From 7fd21fb29b484e307901dddacd000626eb0bb474 Mon Sep 17 00:00:00 2001 From: belugas Date: Thu, 1 Mar 2007 04:24:19 +0000 Subject: (svn r8951) -Cleanup: Another bunch of re-formating and re-ordering. Among which, tiles area now read m1..m6, while the bits are always enumerated from 7 to 0 Hoping it will stay that way... --- docs/landscape.html | 2410 +++++++++++++++++++++++++++++++++++++++------------ 1 file changed, 1875 insertions(+), 535 deletions(-) (limited to 'docs/landscape.html') diff --git a/docs/landscape.html b/docs/landscape.html index 64862aef4..cb44992a6 100644 --- a/docs/landscape.html +++ b/docs/landscape.html @@ -24,7 +24,7 @@ Landscape grid page.

-

The owner of a tile, as frequently associated with attribute m1, + The owner of a tile, as frequently associated with attribute m1, can be either players (human or AI) or "Game entities". They are identified using: @@ -34,316 +34,1108 @@ -
10  nobody owns the tile
11  "water" owns the tile
FF  spectator in MP or in scenario editor

+

OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.

- - + + + + + + + - + + + + + - + + + + + - + + + + + - - + + + + + - - + - - - + + + + - + + + + + - - + + + + + - - + + + + + - - + + + + + - + - - + + +
ClassMeaning & details of encoding
ClassMeaning & details of encoding
0  Ground +
0  
    -
  • m5 bits 4..0: tile type: - - - - - - - - - - - - - - -
    00  bare land
    01  1/3 grass
    02  2/3 grass
    03  full grass
    07  rough land
    0B  rocks
    0F  fields; type of fields in m3 bits 3..0 (legal values: 0 through 9)
    - m2: Index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed
    10  1/4 snow
    11  2/4 snow
    12  3/4 snow
    13  full snow
    15  partial desert
    17  full desert
    -
  • +
  • m1: owner of the tile (normally 10)
  • +
  • m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)
  • +
  • m4 bits 4..2: same as 7..5, but for the SE border
  • m5 bits 7..5: update counter, incremented on every periodic processing for tile types, other than 03, 07, 0B, 10 and above.
    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).
    - For snow and desert, these bits are not used, tile is updated on every periodic processing. + For snow and desert, these bits are not used, tile is updated on every periodic processing.
  • +
  • m5 bits 4..0: tile type: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    00  bare land
    01  1/3 grass
    02  2/3 grass
    03  full grass
    07  rough land
    0B  rocks
    0F  fields; type of fields in m3 bits 3..0 (legal values: 0 through 9)
    + m2: Index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed
    10  1/4 snow
    11  2/4 snow
    12  3/4 snow
    13  full snow
    15  partial desert
    17  full desert
  • -
  • m1: owner of the tile (normally 10)
  • -
  • m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none); bits 4..2: same for the SE border
1Railway tracks
1  
  • m5 bit 7 clear: railway track
      -
    • m5 bits 0..5: track layout: bit set = track present: +
    • m1: owner of the track
    • +
    • m3 bits 3..0 = track type: - - - - - - + + + + + + + + + + + + + + + + + + +
      bit 0: in the X direction
      bit 1: in the Y direction
      bit 2: in the north corner (direction W-E)
      bit 3: in the south corner (direction W-E)
      bit 4: in the west corner (direction N-S)
      bit 5: in the east corner (direction N-S)
      0  conventional railway
      1  electrified railway
      2  monorail
      3  maglev
    • -
    • m5 bit 6 set = with signals: -
        -
      • m3 bits 7..4: bit set = signal present: -
          -
        • For track in the X direction: - - - -
          bit 6: signal in the SW direction
          bit 7: signal in the NE direction
          -
        • -
        • For track in the Y direction: - - - -
          bit 6: signal in the NW direction
          bit 7: signal in the SE direction
          -
        • -
        • For tracks in the W-E direction: - - - - - -
          bit 4: signal in the W direction on the track in the S corner
          bit 5: signal in the E direction on the track in the S corner
          bit 6: signal in the W direction on the track in the N corner
          bit 7: signal in the E direction on the track in the N corner
          -
        • -
        • For tracks in the N-S direction: - - - - - -
          bit 4: signal in the S direction on the track in the E corner
          bit 5: signal in the N direction on the track in the E corner
          bit 6: signal in the S direction on the track in the W corner
