From ede2ceb9b9e910bc7c97f659ec7b61355c89bec7 Mon Sep 17 00:00:00 2001 From: Jonathan G Rennison Date: Thu, 17 Feb 2022 01:57:44 +0000 Subject: [PATCH] Documentation: Initial road stops NewGRF documentation --- docs/newgrf-additions.html | 5 + docs/newgrf-roadstops.html | 317 +++++++++++++++++++++++++++++++++++++ 2 files changed, 322 insertions(+) create mode 100644 docs/newgrf-roadstops.html diff --git a/docs/newgrf-additions.html b/docs/newgrf-additions.html index e550e59376..623394551f 100644 --- a/docs/newgrf-additions.html +++ b/docs/newgrf-additions.html @@ -670,5 +670,10 @@ -1 sprites/sample.png 546 8 09 23 33 -26 0 -1 sprites/sample.png 594 8 09 23 33 -5 0 +

Available features:

+ + + +
Feature nameDescription
road_stopsCustom road stops (bus stops, lorry stops and road waypoints)
diff --git a/docs/newgrf-roadstops.html b/docs/newgrf-roadstops.html new file mode 100644 index 0000000000..3c95fef7dc --- /dev/null +++ b/docs/newgrf-roadstops.html @@ -0,0 +1,317 @@ + + + + + JGR's Patchpack - NewGRF Road Stops Addition to NewGRF Specifications + + + +

NewGRF Road Stops Addition to NewGRF Specifications in JGR's Patchpack

+

This document describes the non-standard addition of the NewGRF road stops feature to the Official OpenTTD NewGRF Specifications, as implemented in this patchpack.
+ This feature does not match OpenTTD PR #7955 in a number of key areas, this feature may not necessarily match implementations of NewGRF road stops in other patches, branches, etc.
+ This feature as implemented here MAY also be present in other patchpacks.

+

See the NewGRF additions document for background information on additions to the NewGRF specifications.

+

A subset of the functionality listed below is (will be) also supported in a fork of NML, see the associated NML road stops and NML additions documents for more details.

+

NewGRFs which use this feature SHOULD use the feature testing mechanism to check whether the road stop feature and/or feature ID mapping is supported.

+

NewGRFs which use this feature MUST use the feature ID mapping mechanism to map the non-standard NewGRF road stop feature to a local feature ID.

+

This feature is indicated by the feature name: road_stops, version 1.
+ The feature name to use for feature ID mapping is road_stops.

+ + +

Actions: +

+ +

Action 0 - Road Stops

+ +

See the Action 0 Specification for background information.

+ + Properties: + + + + + + + + + + + + + + + +
NumberMappable nameSize in bytesDescription
08roadstop_class_id4Class ID
09roadstop_stop_type1Stop type availability
0Aroadstop_stop_name2Name
0Broadstop_class_name2Class name
0Croadstop_draw_mode1Draw mode
0Droadstop_random_trigger_cargoes4Random trigger cargoes
0Eroadstop_animation_info2Animation info
0Froadstop_animation_speed1Animation speed
10roadstop_animation_triggers2Animation triggers
11roadstop_callback_mask1Callback flags
12roadstop_general_flags4General flags
13roadstop_min_bridge_height6Minimum bridge heights
14roadstop_disallowed_bridge_pillars6Disallowed bridge pillars
+ +

Road stop class ID (08, or mappable property: roadstop_class_id)

+

This property sets the road stop class ID for this road stop ID.
+ This property must be used first before any other property for this road stop ID.
+ Two class names are pre-defined: + + + + +
NameClass IDMeaning
DFLT44 46 4C 54Default bus and lorry stops
WAYP57 41 59 50This class is used for road waypoints
+ All classes except WAYP are used for bus and/or lorry stops.
+ This functions the same way as station (feature 4) property 08.
+ The property length is 4 bytes. +

+

Road stop type availability (09, or mappable property: roadstop_stop_type)

+

This property sets the road stop type availability, this is ignored for road stops in the WAYP class.
+ The property length is 1 byte. The format is: + + + + + +
ValueMeaning
0Passenger/bus stop
1Freight/lorry stop
2Both passenger/bus and freight/lorry stops
+ The default value is 2 (both bus and lorry stops). +

+

Road stop name (0A, or mappable property: roadstop_stop_name)

+

This property sets the road stop name string ID.
+ The property length is 2 bytes. This should be a D8xx or DCxx string ID.

