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2 <html>
4 <head>
5 <meta name="Author" content="Marcin Grzegorczyk">
6 <meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays">
7 <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
8 <title>OpenTTD Landscape Internals</title>
9 </head>
11 <body>
13 <h3><a name="Landscape">Landscape</a></h3>
14 <p>
15 For a graphical representation of the tile-layout have a look at
16 <a href="landscape_grid.html">Landscape grid</a> page.
17 </p>
18 <p>Nine attributes (counting &quot;<span style="font-weight: bold;">type</span>&quot; and
19 &quot;<span style="font-weight: bold;">height</span>&quot;) hold the information about a tile.<BR>
20 These attributes are referred to as
21 &quot;<span style="font-weight: bold;">type</span>",
22 &quot;<span style="font-weight: bold;">height</span>",
23 &quot;<span style="font-weight: bold;">m1</span>&quot;, &quot;<span style="font-weight: bold;">m2</span>&quot;,
24 &quot;<span style="font-weight: bold;">m3</span>&quot;, &quot;<span style="font-weight: bold;">m4</span>&quot;,
25 &quot;<span style="font-weight: bold;">m5</span>&quot;, &quot;<span style="font-weight: bold;">m6</span>&quot;
26 and "<span style="font-weight: bold;">m7</span>".<br>
27 The most important value is the class of a tile, stored in the upper 4 bits
28 of the <span style="font-weight: bold;">type</span> attribute.
29 </p>
31 Frequently repeating patterns:
32 <ul>
33 <li><span style="font-weight: bold;">type</span>
34 <ul>
35 <li>
36 <a name="type"></a>
37 Bits 7..4:
38 <table border="1" style="width: 30em;">
39 <tr bgcolor="#CCCCCC"><td colspan="2">The tile type.</td></tr>
40 <tr><td style="width: 5em;"><tt>00</tt></td><td>Ground</td></tr>
41 <tr><td><tt>01</tt></td><td>Railway tracks</td></tr>
42 <tr><td><tt>02</tt></td><td>Roads</td></tr>
43 <tr><td><tt>03</tt></td><td>Town building</td></tr>
44 <tr><td><tt>04</tt></td><td>Trees</td></tr>
45 <tr><td><tt>05</tt></td><td>Station tiles</td></tr>
46 <tr><td><tt>06</tt></td><td>Water</td></tr>
47 <tr><td><tt>07</tt></td><td>Void</td></tr>
48 <tr><td><tt>08</tt></td><td>Industries</td></tr>
49 <tr><td><tt>09</tt></td><td>Tunnel / bridge</td></tr>
50 <tr><td><tt>0A</tt></td><td>Objects</td></tr>
51 </table>
52 </li>
53 Bits 3..2:
54 <table border="1" style="width: 30em;">
55 <tr bgcolor="#CCCCCC"><td colspan="2">Presence and direction of bridge above.</td></tr>
56 <tr><td style="width: 5em;"><tt>00</tt></td><td>no bridge</td></tr>
57 <tr><td><tt>01</tt></td><td>Axis X (North-East)</td></tr>
58 <tr><td><tt>02</tt></td><td>Axis Y (South-West)</td></tr>
59 </table>
60 <li>
61 <a name="tropic_zone"></a>
62 Bits 1..0:
63 <table border="1" style="width: 30em;">
64 <tr bgcolor="#CCCCCC"><td colspan="2">Only meaningful in tropic climate. It contains the definition of the available zones</td></tr>
65 <tr><td style="width: 5em;"><tt>00</tt></td><td>normal</td></tr>
66 <tr><td><tt>01</tt></td><td>desert</td></tr>
67 <tr><td><tt>02</tt></td><td>rain forest</td></tr>
68 </table>
69 In any other climate these 2 bits are theoretically free of use, however using them does not seem useful.
70 </li>
71 </ul>
72 <li><span style="font-weight: bold;">m1</span>
73 <ul>
74 <li>
75 <a name="WaterClass"></a>
76 Bits 6..5:
77 <table border="1" style="width: 30em;">
78 <tr bgcolor="#CCCCCC"><td colspan="2">The type of water that is on a tile.
79 <tr><td style="width: 5em;"><tt>00</tt></td><td align=left>Sea</td></tr>
80 <tr><td><tt>01</tt></td><td align=left>Canal</td></tr>
81 <tr><td><tt>02</tt></td><td align=left>River</td></tr>
82 <tr><td><tt>03</tt></td><td align=left>Invalid, i.e. no water on this tile</td></tr>
83 </table>
84 Some tiles, such as houses, reuse these bits of other purposes.
85 </li>
86 <li>
87 <a name="OwnershipInfo"></a>
88 Bits 4..0:
89 <table border="1" style="width: 30em;">
90 <tr bgcolor="#CCCCCC"><td colspan="2">The owner of a tile can be either companies (human or AI) or "Game entities".
91 <tr><td style="width: 5em;"><tt>00..0E</tt></td><td align=left>Normal companies</td></tr>
92 <tr><td><tt>0F</tt></td><td align=left>a town owns the tile</td></tr>
93 <tr><td><tt>10</tt></td><td align=left>nobody owns the tile</td></tr>
94 <tr><td><tt>11</tt></td><td align=left>"water" owns the tile</td></tr>
95 <tr><td><tt>FF</tt></td><td align=left>spectator in MP or in scenario editor</td></tr>
