1 <!DOCTYPE html PUBLIC
"-//W3C//DTD HTML 4.01 Transitional//EN">
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>
13 <h3><a name=
"Landscape">Landscape
</a></h3>
15 For a graphical representation of the tile-layout have a look at
16 <a href=
"landscape_grid.html">Landscape grid
</a> page.
18 <p>Nine attributes (counting
"<span style=
"font-weight: bold;">type
</span>" and
19 "<span style=
"font-weight: bold;">height
</span>") hold the information about a tile.
<BR>
20 These attributes are referred to as
21 "<span style=
"font-weight: bold;">type
</span>",
22 "<span style="font-weight: bold;
">height</span>",
23 "<span style=
"font-weight: bold;">m1
</span>",
"<span style=
"font-weight: bold;">m2
</span>",
24 "<span style=
"font-weight: bold;">m3
</span>",
"<span style=
"font-weight: bold;">m4
</span>",
25 "<span style=
"font-weight: bold;">m5
</span>",
"<span style=
"font-weight: bold;">m6
</span>"
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.
31 Frequently repeating patterns:
33 <li><span style=
"font-weight: bold;">type
</span>
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>
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>
61 <a name=
"tropic_zone"></a>
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>
69 In any other climate these
2 bits are theoretically free of use, however using them does not seem useful.
72 <li><span style=
"font-weight: bold;">m1
</span>
75 <a name=
"WaterClass"></a>
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>
84 Some tiles, such as houses, reuse these bits of other purposes.
87 <a name=
"OwnershipInfo"></a>
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>
97 Some tiles, such as houses and industries, reuse these bits of other purposes.
101 <li><span style=
"font-weight: bold;">m3:
</span><br>
104 Bit
0: Non-flooding state.
107 <li><span style=
"font-weight: bold;">m4:
</span><br>
108 <a name=
"RoadType"></a>
109 Road roadtype. Used for all tiles with road (road, station, tunnelbridge).
112 Bits
5.
.0: Road roadtype,
0x3F for no road.
116 <li><span style=
"font-weight: bold;">m8:
</span><br>
117 <a name=
"TramType"></a>
118 Tram roadtype. Used for all tiles with road (road, station, tunnelbridge).
121 Bits
11.
.6: Tram roadtype,
0x3F for no tram.
125 <li><span style=
"font-weight: bold;">m8:
</span><br>
128 <a name=
"RailType"></a>
129 Bits
5.
.0: Railtype. Used for all tiles with rail (road, rail, station, tunnelbridge).
133 <li><span style=
"font-weight: bold;">m7:
</span><br>
134 Animation frame/state. Used for houses, industries, objects and stations.
138 <p>OTTD's class-specific periodic tile processing routine is called once every +
256 ticks for each tile.
</p>
140 <table border=
1 cellpadding=
3>
141 <tr bgcolor=
"#0099FF">
142 <th align=left
><font color=
"#FFFFFF">Class
</font></th>
143 <th align=left
><font color=
"#FFFFFF">Meaning
& details of encoding
</font></th>
145 <tr bgcolor=
"#CCCCCC">
146 <td align=left
><strong><a name=
"Class0"><tt> 0 </tt></a></strong></td>
147 <td align=left
> <strong>Ground
</strong></td>
150 <td valign=top nowrap
> </td>
153 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the tile (normally
<tt>10</tt>)
</li>
154 <li>m2: see fields
</li>
155 <li>m3 bits
7.
.5: type of hedge on NE border of the tile
</li>
156 <li>m3 bits
3.
.0: see fields
</li>
157 <li>m3 bit
4: set if the tile is covered with snow
</li>
158 <li>m4 bits
7.
.5: type of hedge on the SW border of the tile (
1 through
6, or
0=none)
</li>
159 <li>m4 bits
4.
.2: same as
7.
.5, but for the SE border
</li>
160 <li>m5 bits
7.
.5: update counter, incremented on every periodic processing for tile types,
161 other than
<tt>03</tt>,
<tt>07</tt>,
<tt>0B
</tt>,
<tt>10</tt> and above.
<BR>
162 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>
163 For snow and desert, these bits are not used, tile is updated on every periodic processing.
</li>
164 <li>m5 bits
4.
.2: tile type:
167 <td nowrap valign=top
><tt>0</tt> </td>
168 <td align=left
>bare land / grass
</td>
172 <td nowrap valign=top
><tt>1</tt> </td>
173 <td align=left
>rough land (density must be
3)
</td>
177 <td nowrap valign=top
><tt>2</tt> </td>
178 <td align=left
>rocks (density must be
3)
</td>
182 <td nowrap valign=top
><tt>3</tt> </td>
183 <td align=left
>fields (density must be
3)
185 <li>m2: index into the array of industries (farms), INVALID_INDUSTRY (
0xFFFF) if farm has been removed
</li>
186 <li>m3 bits
3.
.0: field type (legal values:
0 through
9)
</li>
192 <td nowrap valign=top
><tt>4</tt> </td>
193 <td align=left
>snow
</td>
197 <td nowrap valign=top
><tt>5</tt> </td>
198 <td align=left
>desert (density must be
1 or
3)
</td>
202 <li>m5 bits
1.
