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Diffstat (limited to 'docs/landscape.html')
-rw-r--r-- | docs/landscape.html | 755 |
1 files changed, 422 insertions, 333 deletions
diff --git a/docs/landscape.html b/docs/landscape.html index bf3208c3a..226aa31b4 100644 --- a/docs/landscape.html +++ b/docs/landscape.html @@ -38,8 +38,8 @@ <a name = "tropic_zone"> Bits 1..0 : <table border="1"> - <tr bgcolor="#CCCCCC"><td colspan="2">Only meaningfull in tropic climate.<br>It contains the definition of the two available zones</td></tr> - <tr><td><tt>00</tt> </td><td>invalid zone</td></tr> + <tr bgcolor="#CCCCCC"><td colspan="2">Only meaningfull in tropic climate.<br>It contains the definition of the available zones</td></tr> + <tr><td><tt>00</tt> </td><td>normal</td></tr> <tr><td><tt>01</tt> </td><td>desert</td></tr> <tr><td><tt>02</tt> </td><td>rain forest</td></tr> </table> @@ -79,78 +79,92 @@ <td> <ul> <li>m1: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li> + <li>m2: see fields</li> + <li>m3 bits 3..0: see fields</li> <li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li> <li>m4 bits 4..2: same as 7..5, but for the SE border</li> <li>m5 bits 7..5: update counter, incremented on every periodic processing for tile types, other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt>, <tt>10</tt> and above.<BR> 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> For snow and desert, these bits are not used, tile is updated on every periodic processing.</li> - <li>m5 bits 4..0: tile type: + <li>m5 bits 4..2: tile type: <table> <tr> - <td nowrap valign=top><tt>00</tt> </td> - <td align=left>bare land</td> - </tr> - - <tr> - <td nowrap valign=top><tt>01</tt> </td> - <td align=left>1/3 grass</td> - </tr> - - <tr> - <td nowrap valign=top><tt>02</tt> </td> - <td align=left>2/3 grass</td> - </tr> - - <tr> - <td nowrap valign=top><tt>03</tt> </td> - <td align=left>full grass</td> + <td nowrap valign=top><tt>0</tt> </td> + <td align=left>bare land / grass</td> </tr> <tr> - <td nowrap valign=top><tt>07</tt> </td> - <td align=left>rough land</td> + <td nowrap valign=top><tt>1</tt> </td> + <td align=left>rough land (density must be 3)</td> </tr> <tr> - <td nowrap valign=top><tt>0B</tt> </td> - <td align=left>rocks</td> + <td nowrap valign=top><tt>2</tt> </td> + <td align=left>rocks (density must be 3)</td> </tr> <tr> - <td nowrap valign=top><tt>0F</tt> </td> - <td align=left>fields; type of fields in m3 bits 3..0 (legal values: 0 through 9)<br> - m2: Index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed</td> + <td nowrap valign=top><tt>3</tt> </td> + <td align=left>fields (density must be 3) + <ul> + <li>m2: index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed</li> + <li>m3 bits 3..0: field type (legal values: 0 through 9)</li> + </ul> + </td> </tr> <tr> - <td nowrap valign=top><tt>10</tt> </td> - <td align=left>1/4 snow</td> + <td nowrap valign=top><tt>4</tt> </td> + <td align=left>snow</td> </tr> <tr> - <td nowrap valign=top><tt>11</tt> </td> - <td align=left>2/4 snow</td> + <td nowrap valign=top><tt>5</tt> </td> + <td align=left>desert (density must be 1 or 3)</td> </tr> - + </table> + </li> + <li>m5 bits 1..0: density: + <table> <tr> - <td nowrap valign=top><tt>12</tt> </td> - <td align=left>3/4 snow</td> + <td nowrap valign=top><tt>0</tt> </td> + <td>bare