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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 informations 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 meaningfull 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;">m7:
</span><br>
102 Animation frame/state. Used for houses, industries, objects and stations.
106 <p>OTTD's class-specific periodic tile processing routine is called once every +
256 ticks for each tile.
</p>
108 <table border=
1 cellpadding=
3>
109 <tr bgcolor=
"#0099FF">
110 <th align=left
><font color=
"#FFFFFF">Class
</font></th>
111 <th align=left
><font color=
"#FFFFFF">Meaning & details of encoding
</font></th>
113 <tr bgcolor=
"#CCCCCC">
114 <td align=left
><strong><a name=
"Class0"><tt> 0 </tt></a></strong></td>
115 <td align=left
> <strong>Ground
</strong></td>
118 <td valign=top nowrap
> </td>
121 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the tile (normally
<tt>10</tt>)
</li>
122 <li>m2: see fields
</li>
123 <li>m3 bits
7.
.5: type of hedge on NE border of the tile
</li>
124 <li>m3 bits
3.
.0: see fields
</li>
125 <li>m3 bit
4: set if the tile is covered with snow
</li>
126 <li>m4 bits
7.
.5: type of hedge on the SW border of the tile (
1 through
6, or
0=none)
</li>
127 <li>m4 bits
4.
.2: same as
7.
.5, but for the SE border
</li>
128 <li>m5 bits
7.
.5: update counter, incremented on every periodic processing for tile types,
129 other than
<tt>03</tt>,
<tt>07</tt>,
<tt>0B
</tt>,
<tt>10</tt> and above.
<BR>
130 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>
131 For snow and desert, these bits are not used, tile is updated on every periodic processing.
</li>
132 <li>m5 bits
4.
.2: tile type:
135 <td nowrap valign=top
><tt>0</tt> </td>
136 <td align=left
>bare land / grass
</td>
140 <td nowrap valign=top
><tt>1</tt> </td>
141 <td align=left
>rough land (density must be
3)
</td>
145 <td nowrap valign=top
><tt>2</tt> </td>
146 <td align=left
>rocks (density must be
3)
</td>
150 <td nowrap valign=top
><tt>3</tt> </td>
151 <td align=left
>fields (density must be
3)
153 <li>m2: index into the array of industries (farms), INVALID_INDUSTRY (
0xFFFF) if farm has been removed
</li>
154 <li>m3 bits
3.
.0: field type (legal values:
0 through
9)
</li>
160 <td nowrap valign=top
><tt>4</tt> </td>
161 <td align=left
>snow
</td>
165 <td nowrap valign=top
><tt>5</tt> </td>
166 <td align=left
>desert (density must be
1 or
3)
</td>
170 <li>m5 bits
1.
.0: density:
173 <td nowrap valign=top
><tt>0</tt> </td>
183 <td nowrap valign=top
><tt>1</tt> </td>
188 <td>2/
4 snow;
</td>
193 <td nowrap valign=top
><tt>2</tt> </td>
203 <td nowrap valign=top
><tt>3</tt> </td>
204 <td>full grass;
</td>
205 <td>rough land;
</td>
206 <td>rocks;
</td>
207 <td>fields;
</td>
208 <td>full snow;
</td>
213 <li>m6 bits
4.
.2: type of hedge on NW border of the tile
</li>
218 <tr bgcolor=
"#CCCCCC">
219 <td valign=top nowrap
><strong><a name=
"Class1"><tt> 1</tt></a></strong></td>
220 <td><strong>Railway tracks
</strong></td>
223 <td valign=top nowrap
> </td>
226 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the tile
</li>
227 <li>m2: see signals
</li>
228 <li>m3 bits
7.
.4: see signals
</li>
229 <li>m3 bits
3.
.0 =
<a name=
"TrackType">track type
</a>:
232 <td><tt>0</tt> </td>
233 <td>conventional railway
</td>
237 <td><tt>1</tt> </td>
238 <td>electrified railway
</td>
242 <td><tt>2</tt> </td>
247 <td><tt>3</tt> </td>
252 <li>m4 bits
7.
.4: see signals
</li>
253 <li>m4 bits
3.
.0: Ground type (values with fences are not valid for depots and checkpoints)
256 <td nowrap valign=top
><tt>0</tt> </td>
257 <td align=left
>on bare land
</td>
261 <td nowrap valign=top
><tt>1</tt> </td>
262 <td align=left
>on grass, no fences
</td>
266 <td nowrap valign=top
><tt>2</tt> </td>
267 <td align=left
>fence on the NW side
</td>
271 <td nowrap valign=top
><tt>3</tt> </td>
272 <td align=left
>fence on the SE side
</td>
276 <td nowrap valign=top
><tt>4</tt> </td>
277 <td align=left
>fences on the NW and SE sides
</td>
281 <td nowrap valign=top
><tt>5</tt> </td>
282 <td align=left
>fence on the NE side
</td>
286 <td nowrap valign=top
><tt>6</tt> </td>
287 <td align=left
>fence on the SW side
</td>
291 <td nowrap valign=top
><tt>7</tt> </td>
292 <td align=left
>fences on the NE and SW sides
</td>
296 <td nowrap valign=top
><tt>8</tt> </td>
297 <td align=left
>fence on the E side (track in the W corner)
</td>
301 <td nowrap valign=top
><tt>9</tt> </td>
302 <td align=left
>fence on the W side (track in the E corner)
</td>
306 <td nowrap valign=top
><tt>A
</tt> </td>
307 <td align=left
>fence on the S side (track in the N corner)
</td>
311 <td nowrap valign=top
><tt>B
</tt> </td>
312 <td align=left
>fence on the N side (track in the S corner)
</td>
316 <td nowrap valign=top
><tt>C
</tt> </td>
317 <td align=left
>on snow or desert
</td>
321 <td nowrap valign=top
><tt>D
</tt> </td>
322 <td align=left
>on grass with fence and shore or water on the free halftile
</td>
326 <td nowrap valign=top
><tt>E
</tt> </td>
327 <td align=left
>higher part on foundation with snow, lower without snow
</td>
331 <li>m5 bit
7 clear: railway track
333 <li>m5 bits
5.
