NML:Railtypes

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Revision as of 15:26, 24 August 2011 by Oberhümer (talk | contribs) (3RDR is not a default type and the label for maglev is MGLV, as can be seen on the very page linked to)
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Props, Vars and CBs

Railtypes can only be defined in OpenTTD Supported by OpenTTD 1.0 (r18969)1.0 or later.


Railtype properties

property value range comment
label 4-byte string names of default rail types: "RAIL", "ELRL", "MONO", "MGLV". See the List of railtype labels in the NewGRF Specs for currently defined custom labels.
introduction_date date(yyyy,mm,dd)

Supported by OpenTTD 1.1 (r21842)1.1 Valid range for yyyy is 0 ... 5000000.

name string Caption of the build rail toolbar
menu_text string Shown in the dropdown menu for all railtypes
build_window_caption string Caption of the build vehicle window
autoreplace_text string String for the autoreplace window
new_engine_text string String for the "We have invented a new <rail type> engine" news message
compatible_railtype_list list of railtype labels Provide a list of rail types that trains of this type can also run on. e.g. ["RAIL", "ELRL", "MONO"]
powered_railtype_list list of railtype labels Provide a list of rail types that trains of this type are powered on.
railtype_flags bitmask(RAILTYPE_FLAG_XXX, ...) NO_LEVEL_CROSSING] Flags enable catenary and/or disable level crossings.
curve_speed_multiplier 0...65525 max curve speed is defined as multiple of the base curve speed (see below)
station_graphics RAILTYPE_STATION_NORMAL, RAILTYPE_STATION_MONORAIL, RAILTYPE_STATION_MAGLEV Type of station graphics to use for the default stations
construction_cost 0 ... 65525

Supported by OpenTTD 1.1 (r19307)1.1 per piece of track as multiplier to PR_BUILD_RAIL base cost.

speed_limit 0 ... 65525 km/h (speed units) A speed limit of 0 means unlimited speed
acceleration_model ACC_MODEL_RAIL, ACC_MODEL_MONORAIL, ACC_MODEL_MAGLEV ACC_MODEL_RAIL and ACC_MODEL_MONORAIL behave the same currently
map_colour 0 ... 255

Supported by OpenTTD 1.1 (r19307)1.1 entry in the colour palette.

requires_railtype_list list of railtype labels

Supported by OpenTTD 1.1 (r21842)1.1 List of rail types on that need to be available to the company of the player for this rail type to be introduced at (or after) the introduction date. This limit does not apply when the rail type is introduced by the introduction of a vehicle.

introduces_railtype_list list of railtype labels

Supported by OpenTTD 1.1 (r21841)1.1 List of rail types that get introduced when this rail type is introduced. For example, to make sure that when a fast rail type is introduced the slow variant exists.

sort_order 0 ... 255

Supported by OpenTTD 1.1 (r21866)1.1 number which defines the sort order among rail types. If this entry is not defined, it gets assigned sort order n*10+7 for the n-th railtype.

Sort order

The sort_order influences the sort order of the drop down lists with rail types. Default values are as follows:

Value Meaning
07 normal rail
17 electrified rail
27 monorail
37 maglev
n7 railtype #n

Thus the rail type that (internally) gets index 8 will get a default value of 87. These defaults are to keep the ordering when this property is not supported as they were.

Base speeds for curves

The base speeds relevant for the curve_speed_multiplier are:

curve length base speed [km/h]
0 (90 degree turn) 30
1 44
2 55
3 66
4 75
5 84
6 91
7 98
8 103
9 108
10 111
11 114
12+ 115


Railtype variables

name value range comment
terrain_type TILETYPE_NORMAL, TILETYPE_DESERT, TILETYPE_RAIN_FOREST, TILETYPE_SNOW
enhanced_tunnels 0 should custom tunnel entrances be modified other values than 0 might be returned
level_crossing_status LEVEL_CROSSING_CLOSED, LEVEL_CROSSING_OPEN
build_date 0 .. 5000000 for depots only: build date of the depot in days since 0


Railtype callbacks

For rail types a number of callbacks are used to define rail type graphics. Each should refer to a sprite set containing the relevant sprites. Refer to the example railtype grf for an example on what sprites are needed in what order.

callbacks number of sprites meaning
gui 16 4 rail directions, autorail, depot, tunnel and convert rail sprites for rail menu
track_overlay* 10 6 flat and 4 slope sprites. Track without landscape
underlay* 16 6 flat and 4 slope, one crossing WITH track, 5 junction pieces without track. Tracks with foundations but without landscape
tunnels* 4 4 track sprites, one for each tunnel entrance. Only track with foundations, no landscape
catenary_wire 28
catenary_pylons 8
bridge_surfaces* 6
level_crossings* 10 For each direction: one track sprite and 4 sprites for road lights etc
depot 6 2 sprites for each south-ish, 1 sprite for each north-ish depot. Like original depots.
fences 8 x, y, vertical, horizontal, SW, SE, NE and NW slopes like original fences at sprite 1301

The entries marked by * are required. If a non-required callback is not implemented or fails, graphics from the fallback railtype (picked via the station_graphics property) will be used instead.
Note that there is no "default graphics"-callback.

Example

A typical implementation for railtypes can look like:

 item(FEAT_RAILTYPES, elrail, 0x01) {
     property {
         label:                      "SHIN";
         name:                       string(STR_EL_RAIL);
         menu_text:                  string(STR_EL_RAIL);
         build_window_caption:       string(STR_BUILD_CAPTION);
         autoreplace_text:           string(STR_AUTOREPLACE);
         new_engine_text:            string(STR_NEW_ENGINE);
         compatile_railtype_list:    ["SHIN","RAIL","ELRL"];                   // Tracks of rail and electrified rail are compatible
         powered_railtype_list:      ["ELRL","SHIN"];                          // But we got only power when we have electricity
         railtype_flags:             bitmask(RAILTYPE_FLAG_NO_LEVEL_CROSSING); // High speed tracks should not have level crossings
         curve_speed_multiplier:     1;
         station_graphics:           RAILTYPE_STATION_MAGLEV;                  // We want the most modern stations
         construction_cost:          32;                                       // should be pretty steep
         speed_limit:                500 km/h;
         acceleration_model:         ACC_MODEL_RAIL;                           // This is still rail, though
     }
     graphics {
         track_overlay:   ground_switch_overlay;     // defines the sprites drawn as overlay for junctions and highlight
         underlay:        ground_switch_underlay;    // defines the usual tracks and the underlay for junctions
         level_crossings: level_crossing_switch;     // defines level crossings including traffic lights and blocking bars
         tunnels:         tunnel_switch;             // defines the tracks drawn on a funnel tile
         depots:          depot_switch_electric;     // defines the depot sprites
         bridge_surfaces: bridge_terrain_switch;     // defines the overlay drawn over bridges
         fences:          fences_set;                // defines the look of fences
         // we don't define catenery wire and pylons, thus we use the default which comes with the base graphics.
     }
 }

The switches and graphics blocks are defined in the usual way as described in sections switches, random switches and graphics block sections.