96 </table>
97 Some tiles, such as houses and industries, reuse these bits of other purposes.
98 </li>
99 </ul>
100 </li>
101 <li><span style="font-weight: bold;">m4:</span><br>
102 <a name="RoadType"></a>
103 Road roadtype. Used for all tiles with road (road, station, tunnelbridge).
104 <ul>
105 <li>
106 Bits 5..0: Road roadtype, 0x3F for no road.
107 </li>
108 </ul>
109 </li>
110 <li><span style="font-weight: bold;">m8:</span><br>
111 <a name="TramType"></a>
112 Tram roadtype. Used for all tiles with road (road, station, tunnelbridge).
113 <ul>
114 <li>
115 Bits 11..6: Tram roadtype, 0x3F for no tram.
116 </li>
117 </ul>
118 </li>
119 <li><span style="font-weight: bold;">m8:</span><br>
120 <ul>
121 <li>
122 <a name="RailType"></a>
123 Bits 5..0: Railtype. Used for all tiles with rail (road, rail, station, tunnelbridge).
124 </li>
125 </ul>
126 </li>
127 <li><span style="font-weight: bold;">m7:</span><br>
128 Animation frame/state. Used for houses, industries, objects and stations.
129 </li>
130 </ul>
132 <p>OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.</p>
134 <table border=1 cellpadding=3>
135 <tr bgcolor="#0099FF">
136 <th align=left><font color="#FFFFFF">Class</font></th>
137 <th align=left><font color="#FFFFFF">Meaning &amp; details of encoding</font></th>
138 </tr>
139 <tr bgcolor="#CCCCCC">
140 <td align=left><strong><a name="Class0"><tt> 0 </tt></a></strong></td>
141 <td align=left>&nbsp;<strong>Ground </strong></td>
142 </tr>
143 <tr>
144 <td valign=top nowrap>&nbsp;</td>
145 <td>
146 <ul>
147 <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li>
148 <li>m2: see fields</li>
149 <li>m3 bits 7..5: type of hedge on NE border of the tile</li>
150 <li>m3 bits 3..0: see fields</li>
151 <li>m3 bit 4: set if the tile is covered with snow</li>
152 <li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
153 <li>m4 bits 4..2: same as 7..5, but for the SE border</li>
154 <li>m5 bits 7..5: update counter, incremented on every periodic processing for tile types,
155 other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt>, <tt>10</tt> and above.<BR>
156 on wraparound, the tile is updated (for fields, the type of fields in m3 is increased, for other types the tile type in m5 is increased).<BR>
157 For snow and desert, these bits are not used, tile is updated on every periodic processing.</li>
158 <li>m5 bits 4..2: tile type:
159 <table>
160 <tr>
161 <td nowrap valign=top><tt>0</tt>&nbsp; </td>
162 <td align=left>bare land / grass</td>
163 </tr>
165 <tr>
166 <td nowrap valign=top><tt>1</tt>&nbsp; </td>
167 <td align=left>rough land (density must be 3)</td>
168 </tr>
170 <tr>
171 <td nowrap valign=top><tt>2</tt>&nbsp; </td>
172 <td align=left>rocks (density must be 3)</td>
173 </tr>
175 <tr>
176 <td nowrap valign=top><tt>3</tt>&nbsp; </td>
177 <td align=left>fields (density must be 3)
178 <ul>
179 <li>m2: index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed</li>
180 <li>m3 bits 3..0: field type (legal values: 0 through 9)</li>
181 </ul>
182 </td>
183 </tr>
185 <tr>
186 <td nowrap valign=top><tt>4</tt>&nbsp; </td>
187 <td align=left>snow</td>
188 </tr>
190 <tr>
191 <td nowrap valign=top><tt>5</tt>&nbsp; </td>
192 <td align=left>desert (density must be 1 or 3)</td>
193 </tr>
194 </table>
195 </li>
196 <li>m5 bits 1..0: density:
197 <table>
198 <tr>
199 <td nowrap valign=top><tt>0</tt>&nbsp; </td>
200 <td>bare land</td>
201 <td></td>
202 <td></td>
203 <td></td>
204 <td>1/4 snow</td>
205 <td></td>
206 </tr>
208 <tr>
209 <td nowrap valign=top><tt>1</tt>&nbsp; </td>
210 <td>1/3 grass</td>
211 <td></td>
212 <td></td>
213 <td></td>
214 <td>2/4 snow;&nbsp;</td>
215 <td>1/2 desert</td>
216 </tr>
218 <tr>
219 <td nowrap valign=top><tt>2</tt>&nbsp; </td>
220 <td>2/3 grass</td>
221 <td></td>
222 <td></td>
223 <td></td>
224 <td>3/4 snow</td>
225 <td></td>
226 </tr>
228 <tr>
229 <td nowrap valign=top><tt>3</tt>&nbsp; </td>
230 <td>full grass;&nbsp;</td>
231 <td>rough land;&nbsp;</td>
232 <td>rocks;&nbsp;</td>
233 <td>fields;&nbsp;</td>
234 <td>full snow;&nbsp;</td>
235 <td>full desert</td>
236 </tr>
237 </table>
238 </li>
239 <li>m6 bits 4..2: type of hedge on NW border of the tile</li>
240 </ul>
241 </td>
242 </tr>
244 <tr bgcolor="#CCCCCC">
245 <td valign=top nowrap><strong><a name="Class1"><tt> 1</tt></a></strong></td>
246 <td><strong>Railway tracks</strong></td>
247 </tr>
248 <tr>
249 <td valign=top nowrap>&nbsp;</td>
250 <td>
251 <ul>
252 <li>m1 bit 7: Ship docking tile status (for half-tile with water)</li>
253 <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile</li>
254 <li>m2: see signals</li>
255 <li>m3 bits 7..4: see signals</li>
256 <li>m8 bits 5..0 = <a name="TrackType">track type</a>:
257 <table>
258 <tr>
259 <td><tt>0</tt>&nbsp; </td>
260 <td>conventional railway</td>
261 </tr>
263 <tr>
264 <td><tt>1</tt>&nbsp; </td>
265 <td>electrified railway</td>
266 </tr>
268 <tr>
269 <td><tt>2</tt>&nbsp; </td>
270 <td>monorail</td>
271 </tr>
273 <tr>
274 <td><tt>3</tt>&nbsp; </td>
275 <td>maglev</td>
276 </tr>
277 </table>
278 </li>
279 <li>m4 bits 7..4: see signals</li>
280 <li>m4 bits 3..0: Ground type (values with fences are not valid for depots and checkpoints)
281 <table>
282 <tr>
283 <td nowrap valign=top><tt>0</tt>&nbsp; </td>
284 <td align=left>on bare land</td>
285 </tr>
287 <tr>
288 <td nowrap valign=top><tt>1</tt>&nbsp; </td>
289 <td align=left>on grass, no fences</td>
290 </tr>
292 <tr>
293 <td nowrap valign=top><tt>2</tt>&nbsp; </td>
294 <td align=left>fence on the NW side</td>
295 </tr>
297 <tr>
298 <td nowrap valign=top><tt>3</tt>&nbsp; </td>
299 <td align=left>fence on the SE side</td>
300 </tr>
302 <tr>
303 <td nowrap valign=top><tt>4</tt>&nbsp; </td>
304 <td align=left>fences on the NW and SE sides</td>
305 </tr>
307 <tr>
308 <td nowrap valign=top><tt>5</tt>&nbsp; </td>
309 <td align=left>fence on the NE side</td>
310 </tr>
312 <tr>