land</td> + <td></td> + <td></td> + <td></td> + <td>1/4 snow</td> + <td></td> </tr> <tr> - <td nowrap valign=top><tt>13</tt> </td> - <td align=left>full snow</td> + <td nowrap valign=top><tt>1</tt> </td> + <td>1/3 grass</td> + <td></td> + <td></td> + <td></td> + <td>2/4 snow; </td> + <td>1/2 desert</td> </tr> <tr> - <td nowrap valign=top><tt>15</tt> </td> - <td align=left>partial desert</td> + <td nowrap valign=top><tt>2</tt> </td> + <td>2/3 grass</td> + <td></td> + <td></td> + <td></td> + <td>3/4 snow</td> + <td></td> </tr> <tr> - <td nowrap valign=top><tt>17</tt> </td> - <td align=left>full desert</td> + <td nowrap valign=top><tt>3</tt> </td> + <td>full grass; </td> + <td>rough land; </td> + <td>rocks; </td> + <td>fields; </td> + <td>full snow; </td> + <td>full desert</td> </tr> </table> </li> @@ -168,105 +182,108 @@ <td valign=top nowrap> </td> <td> <ul> - <li>m5 bit 7 clear: railway track - <ul> - <li>m1: <a href="#OwnershipInfo">owner</a> of the track</li> - <li>m3 bits 3..0 = <a name="TrackType">track type</a>: - <table> - <tr> - <td><tt>0</tt> </td> - <td>conventional railway</td> - </tr> + <li>m1: <a href="#OwnershipInfo">owner</a> of the tile</li> + <li>m2: see waypoint and signals</li> + <li>m3 bits 7..4: see signals</li> + <li>m3 bits 3..0 = <a name="TrackType">track type</a>: + <table> + <tr> + <td><tt>0</tt> </td> + <td>conventional railway</td> + </tr> - <tr> - <td><tt>1</tt> </td> - <td>electrified railway</td> - </tr> + <tr> + <td><tt>1</tt> </td> + <td>electrified railway</td> + </tr> - <tr> - <td><tt>2</tt> </td> - <td>monorail</td> - </tr> + <tr> + <td><tt>2</tt> </td> + <td>monorail</td> + </tr> - <tr> - <td><tt>3</tt> </td> - <td>maglev</td> - </tr> - </table> - </li> - <li>m4 bits 3..0: - <table> - <tr> - <td nowrap valign=top><tt>0</tt> </td> - <td align=left>on bare land</td> - </tr> + <tr> + <td><tt>3</tt> </td> + <td>maglev</td> + </tr> + </table> + </li> + <li>m4 bits 7..4: see signals</li> + <li>m4 bits 3..0: Ground type (values with fences are not valid for depots and checkpoints) + <table> + <tr> + <td nowrap valign=top><tt>0</tt> </td> + <td align=left>on bare land</td> + </tr> - <tr> - <td nowrap valign=top><tt>1</tt> </td> - <td align=left>on grass, no fences</td> - </tr> + <tr> + <td nowrap valign=top><tt>1</tt> </td> + <td align=left>on grass, no fences</td> + </tr> - <tr> - <td nowrap valign=top><tt>2</tt> </td> - <td align=left>fence on the NW side</td> - </tr> + <tr> + <td nowrap valign=top><tt>2</tt> </td> + <td align=left>fence on the NW side</td> + </tr> - <tr> - <td nowrap valign=top><tt>3</tt> </td> - <td align=left>fence on the SE side</td> - </tr> + <tr> + <td nowrap valign=top><tt>3</tt> </td> + <td align=left>fence on the SE side</td> + </tr> - <tr> - <td nowrap valign=top><tt>4</tt> </td> - <td align=left>fences on the NW and SE sides</td> - </tr> + <tr> + <td nowrap valign=top><tt>4</tt> </td> + <td align=left>fences on the NW and SE sides</td> + </tr> - <tr> - <td nowrap valign=top><tt>5</tt> </td> - <td align=left>fence on the NE side</td> - </tr> + <tr> + <td nowrap valign=top><tt>5</tt> </td> + <td align=left>fence on the NE side</td> + </tr> - <tr> - <td nowrap valign=top><tt>6</tt> </td> - <td align=left>fence on the SW side</td> - </tr> + <tr> + <td nowrap valign=top><tt>6</tt> </td> + <td align=left>fence on the SW side</td> + </tr> - <tr> - <td