From efaeb275f78e18d594d9ee8ff04eccd2dc59512c Mon Sep 17 00:00:00 2001 From: truelight Date: Mon, 9 Aug 2004 17:04:08 +0000 Subject: (svn r1) Import of revision 975 of old (crashed) SVN --- docs/Howto_compile_lng_files_from_CLI.txt | 49 +++ docs/Manual.txt | 101 +++++ docs/README_if_game_crashed_on_OSX.txt | 38 ++ docs/Readme_Mandrake_Linux.txt | 60 +++ docs/Readme_Windows_MSVC6.0.txt | 89 +++++ docs/directmusic.txt | 20 + docs/landscape.html | 611 ++++++++++++++++++++++++++++++ docs/tileh.png | Bin 0 -> 37601 bytes 8 files changed, 968 insertions(+) create mode 100644 docs/Howto_compile_lng_files_from_CLI.txt create mode 100644 docs/Manual.txt create mode 100644 docs/README_if_game_crashed_on_OSX.txt create mode 100644 docs/Readme_Mandrake_Linux.txt create mode 100644 docs/Readme_Windows_MSVC6.0.txt create mode 100644 docs/directmusic.txt create mode 100644 docs/landscape.html create mode 100644 docs/tileh.png (limited to 'docs') diff --git a/docs/Howto_compile_lng_files_from_CLI.txt b/docs/Howto_compile_lng_files_from_CLI.txt new file mode 100644 index 000000000..582ef9feb --- /dev/null +++ b/docs/Howto_compile_lng_files_from_CLI.txt @@ -0,0 +1,49 @@ +This is a guide to compile strgen on gcc + +All this is done in the makefile, so it's only interesting for people, who wants to alter something themselves (translators) + +HOWTO compile lng files: + +First you get strgen compiled (look below/download nightly build/run makefile) + +strgen takes the argument of a txt file and translates it to a lng file and places that lng file in the same dir as the txt file. + +Example 1: +if you are in the root of your working copy (svn code), you should type +strgen/strgen lang/english.txt +to compile englist.lng. It will be placed in the lang dir + +Example 2: +you have strgen but not the source and you want to compile a txt file in the same dir. YOu should type +./strgen english.txt +and you will get english.lng in the same dir + +You can change english to whatever language you want + +Commands used by strgen + +-v --version +strgen will tell what svn revision it is based on + +-t +strgen will add to the missing strings and use the english strings while compiling +this will need english.txt to be present + +-w +strgen will print any missing strings to standard error output(stderr) +this will need english.txt to be present + +here are a very useful tool for translators: +http://openttd.rulez.org/ + + +HOWTO compile strgen: +(this should be useless as you can just type make) +Goto the main dir +Compile by typing +gcc strgen/strgen.c -o strgen/strgen -DUNIX +or if you want it to tell the revision too +gcc strgen/strgen.c rev.o -o strgen/strgen -DUNIX -DWITH_REV (this is the one the makefile uses) + +you now have a program called strgen in the strgen directory + diff --git a/docs/Manual.txt b/docs/Manual.txt new file mode 100644 index 000000000..bc70c6e2f --- /dev/null +++ b/docs/Manual.txt @@ -0,0 +1,101 @@ +Welcome to the manual for OpenTTD. The latest release version at the time of writing is 0.3.2. + +1 Obtaining OpenTTD. + +You can obtain built binaries of OpenTTD for the 4 supported platforms - Win32, Linux,-x86, BeOS 5 and MacOS-X from the projects Sourceforge page, at http://sourceforge.net/projects/openttd . For the non-Win32 builds you will need libSDL.so, libpng.so and zlib.so compiled for your platform. Some builds will include these. + +If you use another platform, such as FreeBSD, which has POSIX file i/o and an SDL port, you should be able to build OpenTTD from its source. This is available in the proejcts Subversion repository at svn://svn.openttd.com . The module name is "trunk". + +1.1 Building OpenTTD. + +Once you have obtained a recent copy of the source, you must build it. Windows build instructions will be provided later. + +On UNIX platforms (including OS-X and BeOS), ensure you have a recent GCC (2.9 or above, or 3 and above).You will also need SDL development headers and libraries (libSDL 1.2 or higher). For PNG screenshot support and zlib compressed games, you will need libpng 1.0.12 or higher and zlib 1.2 or higher. + +Most UNIX platforms: +Use make or gmake to compile OpenTTD. You can adjust Makefile.config to compile with other options. + +BeOS: +On BeOS, run ./configure and then use jam. There are a variaty of options you can pass to your build tool, these are reported by ./configure. + + +1.2 Installing OpenTTD. + +On Windows, insert your "Transport Tycoon Deluxe for Windows 95" disk. You can use a DOS