+

Road stop class name (0B, or mappable property: roadstop_class_name)

+

This property sets the road stop class name string ID.
+ The property length is 2 bytes. This should be a D8xx or DCxx string ID.

+

Road stop draw mode (0C, or mappable property: roadstop_draw_mode)

+

This property sets the road stop draw mode.
+ The property length is 1 byte. The format is: + + + + +
BitValueMeaning
01Bay stops: Draw road type ground sprite
12Drive through stops: Draw road/tram type overlays
+ The default value is 3 (bits 0 and 1 both set). +

+

Road stop random trigger cargoes (0D, or mappable property: roadstop_random_trigger_cargoes)

+

This property sets the cargo types for random triggers.
+ This functions the same way as station (feature 4) property 12.
+ This sets which cargo types should trigger re-randomizing. The cargo types are given as a bitmask of the bits from column 3 (type B) in CargoTypes. If nothing is set (the default), the no random triggers will happen, to conserve CPU time.
+ With GRF version 7 and above, the interpretation of bits changes. Instead of climate-dependent cargo slot numbers (type B), you have to set the bits of climate-independent cargo ID (type A).
+ The property length is 4 bytes.

+

Road stop animation info (0E, or mappable property: roadstop_animation_info)

+

This property sets the cargo types for random triggers.
+ This functions the same way as station (feature 4) property 16.
+ The low byte specifies the number of animation frames minus one, so 00 means 1 frame, 01 means 2 frames etc. The maximum number of frames is 256, although you can have some problems if your animation exceeds FD (253) frames. + The high byte must be 0 for non-looping animations and 01 for looping animations. Every other value is reserved for future use. + In addition, if the whole word contains FFFF, animation is turned off for this station (this is the default value). Since you can't have properties for individual station tiles, this property applies for every tile of the station. + If you don't want to animate some tiles, you should check the current position during callback 140 and return FD if the current tile doesn't need to be animated. If you also need animations of different length per tile, you'll have to use callback 141 for that.
+ The property length is 2 bytes.

+

Road stop animation speed (0F, or mappable property: roadstop_animation_speed)

+

This property sets the cargo types for random triggers.
+ This functions the same way as station (feature 4) property 17.
+ This is the amount of time between switching frames. The default value is 2, which means the switch occurs every 108 milliseconds. Increasing this value by one doubles the wait, i.e. 3 will cause 216 ms delay, while 4 will pause 432 ms, and so on. + The minimum is 0, which means the fastest possible animation, changing frames every game tick (27ms). The maximum is 16, which means 1769 seconds (approx. half an hour) delay. Settings above this value may cause strange behaviour.
+ The property length is 1 byte.

+

Road stop animation triggers (10, or mappable property: roadstop_animation_triggers)

+

This property sets the cargo types for random triggers.
+ This functions the same way as station (feature 4) property 18.
+ This is a bit mask of events that should trigger callback 140, allowing to change the animation state.
+ + + + + + + + + +
BitValueMeaningHappens onVar 18
01Road stop is builtnewly built tile
12New cargo arrives at stationall tilesBits 8..15 contain the triggering cargo type
24Cargo removed from stationall tilesBits 8..15 contain the triggering cargo type
38Road vehicle enters stop (starts loading/unloading)tile where the vehicle is
410Road vehicle leaves stop (done loading/unloading)tile where the vehicle is
520Road vehicle loads/unloads cargotile where the vehicle is
640Every 250 ticksall tiles
+ For bits 1 and 2: bits 8..15 of var 18 contain the triggering cargo type. If your GRF has a cargo translation table, the cargo type will be an index in that table, or FFh if the cargo isn't in the table. If you don't have a cargo translation table, the cargo type will simply be the climate-dependent cargo type number.