313 <td nowrap valign=top><tt>6</tt>&nbsp; </td>
314 <td align=left>fence on the SW side</td>
315 </tr>
317 <tr>
318 <td nowrap valign=top><tt>7</tt>&nbsp; </td>
319 <td align=left>fences on the NE and SW sides</td>
320 </tr>
322 <tr>
323 <td nowrap valign=top><tt>8</tt>&nbsp; </td>
324 <td align=left>fence on the E side (track in the W corner)</td>
325 </tr>
327 <tr>
328 <td nowrap valign=top><tt>9</tt>&nbsp; </td>
329 <td align=left>fence on the W side (track in the E corner)</td>
330 </tr>
332 <tr>
333 <td nowrap valign=top><tt>A</tt>&nbsp; </td>
334 <td align=left>fence on the S side (track in the N corner)</td>
335 </tr>
337 <tr>
338 <td nowrap valign=top><tt>B</tt>&nbsp; </td>
339 <td align=left>fence on the N side (track in the S corner)</td>
340 </tr>
342 <tr>
343 <td nowrap valign=top><tt>C</tt>&nbsp; </td>
344 <td align=left>on snow or desert</td>
345 </tr>
347 <tr>
348 <td nowrap valign=top><tt>D</tt>&nbsp; </td>
349 <td align=left>on grass with fence and shore or water on the free halftile</td>
350 </tr>
352 <tr>
353 <td nowrap valign=top><tt>E</tt>&nbsp; </td>
354 <td align=left>higher part on foundation with snow, lower without snow</td>
355 </tr>
356 </table>
357 </li>
358 <li>m5 bit 7 clear: railway track
359 <ul>
360 <li>m5 bits 5..0: track layout: bit set = track present:
361 <table>
362 <tr>
363 <td nowrap valign=top>bit 0: </td>
364 <td align=left>in the X direction</td>
365 </tr>
367 <tr>
368 <td nowrap valign=top>bit 1: </td>
369 <td align=left>in the Y direction</td>
370 </tr>
372 <tr>
373 <td nowrap valign=top>bit 2: </td>
374 <td align=left>in the north corner (direction W-E)</td>
375 </tr>
377 <tr>
378 <td nowrap valign=top>bit 3: </td>
379 <td align=left>in the south corner (direction W-E)</td>
380 </tr>
382 <tr>
383 <td nowrap valign=top>bit 4: </td>
384 <td align=left>in the west corner (direction N-S)</td>
385 </tr>
387 <tr>
388 <td nowrap valign=top>bit 5: </td>
389 <td align=left>in the east corner (direction N-S)</td>
390 </tr>
391 </table>
392 </li>
393 <li>m5 bit 6 set = with signals:<BR>
394 There are at most 4 signals on a tile. The signals 0..3 belong to the directions:
395 <table>
396 <tr>
397 <td></td>
398 <td>Track <tt>0</tt> (X)&nbsp;</td>
399 <td>Track <tt>1</tt> (Y)&nbsp;</td>
400 <td>Track <tt>2</tt> (north)&nbsp;</td>
401 <td>Track <tt>3</tt> (south)&nbsp;</td>
402 <td>Track <tt>4</tt> (west)&nbsp;</td>
403 <td>Track <tt>5</tt> (east)</td>
404 </tr>
406 <tr>
407 <td align=left>Signal <tt>0</tt>&nbsp;</td>
408 <td></td>
409 <td></td>
410 <td></td>
411 <td>west</td>
412 <td></td>
413 <td>south</td>
414 </tr>
416 <tr>
417 <td align=left>Signal <tt>1</tt>&nbsp;</td>
418 <td></td>
419 <td></td>
420 <td></td>
421 <td>east</td>
422 <td></td>
423 <td>north</td>
424 </tr>
426 <tr>
427 <td align=left>Signal <tt>2</tt>&nbsp;</td>
428 <td>south-west</td>
429 <td>north-west</td>
430 <td>west</td>
431 <td></td>
432 <td>south</td>
433 <td></td>
434 </tr>
436 <tr>
437 <td align=left>Signal <tt>3</tt>&nbsp;</td>
438 <td>north-east</td>
439 <td>south-east</td>
440 <td>east</td>
441 <td></td>
442 <td>north</td>
443 <td></td>
444 </tr>
445 </table>
446 <ul>
447 <li>m2 bit 7: Signal 0 and 1: set = semaphore signals, clear = light signals</li>
448 <li>m2 bit 3: Signal 2 and 3: set = semaphore signals, clear = light signals</li>
449 <li>m2 bits 6..4: type of signal 0 and 1 (same values as m2 bits 2..0)</li>
450 <li>m2 bits 2..0: type of signal 2 and 3
451 <table>
452 <tr>
453 <td nowrap="nowrap" valign="top"><tt>000</tt>: </td>
454 <td align="left">normal signals</td>
455 </tr>
457 <tr>
458 <td nowrap="nowrap" valign="top"><tt>001</tt>: </td>
459 <td align="left">pre-signals</td>
460 </tr>
462 <tr>
463 <td nowrap="nowrap" valign="top"><tt>010</tt>: </td>
464 <td align="left">exit-signals</td>
465 </tr>
467 <tr>
468 <td nowrap="nowrap" valign="top"><tt>011</tt>: </td>
469 <td align="left">combo-signals</td>
470 </tr>
472 <tr>
473 <td nowrap="nowrap" valign="top"><tt>100</tt>: </td>
474 <td align="left">pbs signals</td>
475 </tr>
477 <tr>
478 <td nowrap="nowrap" valign="top"><tt>101</tt>: </td>
479 <td align="left">no-entry signals</td>
480 </tr>
481 </table>
482 </li>
484 <li>m3 bits 7..4: bit set = signal 3..0 present</li>
485 <li>m4 bits 7..4: bit clear = signal 3..0 shows red</li>
486 </ul>
487 </li>
488 <li>m2 bits 8..10: track reserved for pbs
489 <table>
490 <tr>
491 <td><tt>0</tt>&nbsp; </td>
492 <td>not reserved</td>
493 </tr>
494 <tr>
495 <td><tt>1</tt>&nbsp; </td>
496 <td>X direction</td>
497 </tr>
498 <tr>
499 <td><tt>2</tt>&nbsp; </td>
500 <td>Y direction</td>
501 </tr>
502 <tr>
503 <td><tt>3</tt>&nbsp; </td>
504 <td>north corner (W-E)</td>
505 </tr>
506 <tr>
507 <td><tt>4</tt>&nbsp; </td>
508 <td>south corner (W-E)</td>
509 </tr>
510 <tr>
511 <td><tt>5</tt>&nbsp; </td>
512 <td>west corner (N-S)</td>
513 </tr>
514 <tr>
515 <td><tt>6</tt>&nbsp; </td>
516 <td>east corner (N-S)</td>
517 </tr>
518 </table>
519 </li>
520 <li>m2 bit 11: opposite track is reserved, too</li>
521 </ul>
522 </li>
523 <li>m5 bit 7 set, bit 6 set: railway depot
524 <ul>
525 <li>m2: Depot index</li>
526 <li>m5 bits 1..0: exit towards
527 <table>
528 <tr>
529 <td><tt>0</tt>&nbsp; </td>
530 <td>NE</td>
531 </tr>
533 <tr>
534 <td><tt>1</tt>&nbsp; </td>
535 <td>SE</td>
536 </tr>
538 <tr>
539 <td><tt>2</tt>&nbsp; </td>
540 <td>SW</td>
541 </tr>
543 <tr>
544 <td><tt>3</tt>&nbsp; </td>
545 <td>NW</td>
546 </tr>
547 </table>
548 </li>
549 <li>m5 bit 4: pbs reservation state</li>
550 </ul>
551 </li>
552 </ul>
553 </td>
554 </tr>
556 <tr bgcolor="#CCCCCC">
557 <td valign=top nowrap><strong><a name="Class2"><tt> 2</tt></a></strong></td>
558 <td><strong>Roads</strong></td>
559 </tr>
560 <tr>
561 <td valign=top nowrap>&nbsp;</td>
562 <td>
563 <ul>
564 <li>m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if there is no town or we are creating a town)</li>
565 <li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>)