.0: track layout: bit set = track present:
336 <td nowrap valign=top
>bit
0:
</td>
337 <td align=left
>in the X direction
</td>
341 <td nowrap valign=top
>bit
1:
</td>
342 <td align=left
>in the Y direction
</td>
346 <td nowrap valign=top
>bit
2:
</td>
347 <td align=left
>in the north corner (direction W-E)
</td>
351 <td nowrap valign=top
>bit
3:
</td>
352 <td align=left
>in the south corner (direction W-E)
</td>
356 <td nowrap valign=top
>bit
4:
</td>
357 <td align=left
>in the west corner (direction N-S)
</td>
361 <td nowrap valign=top
>bit
5:
</td>
362 <td align=left
>in the east corner (direction N-S)
</td>
366 <li>m5 bit
6 set = with signals:
<BR>
367 There are at most
4 signals on a tile. The signals
0.
.3 belong to the directions:
371 <td>Track
<tt>0</tt> (X)
</td>
372 <td>Track
<tt>1</tt> (Y)
</td>
373 <td>Track
<tt>2</tt> (north)
</td>
374 <td>Track
<tt>3</tt> (south)
</td>
375 <td>Track
<tt>4</tt> (west)
</td>
376 <td>Track
<tt>5</tt> (east)
</td>
380 <td align=left
>Signal
<tt>0</tt> </td>
390 <td align=left
>Signal
<tt>1</tt> </td>
400 <td align=left
>Signal
<tt>2</tt> </td>
410 <td align=left
>Signal
<tt>3</tt> </td>
420 <li>m2 bit
7: Signal
0 and
1: set = semaphore signals, clear = light signals
</li>
421 <li>m2 bit
3: Signal
2 and
3: set = semaphore signals, clear = light signals
</li>
422 <li>m2 bits
6.
.4: type of signal
0 and
1 (same values as m2 bits
2.
.0)
</li>
423 <li>m2 bits
2.
.0: type of signal
2 and
3
426 <td nowrap=
"nowrap" valign=
"top"><tt>000</tt>:
</td>
427 <td align=
"left">normal signals
</td>
431 <td nowrap=
"nowrap" valign=
"top"><tt>001</tt>:
</td>
432 <td align=
"left">pre-signals
</td>
436 <td nowrap=
"nowrap" valign=
"top"><tt>010</tt>:
</td>
437 <td align=
"left">exit-signals
</td>
441 <td nowrap=
"nowrap" valign=
"top"><tt>011</tt>:
</td>
442 <td align=
"left">combo-signals
</td>
446 <td nowrap=
"nowrap" valign=
"top"><tt>100</tt>:
</td>
447 <td align=
"left">pbs signals
</td>
451 <td nowrap=
"nowrap" valign=
"top"><tt>101</tt>:
</td>
452 <td align=
"left">no-entry signals
</td>
456 <li style=
"color: blue">m2 bit
12: this signal tile has
1 or more restricted signals (tracerestrict patch)
</li>
458 <li>m3 bits
7.
.4: bit set = signal
3.
.0 present
</li>
459 <li>m4 bits
7.
.4: bit clear = signal
3.
.0 shows red
</li>
462 <li>m2 bits
8.
.10: track reserved for pbs
465 <td><tt>0</tt> </td>
466 <td>not reserved
</td>
469 <td><tt>1</tt> </td>
473 <td><tt>2</tt> </td>
477 <td><tt>3</tt> </td>
478 <td>north corner (W-E)
</td>
481 <td><tt>4</tt> </td>
482 <td>south corner (W-E)
</td>
485 <td><tt>5</tt> </td>
486 <td>west corner (N-S)
</td>
489 <td><tt>6</tt> </td>
490 <td>east corner (N-S)
</td>
494 <li>m2 bit
11: opposite track is reserved, too
</li>
497 <li>m5 bit
7 set, bit
6 set: railway depot
499 <li>m2: Depot index
</li>
500 <li>m5 bits
1.
.0: exit towards
503 <td><tt>0</tt> </td>
508 <td><tt>1</tt> </td>
513 <td><tt>2</tt> </td>
518 <td><tt>3</tt> </td>
523 <li>m5 bit
4: pbs reservation state
</li>
526 <li style=
"color: blue">m7: Track age used to show overgrowth (not used for depots)
</li>
531 <tr bgcolor=
"#CCCCCC">
532 <td valign=top nowrap
><strong><a name=
"Class2"><tt> 2</tt></a></strong></td>
533 <td><strong>Roads
</strong></td>
536 <td valign=top nowrap
> </td>
539 <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>
540 <li>m7 bit
5 set = on snow or desert
</li>
541 <li>m7 bits
7.
