>
|
|
<tr><td>style_lookahead_single_signal_only</td><td>0 or 1</td>
|
|
<td>
|
|
Set the look-ahead to single signal only mode for the most recently defined style (defined using the <span class="code">define_style</span> property).<br />
|
|
This property only makes a difference when the "realistic train braking is aspect limited" game setting is enabled, or when using a different signal
|
|
type which uses <span class="code">style_combined_normal_shunt</span>.<br />
|
|
This is similar to <span class="code">style_lookahead_extra_aspects</span> with a value of 0, except the lookahead always ends at the
|
|
next signal, even if that signal type sets <span class="code">style_no_aspect_increase</span>.<br />
|
|
If enabled, this property overrides <span class="code">style_lookahead_extra_aspects</span>.<br />
|
|
This can be used for shunt signals.
|
|
</td>
|
|
</tr>
|
|
<tr><td>style_combined_normal_shunt</td><td>0 or 1</td>
|
|
<td>
|
|
Enable functioning as a combined normal aspect and shunt signal for the most recently defined style (defined using the <span class="code">define_style</span> property).<br />
|
|
When enabled and displaying a shunt aspect, the signal state in the lowest byte of <span class="code">extra_callback_info2</span> will have the value: 0xFF.
|
|
</td>
|
|
</tr>
|
|
<tr><td>style_opposite_side</td><td>0 or 1</td>
|
|
<td>
|
|
Set whether signals should be drawn on the opposite side of the track for the most recently defined style (defined using the <span class="code">define_style</span> property).
|
|
</td>
|
|
</tr>
|
|
<tr><td>style_realistic_braking_only</td><td>0 or 1</td>
|
|
<td>
|
|
Set whether signals using this style may only be built when realistic braking is enabled, for the most recently defined style (defined using the <span class="code">define_style</span> property).
|
|
</td>
|
|
</tr>
|
|
<tr><td>no_default_style</td><td>0 or 1</td>
|
|
<td>
|
|
When enabled, custom signal graphics from this GRF are only used for custom signal styles, not the default style
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
<br />
|
|
<table>
|
|
<tr><th>Variable</th><th>Value range</th><th>Comment</th></tr>
|
|
<tr><td>signal_restriction_info</td><td>bitmask(SIGNAL_RESTRICTION_INFO_XXX, ...)</td>
|
|
<td>
|
|
Information about the restricted signal status of the signal being drawn:
|
|
<dl>
|
|
<dt>RESTRICTED</dt>
|
|
<dd>The signal is restricted (has a routing restriction program attached)</dd>
|
|
<dt>RESERVE_THROUGH_ALWAYS</dt>
|
|
<dd>The attached routing restriction program unconditionally sets reserve through</dd>
|
|
<dt>MAY_REVERSE</dt>
|
|
<dd>The attached routing restriction program may allow trains to reverse behind this signal</dd>
|
|
</dl>
|
|
</td>
|
|
</tr>
|
|
<tr><td>signal_context</td><td>SIGNAL_CONTEXT_XXX</td>
|
|
<td>
|
|
Information about the context of the signal being drawn:
|
|
<dl>
|
|
<dt>GUI</dt>
|
|
<dd>The signal is being drawn in the GUI (signal window)</dd>
|
|
<dt>TRACK</dt>
|
|
<dd>The signal is being drawn on ordinary rail track</dd>
|
|
<dt>TUNNEL_BRIDGE_ENTRANCE</dt>
|
|
<dd>The signal is being drawn as a tunnel/bridge entrance signal</dd>
|
|
<dt>TUNNEL_BRIDGE_EXIT</dt>
|
|
<dd>The signal is being drawn as a tunnel/bridge exit signal</dd>
|
|
<dt>BRIDGE_MIDDLE</dt>
|
|
<dd>The signal is being drawn on the middle of a bridge</dd>
|
|
</dl>
|
|
</td>
|
|
</tr>
|
|
<tr><td>signal_context_is_tunnel</td><td>0 or 1</td>
|
|
<td>
|
|
The signal is being drawn on a tunnel entrance/exit (not a bridge)
|
|
</td>
|
|
</tr>
|
|
<tr><td>signal_context_info</td><td></td>
|
|
<td>
|
|
Above signal context variables in one variable (all of the signals_signal_context variable)
|
|
</td>
|
|
</tr>
|
|
<tr><td>signal_side</td><td>SIGNAL_SIDE_XXX</td>
|
|
<td>
|
|
<dl>
|
|
<dt>LEFT</dt>
|
|
<dd>Signals are on the left</dd>
|
|
<dt>RIGHT</dt>
|
|
<dd>Signals are on the right</dd>
|
|
</dl>
|
|
</td>
|
|
</tr>
|
|
<tr><td>signal_style</td><td>0 - 255</td>
|
|
<td>
|
|
The style ID defined using define_style for signals using a custom style, or 0 for signals using the default style
|
|
</td>
|
|
</tr>
|
|
<tr><td>signal_vertical_clearance</td><td>0 - 255</td>
|
|
<td>
|
|
Pixels of vertical clearance between the signal and any bridge above.<br />
|
|
If there is no bridge above, the value is 0xFF.
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
<p>
|
|
Custom signal sprites example:
|
|
<pre class="code">
|
|
grf {
|
|
...
|
|
}
|
|
|
|
if (!extended_feature_test("action3_signals_custom_signal_sprites")) {
|
|
error(FATAL, string(STR_UNSUPPORTED_VERSION));
|
|
}
|
|
|
|
switch (FEAT_SIGNALS, SELF, switch_signals, ...) {
|
|
...
|
|
}
|
|
|
|
|
|
item (FEAT_SIGNALS, custom_signals, 0) {
|
|
property {
|
|
enable_signal_recolour: 1;
|
|
}
|
|
|
|
graphics {
|
|
switch_signals;
|
|
}
|
|
}
|
|
</pre>
|
|
</p>
|
|
</body>
|
|
</html>
|