566 <li>m4 bits 5..0: <a href="#RoadType">Roadtype</a></li>
567 <li>m7 bit 5 set = on snow or desert</li>
568 <li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
569 <li>m5 bits 7 clear: road or level-crossing
570 <ul>
571 <li>m6 bits 5..3:
572 <table>
573 <tr>
574 <td><tt>0</tt>&nbsp; </td>
575 <td>on bare land</td>
576 </tr>
577 <tr>
578 <td><tt>1</tt>&nbsp; </td>
579 <td>on grass</td>
580 </tr>
581 <tr>
582 <td><tt>2</tt>&nbsp; </td>
583 <td>paved</td>
584 </tr>
585 <tr>
586 <td><tt>3</tt>&nbsp; </td>
587 <td>with streetlights</td>
588 </tr>
589 <tr>
590 <td><tt>5</tt>&nbsp; </td>
591 <td>tree-lined</td>
592 </tr>
593 <tr>
594 <td><tt>6</tt>&nbsp; </td>
595 <td>on grass with road works</td>
596 </tr>
597 <tr>
598 <td><tt>7</tt>&nbsp; </td>
599 <td>paved with road works</td>
600 </tr>
601 </table>
602 </li>
603 <li>m5 bit 6 clear: road
604 <ul>
605 <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
606 <li>m7 bits 3..0: counter for the roadworks</li>
607 <li>m5 bits 3..0: road layout road type 0 (normal road): bit set = road piece present:
608 <table>
609 <tr>
610 <td align=left>bit 0: </td>
611 <td>NW piece</td>
612 </tr>
613 <tr>
614 <td align=left>bit 1: </td>
615 <td>SW piece</td>
616 </tr>
617 <tr>
618 <td align=left>bit 2: </td>
619 <td>SE piece</td>
620 </tr>
621 <tr>
622 <td align=left>bit 3: </td>
623 <td>NE piece</td>
624 </tr>
625 </table>
626 </li>
627 <li>m3 bits 0..3: road layout road type 1 (tram)</li>
628 <li>m5 bits 5..4: bits to disallow vehicles to go a specific direction
629 <table>
630 <tr>
631 <td align=left>bit 0: </td>
632 <td>set = disallow driving in south-west or south-east direction</td>
633 </tr>
634 <tr>
635 <td align=left>bit 1: </td>
636 <td>set = disallow driving in north-west or north-east direction</td>
637 </tr>
638 </table>
639 </li>
640 </ul>
641 </li>
642 <li>m5 bit 6 set: level crossing
643 <ul>
644 <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the railway track</li>
645 <li>m5 bit 5: set if crossing lights are on</li>
646 <li>m5 bit 4: pbs reservation state</li>
647 <li>m5 bit 0: direction
648 <table>
649 <tr>
650 <td align=left><tt>0</tt>&nbsp; </td>
651 <td align=left>road in the X direction, rail in Y</td>
652 </tr>
653 <tr>
654 <td align=left><tt>1</tt>&nbsp; </td>
655 <td align=left>road in the Y direction, rail in X</td>
656 </tr>
657 </table>
658 </li>
659 <li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
660 <li>m8 bits 5..0: <a href="#TrackType">railway track type</a></li>
661 </ul>
662 </li>
663 </ul>
664 </li>
665 <li>m5 bit 7 set, bit 6 clear: road depot
666 <ul>
667 <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the depot</li>
668 <li>m2: Depot index</li>
669 <li>m5 bits 1..0: exit towards:
670 <table>
671 <tr>
672 <td><tt>0</tt>&nbsp; </td>
673 <td>NE</td>
674 </tr>
676 <tr>
677 <td><tt>1</tt>&nbsp; </td>
678 <td>SE</td>
679 </tr>
681 <tr>
682 <td><tt>2</tt>&nbsp; </td>
683 <td>SW</td>
684 </tr>
686 <tr>
687 <td><tt>3</tt>&nbsp; </td>
688 <td>NW</td>
689 </tr>
690 </table>
691 </li>
692 <li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
693 </ul>
694 </li>
695 </ul>
696 </td>
697 </tr>
699 <tr bgcolor="#CCCCCC">
700 <td valign=top nowrap><strong><a name="Class3"><tt> 3</tt></a></strong></td>
701 <td><strong>Town building </strong></td>
702 </tr>
703 <tr>
704 <td valign=top nowrap>&nbsp;</td>
705 <td>
706 <ul>
707 <li>m1 : Random bits <a href="#newhouses">(newhouses)</a> </li>
708 <li>m2 : index into the array of towns</li>
709 <li>m3 bit 7 :
710 <ul>
711 <li> set : House is complete
712 <ul>
713 <li>m5 : Age of house in years, clamped at 255</li>
714 </ul>
715 </li>
716 <li> clear : House is in construction
717 <ul>
718 <li>m5 bits 7..5 : free</li>
719 <li>m5 bits 4..3 : construction stage</li>
720 <li>m5 bits 2..0 : construction counter</li>
721 </ul>
722 </li>
723 </ul>
724 <li>m3 bit 6 : bit 8 of house type (m4), allowing 512 different types.</li>
725 <li>m3 bit 5 : free</li>
726 <li>m3 bits 4..0 : triggers activated <a href="#newhouses">(newhouses)</a></li>
727 <li>m4 : <a href="landscape_externals.html">town building type</a> (with m3[6] bit)</li>
728 <li>m5 : see m3 bit 7</li>
729 <li>m6 :
730 <ul>
731 <li>If <a href="#newhouses">newhouses</a> is activated
732 <ul>
733 <li>bits 7..2 : Periodic processing time remaining</li>
734 </ul>
735 </li>
736 <li>Standard behaviour
737 <ul>
738 <li>bits 7..2 : lift position (for houses type 04 and 05)</li>
739 </ul>
740 </li>
741 </ul>
742 </li>
743 <li>m7 :
744 <ul>
745 <li>If <a href="#newhouses">newhouses</a> is activated
746 <ul>
747 <li>Current animation frame</li>
748 </ul>
749 </li>
750 <li>Standard behaviour (only for houses type 04 and 05)
751 <ul>
752 <li>bits 7..4 : free</li>
753 <li>bits 3..1 : lift destination. Values can be 0..6, except 1.<br>
754 So the building has 6 effective floors. This is due to the fact that the first floor is 2 'normal' floors high.<br>
755 One 'normal' floor has a height of 6 lift positions.
756 </li>
757 <li>bit 0 : Lift has destination when set</li>
758 </ul>
759 </li>
760 </ul>
761 </li>
762 </ul>
763 <small><a name="newhouses"></a>Newhouses is the name englobing a newGRF feature developed by TTDPatch devs (mainly Csaboka).<br>
764 It allows the replacement of the properties as well as the graphics of houses in the game.<br>
765 To distinguish between the standard behaviour and the newGRF one, HouseID (m4 + m3[6]) is tested for anything above 110.<br>
766 110 is the count of standard houses. So above 110 means there is a new definition of at least one house</small>
767 </td>
768 </tr>
770 <tr bgcolor="#CCCCCC">
771 <td valign=top nowrap><strong><a name="Class4"><tt> 4 </tt></a></strong></td>
772 <td><strong>Trees </strong></td>
773 </tr>
774 <tr>
775 <td valign=top nowrap>&nbsp;</td>
776 <td>
777 <ul>
778 <li>m1 bits 6..5: water class (sea or land)</li>
779 <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