.0: density:
205 <td nowrap valign=top
><tt>0</tt> </td>
215 <td nowrap valign=top
><tt>1</tt> </td>
220 <td>2/
4 snow;
</td>
225 <td nowrap valign=top
><tt>2</tt> </td>
235 <td nowrap valign=top
><tt>3</tt> </td>
236 <td>full grass;
</td>
237 <td>rough land;
</td>
238 <td>rocks;
</td>
239 <td>fields;
</td>
240 <td>full snow;
</td>
245 <li>m6 bits
4.
.2: type of hedge on NW border of the tile
</li>
250 <tr bgcolor=
"#CCCCCC">
251 <td valign=top nowrap
><strong><a name=
"Class1"><tt> 1</tt></a></strong></td>
252 <td><strong>Railway tracks
</strong></td>
255 <td valign=top nowrap
> </td>
258 <li>m1 bit
7: Ship docking tile status (for half-tile with water)
</li>
259 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the tile
</li>
260 <li>m2: see signals
</li>
261 <li>m3 bits
7.
.4: see signals
</li>
262 <li>m8 bits
5.
.0 =
<a name=
"TrackType">track type
</a>:
265 <td><tt>0</tt> </td>
266 <td>conventional railway
</td>
270 <td><tt>1</tt> </td>
271 <td>electrified railway
</td>
275 <td><tt>2</tt> </td>
280 <td><tt>3</tt> </td>
285 <li>m4 bits
7.
.4: see signals
</li>
286 <li>m4 bits
3.
.0: Ground type (values with fences are not valid for depots and checkpoints)
289 <td nowrap valign=top
><tt>0</tt> </td>
290 <td align=left
>on bare land
</td>
294 <td nowrap valign=top
><tt>1</tt> </td>
295 <td align=left
>on grass, no fences
</td>
299 <td nowrap valign=top
><tt>2</tt> </td>
300 <td align=left
>fence on the NW side
</td>
304 <td nowrap valign=top
><tt>3</tt> </td>
305 <td align=left
>fence on the SE side
</td>
309 <td nowrap valign=top
><tt>4</tt> </td>
310 <td align=left
>fences on the NW and SE sides
</td>
314 <td nowrap valign=top
><tt>5</tt> </td>
315 <td align=left
>fence on the NE side
</td>
319 <td nowrap valign=top
><tt>6</tt> </td>
320 <td align=left
>fence on the SW side
</td>
324 <td nowrap valign=top
><tt>7</tt> </td>
325 <td align=left
>fences on the NE and SW sides
</td>
329 <td nowrap valign=top
><tt>8</tt> </td>
330 <td align=left
>fence on the E side (track in the W corner)
</td>
334 <td nowrap valign=top
><tt>9</tt> </td>
335 <td align=left
>fence on the W side (track in the E corner)
</td>
339 <td nowrap valign=top
><tt>A
</tt> </td>
340 <td align=left
>fence on the S side (track in the N corner)
</td>
344 <td nowrap valign=top
><tt>B
</tt> </td>
345 <td align=left
>fence on the N side (track in the S corner)
</td>
349 <td nowrap valign=top
><tt>C
</tt> </td>
350 <td align=left
>on snow or desert
</td>
354 <td nowrap valign=top
><tt>D
</tt> </td>
355 <td align=left
>on grass with fence and shore or water on the free halftile
</td>
359 <td nowrap valign=top
><tt>E
</tt> </td>
360 <td align=left
>higher part on foundation with snow, lower without snow
</td>
364 <li>m5 bit
7 clear: railway track
366 <li>m5 bits
5.
.0: track layout: bit set = track present:
369 <td nowrap valign=top
>bit
0:
</td>
370 <td align=left
>in the X direction
</td>
374 <td nowrap valign=top
>bit
1:
</td>
375 <td align=left
>in the Y direction
</td>
379 <td nowrap valign=top
>bit
2:
</td>
380 <td align=left
>in the north corner (direction W-E)
</td>
384 <td nowrap valign=top
>bit
3:
</td>
385 <td align=left
>in the south corner (direction W-E)
</td>
389 <td nowrap valign=top
>bit
4:
</td>
390 <td align=left
>in the west corner (direction N-S)
</td>
394 <td nowrap valign=top
>bit
5:
</td>
395 <td align=left
>in the east corner (direction N-S)
</td>
399 <li>m5 bit
6 set = with signals:
<BR>
400 There are at most
4 signals on a tile. The signals
0.
.3 belong to the directions:
404 <td>Track
<tt>0</tt> (X)
</td>
405 <td>Track
<tt>1</tt> (Y)
</td>
406 <td>Track
<tt>2</tt> (north)
</td>
407 <td>Track
<tt>3</tt> (south)
</td>
408 <td>Track
<tt>4</tt> (west)
</td>
409 <td>Track
<tt>5</tt> (east)
</td>
413 <td align=left
>Signal
<tt>0</tt> </td>
423 <td align=left
>Signal
<tt>1</tt> </td>
433 <td align=left
>Signal
<tt>2</tt> </td>
443 <td align=left
>Signal
<tt>3</tt> </td>
453 <li>m2 bit
7: Signal
0 and
1: set = semaphore signals, clear = light signals
</li>
454 <li>m2 bit
3: Signal
2 and
3: set = semaphore signals, clear = light signals
</li>
455 <li>m2 bits
6.
.4: type of signal
0 and
1 (same values as m2 bits
2.
.0)
</li>
456 <li>m2 bits
2.