.6: present road types
544 <td>bit
0 </td>
549 <td>bit
1 </td>
554 <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>)
555 <li>m5 bits
7 clear: road or level-crossing
560 <td><tt>0</tt> </td>
561 <td>on bare land
</td>
564 <td><tt>1</tt> </td>
568 <td><tt>2</tt> </td>
572 <td><tt>3</tt> </td>
573 <td>with streetlights
</td>
576 <td><tt>5</tt> </td>
580 <td><tt>6</tt> </td>
581 <td>on grass with road works
</td>
584 <td><tt>7</tt> </td>
585 <td>paved with road works
</td>
589 <li>m5 bit
6 clear: road
591 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the road type
0 (normal road)
</li>
592 <li>m7 bits
3.
.0: counter for the roadworks
</li>
593 <li>m5 bits
3.
.0: road layout road type
0 (normal road): bit set = road piece present:
596 <td align=left
>bit
0:
</td>
600 <td align=left
>bit
1:
</td>
604 <td align=left
>bit
2:
</td>
608 <td align=left
>bit
3:
</td>
613 <li>m3 bits
0.
.3: road layout road type
1 (tram)
</li>
614 <li>m5 bits
5.
.4: bits to disallow vehicles to go a specific direction
617 <td align=left
>bit
0:
</td>
618 <td>set = disallow driving in south-west or south-east direction
</td>
621 <td align=left
>bit
1:
</td>
622 <td>set = disallow driving in north-west or north-east direction
</td>
628 <li>m5 bit
6 set: level crossing
630 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the railway track
</li>
631 <li>m3 bits
3.
.0:
<a href=
"#TrackType">railway track type
</a></li>
632 <li>m5 bit
0: direction
635 <td align=left
><tt>0</tt> </td>
636 <td align=left
>road in the X direction, rail in Y
</td>
639 <td align=left
><tt>1</tt> </td>
640 <td align=left
>road in the Y direction, rail in X
</td>
644 <li>m5 bit
5: set if crossing lights are on
</li>
645 <li>m7 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the road type
0 (normal road)
</li>
646 <li>m5 bit
4: pbs reservation state
</li>
651 <li>m5 bit
7 set, bit
6 clear: road depot
653 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the depot
</li>
654 <li>m2: Depot index
</li>
655 <li>m5 bits
1.
.0: exit towards:
658 <td><tt>0</tt> </td>
663 <td><tt>1</tt> </td>
668 <td><tt>2</tt> </td>
673 <td><tt>3</tt> </td>
678 <li>m7 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the road type
0 (normal road)
</li>
685 <tr bgcolor=
"#CCCCCC">
686 <td valign=top nowrap
><strong><a name=
"Class3"><tt> 3</tt></a></strong></td>
687 <td><strong>Town building
</strong></td>
690 <td valign=top nowrap
> </td>
693 <li>m1 : Random bits
<a href=
"#newhouses">(newhouses)
</a> </li>
694 <li>m2 : index into the array of towns
</li>
697 <li> set : House is complete
699 <li>m5 : Age of house in years, clamped at
255</li>
702 <li> clear : House is in construction
704 <li>m5 bits
7.
.5 : free
</li>
705 <li>m5 bits
4.
.3 : construction stage
</li>
706 <li>m5 bits
2.
.0 : construction counter
</li>
710 <li>m3 bit
6 : bit
8 of house type (m4), allowing
512 different types.
</li>
711 <li>m3 bit
5 : free
</li>
712 <li>m3 bits
4.
.0 : triggers activated
<a href=
"#newhouses">(newhouses)
</a></li>
713 <li>m4 :
<a href=
"landscape_externals.html">town building type
</a> (with m3[
6] bit)
</li>
714 <li>m5 : see m3 bit
7</li>
717 <li>If
<a href=
"#newhouses">newhouses
</a> is activated
719 <li>bits
7.
.2 : Periodic processing time remaining
</li>
722 <li>Standard behaviour
724 <li>bits
7.
.2 : lift position (for houses type
04 and
05)
</li>
731 <li>If
<a href=
"#newhouses">newhouses
</a> is activated
733 <li>Current animation frame
</li>
736 <li>Standard behaviour (only for houses type
04 and
05)
738 <li>bits
7.
.4 : free
</li>
739 <li>bits
3.
.1 : lift destination. Values can be
0.
.6, except
1.
<br>
740 So the building has
6 effective floors. This is due to the fact that the first floor is
2 'normal' floors high.
<br>
741 One 'normal' floor has a height of
6 lift positions.
743 <li>bit
0 : Lift has destination when set
</li>
749 <small><a name=
"newhouses"></a>Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).
<br>
750 It allows the replacement of the properties as well as the graphics of houses in the game.
<br>
751 To distinguish between the standard behaviour and the newGRF one, HouseID (m4 + m3[
6]) is tested for anything above
110.
<br>
752 110 is the count of standard houses. So above
110 means there is a new definition of at least one house
</small>
756 <tr bgcolor=
"#CCCCCC">
757 <td valign=top nowrap
><strong><a name=
"Class4"><tt> 4 </tt></a></strong></td>
758 <td><strong>Trees
</strong></td>
761 <td valign=top nowrap
> </td>
764 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> (normally
<tt>10</tt>)
</li>
765 <li>m2 bits
8.