          bit 7: signal in the N direction on the track in the W corner
          -
        • -
        -
      • -
      • m2 bits 7..4: bit clear = signal shows red; same bits as in m3
      • -
      • OpenTTD bits in m2: - - - - - - - -
        bits 1..0: type of signal:
        00: normal signals
        01: pre-signals
        10: exit-signals
        11: combo-signals
        bit 2: set = semaphore signals, clear = light signals
        -
      • -
      -
    • -
    • m1: owner of the track
    • -
    • m4 bits 0..3: +
    • m4 bits 3..0: - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      0  on bare land
      1  on grass, no fences
      2  fence on the NW side
      3  fence on the SE side
      4  fences on the NW and SE sides
      5  fence on the NE side
      6  fence on the SW side
      7  fences on the NE and SW sides
      8  fence on the E side (track in the W corner)
      9  fence on the W side (track in the E corner)
      A  fence on the S side (track in the N corner)
      B  fence on the N side (track in the S corner)
      C  on snow or desert
      0  on bare land
      1  on grass, no fences
      2  fence on the NW side
      3  fence on the SE side
      4  fences on the NW and SE sides
      5  fence on the NE side
      6  fence on the SW side
      7  fences on the NE and SW sides
      8  fence on the E side (track in the W corner)
      9  fence on the W side (track in the E corner)
      A  fence on the S side (track in the N corner)
      B  fence on the N side (track in the S corner)
      C  on snow or desert
    • -
    • m3 bits 0..3 = track type: +
    • m5 bits 5..0: track layout: bit set = track present: - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      0  conventional railway
      1  electrified railway
      2  monorail
      3  maglev
      bit 0: in the X direction
      bit 1: in the Y direction
      bit 2: in the north corner (direction W-E)
      bit 3: in the south corner (direction W-E)
      bit 4: in the west corner (direction N-S)
      bit 5: in the east corner (direction N-S)
  • m5 bit 7 set: railway depot / checkpoints
      +
    • m1: owner of the depot / checkpoint
    • +
    • m2: For waypoints, index into the array of waypoints.
    • +
    • m3 bits 3..0 = track type
    • +
    • m4 bits 3..0 = ground type, as per m4 bits 3..0 for railway tiles.
    • m5 value C0..C3: railway depot - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + +
      m5 bits 1..0
      direction: exit towards:
      00  NE
      01  SE
      02  SW
      03  NW
      m5 bits 1..0
      direction: exit towards:
      00  NE
      01  SE
      02  SW
      03  NW
    • m5 value 80..81: checkpoint - - - + + + + + + + + + + + + +
      bit 0
      clearin X direction
      setin Y direction
      bit 0
      clearin X direction
      setin Y direction
    • -
    • m1: owner of the depot / checkpoint
    • -
    • m2: For waypoints, index into the array of waypoints.
    • -
    • m3 bits 0..3 = track type
    • -
    • m4 bits 0..3 = ground type, as per m4 bits 0..3 for railway tiles.
    • +
    +
  • +
  • m5 bit 6 set = with signals: +
      +
    • m2 bits 7..4: bit clear = signal shows red; same bits as in m3
    • +
    • m2 bit 2: set = semaphore signals, clear = light signals
    • +
    • m2 bits 1..0 : type of signal + + + + + + + + + + + + + + + + + + + + +
      00: normal signals
      01: pre-signals
      10: exit-signals
      11: combo-signals
      +
    • + +
    • m3 bits 7..4: bit set = signal present: +
        +
      • For track in the X direction: + + + + + + + + + + +
        bit 6: signal in the SW direction
        bit 7: signal in the NE direction
        +
      • + +
      • For track in the Y direction: + + + + + + + + + + +
        bit 6: signal in the NW direction
        bit 7: signal in the SE direction
        +
      • + +
      • For tracks in the W-E direction: + + + + + + + + + + + + + + + + + + + +
        bit 4: signal in the W direction on the track in the S corner
        bit 5: signal in the E direction on the track in the S corner
        bit 6: signal in the W direction on the track in the N corner
        bit 7: signal in the E direction on the track in the N corner
        +
      • + +
      • For tracks in the N-S direction: + + + + + + + + + + + + + + + + + + + + +
        bit 4: signal in the S direction on the track in the E corner
        bit 5: signal in the N direction on the track in the E corner
        bit 6: signal in the S direction on the track in the W corner