version, but your graphics will be purple. NB: Even if your version of Transport Tycoon Deluxe ran on Windows 95, it may still be the DOS version. Then run the OpenTTD installer. + +On UNIX platforms; decompress your OpenTTD archive, or otherwise run the installer. You should be left with an OpenTTD directory on your system. In this directory, make a subdirectory called 'data', and into this place the sample.cat file and all the .grf files from the install CD of 'Transport Tycoon Deluxe for Windows 95". + +If you want MIDI music, copy the 'gm' folder from the original game directory/CD to the OpenTTD folder. + +1.3 Running OpenTTD. + +On Windows, you can use a third-party launcher such as OTTD-Launcher to run OpenTTD directly from Explorer. Otherwise, navigate via the command prompt to the correct location and launch ttd.exe. + +On Linux, navigate at the shell to the correct location and run ttd. + +On BeOS and Mac OS-X, just double click the ttd binary in the Tracker/Finder. You can also start from the shell. + +1.4 Configuring OpenTTD + +OpenTTD's launch menu contains three configuration menus - Difficulty Settings, Configure Patches and Game Settings. Most of these menus can be configured from within a running game as well. + +Difficulty Settings lets you configure settings that affect the difficulty of playing the game. These include when your (computer-controlled) competitors can start building, how many of them there are, and how intelligent they are. You can also control how much the subsidy mutliplier is for subsidised routes, and how stable/volitile the in-game economy is. You can also set how you want the terrain to be configured in a random game. + +Game Settings lets you set regional settings - currency, language, town names, etc. It also lets you select the resolution to run the game at, as well as the screenshot format to use. + +Configure Patches lets you select which patches to use in the game. This allows you ro set the game play to either original Transport Tycoon Deluxe compatible mode or a mode more like playing under TTD-Patch. Patches include building on slopes, longer bridges, longer trains, pre-signals, and TTD-Patch compatible handling of non-stop orders. + +2.1 Gameplay + +This section of the manual is written with the assumption that you already know the gameplay basics of Transport Tycoon Deluxe, on either DOS or Windows. As you must have the Windows Transport Tycoon Deluxe CD to play OpenTTD, you should either have a paper manual or the complete manual in PDF format on the disk. This section will only cover the gameplay differences from Transport Tycoon Deluxe. + +2.2 Station Construction + +In OpenTTD, you can build rail stations up to seven squares long and with up to seven platforms. You can also have stations spreading across far larger distances, allowing a large rail station to be connected to a large airport, for instance. + +However, there is an even more noticable difference in rail station construction. You may now add platforms and lenght to a station after it has been built, and you may also add platforms of a different type. Users of TTDPatch will be used to this behaviour. But beyond what TTDPatch has, you can make stations of uneven lenght/width, and even ones with perpendicular tracks. You can also delete single tiles or tracks from a station, by holding down Shift before pressing the station construction button. + +2.3 Checkpoint Stations + + +Checkpoint stations (the small blue item in the rail construction window) are small 1x1 stations. They must be built on top of pre-existing track. They do not accept or produce carge of any kind. They exist solely for use as route points. They become useful when dealing with large networks where trains may attempt to route themselves along undesirable or impossible routes. As an alternative to checkpoint stations, you can also direct trains to visit depots along the way. This has the advantage of also servicing the train and hence the train will rarely to never need to depart from its route to be serviced. + +2.4 Freeform Rail Laying. + +Along side the other rail laying buttons, you will see a button that looks somewhat like a crossing. This is the freeform rail laying tool., and it allows you to drag rail in any direction to lay it. This has a number of advantages, one of the main ones being that it can seriously speed up the laying of diagonal tracks. + +2.5 Vehicle Queuing (with Quantum Effects) + +This useful addition to OpenTTD