+

Road stop callback flags (11, or mappable property: roadstop_callback_mask)

+

This property enables callbacks for this road stop type.
+ The property length is 1 byte. The format is: + + + + + +
BitValueVariable 0C valueCallback
0113Whether to make road stop available in construction window (non-zero callback return) or not (callback returns zero)
12141Decide next animation frame
24142Decide animation speed
+ Variable 0C value is what variable 0C will be set to, for checking it in the VarAction2 for callbacks.
+ The default value is 0 (no callbacks enabled). +

+

Road stop general flags (12, or mappable property: roadstop_general_flags)

+

This property sets general flags for this road stop type.
+ The property length is 4 bytes. The format is: + + + +
BitValueMeaning
01Callback 141 needs random bits in variable 10
+ The default value is 0 (no flags enabled). +

+

Road stop minimum bridge heights (13, or mappable property: roadstop_min_bridge_height)

+

This property allows or disallows building bridges over road stops.
+ The bridge height property defines minimum clearances required for a bridge for each of the 6 views/rotations (or 0 to not allow any bridge). Values are given in height level units (1 level == 8px).
+ Each height value is 1 byte, the total property length is 6 bytes. +

+

Road stop disallowed bridge pillars (14, or mappable property: roadstop_disallowed_bridge_pillars)

+

This property describes which bridge pillars are not allowed on the road stop tile.
+ It consists of a set of pillar flags, for each of the 6 road stop views/rotations.
+ Each set of flags is 1 byte, the total property length is 6 bytes.
+ Each set of flags has the format described in the bridge_pillar_flags property section. +

+ +

+

The 6 road stop views/rotations are described below.
+ + + + + + + + +
Views/rotationTypeDescription
0BayFacing north-east
1BayFacing south-east
2BayFacing south-west
3BayFacing north-west
4Drive-throughX-axis: north-east to south-west
5Drive-throughY-axis: north-west to south-east
+

+
+ +

Action 2 - Road Stops

+ +

See the Action 2 Specification for background information.

+ +

Road stops use the special sprite layout format, the same as Action 2 features: 7 (house), 9 (industry tile), F (object), 11 (airport tile).

+
+ +

Variational Action 2 - Road Stops

+ +

See the Variational Action 2 Specification for background information.

+ + Variables: + + + + + + + + + + + + + + + + + + + + + + + +
NumberMappable nameDescription
40roadstop_viewView/rotation
41roadstop_typeStop type
42roadstop_terrain_typeTerrain type
43roadstop_road_typeRoad type
44roadstop_tram_typeTram type
45roadstop_town_zoneTown zone and Manhattan distance of town
46roadstop_town_distance_squaredSquare of Euclidean distance of town
47roadstop_company_infoPlayer/company info
48Bitmask of accepted cargoes (BaseStation)
49roadstop_animation_frameCurrent animation frame
60Amount of cargo waiting (BaseStation)
61Time since last cargo pickup (BaseStation)
62Rating of cargo (BaseStation)
63Time spent on route (BaseStation)
64Information about last vehicle picking cargo up (BaseStation)
65Amount of cargo acceptance (BaseStation)
66roadstop_animation_frame_nearby_tilesAnimation frame of nearby tile
67roadstop_land_info_nearby_tilesLand info of nearby tiles
68roadstop_road_stop_info_nearby_tilesRoad stop info of nearby tiles
69Information about cargo accepted in the past (BaseStation)
6Aroadstop_road_stop_grfid_nearby_tilesGRFID of nearby road stop tiles
+ +

Road stop view/rotation (40, or mappable variable: roadstop_view)

+

This has the range 0 - 5, see the 6 road stop views/rotations

+ +

Road stop type (41, or mappable variable: roadstop_type)

+

+ + + + + +
ValueMeaning
0Passenger/bus stop
1Freight/lorry stop
2Road waypoint
+

+ +

Road stop tile/terrain type (42, or mappable variable: roadstop_terrain_type)

+

This has the same value as object (feature F) variable 41.

+ +

Road stop road type (43, or mappable variable: roadstop_road_type)

+

This has the value of the (translated) roadtype the road stop is built on, or the current roadtype in the build GUI. If the roadtype has no entry in the roadtype translation table of the GRF, this value will be 0xFF. If no translation table is present, the raw value will be returned. Note: only exact matches of roadtypes are reported. If the translation table of the GRF does not contain the exact roadtype 0xFF is returned.
+ If the tile has no road at all (tram only) 0xFFFFFFFF is returned.