        bit 7: signal in the N direction on the track in the W corner
        +
      • +
      +
2Roads
2   -
    -
  • m5 bits 7..4 clear: road -
      -
    • m5 bits 3..0: road layout: bit set = road piece present: - - - - - -
      bit 0: NW piece
      bit 1: SW piece
      bit 2: SE piece
      bit 3: NE piece
      -
    • -
    • m1: owner of the road
    • -
    • m2: Index into the array of towns, 0 for non-town roads
    • -
    • m3 bits 0..3: counter for the roadworks
    • -
    • m3 bits 4..6: - - - - - - - - -
      0  on bare land
      1  on grass
      2  paved
      3  with streetlights
      5  tree-lined
      6  on grass with road works
      7  paved with road works
      -
    • -
    • m3 bit 7 set = on snow or desert
    • -
    -
  • -
  • m5 bit 4 set, bits 7..5 clear: level crossing -
      -
    • m5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)
    • -
    • m5 bit 2: set if crossing lights are on
    • -
    • m1: owner of the railway track
    • -
    • m2: Index into the array of towns, 0 for non-town roads
    • -
    • m4 bits 0..7: owner of the road
    • -
    • m3 bits 3..0: track type
    • -
    • m3 bits 4..6: 0 - on bare land, 1 - on grass, 2 or higher - paved
    • -
    • m3 bit 7 set = on snow or desert
    • -
    -
  • -
  • m5 bit 5 set: road depot +
      +
    • m5 bits 7..4 clear: road +
        +
      • m1: owner of the road
      • +
      • m2: Index into the array of towns, 0 for non-town roads
      • +
      • m3 bit 7 set = on snow or desert
      • +
      • m3 bits 6..4: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
        0  on bare land
        1  on grass
        2  paved
        3  with streetlights
        5  tree-lined
        6  on grass with road works
        7  paved with road works
        +
      • +
      • m3 bits 3..0: counter for the roadworks
      • +
      • m5 bits 3..0: road layout: bit set = road piece present: + + + + + + + + + + + + + + + + + +
        bit 0: NW piece
        bit 1: SW piece
        bit 2: SE piece
        bit 3: NE piece
        +
      • +
      +
    • +
    • m5 bit 5 set: road depot
        -
      • m5 bits 3..0 - direction: exit towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
      • m1: owner of the depot
      • m3 bit 7 set = on snow or desert (not displayed, but set internally)
      • +
      • m5 bits 3..0 - direction: exit towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
      • +
      +
    • +
    • m5 bit 4 set, bits 7..5 clear: level crossing +
        +
      • m1: owner of the railway track
      • +
      • m2: Index into the array of towns, 0 for non-town roads
      • +
      • m3 bit 7 set = on snow or desert
      • +
      • m3 bits 6..4: 0 - on bare land, 1 - on grass, 2 or higher - paved
      • +
      • m3 bits 3..0: track type
      • +
      • m4: owner of the road
      • +
      • m5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)
      • +
      • m5 bit 2: set if crossing lights are on
3Town building
3 Town building +  
  • m2: Index into the array of towns
  • +
  • m3 bits 7..6: stage of construction (3 = completed)
  • m4: town building type:
    Note: In the climate list, 'sub-arctic' means below the snow line, and 'snow' means above the snow line in the sub-arctic climate. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Type Size Climates Description
    00  1×1temperatetall office block
    01  1×1temperateoffice block
    02  1×1temperatesmall block of flats
    03  1×1temperatechurch
    04  1×1temperate, sub-arctic, sub-tropicallarge office block
    05  1×1snowlarge office block
    06  1×1temperatetown houses
    07..08  1×2temperatehotel
    09  1×1temperate, sub-arctic, sub-tropical  statue
    0A  1×1temperate, sub-arctic, sub-tropicalfountain
    0B  1×1temperatepark (with a pond)
    0C  1×1temperatepark (with an alley)
    0D  1×1temperateoffice block
    0E..10  1×1temperatevarious types of shops and offices
    11  1×1temperate, sub-arctic, sub-tropicalmodern office building
    12  1×1temperatewarehouse
    13  1×1temperateoffice block (with spiral stairway on the side)
    14..17  2×2temperatestadium
    18  1×1temperateold houses
    19  1×1temperatecottages
    1A  1×1temperatehouses
    1B  1×1temperateflats
    1C  1×1temperatetall office block
    1D  1×1temperateshops and offices
    1E  1×1temperate, sub-tropicalshops and offices
    1F  1×1temperatetheatre
    20..23  2×2temperate, sub-arctic, sub-tropicalstadium (modern style)
    24  1×1temperate, sub-arctic, sub-tropicaloffices (the modern 'vertical tube' style)