.6: ground
769 <td align=left
><tt>0</tt> </td>
774 <td align=left
><tt>1</tt> </td>
775 <td>on rough land (density must be
3)
</td>
779 <td align=left
><tt>2</tt> </td>
780 <td>on snow or desert
</td>
784 <td align=left
><tt>3</tt> </td>
785 <td>on shore (density must be
3)
</td>
789 <td align=left
><tt>4</tt> </td>
790 <td>on snow with rough land underneed
</td>
794 <li>m2 bits
5.
.4: ground density
</li>
795 <li>m2 bits
3.
.0: update counter, incremented on every periodic processing.
<br>
796 on wraparound the growth status is updated (or, if it's
<tt>3</tt>, a random action is taken)
</li>
797 <li>m3 bits
7.
.0: type of trees:
800 <td nowrap valign=top
><tt>00</tt>..
<tt>0B
</tt> </td>
801 <td align=left
>temperate climate trees
</td>
805 <td nowrap valign=top
><tt>0C
</tt>..
<tt>13</tt> </td>
806 <td align=left
>sub-arctic climate trees
</td>
810 <td nowrap valign=top
><tt>14</tt>..
<tt>1A
</tt> </td>
811 <td align=left
>rainforest trees
</td>
815 <td nowrap valign=top
><tt>1B
</tt> </td>
816 <td align=left
>cactus plants
</td>
820 <td nowrap valign=top
><tt>1C
</tt>..
<tt>1F
</tt> </td>
821 <td align=left
>sub-tropical climate, non-rainforest, non-desert trees
</td>
825 <td nowrap valign=top
><tt>20</tt>..
<tt>28</tt> </td>
826 <td align=left
>toyland trees
</td>
829 <small>Note: the actually displayed set of trees depends on both type and number of trees
</small>
831 <li>m5 bits
7.
.6: number of trees minus one
</li>
832 <li>m5 bits
2.
.0: growth status:
835 <td><tt>0</tt>..
<tt>2</tt> </td>
836 <td>one of trees is growing
</td>
839 <td><tt>3</tt> </td>
840 <td>all trees are fully grown
</td>
843 <td><tt>4</tt>..
<tt>6</tt> </td>
844 <td>one of trees is withering
</td>
852 <tr bgcolor=
"#CCCCCC">
853 <td valign=top nowrap
><strong><a name=
"Class5"><tt> 5</tt></a></strong></td>
854 <td><strong>Station tiles
</strong></td>
857 <td valign=top nowrap
> </td>
860 <li>m1 bits
6.
.5: water class for buoys, water part of docks and for airport tiles
</li>
861 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the station
</li>
862 <li>m2: index into the array of stations
</li>
863 <li>m3 bits
7.
.4: persistent random data for railway stations/waypoints and airports)
</li>
864 <li>m3 bits
7.
.4:
<a href=
"#OwnershipInfo">owner
</a> of tram tracks (road stop)
</li>
865 <li>m3 bits
3.
.0:
<a href=
"#TrackType">track type
</a> for railway stations/waypoints
</li>
866 <li>m4: custom station id;
0 means standard graphics
</li>
867 <li>m5: graphics index (range from
0.
.255 for each station type):
870 <td nowrap valign=top
><tt>00</tt>..
<tt>07</tt> </td>
871 <td align=left
>railway station
874 <td><tt>00</tt>..
<tt>01</tt> </td>
875 <td align=left
>open platform
</td>
878 <td><tt>02</tt>..
<tt>03</tt> </td>
879 <td align=left
>open platform with station building
</td>
882 <td><tt>04</tt>....
<tt>07</tt> </td>
883 <td align=left
>roofed platform
</td>
886 <td colspan=
2>bit
0: clear = in X direction, set = in Y direction
</td>
893 <td nowrap valign=top
><tt>00</tt>..
<tt>01</tt></td>
894 <td align=left
>waypoints
897 <td><tt>00</tt> </td>
898 <td align=left
>in X direction
</td>
901 <td><tt>01</tt> </td>
902 <td align=left
>in Y direction
</td>
909 <td nowrap valign=top
><tt>00</tt>..
<tt>FF
</tt></td>
910 <td align=left
>all airports
</td>
914 <td nowrap valign=top
><tt>00</tt>..
<tt>05</tt> </td>
915 <td align=left
>road stops
918 <td><tt>00</tt> </td>
919 <td align=left
>exit towards NE
</td>
922 <td><tt>01</tt> </td>
923 <td align=left
>exit towards SE
</td>
926 <td><tt>02</tt> </td>
927 <td align=left
>exit towards SW
</td>
930 <td><tt>03</tt> </td>
931 <td align=left
>exit towards NW
</td>
934 <td><tt>04</tt> </td>
935 <td align=left
>drive through X
</td>
938 <td><tt>05</tt> </td>
939 <td align=left
>drive through Y
</td>
946 <td nowrap valign=top
><tt>00</tt>..