.0: type of signal
2 and
3
459 <td nowrap=
"nowrap" valign=
"top"><tt>000</tt>:
</td>
460 <td align=
"left">normal signals
</td>
464 <td nowrap=
"nowrap" valign=
"top"><tt>001</tt>:
</td>
465 <td align=
"left">pre-signals
</td>
469 <td nowrap=
"nowrap" valign=
"top"><tt>010</tt>:
</td>
470 <td align=
"left">exit-signals
</td>
474 <td nowrap=
"nowrap" valign=
"top"><tt>011</tt>:
</td>
475 <td align=
"left">combo-signals
</td>
479 <td nowrap=
"nowrap" valign=
"top"><tt>100</tt>:
</td>
480 <td align=
"left">pbs signals
</td>
484 <td nowrap=
"nowrap" valign=
"top"><tt>101</tt>:
</td>
485 <td align=
"left">no-entry signals
</td>
490 <li>m3 bits
7.
.4: bit set = signal
3.
.0 present
</li>
491 <li>m4 bits
7.
.4: bit clear = signal
3.
.0 shows red
</li>
494 <li>m2 bits
8.
.10: track reserved for pbs
497 <td><tt>0</tt> </td>
498 <td>not reserved
</td>
501 <td><tt>1</tt> </td>
505 <td><tt>2</tt> </td>
509 <td><tt>3</tt> </td>
510 <td>north corner (W-E)
</td>
513 <td><tt>4</tt> </td>
514 <td>south corner (W-E)
</td>
517 <td><tt>5</tt> </td>
518 <td>west corner (N-S)
</td>
521 <td><tt>6</tt> </td>
522 <td>east corner (N-S)
</td>
526 <li>m2 bit
11: opposite track is reserved, too
</li>
529 <li>m5 bit
7 set, bit
6 set: railway depot
531 <li>m2: Depot index
</li>
532 <li>m5 bits
1.
.0: exit towards
535 <td><tt>0</tt> </td>
540 <td><tt>1</tt> </td>
545 <td><tt>2</tt> </td>
550 <td><tt>3</tt> </td>
555 <li>m5 bit
4: pbs reservation state
</li>
562 <tr bgcolor=
"#CCCCCC">
563 <td valign=top nowrap
><strong><a name=
"Class2"><tt> 2</tt></a></strong></td>
564 <td><strong>Roads
</strong></td>
567 <td valign=top nowrap
> </td>
570 <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>
571 <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>)
572 <li>m4 bits
5.
.0:
<a href=
"#RoadType">Roadtype
</a></li>
573 <li>m7 bit
5 set = on snow or desert
</li>
574 <li>m8 bits
11.
.6:
<a href=
"#TramType">Tramtype
</a></li>
575 <li>m5 bits
7 clear: road or level-crossing
580 <td><tt>0</tt> </td>
581 <td>on bare land
</td>
584 <td><tt>1</tt> </td>
588 <td><tt>2</tt> </td>
592 <td><tt>3</tt> </td>
593 <td>with streetlights
</td>
596 <td><tt>5</tt> </td>
600 <td><tt>6</tt> </td>
601 <td>on grass with road works
</td>
604 <td><tt>7</tt> </td>
605 <td>paved with road works
</td>
609 <li>m5 bit
6 clear: road
611 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the road type
0 (normal road)
</li>
612 <li>m7 bits
3.
.0: counter for the roadworks
</li>
613 <li>m5 bits
3.
.0: road layout road type
0 (normal road): bit set = road piece present:
616 <td align=left
>bit
0:
</td>
620 <td align=left
>bit
1:
</td>
624 <td align=left
>bit
2:
</td>
628 <td align=left
>bit
3:
</td>
633 <li>m3 bits
0.
.3: road layout road type
1 (tram)
</li>
634 <li>m5 bits
5.
.4: bits to disallow vehicles to go a specific direction
637 <td align=left
>bit
0:
</td>
638 <td>set = disallow driving in south-west or south-east direction
</td>
641 <td align=left
>bit
1:
</td>
642 <td>set = disallow driving in north-west or north-east direction
</td>
648 <li>m5 bit
6 set: level crossing
650 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the railway track
</li>
651 <li>m5 bit
5: set if crossing lights are on
</li>
652 <li>m5 bit
4: pbs reservation state
</li>
653 <li>m5 bit
0: direction
656 <td align=left
><tt>0</tt> </td>
657 <td align=left
>road in the X direction, rail in Y
</td>
660 <td align=left
><tt>1</tt> </td>
661 <td align=left
>road in the Y direction, rail in X
</td>
665 <li>m7 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the road type
0 (normal road)
</li>
666 <li>m8 bits
5.
.0:
<a href=
"#TrackType">railway track type
</a></li>
671 <li>m5 bit
7 set, bit
6 clear: road depot
673 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the depot
</li>
674 <li>m2: Depot index
</li>
675 <li>m5 bits
1.
.0: exit towards:
678 <td><tt>0</tt> </td>
683 <td><tt>1</tt> </td>
688 <td><tt>2</tt> </td>
693 <td><tt>3</tt> </td>
698 <li>m7 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the road type
0 (normal road)
</li>
705 <tr bgcolor=
"#CCCCCC">
706 <td valign=top nowrap
><strong><a name=
"Class3"><tt> 3</tt></a></strong></td>
707 <td><strong>Town building
</strong></td>
710 <td valign=top nowrap
> </td>
713 <li>m1 : Random bits
<a href=
"#newhouses">(newhouses)
</a> </li>
714 <li>m2 : index into the array of towns
</li>
717 <li> set : House is complete
719 <li>m5 : Age of house in years, clamped at
255</li>
722 <li> clear : House is in construction
724 <li>m5 bits
7.