    25  1×1sub-arctichouses
    26  1×1snowhouses
    27  1×1temperatecinema
    28..2B  2×2temperateshopping mall
    2C  1×1sub-arcticflats
    2D  1×1snowflats
    2E  1×1sub-arctichouses
    2F  1×1snowhouses
    30  1×1sub-arctichouses
    31  1×1snowhouses
    32  1×1sub-arctic, sub-tropicaltall office block
    33  1×1snowtall office block
    34  1×1sub-arctictall office block
    35  1×1snowtall office block
    36  1×1sub-arctic, sub-tropicaltall office block
    37  1×1snowtall office block
    38  1×1sub-arctichouses
    39  1×1snowhouses
    3A  1×1sub-arcticshops and offices
    3B  1×1snowshops and offices
    3C  1×1sub-arcticchurch
    3D  1×1snowchurch
    3E  1×1sub-arctichouses
    3F  1×1snowhouses
    40  1×1sub-arcticshops and offices
    41  1×1snowshops and offices
    42..43  1×2sub-arctichotel
    44..45  1×2snowhotel
    46  1×1sub-arctic, sub-tropicalshops and offices
    47  1×1snowshops and offices
    48  1×1sub-arctictall office block
    49  1×1snowtall office block
    4A..4B  2×1sub-arctictall office block
    4C..4D  2×1snowtall office block
    4E  1×1sub-tropicalhouses (with a tree in a corner)
    4F, 50  1×1sub-tropicalhouses
    51  1×1sub-tropicalhouses (suburb-type)
    52  1×1sub-tropicalflats
    53  1×1sub-tropicalchurch
    54  1×1sub-tropicalhouses (with two trees in front)
    55, 56  1×1sub-tropicalflats
    57..58  2×1sub-tropicaltall office block
    59  1×1sub-tropicalflats
    5A  1×1sub-tropicaltall office block
    5B  1×1toylandchurch
    5C..61  1×1toylandvarious types of toyland houses
    62  1×1toylandtall office block
    63..64  1×2toylandhouses ('shoe' style)
    65  1×1toylandtall office block
    66  1×1toylandigloo
    67  1×1toylandtepees
    68, 69  1×1toylandshops and offices
    6A  1×1toylandtall office block
    6B  1×1toylandstatue
    6C  1×1toylandteapot-house
    6D  1×1toylandpiggy-bank
    Type Size Climates Description
    00  1×1temperatetall office block
    01  1×1temperateoffice block
    02  1×1temperatesmall block of flats
    03  1×1temperatechurch
    04  1×1temperate, sub-arctic, sub-tropicallarge office block
    05  1×1snowlarge office block
    06  1×1temperatetown houses
    07..08  1×2temperatehotel
    09  1×1temperate, sub-arctic, sub-tropical  statue
    0A  1×1temperate, sub-arctic, sub-tropicalfountain
    0B  1×1temperatepark (with a pond)
    0C  1×1temperatepark (with an alley)
    0D  1×1temperateoffice block
    0E..10  1×1temperatevarious types of shops and offices
    11  1×1temperate, sub-arctic, sub-tropicalmodern office building
    12  1×1temperatewarehouse
    13  1×1temperateoffice block (with spiral stairway on the side)
    14..17  2×2temperatestadium
    18  1×1temperateold houses
    19  1×1temperatecottages
    1A  1×1temperatehouses
    1B  1×1temperateflats
    1C  1×1temperatetall office block
    1D  1×1temperateshops and offices
    1E  1×1temperate, sub-tropicalshops and offices
    1F  1×1temperatetheatre
    20..23  2×2temperate, sub-arctic, sub-tropicalstadium (modern style)
    24  1×1temperate, sub-arctic, sub-tropicaloffices (the modern 'vertical tube' style)
    25  1×1sub-arctichouses
    26  1×1snowhouses
    27  1×1temperatecinema
    28..2B  2×2temperateshopping mall
    2C  1×1sub-arcticflats
    2D  1×1snowflats
    2E  1×1sub-arctichouses
    2F  1×1snowhouses
    30  1×1sub-arctichouses
    31  1×1snowhouses
    32  1×1sub-arctic, sub-tropicaltall office block
    33  1×1snowtall office block
    34  1×1sub-arctictall office block
    35  1×1snowtall office block
    36  1×1sub-arctic, sub-tropicaltall office block
    37  1×1snowtall office block
    38  1×1sub-arctichouses
    39  1×1snowhouses
    3A  1×1sub-arcticshops and offices
    3B  1×1snowshops and offices
    3C  1×1sub-arcticchurch
    3D  1×1snowchurch
    3E  1×1sub-arctichouses
    3F  1×1snowhouses
    40  1×1sub-arcticshops and offices
    41  1×1snowshops and offices
    42..43  1×2sub-arctichotel
    44..45  1×2snowhotel
    46  1×1sub-arctic, sub-tropicalshops and offices
    47  1×1snowshops and offices
    48  1×1sub-arctictall office block
    49  1×1snowtall office block
    4A..4B  2×1sub-arctictall office block
    4C..4D  2×1snowtall office block
    4E  1×1sub-tropicalhouses (with a tree in a corner)
    4F, 50  1×1sub-tropicalhouses
    51  1×1sub-tropicalhouses (suburb-type)
    52  1×1sub-tropicalflats
    53  1×1sub-tropicalchurch
    54  1×1sub-tropicalhouses (with two trees in front)
    55, 56  1×1sub-tropicalflats
    57..58  2×1sub-tropicaltall office block
    59  1×1sub-tropicalflats