nowrap valign=top><tt>7</tt> </td> - <td align=left>fences on the NE and SW sides</td> - </tr> + <tr> + <td nowrap valign=top><tt>7</tt> </td> + <td align=left>fences on the NE and SW sides</td> + </tr> - <tr> - <td nowrap valign=top><tt>8</tt> </td> - <td align=left>fence on the E side (track in the W corner)</td> - </tr> + <tr> + <td nowrap valign=top><tt>8</tt> </td> + <td align=left>fence on the E side (track in the W corner)</td> + </tr> - <tr> - <td nowrap valign=top><tt>9</tt> </td> - <td align=left>fence on the W side (track in the E corner)</td> - </tr> + <tr> + <td nowrap valign=top><tt>9</tt> </td> + <td align=left>fence on the W side (track in the E corner)</td> + </tr> - <tr> - <td nowrap valign=top><tt>A</tt> </td> - <td align=left>fence on the S side (track in the N corner)</td> - </tr> + <tr> + <td nowrap valign=top><tt>A</tt> </td> + <td align=left>fence on the S side (track in the N corner)</td> + </tr> - <tr> - <td nowrap valign=top><tt>B</tt> </td> - <td align=left>fence on the N side (track in the S corner)</td> - </tr> + <tr> + <td nowrap valign=top><tt>B</tt> </td> + <td align=left>fence on the N side (track in the S corner)</td> + </tr> - <tr> - <td nowrap valign=top><tt>C</tt> </td> - <td align=left>on snow or desert</td> - </tr> + <tr> + <td nowrap valign=top><tt>C</tt> </td> + <td align=left>on snow or desert</td> + </tr> - <tr> - <td nowrap valign=top><tt>D</tt> </td> - <td align=left>on grass with fence and shore or water on the free halftile</td> - </tr> - </table> - </li> + <tr> + <td nowrap valign=top><tt>D</tt> </td> + <td align=left>on grass with fence and shore or water on the free halftile</td> + </tr> + </table> + </li> + <li>m5 bit 7 clear: railway track + <ul> <li>m5 bits 5..0: track layout: bit set = track present: <table> <tr> @@ -300,170 +317,136 @@ </tr> </table> </li> - </ul> - </li> - <li>m5 bit 7 set: railway depot / checkpoints - <ul> - <li>m1: <a href="#OwnershipInfo">owner</a> of the depot / checkpoint</li> - <li>m2: For waypoints, index into the array of waypoints.</li> - <li>m3 bits 3..0 = <a href="#TrackType">track type</a></li> - <li>m4 bits 3..0 = ground type, as per m4 bits 3..0 for railway tiles.</li> - <li>m5 value C0..C3: railway depot + <li>m5 bit 6 set = with signals:<BR> + There are at most 4 signals on a tile. The signals 0..3 belong to the directions: <table> <tr> - <td colspan=2>m5 bits 1..0</td> + <td></td> + <td>Track <tt>0</tt> (X) </td> + <td>Track <tt>1</tt> (Y) </td> + <td>Track <tt>2</tt> (north) </td> + <td>Track <tt>3</tt> (south) </td> + <td>Track <tt>4</tt> (west) </td> + <td>Track <tt>5</tt> (east)</td> </tr> <tr> - <td colspan=2>direction: exit towards:</td> + <td align=left>Signal <tt>0</tt> </td> + <td></td> + <td></td> + <td></td> + <td>west</td> + <td></td> + <td>south</td> </tr> <tr> - <td><tt>00</tt> </td> - <td>NE</td> + <td align=left>Signal <tt>1</tt> </td> + <td></td> + <td></td> + <td></td> + <td>east</td> + <td></td> + <td>north</td> </tr> <tr> - <td><tt>01</tt> </td> - <td>SE</td> + <td align=left>Signal <tt>2</tt> </td> + <td>south-west</td> + <td>north-west</td> + <td>west</td> + <td></td> + <td>south</td> + <td></td> </tr> <tr> - <td><tt>02</tt> </td> - <td>SW</td> - </tr> - - <tr> - <td><tt>03</tt> </td> - <td>NW</td> + <td align=left>Signal <tt>3</tt> </td> + <td>north-east</td> + <td>south-east</td> + <td>east</td> + <td></td> + <td>north</td> + <td></td> </tr> </table> + <ul> + <li>m2 bit 6: Signal 0 and 1: set = semaphore signals, clear = light signals</li> + <li>m2 bit 2: Signal 2 and 3: set = semaphore signals, clear = light signals</li> + <li>m2 bits 5..4: type of signal 0 and 1 (same values as m2 bits 1..0)</li> + <li>m2 bits 1..0: type of signal 2 and 3 + <table> + <tr> + <td nowrap="nowrap" valign="top"><tt>00</tt>: </td> + <td align="left">normal signals</td> + </tr> + + <tr> + <td nowrap="nowrap" valign="top"><tt>01</tt>: </td> + <td align="left">pre-signals</td> + </tr> + + <tr> + <td nowrap="nowrap" valign="top"><tt>10</tt>: </td> + <td align="left">exit-signals</td> + </tr> + + <tr> + <td nowrap="nowrap" valign="top"><tt>11</tt>: </td> + <td align="left">combo-signals</td> + </tr> + </table> + </li> + + <li>m3 bits 7..4: bit set = signal 3..0 present</li> + <li>m4 bits 7..4: bit clear = signal 3..0 shows red</li> + </ul> </li> - <li>m5 value 80..81: checkpoint + </ul> + </li> + <li>m5 bit 7 set, bit 6 clear: checkpoint + <ul> + <li>m2: index into the array of waypoints.</li> + <li>m5 bit 0: <table> <tr> - <td colspan=2>bit 0</td> - </tr> - - <tr> - <td>clear</td> + <td><tt>0</tt> </td> <td>in X direction</td> </tr> <tr> - <td>set</td> + <td><tt>1</tt> </td> <td>in Y direction</td> </tr> </table> </li> </ul> - </li> - <li>m5 bit 6 set = with signals: - <ul> - <li>m4 bits 7..4: bit clear = signal shows red; same bits as in m3</li> - <li>m2 bit 2 <i>(6)</i>: set = semaphore signals, clear = light signals <i>(lower and right tracks)</i></li> - <li>m2 bits 1..0 <i>(5..4)</i>: type of signal <i>(lower and right tracks)</i> - <table> + </li> + <li>m5 bit 7 set, bit 6 set: railway depot + <ul> + <li>m5 bits 1..0: exit towards + <table> <tr> - <td nowrap="nowrap" valign="top"><tt>00</tt>: </td> - <td align="left">normal signals</td> + <td><tt>0</tt> </td> + <td>NE</td> </tr> <tr> - <td nowrap="nowrap" valign="top"><tt>01</tt>: </td> - <td align="left">pre-signals</td> + <td><tt>1</tt> </td> + <td>SE</td> </tr> <tr> - <td nowrap="nowrap" valign="top"><tt>10</tt>: </td> - <td align="left">exit-signals</td> + <td><tt>2</tt> </td> + <td>SW</td> </tr> <tr> - <td nowrap="nowrap" valign="top"><tt>11</tt>: </td> - <td align="left">combo-signals</td> + <td><tt>3</tt> </td> + <td>NW</td> </tr> </table> </li> - - <li>m3 bits 7..4: bit set = signal present: - <ul> - <li>For track in the X direction: - <table> - <tr> - <td nowrap="nowrap" valign="top">bit 6: </td> - <td align="left">signal in the SW direction</td> - </tr> - - <tr> - <td nowrap="nowrap" valign="top">bit 7: </td> - <td align="left">signal in the NE direction</td> - </tr> - </table> - </li> - - <li>For track in the Y direction: - <table> - <tr> - <td nowrap="nowrap" valign="top">bit 6: </td> - <td align="left">signal in the NW direction</td> - </tr> - - <tr> - <td nowrap="nowrap" valign="top">bit 7: </td> - <td align="left">signal in the SE direction</td> - </tr> - </table> - </li> - - <li>For tracks in the W-E direction: - <table> - <tr> - <td nowrap="nowrap" valign="top">bit 4: </td> - <td align="left">signal in the W direction on the track in the S corner</td> - </tr> - - <tr> - <td nowrap="nowrap" valign="top">bit 5: </td> - <td align="left">signal in the E direction on the track in the S