<tt>05</tt> </td>
947 <td align=left
>ship dock
950 <td><tt>00</tt> </td>
951 <td align=left
>SW coast part
</td>
954 <td><tt>01</tt> </td>
955 <td align=left
>NW coast part
</td>
958 <td><tt>02</tt> </td>
959 <td align=left
>NE coast part
</td>
962 <td><tt>03</tt> </td>
963 <td align=left
>SE coast part
</td>
966 <td><tt>04</tt> </td>
967 <td align=left
>X direction water part
</td>
970 <td><tt>05</tt> </td>
971 <td align=left
>Y direction water part
</td>
978 <li>m6 bits
5.
.3: the station type (rail, airport, truck, bus, oilrig, dock, buoy, waypoint)
</li>
979 <li>m6 bit
2: pbs reservation state for railway stations/waypoints
</li>
981 <li>m7 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of road (road stops)
</li>
982 <li>m7 bits
7.
.6: present road types (road stops)
</li>
983 <li>m7: animation frame (railway stations/waypoints, airports)
</li>
988 <tr bgcolor=
"#CCCCCC">
989 <td valign=top nowrap
><strong><a name=
"Class6"><tt> 6 </tt></a></strong></td>
990 <td><strong>Water
</strong></td>
993 <td valign=top nowrap
> </td>
996 <li>m1 bits
6.
.5 : Water class (sea, canal or river)
997 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> (for sea, rivers, and coasts normally
<tt>11</tt>)
</li>
998 <li>m2: Depot index (for depots only)
</li>
999 <li>m4: Random data for canal or river tiles
</li>
1003 <td nowrap valign=top
><tt>00</tt> </td>
1004 <td align=left
>water, canal or river
</td>
1008 <td nowrap valign=top
><tt>01</tt> </td>
1009 <td align=left
>coast or riverbank
</td>
1013 <td nowrap valign=top
><tt>10</tt>..
<tt>1B
</tt> </td>
1014 <td align=left
>canal locks
1017 <td nowrap valign=top
><tt>10</tt> </td>
1018 <td align=left
>middle part, (SW-NE direction)
</td>
1021 <td nowrap valign=top
><tt>11</tt> </td>
1022 <td align=left
>middle part, (NW-SE direction)
</td>
1025 <td nowrap valign=top
><tt>12</tt> </td>
1026 <td align=left
>middle part, (NE-SW direction)
</td>
1029 <td nowrap valign=top
><tt>13</tt> </td>
1030 <td align=left
>middle part, (SE-NW direction)
</td>
1033 <td nowrap valign=top
><tt>14</tt> </td>
1034 <td align=left
>lower part, (SW-NE direction)
</td>
1037 <td nowrap valign=top
><tt>15</tt> </td>
1038 <td align=left
>lower part, (NW-SE direction)
</td>
1041 <td nowrap valign=top
><tt>16</tt> </td>
1042 <td align=left
>lower part, (NE-SW direction)
</td>
1045 <td nowrap valign=top
><tt>17</tt> </td>
1046 <td align=left
>lower part, (SE-NW direction)
</td>
1049 <td nowrap valign=top
><tt>18</tt> </td>
1050 <td align=left
>upper part, (SW-NE direction)
</td>
1053 <td nowrap valign=top
><tt>19</tt> </td>
1054 <td align=left
>upper part, (NW-SE direction)
</td>
1057 <td nowrap valign=top
><tt>1A
</tt> </td>
1058 <td align=left
>upper part, (NE-SW direction)
</td>
1061 <td nowrap valign=top
><tt>1B
</tt> </td>
1062 <td align=left
>upper part, (SE-NW direction)
</td>
1069 <td nowrap valign=top
><tt>80</tt>..
<tt>83</tt> </td>
1070 <td align=left
>ship depots
1073 <td nowrap valign=top
><tt>80</tt> </td>
1074 <td align=left
>ship depot, NE part (X direction)
</td>
1077 <td nowrap valign=top
><tt>81</tt> </td>
1078 <td align=left
>ship depot, SW part (X direction)
</td>
1081 <td nowrap valign=top
><tt>82</tt> </td>
1082 <td align=left
>ship depot, NW part (Y direction)
</td>
1085 <td nowrap valign=top
><tt>83</tt> </td>
1086 <td align=left
>ship depot, SE part (Y direction)
</td>
1097 <tr bgcolor=
"#CCCCCC">
1098 <td valign=top nowrap
><strong><a name=
"Class7"><tt> 7 </tt></a></strong></td>
1099 <td><strong>Void
</strong></td>
1102 <td valign=top nowrap
> </td>
1103 <td>Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map,
<br>
1104 so as to protect several algorithms from the consequences of a wraparound at the edges.
1108 <tr bgcolor=
"#CCCCCC">
1109 <td valign=top nowrap
><strong><a name=
"Class8"><tt> 8</tt></a></strong></td>
1110 <td><strong>Industries
</strong></td>
1113 <td valign=top nowrap
> </td>
1116 <li>m1 bit
7: clear = under construction
1118 <li>m1 bits
6.
.5 : Water class (sea, canal, river or land)
1119 <li>m1 bits
3.
.2: construction counter, for buildings under construction incremented on every periodic tile processing
</li>
1120 <li>m1 bits
1.