    5A  1×1sub-tropicaltall office block
    5B  1×1toylandchurch
    5C..61  1×1toylandvarious types of toyland houses
    62  1×1toylandtall office block
    63..64  1×2toylandhouses ('shoe' style)
    65  1×1toylandtall office block
    66  1×1toylandigloo
    67  1×1toylandtepees
    68, 69  1×1toylandshops and offices
    6A  1×1toylandtall office block
    6B  1×1toylandstatue
    6C  1×1toylandteapot-house
    6D  1×1toylandpiggy-bank
  • -
  • m3 bits 7..6: stage of construction (3 = completed)
  • m5 bits 2..0: construction counter, for buildings under construction incremented on every periodic tile processing
    On wraparound the stage of construction in m3 is increased
  • @@ -360,67 +1152,172 @@
4 Trees
4 Trees +  
    -
  • m5 bits 7..6: number of trees minus one
  • -
  • m5 bits 2..0: growth status: 0..2 - one of trees is growing, 3 - all trees are fully grown, 4..6 - one of trees is withering
  • -
  • m3 bits 7..0: type of trees: - - - - - - - -
    00..0B  temperate climate trees
    0C..13  sub-arctic climate trees
    14..1A  rainforest trees
    1B cactus plants
    1C..1F  sub-tropical climate, non-rainforest, non-desert trees
    20..28  toyland trees
    - Note: the actually displayed set of trees depends on both type and number of trees -
  • -
  • m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)
  • -
  • m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)
  • -
  • m2 bits 5..4: - - - - -
    0  on grass
    1  on rough land
    2  on snow or desert; m2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
    -
  • -
  • m2 bits 3..0: update counter, incremented on every periodic processing.
    +
  • m1: owner (normally 10)
  • +
  • m2 bits 5..4: + + + + + + + + + + + + + + + + +
    0  on grass
    1  on rough land
    2  on snow or desert; m2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
    +
  • +
  • m2 bits 3..0: update counter, incremented on every periodic processing.
    on wraparound the growth status is updated (or, if it's 3, a random action is taken)
  • -
  • m1: owner (normally 10)
  • +
  • m3 bits 7..0: type of trees: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    00..0B  temperate climate trees
    0C..13  sub-arctic climate trees
    14..1A  rainforest trees
    1B cactus plants
    1C..1F  sub-tropical climate, non-rainforest, non-desert trees
    20..28  toyland trees
    + Note: the actually displayed set of trees depends on both type and number of trees +
  • +
  • m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)
  • +
  • m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)
  • +
  • m5 bits 7..6: number of trees minus one
  • +
  • m5 bits 2..0: growth status: + + + + + + + + + + + + + +
    0..2 one of trees is growing 
    3 all trees are fully grown 
    4..6 one of trees is withering 
5 Station tile -
    -
  • m5: tile type: - - - - - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    00..07  railway station - - - - - -
    00..01  open platform
    02..03  open platform with station building
    04....07  roofed platform
    bit 0: clear = in X direction, set = in Y direction
    -
    08..33  large airport - - - - - - - - - - - + + + + + + + - + - - - - - - - -
    0B  pad 1
    16..19  runway middle
    1A  runway ending
    1C  control tower
    20  hangar
    21  pad 3
    22  pad 2
    27..32  radar (animated)
    33  transmitter
    The initial layout of a large airport is (rows in Y direction, columns in X direction): +
    5Station tiles
      +
      +
    • m1: owner of the station
    • +
    • m2: index into the array of stations
    • +
    • m3 bits 7..4: persistent random data for newstations
    • +
    • m3 bits 3..0: track type for railway stations, must be 0 for all the other stations
    • +
    • m4: custom station id; 0 means standard graphics
    • +
    • m5: tile type: + + + + + + + + + + + +
      00..07  railway station + + + + + + + + + + + + + + + + +
      00..01  open platform
      02..03  open platform with station building
      04....07  roofed platform
      bit 0: clear = in X direction, set = in Y direction
      +
      08..33  large airport + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      0B  pad 1
      16..19  runway middle
      1A  runway ending
      1C  control tower
      20  hangar
      21  pad 3
      22  pad 2
      27..32  radar (animated)
      33  transmitter
      The initial layout of a large airport is (rows in Y direction, columns in X direction):
       1F 1B 1E 33 26 1A
       09 24 0B 0C 0D 16
      @@ -429,225 +1326,278 @@