corner</td> - </tr> - - <tr> - <td nowrap="nowrap" valign="top">bit 6: </td> - <td align="left">signal in the W direction on the track in the N corner</td> - </tr> - <tr> - <td nowrap="nowrap" valign="top">bit 7: </td> - <td align="left">signal in the E direction on the track in the N corner</td> - </tr> - </table> - </li> - - <li>For tracks in the N-S direction: - <table> - <tr> - <td nowrap="nowrap" valign="top">bit 4: </td> - <td align="left">signal in the S direction on the track in the E corner</td> - </tr> - - <tr> - <td nowrap="nowrap" valign="top">bit 5: </td> - <td align="left">signal in the N direction on the track in the E corner</td> - </tr> - - <tr> - <td nowrap="nowrap" valign="top">bit 6: </td> - <td align="left">signal in the S direction on the track in the W corner</td> - </tr> - - <tr> - <td nowrap="nowrap" valign="top">bit 7: </td> - <td align="left">signal in the N direction on the track in the W corner</td> - </tr> - </table> - </li> - </ul> - </li> </ul> </li> <li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li> @@ -480,11 +463,28 @@ <td valign=top nowrap> </td> <td> <ul> - <li>m5 bits 7..6 clear: road + <li>m3 bit 7 set = on snow or desert</li> + <li>m7 bits 7..5: present road types + <table> + <tr> + <td>bit 0 </td> + <td>normal road</td> + </tr> + + <tr> + <td>bit 1 </td> + <td>tram</td> + </tr> + + <tr> + <td>bit 2 </td> + <td>reserved</td> + </tr> + </table> + </li> + <li>m5 bits 7 clear: road or level-crossing <ul> - <li>m1: <a href="#OwnershipInfo">owner</a> of the road type #1</li> <li>m2: Index into the array of towns, 0 for non-town roads</li> - <li>m3 bit 7 set = on snow or desert</li> <li>m3 bits 6..4: <table> <tr> @@ -517,57 +517,96 @@ </tr> </table> </li> - <li>m3 bits 3..0: counter for the roadworks</li> - <li>m4 bits 3..0: road layout road type #1: bit set = road piece present: + <li>m5 bits 3..0: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>) + <li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road type 2 (reserved) + <li>m5 bit 6 clear: road + <ul> + <li>m1: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li> + <li>m3 bits 3..0: counter for the roadworks</li> + <li>m4 bits 3..0: road layout road type 0 (normal road): bit set = road piece present: + <table> + <tr> + <td align=left>bit 0: </td> + <td>NW piece</td> + </tr> + <tr> + <td align=left>bit 1: </td> + <td>SW piece</td> + </tr> + <tr> + <td align=left>bit 2: </td> + <td>SE piece</td> + </tr> + <tr> + <td align=left>bit 3: </td> + <td>NE piece</td> + </tr> + </table> + </li> + <li>m4 bits 7..4: road layout road type 1 (tram)</li> + <li>m6 bits 5..2: road layout road type 2 (reserved)</li> + <li>m5 bits 5..4: bits to disallow vehicles to go a specific direction + <table> + <tr> + <td align=left>bit 0: </td> + <td>set = disallow driving in south-west or south-east direction</td> + </tr> + <tr> + <td align=left>bit 1: </td> + <td>set = disallow driving in north-west or north-east direction</td> + </tr> + </table> + </li> + </ul> + </li> + <li>m5 bit 6 set: level crossing + <ul> + <li>m1: <a href="#OwnershipInfo">owner</a> of the railway track</li> + <li>m3 bits 3..0: <a href="#TrackType">railway track type</a></li> + <li>m4 bit 6: direction + <table> + <tr> + <td align=left><tt>0</tt> </td> + <td align=left>road in the X direction, rail in Y</td> + </tr> + <tr> + <td