.5 : free
</li>
725 <li>m5 bits
4.
.3 : construction stage
</li>
726 <li>m5 bits
2.
.0 : construction counter
</li>
730 <li>m3 bit
6 : bit
8 of house type (m4), allowing
512 different types.
</li>
731 <li>m3 bit
5 : free
</li>
732 <li>m3 bits
4.
.0 : triggers activated
<a href=
"#newhouses">(newhouses)
</a></li>
733 <li>m4 :
<a href=
"landscape_externals.html">town building type
</a> (with m3[
6] bit)
</li>
734 <li>m5 : see m3 bit
7</li>
737 <li>If
<a href=
"#newhouses">newhouses
</a> is activated
739 <li>bits
7.
.2 : Periodic processing time remaining
</li>
742 <li>Standard behaviour
744 <li>bits
7.
.2 : lift position (for houses type
04 and
05)
</li>
751 <li>If
<a href=
"#newhouses">newhouses
</a> is activated
753 <li>Current animation frame
</li>
756 <li>Standard behaviour (only for houses type
04 and
05)
758 <li>bits
7.
.4 : free
</li>
759 <li>bits
3.
.1 : lift destination. Values can be
0.
.6, except
1.
<br>
760 So the building has
6 effective floors. This is due to the fact that the first floor is
2 'normal' floors high.
<br>
761 One 'normal' floor has a height of
6 lift positions.
763 <li>bit
0 : Lift has destination when set
</li>
769 <small><a name=
"newhouses"></a>Newhouses is the name englobing a newGRF feature developed by TTDPatch devs (mainly Csaboka).
<br>
770 It allows the replacement of the properties as well as the graphics of houses in the game.
<br>
771 To distinguish between the standard behaviour and the newGRF one, HouseID (m4 + m3[
6]) is tested for anything above
110.
<br>
772 110 is the count of standard houses. So above
110 means there is a new definition of at least one house
</small>
776 <tr bgcolor=
"#CCCCCC">
777 <td valign=top nowrap
><strong><a name=
"Class4"><tt> 4 </tt></a></strong></td>
778 <td><strong>Trees
</strong></td>
781 <td valign=top nowrap
> </td>
784 <li>m1 bits
6.
.5: water class (sea or land)
</li>
785 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> (normally
<tt>10</tt>)
</li>
786 <li>m2 bits
8.
.6: ground
790 <td align=left
><tt>0</tt> </td>
795 <td align=left
><tt>1</tt> </td>
796 <td>on rough land (density must be
3)
</td>
800 <td align=left
><tt>2</tt> </td>
801 <td>on snow or desert
</td>
805 <td align=left
><tt>3</tt> </td>
806 <td>on shore (density must be
3)
</td>
810 <td align=left
><tt>4</tt> </td>
811 <td>on snow with rough land underneath
</td>
815 <li>m2 bits
5.
.4: ground density
</li>
816 <li>m3 bits
7.
.0: type of trees:
819 <td nowrap valign=top
><tt>00</tt>..
<tt>0B
</tt> </td>
820 <td align=left
>temperate climate trees
</td>
824 <td nowrap valign=top
><tt>0C
</tt>..
<tt>13</tt> </td>
825 <td align=left
>sub-arctic climate trees
</td>
829 <td nowrap valign=top
><tt>14</tt>..
<tt>1A
</tt> </td>
830 <td align=left
>rainforest trees
</td>
834 <td nowrap valign=top
><tt>1B
</tt> </td>
835 <td align=left
>cactus plants
</td>
839 <td nowrap valign=top
><tt>1C
</tt>..
<tt>1F
</tt> </td>
840 <td align=left
>sub-tropical climate, non-rainforest, non-desert trees
</td>
844 <td nowrap valign=top
><tt>20</tt>..
<tt>28</tt> </td>
845 <td align=left
>toyland trees
</td>
848 <small>Note: the actually displayed set of trees depends on both type and number of trees
</small>
850 <li>m5 bits
7.
.6: number of trees minus one
</li>
851 <li>m5 bits
2.
.0: growth status:
854 <td><tt>0</tt>..
<tt>2</tt> </td>
855 <td>one of trees is growing
</td>
858 <td><tt>3</tt> </td>
859 <td>all trees are fully grown
</td>
862 <td><tt>4</tt>..
<tt>6</tt> </td>
863 <td>one of trees is withering
</td>
871 <tr bgcolor=
"#CCCCCC">
872 <td valign=top nowrap
><strong><a name=
"Class5"><tt> 5</tt></a></strong></td>
873 <td><strong>Station tiles
</strong></td>
876 <td valign=top nowrap
> </td>
879 <li>m1 bit
7: Ship docking tile status (for buoys)
</li>
880 <li>m1 bits
6.
.5: water class for buoys, water part of docks and for airport tiles
</li>
881 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the station
</li>
882 <li>m2: index into the array of stations
</li>
883 <li>m3 bits
7.
.4: persistent random data for railway stations/waypoints and airports)
</li>
884 <li>m3 bits
7.
.4:
<a href=
"#OwnershipInfo">owner
</a> of tram tracks (road stop)
</li>
885 <li>m3 bits
3.