       09 08 14 13 12 19
       20 0A 15 1C 27 1A
       
      -
      -
      +
    34..41  small airport - - - - - - - + + + + +
    3A..3D  field with the wind meter (animated)
    3E  runway south ending
    3F  runway middle
    40  runway north ending
    41  hangar
    The initial layout of a small airport is (rows in Y direction, columns in X direction): +
    34..41  small airport + + + + + + + + + + + + + + + + + + + + + + +
    3A..3D  field with the wind meter (animated)
    3E  runway south ending
    3F  runway middle
    40  runway north ending
    41  hangar
    The initial layout of a small airport is (rows in Y direction, columns in X direction):
     36 3A 40
     35 39 3F
     34 38 3F
     41 37 3E
     
    -
    -
    +
    42 heliport
    43..46  - lorry loading area : exit towards: - - - - - -
    43  NE
    44  SE
    45  SW
    46  NW
    -
    47..4A  - bus station : exit towards: - - - - - -
    47  NE
    48  SE
    49  SW
    4A  NW
    -
    4B oilfield
    4C..51  ship dock - - - - - - - -
    4C  SW coast part
    4D  NW coast part
    4E  NE coast part
    4F  SE coast part
    50  X direction water part
    51  Y direction water part
    -
    52 buoy
    53..A7  used by RichK's larger airports
    - -
  • m1: owner of the station
  • -
  • m2: index into the array of stations
  • -
  • m3 bits 0..3: track type for railway stations, must be 0 for all the other stations
  • -
  • m3 bits 4..7: persistent random data for newstations
  • -
  • m4: custom station id; 0 means standard graphics
  • -
  • m6 bit 3: 1 when a drive through road stop is built over a town owned road, otherwise 0
  • - +
    42 heliport
    43..46  lorry loading area : exit towards: + + + + + + + + + + + + + + + + + +
    43  NE
    44  SE
    45  SW
    46  NW
    +
    47..4A  bus station : exit towards: + + + + + + + + + + + + + + + + + +
    47  NE
    48  SE
    49  SW
    4A  NW
    +
    4B oilfield
    4C..51  ship dock + + + + + + + + + + + + + + + + + + + + + + + + + +
    4C  SW coast part
    4D  NW coast part
    4E  NE coast part
    4F  SE coast part
    50  X direction water part
    51  Y direction water part
    +
    52 buoy
    53..A7  used by RichK's larger airports
    +
  • +
  • m6 bit 3: 1 when a drive through road stop is built over a town owned road, otherwise 0
  • +
6 Water
6  
    +
  • m1: owner (for water and coasts normally 11)
  • m5: tile type: - - - - + + + + + + + + + + + + + + + + + + +
    00  water
    01  coast or riverbank
    10..1B  canal locks - - - - - - - - - - - - - -
    10  middle part, (SW-NE direction)
    11  middle part, (NW-SE direction)
    12  middle part, (NE-SW direction)
    13  middle part, (SE-NW direction)
    14  lower part, (SW-NE direction)
    15  lower part, (NW-SE direction)
    16  lower part, (NE-SW direction)
    17  lower part, (SE-NW direction)
    18  upper part, (SW-NE direction)
    19  upper part, (NW-SE direction)
    1A  upper part, (NE-SW direction)
    1B  upper part, (SE-NW direction)
    -
    80..83  ship depots - - - - - -
    80  ship depot, NE part (X direction)
    81  ship depot, SW part (X direction)
    82  ship depot, NW part (Y direction)
    83  ship depot, SE part (Y direction)
    -
    00  water
    01  coast or riverbank
    10..1B  canal locks + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    10  middle part, (SW-NE direction)
    11  middle part, (NW-SE direction)
    12  middle part, (NE-SW direction)
    13  middle part, (SE-NW direction)
    14  lower part, (SW-NE direction)
    15  lower part, (NW-SE direction)
    16  lower part, (NE-SW direction)
    17  lower part, (SE-NW direction)
    18  upper part, (SW-NE direction)
    19  upper part, (NW-SE direction)
    1A  upper part, (NE-SW direction)
    1B  upper part, (SE-NW direction)
    +
    80..83  ship depots + + + + + + + + + + + + + + + + + +
    80  ship depot, NE part (X direction)
    81  ship depot, SW part (X direction)
    82  ship depot, NW part (Y direction)
    83  ship depot, SE part (Y direction)
    +
  • -
  • m1: owner (for water and coasts normally 11)
7 Void
7 Void -

Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map,
+

 Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map,
so as to protect several algorithms from the consequences of a wraparound at the edges. -

8Industry tile
8 Industry tile +  
    -
  • m5: type:
    - (note: this is not the same as the industry type, which is stored in the array of industries) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    00..06  coal mine - - - -