align=left><tt>1</tt> </td> + <td align=left>road in the Y direction, rail in X</td> + </tr> + </table> + </li> + <li>m4 bit 5: set if crossing lights are on</li> + <li>m4 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li> + </ul> + </li> + </ul> + </li> + <li>m5 bit 7 set, bit 6 clear: road depot + <ul> + <li>m1: <a href="#OwnershipInfo">owner</a> of the depot</li> + <li>m5 bits 3..0: exit towards: <table> <tr> - <td nowrap valign=top>bit 0: </td> - <td align=left>NW piece</td> + <td><tt>0</tt> </td> + <td>NE</td> </tr> + <tr> - <td nowrap valign=top>bit 1: </td> - <td align=left>SW piece</td> + <td><tt>1</tt> </td> + <td>SE</td> </tr> + <tr> - <td nowrap valign=top>bit 2: </td> - <td align=left>SE piece</td> + <td><tt>2</tt> </td> + <td>SW</td> </tr> + <tr> - <td nowrap valign=top>bit 3: </td> - <td align=left>NE piece</td> + <td><tt>3</tt> </td> + <td>NW</td> </tr> </table> </li> - <li>m4 bits 7..4: road layout road type #2 - <li>m5 bits 5..4: bits to disallow vehicles to go a specific direction - <li>m5 bits 3..0: owner of road type #2 - <li>m6 bits 5..2: road layout road type #3 - <li>m7 bits 7..5: road types - <li>m7 bits 4..0: owner of road type #3 - </li> - </ul> - </li> - <li>m5 bit 7 set, bit 6 clear: road depot - <ul> - <li>m1: <a href="#OwnershipInfo">owner</a> of the depot</li> - <li>m3 bit 7 set = on snow or desert (not displayed, but set internally)</li> - <li>m5 bits 3..0 - direction: exit towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li> - <li>m7 bits 7..5: road types - </ul> - </li> - <li>m5 bit 6 set, bit 7 clear: level crossing - <ul> - <li>m1: <a href="#OwnershipInfo">owner</a> of the railway track</li> - <li>m2: Index into the array of towns, 0 for non-town roads</li> - <li>m3 bit 7 set = on snow or desert</li> - <li>m3 bits 6..4: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> or higher - paved</li> - <li>m3 bits 3..0: <a href="#TrackType">track type</a></li> - <li>m4 bit 6: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)</li> - <li>m4 bit 5: set if crossing lights are on</li> - <li>m4 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type #1</li> - <li>m5 bits 3..0: owner of road type #2 - <li>m7 bits 7..5: road types - <li>m7 bits 4..0: owner of road type #3 </ul> </li> <li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li> @@ -585,12 +624,12 @@ <td> <ul> <li>m1 : Random bits <a href="#newhouses">(newhouses)</a> </li> - <li>m2 : index into the array of industries</li> + <li>m2 : index into the array of towns</li> <li>m3 bit 7 : <ul> <li> set : House is complete <ul> - <li>m5 : age of House. Maximum been 255, which means 255 years and more</li> + <li>m5 : year of house construction (relative to 1920); clamped to 0..255 (1920..2175)</li> </ul> </li> <li> clear : House is in construction @@ -601,8 +640,8 @@ </ul> </li> </ul> - <li>m3 bit 6 : 9th bit of house type (m4), allowing 512 different types.</li> - <li>m3 bits 5..0 : triggers activated <a href="#newhouses">(newhouses)</a></li> + <li>m3 bit 6 : bit 8 of house type (m4), allowing 512 different types.