.2: ground type (road waypoints)
888 <td><tt>0</tt> </td>
889 <td>on bare land
</td>
892 <td><tt>1</tt> </td>
896 <td><tt>2</tt> </td>
901 <li>m4: custom station id;
0 means standard graphics
</li>
902 <li>m4:
<a href=
"#RoadType">Roadtype
</a> for road stops
</li>
903 <li>m5: graphics index (range from
0.
.255 for each station type):
906 <td nowrap valign=top
><tt>00</tt>..
<tt>07</tt> </td>
907 <td align=left
>railway station
910 <td><tt>00</tt>..
<tt>01</tt> </td>
911 <td align=left
>open platform
</td>
914 <td><tt>02</tt>..
<tt>03</tt> </td>
915 <td align=left
>open platform with station building
</td>
918 <td><tt>04</tt>....
<tt>07</tt> </td>
919 <td align=left
>roofed platform
</td>
922 <td colspan=
2>bit
0: clear = in X direction, set = in Y direction
</td>
929 <td nowrap valign=top
><tt>00</tt>..
<tt>01</tt></td>
930 <td align=left
>waypoints
933 <td><tt>00</tt> </td>
934 <td align=left
>in X direction
</td>
937 <td><tt>01</tt> </td>
938 <td align=left
>in Y direction
</td>
945 <td nowrap valign=top
><tt>00</tt>..
<tt>FF
</tt></td>
946 <td align=left
>all airports
</td>
950 <td nowrap valign=top
><tt>00</tt>..
<tt>05</tt> </td>
951 <td align=left
>road stops
954 <td><tt>00</tt> </td>
955 <td align=left
>exit towards NE
</td>
958 <td><tt>01</tt> </td>
959 <td align=left
>exit towards SE
</td>
962 <td><tt>02</tt> </td>
963 <td align=left
>exit towards SW
</td>
966 <td><tt>03</tt> </td>
967 <td align=left
>exit towards NW
</td>
970 <td><tt>04</tt> </td>
971 <td align=left
>drive through X
</td>
974 <td><tt>05</tt> </td>
975 <td align=left
>drive through Y
</td>
982 <td nowrap valign=top
><tt>04</tt>..
<tt>05</tt> </td>
983 <td align=left
>road waypoints
986 <td><tt>04</tt> </td>
987 <td align=left
>drive through X
</td>
990 <td><tt>05</tt> </td>
991 <td align=left
>drive through Y
</td>
998 <td nowrap valign=top
><tt>00</tt>..
<tt>05</tt> </td>
999 <td align=left
>ship dock
1002 <td><tt>00</tt> </td>
1003 <td align=left
>SW coast part
</td>
1006 <td><tt>01</tt> </td>
1007 <td align=left
>NW coast part
</td>
1010 <td><tt>02</tt> </td>
1011 <td align=left
>NE coast part
</td>
1014 <td><tt>03</tt> </td>
1015 <td align=left
>SE coast part
</td>
1018 <td><tt>04</tt> </td>
1019 <td align=left
>X direction water part
</td>
1022 <td><tt>05</tt> </td>
1023 <td align=left
>Y direction water part
</td>
1030 <li>m6 bit
7: rail station / waypoint may have catenary pylons
</li>
1031 <li>m6 bits
6.
.3: the station type (rail, airport, truck, bus, oilrig, dock, buoy, waypoint, road waypoint)
</li>
1032 <li>m6 bit
2: pbs reservation state for railway stations/waypoints
</li>
1033 <li>m6 bit
1: rail station / waypoint may have catenary wires
</li>
1034 <li>m6 bit
0: rail station / waypoint is blocked
</li>
1036 <li>m7 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of road (road stops)
</li>
1037 <li>m7: animation frame (railway stations/waypoints, airports)
</li>
1038 <li>m8 bit
15: Snow or desert present (road waypoints)
</li>
1039 <li>m8 bits
11.
.6:
<a href=
"#TramType">Tramtype
</a></li>
1040 <li>m8 bits
5.
.0:
<a href=
"#TrackType">track type
</a> for railway stations/waypoints
</li>
1041 <li>m8 bits
5.
.0: custom road stop/waypoint id;
0 means standard graphics
</li>
1046 <tr bgcolor=
"#CCCCCC">
1047 <td valign=top nowrap
><strong><a name=
"Class6"><tt> 6 </tt></a></strong></td>
1048 <td><strong>Water
</strong></td>
1051 <td valign=top nowrap
> </td>
1054 <li>m1 bit
7: Ship docking tile status
</li>
1055 <li>m1 bits
6.
.5 : Water class (sea, canal or river)
1056 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> (for sea, rivers, and coasts normally
<tt>11</tt>)
</li>
1057 <li>m2: Depot index (for depots only)
</li>
1058 <li>m4: Random data for canal or river tiles
</li>
1059 <li>m5 bits
7.
.4: Water tile type:
1062 <td><tt>0</tt> </td>
1063 <td>water, canal or river
</td>
1066 <td><tt>1</tt> </td>
1067 <td>coast or riverbank
</td>
1070 <td nowrap valign=top
><tt>2</tt> </td>
1073 <li>m5 bits
3.
.2: Lock part
1076 <td><tt>0</tt> </td>
1077 <td>Middle part
</td>
1080 <td><tt>1</tt> </td>
1084 <td><tt>2</tt> </td>
1089 <li>m5 bits
1.