780 <li>m2 bits 8..6: ground
781 <table>
783 <tr>
784 <td align=left><tt>0</tt>&nbsp; </td>
785 <td>on grass</td>
786 </tr>
788 <tr>
789 <td align=left><tt>1</tt>&nbsp; </td>
790 <td>on rough land (density must be 3)</td>
791 </tr>
793 <tr>
794 <td align=left><tt>2</tt>&nbsp; </td>
795 <td>on snow or desert</td>
796 </tr>
798 <tr>
799 <td align=left><tt>3</tt>&nbsp; </td>
800 <td>on shore (density must be 3)</td>
801 </tr>
803 <tr>
804 <td align=left><tt>4</tt>&nbsp; </td>
805 <td>on snow with rough land underneath</td>
806 </tr>
807 </table>
808 </li>
809 <li>m2 bits 5..4: ground density</li>
810 <li>m2 bits 3..0: update counter, incremented on every periodic processing.<br>
811 on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li>
812 <li>m3 bits 7..0: type of trees:
813 <table>
814 <tr>
815 <td nowrap valign=top><tt>00</tt>..<tt>0B</tt>&nbsp; </td>
816 <td align=left>temperate climate trees</td>
817 </tr>
819 <tr>
820 <td nowrap valign=top><tt>0C</tt>..<tt>13</tt>&nbsp; </td>
821 <td align=left>sub-arctic climate trees</td>
822 </tr>
824 <tr>
825 <td nowrap valign=top><tt>14</tt>..<tt>1A</tt>&nbsp; </td>
826 <td align=left>rainforest trees</td>
827 </tr>
829 <tr>
830 <td nowrap valign=top><tt>1B</tt> </td>
831 <td align=left>cactus plants</td>
832 </tr>
834 <tr>
835 <td nowrap valign=top><tt>1C</tt>..<tt>1F</tt>&nbsp; </td>
836 <td align=left>sub-tropical climate, non-rainforest, non-desert trees</td>
837 </tr>
839 <tr>
840 <td nowrap valign=top><tt>20</tt>..<tt>28</tt>&nbsp; </td>
841 <td align=left>toyland trees</td>
842 </tr>
843 </table>
844 <small>Note: the actually displayed set of trees depends on both type and number of trees</small>
845 </li>
846 <li>m5 bits 7..6: number of trees minus one</li>
847 <li>m5 bits 2..0: growth status:
848 <table border="0">
849 <tr>
850 <td><tt>0</tt>..<tt>2</tt>&nbsp;</td>
851 <td>one of trees is growing&nbsp;</td>
852 </tr>
853 <tr>
854 <td><tt>3</tt>&nbsp;</td>
855 <td>all trees are fully grown&nbsp;</td>
856 </tr>
857 <tr>
858 <td><tt>4</tt>..<tt>6</tt>&nbsp;</td>
859 <td>one of trees is withering&nbsp;</td>
860 </tr>
861 </table>
862 </li>
863 </ul>
864 </td>
865 </tr>
867 <tr bgcolor="#CCCCCC">
868 <td valign=top nowrap><strong><a name="Class5"><tt> 5</tt></a></strong></td>
869 <td><strong>Station tiles</strong></td>
870 </tr>
871 <tr>
872 <td valign=top nowrap>&nbsp;</td>
873 <td>
874 <ul>
875 <li>m1 bit 7: Ship docking tile status (for buoys)</li>
876 <li>m1 bits 6..5: water class for buoys, water part of docks and for airport tiles</li>
877 <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the station</li>
878 <li>m2: index into the array of stations</li>
879 <li>m3 bits 7..4: persistent random data for railway stations/waypoints and airports)</li>
880 <li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram tracks (road stop)</li>
881 <li>m4: custom station id; 0 means standard graphics</li>
882 <li>m4: <a href="#RoadType">Roadtype</a> for road stops</li>
883 <li>m5: graphics index (range from 0..255 for each station type):
884 <table>
885 <tr>
886 <td nowrap valign=top><tt>00</tt>..<tt>07</tt>&nbsp; </td>
887 <td align=left>railway station
888 <table>
889 <tr>
890 <td><tt>00</tt>..<tt>01</tt>&nbsp; </td>
891 <td align=left>open platform</td>
892 </tr>
893 <tr>
894 <td><tt>02</tt>..<tt>03</tt>&nbsp; </td>
895 <td align=left>open platform with station building</td>
896 </tr>
897 <tr>
898 <td><tt>04</tt>....<tt>07</tt>&nbsp; </td>
899 <td align=left>roofed platform</td>
900 </tr>
901 <tr>
902 <td colspan=2>bit 0: clear = in X direction, set = in Y direction</td>
903 </tr>
904 </table>
905 </td>
906 </tr>
908 <tr>
909 <td nowrap valign=top><tt>00</tt>..<tt>01</tt></td>
910 <td align=left>waypoints
911 <table>
912 <tr>
913 <td><tt>00</tt>&nbsp; </td>
914 <td align=left>in X direction</td>
915 </tr>
916 <tr>
917 <td><tt>01</tt>&nbsp; </td>
918 <td align=left>in Y direction</td>
919 </tr>
920 </table>
921 </td>
922 </tr>
924 <tr>
925 <td nowrap valign=top><tt>00</tt>..<tt>FF</tt></td>
926 <td align=left>all airports</td>
927 </tr>
929 <tr>
930 <td nowrap valign=top><tt>00</tt>..<tt>05</tt>&nbsp; </td>
931 <td align=left>road stops
932 <table>
933 <tr>
934 <td><tt>00</tt>&nbsp; </td>
935 <td align=left>exit towards NE</td>
936 </tr>
937 <tr>
938 <td><tt>01</tt>&nbsp; </td>
939 <td align=left>exit towards SE</td>
940 </tr>
941 <tr>
942 <td><tt>02</tt>&nbsp; </td>
943 <td align=left>exit towards SW</td>
944 </tr>
945 <tr>
946 <td><tt>03</tt>&nbsp; </td>
947 <td align=left>exit towards NW</td>
948 </tr>
949 <tr>
950 <td><tt>04</tt>&nbsp; </td>
951 <td align=left>drive through X</td>
952 </tr>
953 <tr>
954 <td><tt>05</tt>&nbsp; </td>
955 <td align=left>drive through Y</td>
956 </tr>
957 </table>
958 </td>
959 </tr>
961 <tr>
962 <td nowrap valign=top><tt>00</tt>..<tt>05</tt>&nbsp; </td>
963 <td align=left>ship dock
964 <table>
965 <tr>
966 <td><tt>00</tt>&nbsp; </td>
967 <td align=left>SW coast part</td>
968 </tr>
969 <tr>
970 <td><tt>01</tt>&nbsp; </td>
971 <td align=left>NW coast part</td>
972 </tr>
973 <tr>
974 <td><tt>02</tt>&nbsp; </td>
975 <td align=left>NE coast part</td>
976 </tr>
977 <tr>
978 <td><tt>03</tt>&nbsp; </td>
979 <td align=left>SE coast part</td>
980 </tr>
981 <tr>
982 <td><tt>04</tt>&nbsp; </td>
983 <td align=left>X direction water part</td>
984 </tr>
985 <tr>
986 <td><tt>05</tt>&nbsp; </td>
987 <td align=left>Y direction water part</td>
988 </tr>
989 </table>
990 </td>
991 </tr>
992 </table>
993 </li>
994 <li>m6 bits 5..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy, waypoint)</li>
995 <li>m6 bit 2: pbs reservation state for railway stations/waypoints</li>
997 <li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road (road stops)</li>
998 <li>m7: animation frame (railway stations/waypoints, airports)</li>
999 <li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
