Difference between revisions of "NML:IndustryTiles"
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* <code style="color:darkgreen">extra_callback_info1</code>: 32 random bits, if enabled in the <code style="color:darkgreen">special_flags</code> property. |
* <code style="color:darkgreen">extra_callback_info1</code>: 32 random bits, if enabled in the <code style="color:darkgreen">special_flags</code> property. |
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Returning a sound effect in the high byte will cause that sound effect to be played. |
Returning a sound effect in the high byte will cause that sound effect to be played. |
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+ | Note: Every time the animation frame is changed the map tile will be refreshed, even if the selected graphics stay the same. Therefore using the animation frame as a timer should be avoided, and animation triggers should be preferred instead. |
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* <code style="color:darkgreen">extra_callback_info1</code>: 32 random bits, if enabled in the <code style="color:darkgreen">special_flags</code> property. |
* <code style="color:darkgreen">extra_callback_info1</code>: 32 random bits, if enabled in the <code style="color:darkgreen">special_flags</code> property. |
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* <code style="color:darkgreen">getbits(extra_callback_info2, 0, 8)</code>: Reason for the callback trigger, see the [[#Animation triggers|table]] below. Note that you need to enable the wanted triggers in the <code style="color:darkgreen">animation_triggers</code> property. |
* <code style="color:darkgreen">getbits(extra_callback_info2, 0, 8)</code>: Reason for the callback trigger, see the [[#Animation triggers|table]] below. Note that you need to enable the wanted triggers in the <code style="color:darkgreen">animation_triggers</code> property. |
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+ | Note: Every time the animation frame is changed the map tile will be refreshed, even if the selected graphics stay the same. Therefore using the animation frame as a timer should be avoided, and animation triggers should be preferred instead. |
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| anim_speed |
| anim_speed |
Latest revision as of 13:18, 2 August 2024
Vehicles, Stations, Canals, Bridges, Towns, Houses, Industries (Tiles), Cargos, Airports+Tiles, Objects, Railtypes, Roadtypes, Tramtypes, Terrain
- common props | vars | CBs
- train | roadveh | ship | aircr props
- common variables
- industry props | vars | CBs
- tile props | vars | CBs
- airport props | vars | CBs
- tile props | vars | CBs
This page contains information on industry tile properties, variables and callbacks. Industries are closely related.
Industry tile ID allocation
Industry tile IDs are local to the NewGRF, you are free to choose any ID in the 0..255-range. You should start your item definition with the 'substitute'-property, which allocates a new industry tile. The value of this property should be the ID of a default industry tile, which will be used instead of your item if it is not available for whatever reason (for example, missing NewGRF).
Furthermore, you can set the 'override'-property, which will cause the existing industry tile to be replaced with your item. You should use this if you are for example defining a coal mine which changes production more dynamically. If your type is not a direct replacement of an existing item, don't set this property.
Industry tile properties
property | value range | comment |
---|---|---|
substitute | Number of the default industry tile that replaces this one, if this industry tile is not available for some reason. This property must be set first, before any other properties or graphics. All properties of the old type are copied to your new house. | |
override | id of the default industry tile which this industry tile replaces. This will cause your industry tile to be placed instead of the default industry tile. This is ignored, if the default industry tile has already been overridden. You can define this property multiple times | |
accepted_cargos | Array with up to 3 [cargo_id, amount]-pairs. | The cargos that are accepted by this tile. CargoID is a cargo type from your cargo translation table, amount is the acceptance of the given cargo in 1/8 units. Example: to make a tile accept both COAL and IORE you could use this: accepted_cargos: [[COAL, 8], [IORE, 8]]; Example: for a tile that doesn't any cargos at all you'd use: accepted_cargos: [];
See also |
land_shape_flags |
bitmask(Land shape flags) |
|
callback_flags | bitmask(INDTILE_CBF_XXX, INDTILE_CBF_YYY) |
Do not set this, unless you use old-style callbacks. |
animation_info | Array [ANIMATION_XXX, frame-count] | XXX = [LOOPING | NON_LOOPING], 1..253 frames |
animation_speed | 0..16 |
Speed of animation, see animation speed table for the meaning of the values. |
animation_triggers | bitmask(ANIM_TRIGGER_INDTILE_XXX, ... ) |
Bitmask of triggers that will trigger the |
special_flags | bitmask(INDTILE_FLAG_XXX) |
|
Land shape flags
Flag | Meaning |
---|---|
LSF_CANNOT_LOWER_NW_EDGE | North-west edge cannot be lowered |
LSF_CANNOT_LOWER_NE_EDGE | North-east edge cannot be lowered |
LSF_CANNOT_LOWER_SW_EDGE | South-west edge cannot be lowered |
LSF_CANNOT_LOWER_SE_EDGE | South-east edge cannot be lowered |
LSF_ONLY_ON_FLAT_LAND | This tile can only be built on flat land |
LSF_ALLOW_ON_WATER | The land/water check is disabled for this tile so it can be built on water. If you need more control over this use callback "tile_check". |
Common variables
The following variables are available to both industries and industry tiles. All of them require an x, y offset. For industries, this offset is unsigned and relative to the northernmost tile. For industry tiles, it is signed and relative to the current tile.