.0: Lock direction
1092 <td><tt>0</tt> </td>
1096 <td><tt>1</tt> </td>
1100 <td><tt>2</tt> </td>
1104 <td><tt>3</tt> </td>
1113 <td nowrap valign=top
><tt>3</tt> </td>
1116 <li>m5 bit
1: Depot axis
1119 <td><tt>0</tt> </td>
1120 <td>X direction (NE-SW)
</td>
1123 <td><tt>1</tt> </td>
1124 <td>Y direction (NW-SE)
</td>
1128 <li>m5 bit
0: Depot part
1131 <td><tt>0</tt> </td>
1135 <td><tt>1</tt> </td>
1150 <tr bgcolor=
"#CCCCCC">
1151 <td valign=top nowrap
><strong><a name=
"Class7"><tt> 7 </tt></a></strong></td>
1152 <td><strong>Void
</strong></td>
1155 <td valign=top nowrap
> </td>
1156 <td>Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map,
<br>
1157 so as to protect several algorithms from the consequences of a wraparound at the edges.
1161 <tr bgcolor=
"#CCCCCC">
1162 <td valign=top nowrap
><strong><a name=
"Class8"><tt> 8</tt></a></strong></td>
1163 <td><strong>Industries
</strong></td>
1166 <td valign=top nowrap
> </td>
1169 <li>m1 bit
7: clear = under construction
1171 <li>m1 bits
6.
.5 : Water class (sea, canal, river or land)
1172 <li>m1 bits
3.
.2: construction counter, for buildings under construction incremented on every periodic tile processing
</li>
1173 <li>m1 bits
1.
.0: stage of construction (
<tt>3</tt> = completed), incremented when the construction counter wraps around
<br>
1174 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>
1177 <li>m2: index into the array of industries
</li>
1178 <li>m3: random bits (NewGRF)
</li>
1179 <li>m4: animation loop
</li>
1180 <li>m5: type (plus m6 bit
2):
<br>
1181 <small>(note: this is not the same as the industry type, which is stored in the array of industries)
</small>
1185 <td nowrap valign=top
><tt>00</tt>..
<tt>06</tt> </td>
1186 <td align=left
>coal mine
1189 <td nowrap valign=top
><tt>00</tt> </td>
1190 <td align=left
>wheel tower when not animated
</td>
1193 <td nowrap valign=top
><tt>01</tt> </td>
1194 <td align=left
>wheel tower when animated
<br>
1195 animation state in m7 bits
5.
.0; m7 bit
6 set = sound already generated
</td>
1202 <td nowrap valign=top
><tt>07</tt>..
<tt>0A
</tt> </td>
1203 <td align=left
>power station
1206 <td nowrap valign=top
><tt>08</tt> </td>
1207 <td align=left
>chimney
</td>
1210 <td nowrap valign=top
><tt>0A
</tt> </td>
1211 <td align=left
>transformer; animation progress in m7(valid range
<tt>0</tt>..
<tt>7</tt>)
</td>
1218 <td nowrap valign=top
><tt>0B
</tt>..
<tt>0F
</tt> </td>
1219 <td align=left
>sawmill
</td>
1223 <td nowrap valign=top
><tt>10</tt>..
<tt>11</tt> </td>
1224 <td align=left
>forest
1227 <td nowrap valign=top
><tt>11</tt> </td>
1228 <td align=left
>trees cut down
</td>
1235 <td nowrap valign=top
><tt>12</tt>..
<tt>17</tt> </td>
1236 <td align=left
>oil refinery
</td>
1240 <td nowrap valign=top
><tt>18</tt>..
<tt>1C
</tt> </td>
1241 <td align=left
>oil rig
</td>
1245 <td nowrap valign=top
><tt>1D
</tt>..
<tt>20</tt> </td>
1246 <td align=left
>oil wells
1249 <td nowrap valign=top
><tt>1D
</tt> </td>
1250 <td align=left
>not animated
</td>
1253 <td nowrap valign=top
><tt>1E
</tt>..
<tt>20</tt> </td>
1254 <td align=left
>various stages of animation; progress of animation in m7
</td>
1261 <td nowrap valign=top
><tt>21</tt>..
<tt>26</tt> </td>
1262 <td align=left
>farm
</td>
1266 <td nowrap valign=top
><tt>27</tt>..
<tt>2A
</tt> </td>
1267 <td align=left
>factory (temperate climate)
</td>
1271 <td nowrap valign=top
><tt>2B
</tt>..
<tt>2E
</tt> </td>
1272 <td align=left
>printing works
</td>
1276 <td nowrap valign=top
><tt>2F
</tt>..
<tt>33</tt> </td>
1277 <td align=left
>copper ore mine
1280 <td nowrap valign=top
><tt>2F
</tt> </td>
1281 <td align=left
>wheel tower when not animated
</td>
1284 <td nowrap valign=top
><tt>30</tt> </td>
1285 <td align=left
>wheel tower when animated; animation state in m7 bits
5.
.0; m7 bit
6 set = sound already generated
</td>
1288 <td nowrap valign=top
><tt>31</tt> </td>
1289 <td align=left
>chimney
</td>
1296 <td nowrap valign=top
><tt>34</tt>..
<tt>39</tt> </td>
1297 <td align=left
>steel mill
</td>
1301 <td nowrap valign=top
><tt>3A
</tt>..
