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VarAction2Vehicles
Variational Action 2 Variables for Vehicles
a OpenTTD r13376, TTDPatch r2216 b Variable 47 refers to the default cargo of the vehicle, when in purchase list. This differs from the cargo used in Action 3, which is 0xFF in purchase list. The "refit cycle" (F2) is currently always zero in the purchase list. c This is the current date. d OpenTTD r20165. For other 80+x variables confer the TTD vehicle structure. Variables 40, 41, 42 and 43 are cached. This means that while they are in principle computationally expensive, they can be used without impacting performance. Variables 45 and 60 are also computationally expensive but cannot be cached, and should therefore be used sparingly. If possible 80+x variables are to be preferred. Cached variables are updated when the game is loaded, when the consist enters or is rearranged in a depot, and when the train reverses. In the purchase list only a few variables are available. Especially the front vehicle (related object) cannot be accessed, nor other articulated parts. Position and length (40, 41)Format: 00nnbbff
For variable 40, these numbers refer to the whole consist, but for variable 41, they only refer to the chain of consecutive vehicles with the same ID as the current wagon (including itself, but possibly excluding the engine): ![]() Note however, that accessing the "related" object (i.e. the locomotive) doesn´t make much sense for vars 40/41, except for var40 when in a callback 1D chain. Consist cargo (42)Format: uuiicctt
Note that even if the grf file has installed a cargo translation table, the value in "cc" is the actual bit number of that cargo. The reason for this is that it cannot be translated in general, because different vehicles can be from different .grf files and have different translation tables. Use variable 47 if you want the translated cargo type. If used with variational action 2 type 81 (vehicle) it returns only cargo from this vehicle on, with type 82 (engine) that of the whole consist. Player info (43)Format: Ccttmmnn
This variable is available in the purchase list as well (since 2.5 beta 2). Since r1497, when the vehicle sprite is being displayed in an exclusive offer window or new vehicle news message, or in other circumstances when no player is associated with the vehicle, nn will be FF. Aircraft info (44)Format: xxxxhhtt (available from 2.0.1 alpha 48) hh is the height of the aircraft above ground, or more properly above the height of its shadow. Buildings, including the heliport, don't count as "ground", i.e. to get the height above a heliport, you have to subtract the heliport height from hh. tt is the type of the current airport: 0=small, 1=large, 2=heliport, 3=oil rig. The current airport is the target airport for aircraft that have finished the ascent and are in flight. Curvature info (45)Format: xxxTxBxF (available from 2.0.1 alpha 58) This returns the amount of curvature between the adjacent wagon pairs. It is useful for train vehicles that normally tilt in curves. The curvature is the difference in direction between the surrounding vehicles: F = for the front pair (previous wagon to current wagon, 0 if vehicle is first) B = for the back pair (current wagon to next wagon, 0 if wagon is last) T = for the triplet (previous wagon to next wagon; is zero in an S-bend) Possible values:
Motion counter (46)Format: 32-bit value (available from 2.0.1 alpha 59) This variable counts the amount of motion that a vehicle has done. It is only valid for the first vehicle in a consist (i.e. use var.action 2 type 82!). Its value is in units of 1/4096 of a tile. A vehicle actually moves visibly every time the motion counter increases by 256, and since a tile consists of 16 such subunits, 16*256=4096 motion units mean motion across one tile. The most useful way to access it is probably with <shiftnum>=08 and an appropriate <andmask>. For example, to achieve an animation with one frame per vehicle motion and 16 frames in total for motion across an entire tile, you would use <shiftnum>=08 and <andmask>=0F. For an animation with one frame every two vehicle motions and 4 frames total, use <shiftnum>=09 and <andmask>=03. If the vehicle is going very fast (>160 mph for trains), it may move by several 1/16ths of a tile at once, and thus some frames may be skipped, but the animation will still remain in sync with the motion. Note that vehicle graphics are only updated every time the vehicle actually moves, so checking the lower byte is probably pointless, and only needed internally to achieve sufficient precision. Vehicle cargo info (47)Format: ccccwwtt
Note that if the grf has installed a cargo translation table, the value in "tt" is the slot number in that table, irrespective of which actual slot or bit the cargo is using in the game. If a table has been installed, but the current cargo is not listed there, "tt" will be set to FF. Unlike variable 42, this variable returns the info of the current vehicle only, not the consist. Vehicle type information (48)Format: xxxxxxff The bits of ff are:
All other bits in ff are undefined and must be masked out. This variable is available in the purchase list as well (since 2.5 beta 2). Info about current rail type for trains (4A)Format: xxxxFFrr (available from OpenTTD r20165) The lower byte (rr) contains the (translated) rail type the train vehicle is currently driving on. If the rail type has no entry in the rail type translation table of the GRF, this value will be 0xFF. If no translation table is present, the raw value will be returned. The next byte (FF) contains the following flags:
All other bits are undefined. All other bytes and the result for non-rail vehicles are undefined. Count Veh.ID occurence (60)Format: xxxxxxnn (available from 2.0.1 alpha 57) The 60+x parameter is the vehicle ID to look for, and the returned nn is the number of vehicles in the consist that have this ID. If used with var.action 2 type 81, only the current vehicle and onwards will be check, with var.action 2 type 82, all vehicles in the consist will be counted. Modflags (FE and FF)The bits in FE mostly relate to gradualloading. A few useful bits for grf authors are;
* This bit is only accurate for the first vehicle in the consist. variable FF is actually the high byte of variable FE, so FE bit 8 is the same as FF bit 0. Created by: system last modification: Friday 23 of July, 2010 [07:04:57 UTC] by mb |
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