+ +

Road stop tram type (44, or mappable variable: roadstop_road_type)

+

This has the value of the (translated) tramtype the road stop is built on, or the current tramtype in the build GUI. If the tramtype has no entry in the tramtype translation table of the GRF, this value will be 0xFF. If no translation table is present, the raw value will be returned. Note: only exact matches of tramtypes are reported. If the translation table of the GRF does not contain the exact tramtype 0xFF is returned.
+ If the tile has no tram at all (road only) 0xFFFFFFFF is returned.

+ +

Town zone and Manhattan distance of town (45, or mappable variable: roadstop_town_zone)

+

The town used is the one associated with the station/waypoint (this is in the station/waypoint name by default). + + + + +
BitsMeaning
0 - 15Manhattan distance from town
16 - 24Town zone
+

+ +

Square of Euclidean distance of town (46, or mappable variable: roadstop_town_distance_squared)

+

The town used is the one associated with the station/waypoint (this is in the station/waypoint name by default).

+ +

Player/company info (47, or mappable variable: roadstop_company_info)

+

This has the same value as vehicle (features 0 - 3) variable 43.
+ The company used is the owner of the station/waypoint, not the owner of the underlying road and/or tram.

+ +

Current animation frame (49, or mappable variable: roadstop_animation_frame)

+

This has the same value as station (feature 4) variable 4A.

+ +

Animation frame of nearby tile (66, or mappable variable: roadstop_animation_frame_nearby_tiles)

+

This has the same value as station (feature 4) variable 66.

+ +

Land info of nearby tile (67, or mappable variable: roadstop_land_info_nearby_tiles)

+

This has the same value as industry tile (feature 9) variable 60.

+ +

Road stop of mearby tile (68, or mappable variable: roadstop_road_stop_info_nearby_tiles)

+

This has a similar value to station (feature 4) variable 68.
+ + + + + + + + +
BitsMeaning
0 - 7If the tile is defined in the current GRF, this is the setID used in the definition. Otherwise, the content is undefined.
8 - 9 + 0 - The tile uses original TTD graphics
+ 1 - The tile is defined in the current GRF
+ 2 - The tile is defined in another GRF +
10Set if the selected tile belongs to the current station, clear otherwise
11Clear if the selected tile has the same view/rotation, set if a different view/rotation
14 - 12View/rotation of the selected tile
+

+ +

GRFID of nearby road stop tile (6A, or mappable variable: roadstop_road_stop_grfid_nearby_tiles)

+

This has the same value as station (feature 4) variable 6A.

+ +
+

Random Action 2 - Road Stops

+ +

See the Random Action 2 Specification for background information.

+ +

Road stops have 16+8 random bits. Bits 0 to 15 are a property of the station as a whole, and bits 16 to 23 are different for each tile. + + + + + + + + +
BitValueTrigger
001New cargo waiting
102No more cargo
204Road vehicle arrives (starts unloading/loading)
308Road vehicle leaves (done unloading & loading)
410Road vehicle loads or unloads cargo
+ Note that a road vehicle arrives trigger does not imply that the stop was previously empty, and a road vehicle leaves trigger does not imply that the stop is now empty.

+

+ Also note that none of the above triggers will actually trigger unless property 0D/roadstop_random_trigger_cargoes has at least one bit set.
+ Triggers 01 will be triggered for any of the cargo types set in property 0D/roadstop_random_trigger_cargoes, but trigger 02 will only be triggered if all of those cargo types have no more cargo waiting.
+ Triggers 04 and 08 are triggered no matter what cargo types the train transports, as long as property 0D/roadstop_random_trigger_cargoes is not zero.
+ Triggers 04, 08, and 10 only affect the tile on which they occur, as well as the random bits of the station, but not other tiles. +

+
+ +

Action 3 - Road Stops

+ +

See the Action 3 Specification for background information.

+ +

Road stops have the same Action 3 cargo-type values as feature 4 (station).

+ + + +