<tt>3B
</tt> </td>
1302 <td align=left
>bank (temperate climate)
</td>
1306 <td nowrap valign=top
><tt>3C
</tt>..
<tt>3F
</tt> </td>
1307 <td align=left
>food processing plant
</td>
1311 <td nowrap valign=top
><tt>40</tt>..
<tt>47</tt> </td>
1312 <td align=left
>paper mill
</td>
1316 <td nowrap valign=top
><tt>48</tt>..
<tt>58</tt> </td>
1317 <td align=left
>gold mine
1320 <td nowrap valign=top
><tt>4F
</tt> </td>
1321 <td align=left
>wheel tower when not animated
</td>
1324 <td nowrap valign=top
><tt>58</tt> </td>
1325 <td align=left
>wheel tower when animated; animation state in m7 bits
5.
.0; m7 bit
6 set = sound already generated
</td>
1331 <td nowrap valign=top
><tt>59</tt>..
<tt>5A
</tt> </td>
1332 <td align=left
>bank (sub-arctic or sub-tropical climate)
</td>
1336 <td nowrap valign=top
><tt>5B
</tt>..
<tt>63</tt> </td>
1337 <td align=left
>diamond mine
</td>
1341 <td nowrap valign=top
><tt>64</tt>..
<tt>73</tt> </td>
1342 <td align=left
>iron ore mine
</td>
1346 <td nowrap valign=top
><tt>74</tt></td>
1347 <td align=left
>fruit plantation
</td>
1351 <td nowrap valign=top
><tt>75</tt></td>
1352 <td align=left
>rubber plantation
</td>
1356 <td nowrap valign=top
><tt>76</tt>..
<tt>77</tt> </td>
1357 <td align=left
>water supply
</td>
1361 <td nowrap valign=top
><tt>78</tt></td>
1362 <td align=left
>water tower
</td>
1366 <td nowrap valign=top
><tt>79</tt>..
<tt>7C
</tt> </td>
1367 <td align=left
>factory (sub-tropical climate)
</td>
1371 <td nowrap valign=top
><tt>7D
</tt>..
<tt>80</tt> </td>
1372 <td align=left
>lumber mill
</td>
1376 <td nowrap valign=top
><tt>81</tt>..
<tt>82</tt> </td>
1377 <td align=left
>candyfloss forest
1380 <td nowrap valign=top
><tt>82</tt> </td>
1381 <td align=left
>candyfloss 'trees' cut down
</td>
1388 <td nowrap valign=top
><tt>83</tt>..
<tt>86</tt> </td>
1389 <td align=left
>sweet factory
</td>
1393 <td nowrap valign=top
><tt>87</tt>..
<tt>88</tt> </td>
1394 <td align=left
>battery farm
1397 <td nowrap valign=top
><tt>88</tt> </td>
1398 <td align=left
>batteries 'reaped'
</td>
1405 <td nowrap valign=top
><tt>89</tt></td>
1406 <td align=left
>cola wells
</td>
1410 <td nowrap valign=top
><tt>8A
</tt>..
<tt>8D
</tt> </td>
1411 <td align=left
>toy shop
</td>
1415 <td nowrap valign=top
><tt>8E
</tt>..
<tt>93</tt> </td>
1416 <td align=left
>toy factory
1419 <td nowrap valign=top
><tt>8F
</tt> </td>
1420 <td align=left
>Animated part; animation state in m7 (valid range
<tt>00</tt>..
<tt>31</tt>)
<br>
1421 Tile animation is started (m4 zeroed) on the periodic processing.
<br>
1422 While the animation is in progress, m4 holds the number
1423 of animation cycles that have already taken place.
<br>
1424 when this number reaches
8 the animation is stopped.
</td>
1431 <td nowrap valign=top
><tt>94</tt>..
<tt>9B
</tt> </td>
1432 <td align=left
>plastic fountains (various stages of cyclic animation)
</td>
1436 <td nowrap valign=top
><tt>9C
</tt>..
<tt>9F
</tt> </td>
1437 <td align=left
>fizzy drink factory
</td>
1441 <td nowrap valign=top
><tt>A0
</tt>..
<tt>A3
</tt> </td>
1442 <td align=left
>bubble generator
1445 <td nowrap valign=top
><tt>A1
</tt> </td>
1446 <td align=left
>generators
</td>
1449 <td nowrap valign=top
><tt>A2
</tt> </td>
1450 <td align=left
>bubble capture facility; animation state in m7 (valid range
<tt>00</tt>..
<tt>27</tt>)
</td>
1457 <td nowrap valign=top
><tt>A4
</tt>..
<tt>A6
</tt> </td>
1458 <td align=left
>toffee quarry
1461 <td nowrap valign=top
><tt>A5
</tt> </td>
1462 <td align=left
>animated part; animation state in m3 (valid range
<tt>00</tt>..
<tt>45</tt>)
</td>
1469 <td nowrap valign=top
><tt>A7
</tt>..
<tt>AE
</tt> </td>
1470 <td align=left
>sugar mine
1473 <td nowrap valign=top
><tt>AE
</tt> </td>
1474 <td align=left
>animated part; animation state in m3 (valid range
<tt>00</tt>..
<tt>5F
</tt>)
</td>
1480 <td nowrap valign=top
><tt>AF
</tt>..