1000 <li>m8 bits 5..0: <a href="#TrackType">track type</a> for railway stations/waypoints</li>
1001 </ul>
1002 </td>
1003 </tr>
1005 <tr bgcolor="#CCCCCC">
1006 <td valign=top nowrap><strong><a name="Class6"><tt> 6 </tt></a></strong></td>
1007 <td><strong>Water</strong></td>
1008 </tr>
1009 <tr>
1010 <td valign=top nowrap>&nbsp;</td>
1011 <td>
1012 <ul>
1013 <li>m1 bit 7: Ship docking tile status</li>
1014 <li>m1 bits 6..5 : Water class (sea, canal or river)
1015 <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li>
1016 <li>m2: Depot index (for depots only)</li>
1017 <li>m4: Random data for canal or river tiles</li>
1018 <li>m5: tile type:
1019 <table>
1020 <tr>
1021 <td nowrap valign=top><tt>00</tt>&nbsp; </td>
1022 <td align=left>water, canal or river</td>
1023 </tr>
1025 <tr>
1026 <td nowrap valign=top><tt>01</tt>&nbsp; </td>
1027 <td align=left>coast or riverbank</td>
1028 </tr>
1030 <tr>
1031 <td nowrap valign=top><tt>10</tt>..<tt>1B</tt>&nbsp; </td>
1032 <td align=left>canal locks
1033 <table>
1034 <tr>
1035 <td nowrap valign=top><tt>10</tt>&nbsp; </td>
1036 <td align=left>middle part, (SW-NE direction)</td>
1037 </tr>
1038 <tr>
1039 <td nowrap valign=top><tt>11</tt>&nbsp; </td>
1040 <td align=left>middle part, (NW-SE direction)</td>
1041 </tr>
1042 <tr>
1043 <td nowrap valign=top><tt>12</tt>&nbsp; </td>
1044 <td align=left>middle part, (NE-SW direction)</td>
1045 </tr>
1046 <tr>
1047 <td nowrap valign=top><tt>13</tt>&nbsp; </td>
1048 <td align=left>middle part, (SE-NW direction)</td>
1049 </tr>
1050 <tr>
1051 <td nowrap valign=top><tt>14</tt>&nbsp; </td>
1052 <td align=left>lower part, (SW-NE direction)</td>
1053 </tr>
1054 <tr>
1055 <td nowrap valign=top><tt>15</tt>&nbsp; </td>
1056 <td align=left>lower part, (NW-SE direction)</td>
1057 </tr>
1058 <tr>
1059 <td nowrap valign=top><tt>16</tt>&nbsp; </td>
1060 <td align=left>lower part, (NE-SW direction)</td>
1061 </tr>
1062 <tr>
1063 <td nowrap valign=top><tt>17</tt>&nbsp; </td>
1064 <td align=left>lower part, (SE-NW direction)</td>
1065 </tr>
1066 <tr>
1067 <td nowrap valign=top><tt>18</tt>&nbsp; </td>
1068 <td align=left>upper part, (SW-NE direction)</td>
1069 </tr>
1070 <tr>
1071 <td nowrap valign=top><tt>19</tt>&nbsp; </td>
1072 <td align=left>upper part, (NW-SE direction)</td>
1073 </tr>
1074 <tr>
1075 <td nowrap valign=top><tt>1A</tt>&nbsp; </td>
1076 <td align=left>upper part, (NE-SW direction)</td>
1077 </tr>
1078 <tr>
1079 <td nowrap valign=top><tt>1B</tt>&nbsp; </td>
1080 <td align=left>upper part, (SE-NW direction)</td>
1081 </tr>
1082 </table>
1083 </td>
1084 </tr>
1086 <tr>
1087 <td nowrap valign=top><tt>80</tt>..<tt>83</tt>&nbsp; </td>
1088 <td align=left>ship depots
1089 <table>
1090 <tr>
1091 <td nowrap valign=top><tt>80</tt>&nbsp; </td>
1092 <td align=left>ship depot, NE part (X direction)</td>
1093 </tr>
1094 <tr>
1095 <td nowrap valign=top><tt>81</tt>&nbsp; </td>
1096 <td align=left>ship depot, SW part (X direction)</td>
1097 </tr>
1098 <tr>
1099 <td nowrap valign=top><tt>82</tt>&nbsp; </td>
1100 <td align=left>ship depot, NW part (Y direction)</td>
1101 </tr>
1102 <tr>
1103 <td nowrap valign=top><tt>83</tt>&nbsp; </td>
1104 <td align=left>ship depot, SE part (Y direction)</td>
1105 </tr>
1106 </table>
1107 </td>
1108 </tr>
1109 </table>
1110 </li>
1111 </ul>
1112 </td>
1113 </tr>
1115 <tr bgcolor="#CCCCCC">
1116 <td valign=top nowrap><strong><a name="Class7"><tt> 7 </tt></a></strong></td>
1117 <td><strong>Void </strong></td>
1118 </tr>
1119 <tr>
1120 <td valign=top nowrap>&nbsp;</td>
1121 <td>Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map,<br>
1122 so as to protect several algorithms from the consequences of a wraparound at the edges.
1123 </td>
1124 </tr>
1126 <tr bgcolor="#CCCCCC">
1127 <td valign=top nowrap><strong><a name="Class8"><tt> 8</tt></a></strong></td>
1128 <td><strong>Industries </strong></td>
1129 </tr>
1130 <tr>
1131 <td valign=top nowrap>&nbsp;</td>
1132 <td>
1133 <ul>
1134 <li>m1 bit 7: clear = under construction
1135 <ul>
1136 <li>m1 bits 6..5 : Water class (sea, canal, river or land)
1137 <li>m1 bits 3..2: construction counter, for buildings under construction incremented on every periodic tile processing</li>
1138 <li>m1 bits 1..0: stage of construction (<tt>3</tt> = completed), incremented when the construction counter wraps around<br>
1139 the meaning is different for some animated tiles which are never under construction (types <tt>01</tt>, <tt>1E</tt>..<tt>20</tt>, <tt>30</tt>, <tt>58</tt>; see above)</li>
1140 </ul>
1141 </li>
1142 <li>m2: index into the array of industries</li>
1143 <li>m3: random bits (NewGRF)</li>
1144 <li>m4: animation loop</li>
1145 <li>m5: type (plus m6 bit 2):<br>
1146 <small>(note: this is not the same as the industry type, which is stored in the array of industries)</small>
1148 <table>
1149 <tr>
1150 <td nowrap valign=top><tt>00</tt>..<tt>06</tt>&nbsp; </td>
1151 <td align=left>coal mine
1152 <table>
1153 <tr>
1154 <td nowrap valign=top><tt>00</tt>&nbsp; </td>
1155 <td align=left>wheel tower when not animated</td>
1156 </tr>
1157 <tr>
1158 <td nowrap valign=top><tt>01</tt>&nbsp; </td>
1159 <td align=left>wheel tower when animated<br>
1160 animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
1161 </tr>
1162 </table>
1163 </td>
1164 </tr>
1166 <tr>
1167 <td nowrap valign=top><tt>07</tt>..<tt>0A</tt>&nbsp; </td>
1168 <td align=left>power station
1169 <table>
1170 <tr>
1171 <td nowrap valign=top><tt>08</tt>&nbsp; </td>
1172 <td align=left>chimney</td>
1173 </tr>
1174 <tr>
1175 <td nowrap valign=top><tt>0A</tt>&nbsp; </td>
1176 <td align=left>transformer; animation progress in m7(valid range <tt>0</tt>..<tt>7</tt>)</td>
1177 </tr>
1178 </table>
1179 </td>
1180 </tr>
1182 <tr>
1183 <td nowrap valign=top><tt>0B</tt>..<tt>0F</tt>&nbsp; </td>
1184 <td align=left>sawmill</td>
1185 </tr>
1187 <tr>
1188 <td nowrap valign=top><tt>10</tt>..<tt>11</tt>&nbsp; </td>