name | value range | comment |
---|---|---|
nearby_tile_slope | SLOPE_XXX |
See tile slopes for an overview of possible values |
nearby_tile_is_water | 1 if the tile is water, 0 otherwise | |
nearby_tile_terrain_type | TILETYPE_XX | TILETYPE_NORMAL, TILETYPE_DESERT, TILETYPE_RAIN_FOREST, TILETYPE_SNOW |
nearby_tile_water_class | WATER_CLASS_XXX | XXX = [NONE | SEA | CANAL | RIVER] Note that tiles for which nearby_tile_is_water is 0 may still have a water class, e.g. industry tiles with water beneath them.
|
nearby_tile_height | 0..120 | The height of the lowest corner of the given tile. |
nearby_tile_class | ||
nearby_tile_animation_frame | 0..255 | Animation frame of the given tile |
nearby_tile_industrytile_id | 0x00aa, 0xFFbb, 0xFFFE or 0xFFFF | 0x00aa: The tile is an industry tile defined in this GRF with tile id aa. 0xFFbb: The tile is an original industry tile with id bb. 0xFFFE: The tile is an industry tile defined in another GRF. 0xFFFF: The tile is not an industry tile or it belongs to another industry. |
Industry tile variables
name | value range | comment |
---|---|---|
construction_state | 0..3 | Current construction state of the industry tile. |
terrain_type | TILETYPE_XX | TILETYPE_NORMAL, TILETYPE_DESERT, TILETYPE_RAIN_FOREST, TILETYPE_SNOW |
town_zone | The town zone of the current tile. | |
relative_x | 0..255 | X-coordinate (top right -> bottom left) of the tile relative to the northernmost tile. |
relative_y | 0..255 | Y-coordinate (top left -> bottom right) of the tile relative to the northernmost tile. |
relative_pos | 0xYYXX |
A combination of relative_x and relative_y in the format 0xYYXX. Useful if you want to check for a single position. The builtin function relative_coord(x, y) may be useful when making comparisons. |
animation_frame | 0..255 | Current animation frame. |
Industry tiles have access to the common variables described above. Additionally, they have access to the following:
name | arguments | comment |
---|---|---|
nearby_tile_is_same_industry | x, y | Parameters indicate a signed tile offset relative to the current tile. Returns 1 if the tile is part of the same industry, 0 otherwise |
Industry tile callbacks
callback | return value | comment |
---|---|---|
default | Sprite layout | Graphics for the industry tile |
random_trigger | N/A |
See random switch for more information. |
anim_next_frame | Next animation frame or CB_RESULT_XXX | Called for every animation frame, returns the next frame to display. Alternatively, return CB_RESULT_NEXT_FRAME or CB_RESULT_STOP_ANIMATION to show the next frame or stop animation, respectively.
Returning a sound effect in the high byte will cause that sound effect to be played. Note: Every time the animation frame is changed the map tile will be refreshed, even if the selected graphics stay the same. Therefore using the animation frame as a timer should be avoided, and animation triggers should be preferred instead. |
anim_control | Next animation frame or CB_RESULT_XXX |
Called whenever an animation trigger happens. Return the animation frame to show, or CB_RESULT_XXX with XXX = [CB_RESULT_START_ANIMATION | STOP_ANIMATION | DO_NOTHING] to respectively start the animation in its current frame, stop the animation or do nothing. Returning a sound effect in the high byte will cause that sound effect to be played.