<tt>1FF
</tt> </td>
1481 <td align=left
>NewGRF industries industry
</td>
1485 <li>m6 bits
5.
.3: random triggers (NewGRF)
</li>
1486 <li>m6 bit
2: bit
8 of type (see m5)
</li>
1487 <li>m7: animation frame
</li>
1492 <tr bgcolor=
"#CCCCCC">
1493 <td valign=top nowrap
><strong><a name=
"Class9"><tt> 9</tt></a></strong></td>
1494 <td><strong>Tunnel / bridge
</strong></td>
1497 <td valign=top nowrap
> </td>
1500 <li>m1 bit
7: Ship docking tile status (for aqueducts)
</li>
1501 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a></li>
1502 <li>m3 bits
7.
.4:
<a href=
"#OwnershipInfo">owner
</a> of tram
</li>
1503 <li>m4:
<a href=
"#RoadType">Roadtype
</a></li>
1504 <li>m5 bit
4: pbs reservation state for railway
</li>
1505 <li>m5 bits
7 clear: tunnel entrance/exit
</li>
1506 <li>m5 bit
7 set: bridge ramp
1508 <li>m6 bits
5.
.2:
<a name=
"BridgeType">bridge type
</a>:
1511 <th align=left
>Type
</th>
1512 <th align=left
>Max. speed (mph)
</th>
1513 <th align=left
>Description
</th>
1517 <td nowrap valign=top
><tt>0</tt> </td>
1518 <td align=center
>20</td>
1519 <td align=left
>wooden
</td>
1523 <td nowrap valign=top
><tt>1</tt> </td>
1524 <td align=center
>30</td>
1525 <td align=left
>concrete
</td>
1529 <td nowrap valign=top
><tt>2</tt> </td>
1530 <td align=center
>40</td>
1531 <td align=left
>girder, steel
</td>
1535 <td nowrap valign=top
><tt>3</tt> </td>
1536 <td align=center
>50</td>
1537 <td align=left
>suspension, concrete
</td>
1541 <td nowrap valign=top
><tt>4</tt> </td>
1542 <td align=center
>60</td>
1543 <td align=left
>suspension, steel
</td>
1547 <td nowrap valign=top
><tt>5</tt> </td>
1548 <td align=center
>70</td>
1549 <td align=left
>suspension, steel
</td>
1553 <td nowrap valign=top
><tt>6</tt> </td>
1554 <td align=center
>100</td>
1555 <td align=left
>cantilever, steel
</td>
1559 <td nowrap valign=top
><tt>7</tt> </td>
1560 <td align=center
>130</td>
1561 <td align=left
>cantilever, steel
</td>
1565 <td nowrap valign=top
><tt>8</tt> </td>
1566 <td align=center
>150</td>
1567 <td align=left
>cantilever, steel
</td>
1571 <td nowrap valign=top
><tt>9</tt> </td>
1572 <td align=center
>160</td>
1573 <td align=left
>girder, steel
</td>
1577 <td nowrap valign=top
><tt>A
</tt> </td>
1578 <td align=center
>200</td>
1579 <td align=left
>tubular, steel
</td>
1583 <td nowrap valign=top
><tt>B
</tt> </td>
1584 <td align=center
>320</td>
1585 <td align=left
>tubular, steel
</td>
1589 <td nowrap valign=top
><tt>C
</tt> </td>
1590 <td align=center
>380</td>
1591 <td align=left
>tubular, silicon
</td>
1597 <li>m5 bits
3.
.2: transport type
1600 <td><tt>0</tt> </td>
1605 <td><tt>1</tt> </td>
1610 <td><tt>2</tt> </td>
1615 <li>m5 bits
1.
.0: direction onto the bridge / out of the tunnel
1618 <td><tt>0</tt> </td>
1623 <td><tt>1</tt> </td>
1628 <td><tt>2</tt> </td>
1633 <td><tt>3</tt> </td>
1638 <li>m7 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of road
</li>
1639 <li>m7 bit
5 set = on snow or desert
</li>
1640 <li>m8 bits
11.
.6:
<a href=
"#TramType">Tramtype
</a></li>
1641 <li>m8 bits
5.
.0:
<a href=
"#TrackType">track type
</a> for railway
</li>
1646 <tr bgcolor=
"#CCCCCC">
1647 <td valign=top nowrap
><strong><a name=
"ClassA"><tt> A
</tt></a></strong></td>
1648 <td><strong><tt>Objects
</tt></strong></td>
1651 <td valign=top nowrap
> </td>
1654 <li>m1 bits
6.
.5 : Water class (sea, canal, river or land)
</li>
1655 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the object (for lighthouses and transmitters normally
<tt>10</tt>)
</li>
1656 <li>m2: index into the array of objects, bits
0 to
15 (upper bits in m5)
</li>
1657 <li>m3: random bits
</li>
1658 <li>m5: index into the array of objects, bits
16 to
23 (lower bits in m2)
</li>
1659 <li>m7: animation counter
</li>
1664 <td colspan=
2>Classes
<tt>B
</tt> through
<tt>F
</tt> are reserved. The presence
1665 of a tile in one of the reserved classes will crash OTTD.
</td>
1671 Original Copyright
© 2003 by Marcin Grzegorczyk for TTDLX.
<br>
1672 Transport Tycoon and Transport Tycoon Deluxe are Copyright
© by Chris Sawyer.
<br>
1673 All the other trademarks are the property of their respective owners.
<br>