1189 <td align=left>forest
1190 <table>
1191 <tr>
1192 <td nowrap valign=top><tt>11</tt>&nbsp; </td>
1193 <td align=left>trees cut down</td>
1194 </tr>
1195 </table>
1196 </td>
1197 </tr>
1199 <tr>
1200 <td nowrap valign=top><tt>12</tt>..<tt>17</tt>&nbsp; </td>
1201 <td align=left>oil refinery</td>
1202 </tr>
1204 <tr>
1205 <td nowrap valign=top><tt>18</tt>..<tt>1C</tt>&nbsp; </td>
1206 <td align=left>oil rig</td>
1207 </tr>
1209 <tr>
1210 <td nowrap valign=top><tt>1D</tt>..<tt>20</tt>&nbsp; </td>
1211 <td align=left>oil wells
1212 <table>
1213 <tr>
1214 <td nowrap valign=top><tt>1D</tt>&nbsp; </td>
1215 <td align=left>not animated</td>
1216 </tr>
1217 <tr>
1218 <td nowrap valign=top><tt>1E</tt>..<tt>20</tt>&nbsp; </td>
1219 <td align=left>various stages of animation; progress of animation in m7</td>
1220 </tr>
1221 </table>
1222 </td>
1223 </tr>
1225 <tr>
1226 <td nowrap valign=top><tt>21</tt>..<tt>26</tt>&nbsp; </td>
1227 <td align=left>farm</td>
1228 </tr>
1230 <tr>
1231 <td nowrap valign=top><tt>27</tt>..<tt>2A</tt>&nbsp; </td>
1232 <td align=left>factory (temperate climate)</td>
1233 </tr>
1235 <tr>
1236 <td nowrap valign=top><tt>2B</tt>..<tt>2E</tt>&nbsp; </td>
1237 <td align=left>printing works</td>
1238 </tr>
1240 <tr>
1241 <td nowrap valign=top><tt>2F</tt>..<tt>33</tt>&nbsp; </td>
1242 <td align=left>copper ore mine
1243 <table>
1244 <tr>
1245 <td nowrap valign=top><tt>2F</tt>&nbsp; </td>
1246 <td align=left>wheel tower when not animated</td>
1247 </tr>
1248 <tr>
1249 <td nowrap valign=top><tt>30</tt>&nbsp; </td>
1250 <td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
1251 </tr>
1252 <tr>
1253 <td nowrap valign=top><tt>31</tt>&nbsp; </td>
1254 <td align=left>chimney</td>
1255 </tr>
1256 </table>
1257 </td>
1258 </tr>
1260 <tr>
1261 <td nowrap valign=top><tt>34</tt>..<tt>39</tt>&nbsp; </td>
1262 <td align=left>steel mill</td>
1263 </tr>
1265 <tr>
1266 <td nowrap valign=top><tt>3A</tt>..<tt>3B</tt>&nbsp; </td>
1267 <td align=left>bank (temperate climate)</td>
1268 </tr>
1270 <tr>
1271 <td nowrap valign=top><tt>3C</tt>..<tt>3F</tt>&nbsp; </td>
1272 <td align=left>food processing plant</td>
1273 </tr>
1275 <tr>
1276 <td nowrap valign=top><tt>40</tt>..<tt>47</tt>&nbsp; </td>
1277 <td align=left>paper mill</td>
1278 </tr>
1280 <tr>
1281 <td nowrap valign=top><tt>48</tt>..<tt>58</tt>&nbsp; </td>
1282 <td align=left>gold mine
1283 <table>
1284 <tr>
1285 <td nowrap valign=top><tt>4F</tt>&nbsp; </td>
1286 <td align=left>wheel tower when not animated</td>
1287 </tr>
1288 <tr>
1289 <td nowrap valign=top><tt>58</tt>&nbsp; </td>
1290 <td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
1291 </tr>
1292 </table></td>
1293 </tr>
1295 <tr>
1296 <td nowrap valign=top><tt>59</tt>..<tt>5A</tt>&nbsp; </td>
1297 <td align=left>bank (sub-arctic or sub-tropical climate)</td>
1298 </tr>
1300 <tr>
1301 <td nowrap valign=top><tt>5B</tt>..<tt>63</tt>&nbsp; </td>
1302 <td align=left>diamond mine</td>
1303 </tr>
1305 <tr>
1306 <td nowrap valign=top><tt>64</tt>..<tt>73</tt>&nbsp; </td>
1307 <td align=left>iron ore mine</td>
1308 </tr>
1310 <tr>
1311 <td nowrap valign=top><tt>74</tt></td>
1312 <td align=left>fruit plantation</td>
1313 </tr>
1315 <tr>
1316 <td nowrap valign=top><tt>75</tt></td>
1317 <td align=left>rubber plantation</td>
1318 </tr>
1320 <tr>
1321 <td nowrap valign=top><tt>76</tt>..<tt>77</tt>&nbsp; </td>
1322 <td align=left>water supply</td>
1323 </tr>
1325 <tr>
1326 <td nowrap valign=top><tt>78</tt></td>
1327 <td align=left>water tower</td>
1328 </tr>
1330 <tr>
1331 <td nowrap valign=top><tt>79</tt>..<tt>7C</tt>&nbsp; </td>
1332 <td align=left>factory (sub-tropical climate)</td>
1333 </tr>
1335 <tr>
1336 <td nowrap valign=top><tt>7D</tt>..<tt>80</tt>&nbsp; </td>
1337 <td align=left>lumber mill</td>
1338 </tr>
1340 <tr>
1341 <td nowrap valign=top><tt>81</tt>..<tt>82</tt>&nbsp; </td>
1342 <td align=left>candyfloss forest
1343 <table>
1344 <tr>
1345 <td nowrap valign=top><tt>82</tt>&nbsp; </td>
1346 <td align=left>candyfloss 'trees' cut down</td>
1347 </tr>
1348 </table>
1349 </td>
1350 </tr>
1352 <tr>
1353 <td nowrap valign=top><tt>83</tt>..<tt>86</tt>&nbsp; </td>
1354 <td align=left>sweet factory</td>
1355 </tr>
1357 <tr>
1358 <td nowrap valign=top><tt>87</tt>..<tt>88</tt>&nbsp; </td>
1359 <td align=left>battery farm
1360 <table>
1361 <tr>
1362 <td nowrap valign=top><tt>88</tt>&nbsp; </td>
1363 <td align=left>batteries 'reaped'</td>
1364 </tr>
1365 </table>
1366 </td>
1367 </tr>
1369 <tr>
1370 <td nowrap valign=top><tt>89</tt></td>
1371 <td align=left>cola wells</td>
1372 </tr>
1374 <tr>
1375 <td nowrap valign=top><tt>8A</tt>..<tt>8D</tt>&nbsp; </td>
1376 <td align=left>toy shop</td>
1377 </tr>
1379 <tr>
1380 <td nowrap valign=top><tt>8E</tt>..<tt>93</tt>&nbsp; </td>
1381 <td align=left>toy factory
1382 <table>
1383 <tr>
1384 <td nowrap valign=top><tt>8F</tt>&nbsp; </td>
1385 <td align=left>Animated part; animation state in m7 (valid range <tt>00</tt>..<tt>31</tt>)<br>
1386 Tile animation is started (m4 zeroed) on the periodic processing.<br>
1387 While the animation is in progress, m4 holds the number
1388 of animation cycles that have already taken place.<br>
1389 when this number reaches 8 the animation is stopped.</td>
1390 </tr>
1391 </table>
1392 </td>
1393 </tr>
1395 <tr>
1396 <td nowrap valign=top><tt>94</tt>..<tt>9B</tt>&nbsp; </td>
1397 <td align=left>plastic fountains (various stages of cyclic animation)</td>
1398 </tr>
1400 <tr>
1401 <td nowrap valign=top><tt>9C</tt>..<tt>9F</tt>&nbsp; </td>
1402 <td align=left>fizzy drink factory</td>
1403 </tr>
1405 <tr>
1406 <td nowrap valign=top><tt>A0</tt>..<tt>A3</tt>&nbsp; </td>
1407 <td align=left>bubble generator
1408 <table>
1409 <tr>
1410 <td nowrap valign=top><tt>A1</tt>&nbsp; </td>
1411 <td align=left>generators</td>
1412 </tr>
1413 <tr>
1414 <td nowrap valign=top><tt>A2</tt>&nbsp; </td>