.0: stage of construction (
<tt>3</tt> = completed), incremented when the construction counter wraps around
<br>
1121 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>
1124 <li>m2: index into the array of industries
</li>
1125 <li>m3: random bits (NewGRF)
</li>
1126 <li>m4: animation loop
</li>
1127 <li>m5: type (plus m6 bit
2):
<br>
1128 <small>(note: this is not the same as the industry type, which is stored in the array of industries)
</small>
1132 <td nowrap valign=top
><tt>00</tt>..
<tt>06</tt> </td>
1133 <td align=left
>coal mine
1136 <td nowrap valign=top
><tt>00</tt> </td>
1137 <td align=left
>wheel tower when not animated
</td>
1140 <td nowrap valign=top
><tt>01</tt> </td>
1141 <td align=left
>wheel tower when animated
<br>
1142 animation state in m7 bits
5.
.0; m7 bit
6 set = sound already generated
</td>
1149 <td nowrap valign=top
><tt>07</tt>..
<tt>0A
</tt> </td>
1150 <td align=left
>power station
1153 <td nowrap valign=top
><tt>08</tt> </td>
1154 <td align=left
>chimney
</td>
1157 <td nowrap valign=top
><tt>0A
</tt> </td>
1158 <td align=left
>transformer; animation progress in m7(valid range
<tt>0</tt>..
<tt>7</tt>)
</td>
1165 <td nowrap valign=top
><tt>0B
</tt>..
<tt>0F
</tt> </td>
1166 <td align=left
>sawmill
</td>
1170 <td nowrap valign=top
><tt>10</tt>..
<tt>11</tt> </td>
1171 <td align=left
>forest
1174 <td nowrap valign=top
><tt>11</tt> </td>
1175 <td align=left
>trees cut down
</td>
1182 <td nowrap valign=top
><tt>12</tt>..
<tt>17</tt> </td>
1183 <td align=left
>oil refinery
</td>
1187 <td nowrap valign=top
><tt>18</tt>..
<tt>1C
</tt> </td>
1188 <td align=left
>oil rig
</td>
1192 <td nowrap valign=top
><tt>1D
</tt>..
<tt>20</tt> </td>
1193 <td align=left
>oil wells
1196 <td nowrap valign=top
><tt>1D
</tt> </td>
1197 <td align=left
>not animated
</td>
1200 <td nowrap valign=top
><tt>1E
</tt>..
<tt>20</tt> </td>
1201 <td align=left
>various stages of animation; progress of animation in m7
</td>
1208 <td nowrap valign=top
><tt>21</tt>..
<tt>26</tt> </td>
1209 <td align=left
>farm
</td>
1213 <td nowrap valign=top
><tt>27</tt>..
<tt>2A
</tt> </td>
1214 <td align=left
>factory (temperate climate)
</td>
1218 <td nowrap valign=top
><tt>2B
</tt>..
<tt>2E
</tt> </td>
1219 <td align=left
>printing works
</td>
1223 <td nowrap valign=top
><tt>2F
</tt>..
<tt>33</tt> </td>
1224 <td align=left
>copper ore mine
1227 <td nowrap valign=top
><tt>2F
</tt> </td>
1228 <td align=left
>wheel tower when not animated
</td>
1231 <td nowrap valign=top
><tt>30</tt> </td>
1232 <td align=left
>wheel tower when animated; animation state in m7 bits
5.
.0; m7 bit
6 set = sound already generated
</td>
1235 <td nowrap valign=top
><tt>31</tt> </td>
1236 <td align=left
>chimney
</td>
1243 <td nowrap valign=top
><tt>34</tt>..
<tt>39</tt> </td>
1244 <td align=left
>steel mill
</td>
1248 <td nowrap valign=top
><tt>3A
</tt>..
<tt>3B
</tt> </td>
1249 <td align=left
>bank (temperate climate)
</td>
1253 <td nowrap valign=top
><tt>3C
</tt>..
<tt>3F
</tt> </td>
1254 <td align=left
>food processing plant
</td>
1258 <td nowrap valign=top
><tt>40</tt>..
<tt>47</tt> </td>
1259 <td align=left
>paper mill
</td>
1263 <td nowrap valign=top
><tt>48</tt>..
<tt>58</tt> </td>
1264 <td align=left
>gold mine
1267 <td nowrap valign=top
><tt>4F
</tt> </td>
1268 <td align=left
>wheel tower when not animated
</td>
1271 <td nowrap valign=top
><tt>58</tt> </td>
1272 <td align=left
>wheel tower when animated; animation state in m7 bits
5.
.0; m7 bit
6 set = sound already generated
</td>
1278 <td nowrap valign=top
><tt>59</tt>..
<tt>5A
</tt> </td>
1279 <td align=left
>bank (sub-arctic or sub-tropical climate)
</td>
1283 <td nowrap valign=top
><tt>5B
</tt>..
<tt>63</tt> </td>
1284 <td align=left
>diamond mine
</td>
1288 <td nowrap valign=top
><tt>64</tt>..
<tt>73</tt> </td>
1289 <td align=left
>iron ore mine
</td>
1293 <td nowrap valign=top
><tt>74</tt></td>
1294 <td align=left
>fruit plantation
</td>
1298 <td nowrap valign=top
><tt>75</tt></td>
1299 <td align=left
>rubber plantation
</td>
1303 <td nowrap valign=top
><tt>76</tt>..
<tt>77</tt> </td>
1304 <td align=left
>water supply
</td>
1308 <td nowrap valign=top
><tt>78</tt></td>
1309 <td align=left
>water tower
</td>
1313 <td nowrap valign=top
><tt>79</tt>..