</li> + <li>m3 bits 4..0 : triggers activated <a href="#newhouses">(newhouses)</a></li> <li>m4 : <a href="landscape_externals.html">town building type</a> (with m3[6] bit)</li> <li>m5 : see m3 bit 7</li> <li>m6 : @@ -657,7 +696,8 @@ <td> <ul> <li>m1: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li> - <li>m2 bits 5..4: + <li>m2 bits 7..6: ground density + <li>m2 bits 5..4: ground <table> <tr> @@ -667,12 +707,12 @@ <tr> <td nowrap valign=top><tt>1</tt> </td> - <td align=left>on rough land</td> + <td align=left>on rough land (density must be 3)</td> </tr> <tr> <td nowrap valign=top><tt>2</tt> </td> - <td align=left>on snow or desert; m2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)</td> + <td align=left>on snow or desert</td> </tr> </table> </li> @@ -747,7 +787,8 @@ <li>m1: <a href="#OwnershipInfo">owner</a> of the station</li> <li>m2: index into the array of stations</li> <li>m3 bits 7..4: persistent random data for newstations</li> - <li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway stations, must be 0 for all the other stations</li> + <li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway stations</li> + <li>m3 bits 2..0: present road types for road stops</li> <li>m4: custom station id; 0 means standard graphics</li> <li>m5: graphics index (range from 0..255 for each station type): <table> @@ -780,24 +821,32 @@ </tr> <tr> - <td nowrap valign=top><tt>00</tt>..<tt>03</tt> </td> - <td align=left>lorry loading area/truck station : exit towards: + <td nowrap valign=top><tt>00</tt>..<tt>05</tt> </td> + <td align=left>road stops: <table> <tr> <td><tt>00</tt> </td> - <td align=left>NE</td> + <td align=left>exit towards NE</td> </tr> <tr> <td><tt>01</tt> </td> - <td align=left>SE</td> + <td align=left>exit towards SE</td> </tr> <tr> <td><tt>02</tt> </td> - <td align=left>SW</td> + <td align=left>exit towards SW</td> </tr> <tr> <td><tt>03</tt> </td> - <td align=left>NW</td> + <td align=left>exit towards NW</td> + </tr> + <tr> + <td><tt>04</tt> </td> + <td align=left>drive through X</td> + </tr> + <tr> + <td><tt>05</tt> </td> + <td align=left>drive through Y</td> </tr> </table> </td> @@ -836,7 +885,7 @@ </tr> </table> </li> - <li>m6 bits 3..5: the station type (rail, airport, truck, bus, oilrig, dock, buoy)</li> + <li>m6 bits 5..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy)</li> <li>m6 bit 2: 1 when a drive through road stop is built over a town owned road, otherwise 0</li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> </ul> @@ -851,7 +900,9 @@ <td valign=top nowrap> </td> <td> <ul> - <li>m1: <a href="#OwnershipInfo">owner</a> (for water and coasts normally <tt>11</tt>)</li> + <li>m1: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li> + <li>m4: Owner of the water when ship depot</li> + <li>m4: Random data for canal or river tiles</li> <li>m5: tile type: <table> <tr> @@ -950,8 +1001,6 @@ </tr> </table> </li> - <li>m4: Owner of the water when ship depot</li> - <li>m4: Random data for canal or river tiles</li> <li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> </ul> @@ -979,12 +1028,14 @@ <ul> <li>m1 bit 7: clear = under construction <ul> - <li>m1 bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing</li> + <li>m1 bits 3..2: construction counter, for buildings under construction incremented on every periodic tile processing</li> <li>m1 bits 1..0: stage of construction (<tt>3</tt> = completed), incremented when the construction counter wraps around<br> 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> </ul> </li> <li>m2: index into the array of industries</li> + <li>m3: animation state</li> + <li>m4: animation