    00  wheel tower when not animated
    01  wheel tower when animated
    animation state in m3 bits 5..0; m3 bit 6 set = sound already generated
    -
    07..0A  power station - - - -
    08  chimney
    0A  transformer; animation progress in m3(valid range 0..7)
    -
    0B..0F  sawmill
    10..11  forest - - -
    11  trees cut down
    -
    12..17  oil refinery
    18..1C  oil rig
    1D..20  oil wells - - - -
    1D  not animated
    1E..20  various stages of animation; progress of animation in m3
    -
    21..26  farm
    27..2A  factory (temperate climate)
    2B..2E  printing works
    2F..33  copper ore mine - - - - -
    2F  wheel tower when not animated
    30  wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated
    31  chimney
    -
    34..39  steel mill
    3A..3B  bank (temperate climate)
    3C..3F  food processing plant
    40..47  paper mill
    48..58  gold mine - - - -
    4F  wheel tower when not animated
    58  wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated
    -
    59..5A  bank (sub-arctic or sub-tropical climate)
    5B..63  diamond mine
    64..73  iron ore mine
    74fruit plantation
    75rubber plantation
    76..77  water supply
    78water tower
    79..7C  factory (sub-tropical climate)
    7D..80  lumber mill
    81..82  candyfloss forest - - -
    82  candyfloss 'trees' cut down
    -
    83..86  sweet factory
    87..88  battery farm - - -
    88  batteries 'reaped'
    -
    89cola wells
    8A..8D  toy shop
    8E..93  toy factory - - - -
    8F  Animated part; animation state in m3 (valid range 00..31)
    - Tile animation is started (m4 zeroed) on the periodic processing.
    - While the animation is in progress, m4 holds the number - of animation cycles that have already taken place.
    - when this number reaches 8 the animation is stopped. -
    -
    94..9B  plastic fountains (various stages of cyclic animation)
    9C..9F  fizzy drink factory
    A0..A3  bubble generator - - - -
    A1  generators
    A2  bubble capture facility; animation state in m3 (valid range 00..27)
    -
    A4..A6  toffee quarry - - -
    A5  animated part; animation state in m3 (valid range 00..45)
    -
    A7..AE  sugar mine - - -
    AE  animated part; animation state in m3 (valid range 00..5F)
    -
     
  • -
  • m2: index into the array of industries
  • m1 bit 7: clear = under construction
    • m1 bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
    • @@ -655,71 +1605,461 @@ the meaning is different for some animated tiles which are never under construction (types 01, 1E..20, 30, 58; see above)
  • +
  • m2: index into the array of industries
  • +
  • m5: type:
    + (note: this is not the same as the industry type, which is stored in the array of industries) + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    00..06  coal mine + + + + + + + + + +
    00  wheel tower when not animated
    01  wheel tower when animated
    + animation state in m3 bits 5..0; m3 bit 6 set = sound already generated
    +
    07..0A  power station + + + + + + + + + +
    08  chimney
    0A  transformer; animation progress in m3(valid range 0..7)
    +
    0B..0F  sawmill
    10..11  forest + + + + + +
    11  trees cut down
    +
    12..17  oil refinery
    18..1C  oil rig
    1D..20  oil wells + + + + + + + + + +
    1D  not animated
    1E..20  various stages of animation; progress of animation in m3
    +
    21..26  farm
    27..2A  factory (temperate climate)
    2B..2E  printing works
    2F..33  copper ore mine + + + + + + + + + + + + + +
    2F  wheel tower when not animated
    30  wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated
    31  chimney
    +
    34..39  steel mill
    3A..3B  bank (temperate climate)
    3C..3F  food processing plant
    40..47  paper mill
    48..58  gold mine + + + + + + + + + +
    4F  wheel tower when not animated
    58  wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated
    59..5A  bank (sub-arctic or sub-tropical climate)
    5B..63  diamond mine
    64..73  iron ore mine
    74fruit plantation
    75rubber plantation
    76..77  water supply
    78water tower
    79..7C  factory (sub-tropical climate)
    7D..80  lumber mill
    81..82  candyfloss forest + + + + + +
    82  candyfloss 'trees' cut down
    +
    83..86  sweet factory
    87..88  battery farm + + + + + +
    88  batteries 'reaped'
    +
    89cola wells
    8A..8D  toy shop
    8E..93  toy factory + + + + + +
    8F  Animated part; animation state in m3 (valid range 00..31)
    + Tile animation is started (m4 zeroed) on the periodic processing.