<tt>7C
</tt> </td>
1314 <td align=left
>factory (sub-tropical climate)
</td>
1318 <td nowrap valign=top
><tt>7D
</tt>..
<tt>80</tt> </td>
1319 <td align=left
>lumber mill
</td>
1323 <td nowrap valign=top
><tt>81</tt>..
<tt>82</tt> </td>
1324 <td align=left
>candyfloss forest
1327 <td nowrap valign=top
><tt>82</tt> </td>
1328 <td align=left
>candyfloss 'trees' cut down
</td>
1335 <td nowrap valign=top
><tt>83</tt>..
<tt>86</tt> </td>
1336 <td align=left
>sweet factory
</td>
1340 <td nowrap valign=top
><tt>87</tt>..
<tt>88</tt> </td>
1341 <td align=left
>battery farm
1344 <td nowrap valign=top
><tt>88</tt> </td>
1345 <td align=left
>batteries 'reaped'
</td>
1352 <td nowrap valign=top
><tt>89</tt></td>
1353 <td align=left
>cola wells
</td>
1357 <td nowrap valign=top
><tt>8A
</tt>..
<tt>8D
</tt> </td>
1358 <td align=left
>toy shop
</td>
1362 <td nowrap valign=top
><tt>8E
</tt>..
<tt>93</tt> </td>
1363 <td align=left
>toy factory
1366 <td nowrap valign=top
><tt>8F
</tt> </td>
1367 <td align=left
>Animated part; animation state in m7 (valid range
<tt>00</tt>..
<tt>31</tt>)
<br>
1368 Tile animation is started (m4 zeroed) on the periodic processing.
<br>
1369 While the animation is in progress, m4 holds the number
1370 of animation cycles that have already taken place.
<br>
1371 when this number reaches
8 the animation is stopped.
</td>
1378 <td nowrap valign=top
><tt>94</tt>..
<tt>9B
</tt> </td>
1379 <td align=left
>plastic fountains (various stages of cyclic animation)
</td>
1383 <td nowrap valign=top
><tt>9C
</tt>..
<tt>9F
</tt> </td>
1384 <td align=left
>fizzy drink factory
</td>
1388 <td nowrap valign=top
><tt>A0
</tt>..
<tt>A3
</tt> </td>
1389 <td align=left
>bubble generator
1392 <td nowrap valign=top
><tt>A1
</tt> </td>
1393 <td align=left
>generators
</td>
1396 <td nowrap valign=top
><tt>A2
</tt> </td>
1397 <td align=left
>bubble capture facility; animation state in m7 (valid range
<tt>00</tt>..
<tt>27</tt>)
</td>
1404 <td nowrap valign=top
><tt>A4
</tt>..
<tt>A6
</tt> </td>
1405 <td align=left
>toffee quarry
1408 <td nowrap valign=top
><tt>A5
</tt> </td>
1409 <td align=left
>animated part; animation state in m3 (valid range
<tt>00</tt>..
<tt>45</tt>)
</td>
1416 <td nowrap valign=top
><tt>A7
</tt>..
<tt>AE
</tt> </td>
1417 <td align=left
>sugar mine
1420 <td nowrap valign=top
><tt>AE
</tt> </td>
1421 <td align=left
>animated part; animation state in m3 (valid range
<tt>00</tt>..
<tt>5F
</tt>)
</td>
1427 <td nowrap valign=top
><tt>AF
</tt>..
<tt>1FF
</tt> </td>
1428 <td align=left
>NewGRF industries industry
</td>
1432 <li>m6 bits
5.
.3: random triggers (NewGRF)
</li>
1433 <li>m6 bit
2: bit
8 of type (see m5)
</li>
1434 <li>m7: animation frame
</li>
1439 <tr bgcolor=
"#CCCCCC">
1440 <td valign=top nowrap
><strong><a name=
"Class9"><tt> 9</tt></a></strong></td>
1441 <td><strong>Tunnel / bridge
</strong></td>
1444 <td valign=top nowrap
> </td>
1447 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a></li>
1448 <li style=
"color: blue">m2 bits
7.
.0: custom road bridge heads (flat bridge heads only)
<br>
1449 Road/tram bits below are XORed with the axial bridge direction road bits.
<br>
1450 A non-custom bridge head configuration will have a value of
0.
1452 <li>m2 bits
7.
.4: Road bits
<br>
1453 Valid only if m7 bit
6 is set
1455 <li>m2 bits
3.
.0: Tram bits
<br>
1456 Valid only if m7 bit
7 is set
1459 <table style=
"color: blue">
1461 <td align=left
>bit
0:
</td>
1465 <td align=left
>bit
1:
</td>
1469 <td align=left
>bit
2:
</td>
1473 <td align=left
>bit
3:
</td>
1478 <li>m3 bits
7.
.4:
<a href=
"#OwnershipInfo">owner
</a> of tram
</li>
1479 <li>m3 bits
3.
.0:
<a href=
"#TrackType">track type
</a> for railway
</li>
1480 <li>m5 bit
4: pbs reservation state for railway
</li>
1481 <li>m5 bit
7 clear: tunnel entrance/exit
</li>
1482 <li>m5 bit
7 set: bridge ramp
1484 <li>m6 bits
5.