loop</li> <li>m5: type (plus m6 bit 2):<br> <small>(note: this is not the same as the industry type, which is stored in the array of industries)</small> @@ -1290,10 +1341,9 @@ </tr> </table> </li> + <li>m6 bits 5..3: random triggers (NewGRF)</li> + <li>m6 bit 2: bit 8 of type (see m5)</li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> - <li>m3: animation state</li> - <li>m4: animation loop</li> - <li>m6 bits 3..5: random triggers (NewGRF)</li> <li>m7: random bits (NewGRF)</li> </ul> </td> @@ -1307,18 +1357,14 @@ <td valign=top nowrap> </td> <td> <ul> - <li>m5 bits 7..4 clear: tunnel entrance/exit - <ul> - <li>m1: <a href="#OwnershipInfo">owner</a> of the tunnel</li> - <li>m3 bits 3..0 = <a href="#TrackType">track type</a> for railway tunnel, must be 0 for road tunnel</li> - <li>m4 bit 7 set = on snow or desert</li> - <li>m5 bits 3..2: <tt>0</tt> - railway tunnel, <tt>1</tt> - road tunnel</li> - <li>m5 bits 1..0 - direction: entrance towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li> - </ul> - </li> + <li>m1: <a href="#OwnershipInfo">owner</a></li> + <li>m2 bits 7..4: see bridge ramp</li> + <li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway</li> + <li>m3 bits 2..0: present road types for road</li> + <li>m4 bit 7 set = on snow or desert</li> + <li>m5 bits 7 clear: tunnel entrance/exit</li> <li>m5 bit 7 set: bridge ramp <ul> - <li>m1: <a href="#OwnershipInfo">owner</a> of the bridge</li> <li>m2 bits 7..4: <a name="BridgeType">bridge type</a>: <table> <tr> @@ -1392,14 +1438,57 @@ <td align=center>200</td> <td align=left>tubular, steel</td> </tr> + + <tr> + <td nowrap valign=top><tt>B</tt> </td> + <td align=center>320</td> + <td align=left>tubular, steel</td> + </tr> + + <tr> + <td nowrap valign=top><tt>C</tt> </td> + <td align=center>380</td> + <td align=left>tubular, silicon</td> + </tr> </table> </li> - <li>m3 bits 3..0 = <a href="#TrackType">type of track</a> on the bridge, must be 0 for road bridge</li> - <li>m4 bit 7 set = on snow or desert</li> - <li>m5 bits 3..2: <tt>0</tt> - railway bridge, <tt>1</tt> - road bridge</li> - <li>m5 bits 1..0: DiagDirection onto the bridge</li> </ul> </li> + <li>m5 bits 3..2: transport type + <table> + <tr> + <td><tt>0</tt> </td> + <td>railway</td> + </tr> + + <tr> + <td><tt>1</tt> </td> + <td>road</td> + </tr> + </li> + <li>m5 bits 1..0: direction onto the bridge / out of the tunnel + <table> + <tr> + <td><tt>0</tt> </td> + <td>NE</td> + </tr> + + <tr> + <td><tt>1</tt> </td> + <td>SE</td> + </tr> + + <tr> + <td><tt>2</tt> </td> + <td>SW</td> + </tr> + + <tr> + <td><tt>3</tt> </td> + <td>NW</td> + </tr> + </table> + </li> <li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> </ul> @@ -1414,13 +1503,9 @@ <td valign=top nowrap> </td> <td> <ul> - <li>m1 : <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li> - <li>m2 : - <ul> - <li>for company statue (m5 = 02), TownID on which the statue is built in</li> - </ul> - </li> - <li>m5 : tile type: + <li>m1: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li> + <li>m2: see company statue + <li>m5: tile type: <table> <tr> <td nowrap valign=top><tt>00</tt> </td> @@ -1434,7 +1519,11 @@ <tr> <td nowrap valign=top><tt>02</tt> </td> - <td align=left>company statue</td> + <td align=left>company statue + <ul> + <li>m2: TownID on which the statue is built in</li> + </ul> + </td> </tr> <tr> |