    + While the animation is in progress, m4 holds the number + of animation cycles that have already taken place.
    + when this number reaches 8 the animation is stopped.
    +
    94..9B  plastic fountains (various stages of cyclic animation)
    9C..9F  fizzy drink factory
    A0..A3  bubble generator + + + + + + + + + +
    A1  generators
    A2  bubble capture facility; animation state in m3 (valid range 00..27)
    +
    A4..A6  toffee quarry + + + + + +
    A5  animated part; animation state in m3 (valid range 00..45)
    +
    A7..AE  sugar mine + + + + + +
    AE  animated part; animation state in m3 (valid range 00..5F)
    +
    +
9Tunnel / bridge
9 -
    -
  • m5 bits 7..4 clear: tunnel entrance/exit -
      -
    • m5 bits 3..2: 0 - railway tunnel, 1 - road tunnel
    • -
    • m5 bits 1..0 - direction: entrance towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
    • -
    • m1: owner of the tunnel
    • -
    • m3 bits 3..0 = track type for railway tunnel, must be 0 for road tunnel
    • -
    • m4 bit 7 set = on snow or desert
    • -
    -
  • -
  • m5 bit 7 set: bridge ramp -
      -
    • m1: owner of the bridge
    • -
    • m3 bits 3..0 = type of track on the bridge, must be 0 for road bridge
    • -
    • m5 bits 3..2: 0 - railway bridge, 1 - road bridge
    • -
    • m5 bit 0..1: DiagDirection onto the bridge
    • -
    • m2 bits 7..4: bridge type: - - - - - - - - - - - - - -
      Type Max. speed (mph) Description
      0  20wooden
      1  30concrete
      2  40girder, steel
      3  50suspension, concrete
      4  60suspension, steel
      5  70suspension, steel
      6  100cantilever, steel
      7  130cantilever, steel
      8  150cantilever, steel
      9  160girder, steel
      A  200tubular, steel
      -
    • -
    • m4 bit 7 set = on snow or desert
    • -
    -
  • +
  +
    +
  • m5 bits 7..4 clear: tunnel entrance/exit +
      +
    • m1: owner of the tunnel
    • +
    • m3 bits 3..0 = track type for railway tunnel, must be 0 for road tunnel
    • +
    • m4 bit 7 set = on snow or desert
    • +
    • m5 bits 3..2: 0 - railway tunnel, 1 - road tunnel
    • +
    • m5 bits 1..0 - direction: entrance towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
    • +
    +
  • +
  • m5 bit 7 set: bridge ramp +
      +
    • m1: owner of the bridge
    • +
    • m2 bits 7..4: bridge type: + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
      Type Max. speed (mph) Description
      0  20wooden
      1  30concrete
      2  40girder, steel
      3  50suspension, concrete
      4  60suspension, steel
      5  70suspension, steel
      6  100cantilever, steel
      7  130cantilever, steel
      8  150cantilever, steel
      9  160girder, steel
      A  200tubular, steel
      +
    • +
    • m3 bits 3..0 = type of track on the bridge, must be 0 for road bridge
    • +
    • m4 bit 7 set = on snow or desert
    • +
    • m5 bits 3..2: 0 - railway bridge, 1 - road bridge
    • +
    • m5 bits 1..0: DiagDirection onto the bridge
    • +
    +
AUnmovables
A  
    +
  • m1: owner of the object (for lighthouses and transmitters normally 10)
  • m5: tile type: - - - - - + + + + + + + + + + + + + + + + + + + + + + + +
    00  transmitter
    01  lighthouse
    02  company statue
    03  company-owned land
    80..93  company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance)
    00  transmitter
    01  lighthouse
    02  company statue
    03  company-owned land
    80..93  company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance)
  • -
  • m1: owner of the object (for lighthouses and transmitters normally 10)
Classes B through F are reserved. The presence of a tile in one of the reserved classes will crash OTTD.
Classes B through F are reserved. The presence + of a tile in one of the reserved classes will crash OTTD.
-- cgit v1.2.3-70-g09d2