.2:
<a name=
"BridgeType">bridge type
</a>:
1487 <th align=left
>Type
</th>
1488 <th align=left
>Max. speed (mph)
</th>
1489 <th align=left
>Description
</th>
1493 <td nowrap valign=top
><tt>0</tt> </td>
1494 <td align=center
>20</td>
1495 <td align=left
>wooden
</td>
1499 <td nowrap valign=top
><tt>1</tt> </td>
1500 <td align=center
>30</td>
1501 <td align=left
>concrete
</td>
1505 <td nowrap valign=top
><tt>2</tt> </td>
1506 <td align=center
>40</td>
1507 <td align=left
>girder, steel
</td>
1511 <td nowrap valign=top
><tt>3</tt> </td>
1512 <td align=center
>50</td>
1513 <td align=left
>suspension, concrete
</td>
1517 <td nowrap valign=top
><tt>4</tt> </td>
1518 <td align=center
>60</td>
1519 <td align=left
>suspension, steel
</td>
1523 <td nowrap valign=top
><tt>5</tt> </td>
1524 <td align=center
>70</td>
1525 <td align=left
>suspension, steel
</td>
1529 <td nowrap valign=top
><tt>6</tt> </td>
1530 <td align=center
>100</td>
1531 <td align=left
>cantilever, steel
</td>
1535 <td nowrap valign=top
><tt>7</tt> </td>
1536 <td align=center
>130</td>
1537 <td align=left
>cantilever, steel
</td>
1541 <td nowrap valign=top
><tt>8</tt> </td>
1542 <td align=center
>150</td>
1543 <td align=left
>cantilever, steel
</td>
1547 <td nowrap valign=top
><tt>9</tt> </td>
1548 <td align=center
>160</td>
1549 <td align=left
>girder, steel
</td>
1553 <td nowrap valign=top
><tt>A
</tt> </td>
1554 <td align=center
>200</td>
1555 <td align=left
>tubular, steel
</td>
1559 <td nowrap valign=top
><tt>B
</tt> </td>
1560 <td align=center
>320</td>
1561 <td align=left
>tubular, steel
</td>
1565 <td nowrap valign=top
><tt>C
</tt> </td>
1566 <td align=center
>380</td>
1567 <td align=left
>tubular, silicon
</td>
1573 <li style=
"color: blue">m5 bits
6.
.5: signal simulation (signals on bridge/tunnels patch)
1574 <table style=
"color: blue">
1576 <td><tt>0</tt> </td>
1577 <td>no signal simulation
</td>
1581 <td><tt>1</tt> </td>
1582 <td>signal simulation entrance (bit
5 set)
</td>
1586 <td><tt>2</tt> </td>
1587 <td>signal simulation exit (bit
6 set)
</td>
1590 If signal simulation entrance or exit:
1592 <li>m6 bit
6: set = PBS signals, clear = block signals
</li>
1593 <li>m6 bit
1: set = semaphore signals, clear = light signals
</li>
1594 <li>m6 bit
0: set = signal shows green, clear = signal shows red
</li>
1595 <li>m2 bit
15: for bridge entrances only: storage for visual red/green state of signals starting from
15 is allocated outside the map array
</li>
1596 <li>m2 bits
14.
.0: for bridge entrances only: for signals
0.
.14 on bridge, signal is visually red if corresponding bit in
0.
.14 is set
</li>
1599 <li>m5 bits
3.
.2: transport type
1602 <td><tt>0</tt> </td>
1607 <td><tt>1</tt> </td>
1612 <td><tt>2</tt> </td>
1617 <li>m5 bits
1.
.0: direction onto the bridge / out of the tunnel
1620 <td><tt>0</tt> </td>
1625 <td><tt>1</tt> </td>
1630 <td><tt>2</tt> </td>
1635 <td><tt>3</tt> </td>
1640 <li>m7 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of road
</li>
1641 <li>m7 bit
5 set = on snow or desert
</li>
1642 <li>m7 bits
7.
.6: present road types for road
</li>
1647 <tr bgcolor=
"#CCCCCC">
1648 <td valign=top nowrap
><strong><a name=
"ClassA"><tt> A
</tt></a></strong></td>
1649 <td><strong><tt>Objects
</tt></strong></td>
1652 <td valign=top nowrap
> </td>
1655 <li>m1 bits
6.
.5 : Water class (sea, canal, river or land)
</li>
1656 <li>m1 bits
4.
.0:
<a href=
"#OwnershipInfo">owner
</a> of the object (for lighthouses and transmitters normally
<tt>10</tt>)
</li>
1657 <li>m2: index into the array of objects, bits
0 to
15 (upper bits in m5)
</li>
1658 <li>m3: random bits
</li>
1659 <li>m5: index into the array of objects, bits
16 to
23 (lower bits in m2)
</li>
1660 <li>m7: animation counter
</li>
1665 <td colspan=
2>Classes
<tt>B
</tt> through
<tt>F
</tt> are reserved. The presence
1666 of a tile in one of the reserved classes will crash OTTD.
</td>
1672 Original Copyright
© 2003 by Marcin Grzegorczyk for TTDLX.
<br>
1673 Transport Tycoon and Transport Tycoon Deluxe are Copyright
© by Chris Sawyer.
<br>
1674 All the other trademarks are the property of their respective owners.
<br>