Note: Every time the animation frame is changed the map tile will be refreshed, even if the selected graphics stay the same. Therefore using the animation frame as a timer should be avoided, and animation triggers should be preferred instead. |
anim_speed | 0 .. 16 | Decide the time an animation frame should last. Return value is interpreted as (num_ticks = 2^anim_speed), which each tick lasting 30 ms. Avoid using this callback if possible, since it has to be called each tick for every animated tile. This can be used to create animation frames that last between 30 ms and 33 minutes. |
cargo_type_accept | type1 + (type2 << 5) + (type3 << 10) | Decide the cargo types that this tile accepts. If this callback is not implemented or fails, the values from accepted_cargos are used instead. Bits 0..4: First cargo type. Bits 5..9: Second cargo type. Bits 10..14: Third cargo type.
|
cargo_amount_accept | amt1 + (amt2 << 4) + (amt3 << 8) | Acceptance for each cargo amount in 1/8th. If this callback is not implemented or fails, the values from accepted_cargos are used instead. Cargo types are from the cargo_type_accept callback, or the accepted_cargos property if that callback failed. Bits 0..3: Acceptance of first cargo type. Bits 4..7: Acceptance of second cargo type. Bits 8..11: Acceptance of third cargo type.
|
tile_check |
Same as for the location_check industry callback |
Called before constructing the industry, so nothing exists on the map yet. Since the industry isn't built yet, so you can't access industry variables. From the tile variables, relative x/y/position, town zone are available, as well as the class, height, slope, terrain type and water status of nearby tiles.
Note: use of this callback will deactivate the use of the landshape flags. If this callback is not implemented or fails, the |
foundations | CB_RESULT[_NO]_FOUNDATIONS | Return CB_RESULT_FOUNDATIONS to draw standard foundations (default) or CB_RESULT_NO_FOUNDATIONS to not draw them. |
autoslope | CB_RESULT[_NO]_AUTOSLOPE | Return CB_RESULT_AUTOSLOPE to allow autoslope (altering the ground below a tile) or CB_RESULT_NO_AUTOSLOPE to disallow it. |
Location check results
The following values can be used as return values for the location_check
callback for industries
and the tile_check
callback for industry tiles and objects.
return value | meaning |
---|---|
string(..) | Item can't be built, show the string as error message. |
CB_RESULT_LOCATION_ALLOW | Item can be built. |
CB_RESULT_LOCATION_DISALLOW | Item can't be built, display the default error message. This is "site unsuitable" for industries and industry tiles, and "land sloped in wrong direction" for objects. |
CB_RESULT_LOCATION_DISALLOW_ONLY_RAINFOREST | Item can't be built, display the "...can only be built in rainforest areas" error message. |
CB_RESULT_LOCATION_DISALLOW_ONLY_DESERT | Item can't be built, display the "...can only be built in desert areas" error message. |
CB_RESULT_LOCATION_DISALLOW_ONLY_ABOVE_SNOWLINE | Item can't be built, display the "...can only be built above the snow-line" error message. |
CB_RESULT_LOCATION_DISALLOW_ONLY_BELOW_SNOWLINE | Item can't be built, display the "...can only be built below the snow-line" error message. |
CB_RESULT_LOCATION_DISALLOW_NOT_ON_OPEN_SEA | Item can't be built, display the "...can't build on open sea" error message. |
CB_RESULT_LOCATION_DISALLOW_NOT_ON_CANAL | Item can't be built, display the "...can't build on canal" error message |
CB_RESULT_LOCATION_DISALLOW_NOT_ON_RIVER | Item can't be built, display the "...can't build on river" error message. |
Animation triggers
Trigger | Meaning |
---|---|
ANIM_TRIGGER_INDTILE_CONSTRUCTION_STATE | the construction state changes |
ANIM_TRIGGER_INDTILE_TILE_LOOP | the tile is processed in the periodic processing loop |
ANIM_TRIGGER_INDTILE_INDUSTRY_LOOP | the industry of the tile is processed in the periodic processing loop (synchronized for all tiles) |
ANIM_TRIGGER_INDTILE_RECEIVED_CARGO | the industry of the tile receives input cargo from a station (synchronized for all tiles) |
ANIM_TRIGGER_INDTILE_DISTRIBUTES_CARGO | the industry distributes its output cargo to one of the stations nearby (synchronized for all tiles) |