1415 <td align=left>bubble capture facility; animation state in m7 (valid range <tt>00</tt>..<tt>27</tt>)</td>
1416 </tr>
1417 </table>
1418 </td>
1419 </tr>
1421 <tr>
1422 <td nowrap valign=top><tt>A4</tt>..<tt>A6</tt>&nbsp; </td>
1423 <td align=left>toffee quarry
1424 <table>
1425 <tr>
1426 <td nowrap valign=top><tt>A5</tt>&nbsp; </td>
1427 <td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>45</tt>)</td>
1428 </tr>
1429 </table>
1430 </td>
1431 </tr>
1433 <tr>
1434 <td nowrap valign=top><tt>A7</tt>..<tt>AE</tt>&nbsp; </td>
1435 <td align=left>sugar mine
1436 <table>
1437 <tr>
1438 <td nowrap valign=top><tt>AE</tt>&nbsp; </td>
1439 <td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>5F</tt>)</td>
1440 </tr>
1441 </table>
1442 </td>
1443 </tr>
1444 <tr>
1445 <td nowrap valign=top><tt>AF</tt>..<tt>1FF</tt>&nbsp; </td>
1446 <td align=left>NewGRF industries industry</td>
1447 </tr>
1448 </table>
1449 </li>
1450 <li>m6 bits 5..3: random triggers (NewGRF)</li>
1451 <li>m6 bit 2: bit 8 of type (see m5)</li>
1452 <li>m7: animation frame</li>
1453 </ul>
1454 </td>
1455 </tr>
1457 <tr bgcolor="#CCCCCC">
1458 <td valign=top nowrap><strong><a name="Class9"><tt> 9</tt></a></strong></td>
1459 <td><strong>Tunnel / bridge</strong></td>
1460 </tr>
1461 <tr>
1462 <td valign=top nowrap>&nbsp;</td>
1463 <td>
1464 <ul>
1465 <li>m1 bit 7: Ship docking tile status (for aqueducts)</li>
1466 <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a></li>
1467 <li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram</li>
1468 <li>m4: <a href="#RoadType">Roadtype</a></li>
1469 <li>m5 bit 4: pbs reservation state for railway</li>
1470 <li>m5 bits 7 clear: tunnel entrance/exit</li>
1471 <li>m5 bit 7 set: bridge ramp
1472 <ul>
1473 <li>m6 bits 5..2: <a name="BridgeType">bridge type</a>:
1474 <table>
1475 <tr>
1476 <th align=left>Type&nbsp;</th>
1477 <th align=left>Max. speed (mph)&nbsp;</th>
1478 <th align=left>Description</th>
1479 </tr>
1481 <tr>
1482 <td nowrap valign=top><tt>0</tt>&nbsp; </td>
1483 <td align=center>20</td>
1484 <td align=left>wooden</td>
1485 </tr>
1487 <tr>
1488 <td nowrap valign=top><tt>1</tt>&nbsp; </td>
1489 <td align=center>30</td>
1490 <td align=left>concrete</td>
1491 </tr>
1493 <tr>
1494 <td nowrap valign=top><tt>2</tt>&nbsp; </td>
1495 <td align=center>40</td>
1496 <td align=left>girder, steel</td>
1497 </tr>
1499 <tr>
1500 <td nowrap valign=top><tt>3</tt>&nbsp; </td>
1501 <td align=center>50</td>
1502 <td align=left>suspension, concrete</td>
1503 </tr>
1505 <tr>
1506 <td nowrap valign=top><tt>4</tt>&nbsp; </td>
1507 <td align=center>60</td>
1508 <td align=left>suspension, steel</td>
1509 </tr>
1511 <tr>
1512 <td nowrap valign=top><tt>5</tt>&nbsp; </td>
1513 <td align=center>70</td>
1514 <td align=left>suspension, steel</td>
1515 </tr>
1517 <tr>
1518 <td nowrap valign=top><tt>6</tt>&nbsp; </td>
1519 <td align=center>100</td>
1520 <td align=left>cantilever, steel</td>
1521 </tr>
1523 <tr>
1524 <td nowrap valign=top><tt>7</tt>&nbsp; </td>
1525 <td align=center>130</td>
1526 <td align=left>cantilever, steel</td>
1527 </tr>
1529 <tr>
1530 <td nowrap valign=top><tt>8</tt>&nbsp; </td>
1531 <td align=center>150</td>
1532 <td align=left>cantilever, steel</td>
1533 </tr>
1535 <tr>
1536 <td nowrap valign=top><tt>9</tt>&nbsp; </td>
1537 <td align=center>160</td>
1538 <td align=left>girder, steel</td>
1539 </tr>
1541 <tr>
1542 <td nowrap valign=top><tt>A</tt>&nbsp; </td>
1543 <td align=center>200</td>
1544 <td align=left>tubular, steel</td>
1545 </tr>
1547 <tr>
1548 <td nowrap valign=top><tt>B</tt>&nbsp; </td>
1549 <td align=center>320</td>
1550 <td align=left>tubular, steel</td>
1551 </tr>
1553 <tr>
1554 <td nowrap valign=top><tt>C</tt>&nbsp; </td>
1555 <td align=center>380</td>
1556 <td align=left>tubular, silicon</td>
1557 </tr>
1558 </table>
1559 </li>
1560 </ul>
1561 </li>
1562 <li>m5 bits 3..2: transport type
1563 <table>
1564 <tr>
1565 <td><tt>0</tt>&nbsp;</td>
1566 <td>railway</td>
1567 </tr>
1569 <tr>
1570 <td><tt>1</tt>&nbsp;</td>
1571 <td>road</td>
1572 </tr>
1574 <tr>
1575 <td><tt>2</tt>&nbsp;</td>
1576 <td>water</td>
1577 </tr>
1578 </table>
1579 </li>
1580 <li>m5 bits 1..0: direction onto the bridge / out of the tunnel
1581 <table>
1582 <tr>
1583 <td><tt>0</tt>&nbsp; </td>
1584 <td>NE</td>
1585 </tr>
1587 <tr>
1588 <td><tt>1</tt>&nbsp; </td>
1589 <td>SE</td>
1590 </tr>
1592 <tr>
1593 <td><tt>2</tt>&nbsp; </td>
1594 <td>SW</td>
1595 </tr>
1597 <tr>
1598 <td><tt>3</tt>&nbsp; </td>
1599 <td>NW</td>
1600 </tr>
1601 </table>
1602 </li>
1603 <li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road</li>
1604 <li>m7 bit 5 set = on snow or desert</li>
1605 <li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
1606 <li>m8 bits 5..0: <a href="#TrackType">track type</a> for railway</li>
1607 </ul>
1608 </td>
1609 </tr>
1611 <tr bgcolor="#CCCCCC">
1612 <td valign=top nowrap><strong><a name="ClassA"><tt> A</tt></a></strong></td>
1613 <td><strong><tt>Objects</tt></strong></td>
1614 </tr>
1615 <tr>
1616 <td valign=top nowrap>&nbsp;</td>
1617 <td>
1618 <ul>
1619 <li>m1 bits 6..5 : Water class (sea, canal, river or land)</li>
1620 <li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
1621 <li>m2: index into the array of objects, bits 0 to 15 (upper bits in m5)</li>
1622 <li>m3: random bits</li>
1623 <li>m5: index into the array of objects, bits 16 to 23 (lower bits in m2)</li>
1624 <li>m7: animation counter</li>
1625 </ul>
1626 </td>
1627 </tr>
1628 <tr>
1629 <td colspan=2>Classes <tt>B</tt> through <tt>F</tt> are reserved. The presence
1630 of a tile in one of the reserved classes will crash OTTD.</td>
1631 </tr>
1632 </table>
1635 <hr>
1636 Original Copyright &copy; 2003 by Marcin Grzegorczyk for TTDLX.<br>
1637 Transport Tycoon and Transport Tycoon Deluxe are Copyright &copy; by Chris Sawyer.<br>
1638 All the other trademarks are the property of their respective owners.<br>
1639 </body>
1641 </html>