means that road vehicles will queue outside a road station to wait for a space rather than attempt to enter it immediately. As anyone who has operated a large road network with busy stations will know, road vehicles quickly pile up inside stations. This will prevent that. The Quantum Effects are down to a bug in the game that means that mutliple vehicles will often only take up one space in the queue. However, this is almost too useful to fix, and should still be there in later versions. This can be enabled/disabled. + +2.6 Building On Slopes + +This allows you to build roads, rails, stations and depots on slopes. It also allows the construction of trasmitters and lighthouses on slopes in the scenario editor. There are some minor differences between OpenTTD's and TTD-Patch's handling of building on slopes, the main one being that bridges must still have solid land at their endings. + +2.7 Long Bridges + +OpenTTD allows you to constuct bridges up to 127 squares - half the size of the current map. This means that the crossing of large estuaries, such at the Bristol Channel in the original "West Country 90210" scenario can be acheived with one bridge instead of many bridges with staging points. + +2.8 Long trains + +OpenTTD allows trains of around 60 cars length, hence allowing you to use 7 square stations to their capacity and beyond. + +2.9 Speed Display + +This addition to OpenTTD allows you to see the current speed of any vehicle in their status window. Just open the status window of a vehicle and you can see the speed at that given moment. This allows you to see wheter better bridges, flatter/straighter track or more powerful engines could be used to increase the speed of a vehicle + +2.10 More Trains, More Ships, More Everything! + +Virtually any settings - train numbers, start date, what vehicles your competitors can use, etc - can be set in OpenTTD. Just use the Configure Patches menu on the main screen. + +2.11 Network Play + +OpenTTD now supports rudimentary TCP/IP based network play. This is not supported on all platforms. To start a server, use the '-n' CLI switch, and start a client with '-n' and the servers IP adress. The OpenTTD network play runs over port 12345, so you may need to open this on your firewall. + +2.12 Rail Recycling. + +This button, at the end of the train construction window, lets you 'recycle' track to a new type. It also works on bridges, tunnels, stations and depots. + +2.13 Canal Building + +This button, at the end of the water construction window, lets you build canals and shiplifts across the landscape. These act just like normal water. \ No newline at end of file diff --git a/docs/README_if_game_crashed_on_OSX.txt b/docs/README_if_game_crashed_on_OSX.txt new file mode 100644 index 000000000..a9ef215f0 --- /dev/null +++ b/docs/README_if_game_crashed_on_OSX.txt @@ -0,0 +1,38 @@ +Since you are reading this, OpenTTD have crashed. This file tells you how +to fix the most common problems or make to make a bug report, that the +developers can use to track down the problem + +The first thing you need to do is to get the error message. You can access OSX's build-in log by double-clicking Crash_Log_Opener. OTTD will do that if that file is present in the same folder as OTTD and is not renamed. However, major crashes can prevent the autoopen feature and you have to do it manually then +If Crash_Log_Opener doesn't work you can view the log by opening Console inside Applications/utilities. + +If you use the Console app, you should look at the buttom of the console.log window + +The problems are as follows: +NOTE: build from source means to download the source and compile +yourself. If you get one of the build from source error with the version +that is downloaded on a dmg file, you should make a bug report + +--Didn't find a needed file: + you just give it the file it asks for. It even tells you what +folder it wants it in + most common version of this problem is "Error: Cannot open file +'data/sample.cat'" + if you get that one, that means that you haven't got all the +needed files from the WINDOWS version of TTD + or if you build from source, + +--Error: No available language packs + you need at least one .lng file in your lang folder. This applies +only to people who build from source + +--spritecache.c:237: failed assertion `b' + you got an outdated grf file. Update from the data folder in the +source. This applies only to people, who build from source + +--assertion error that are not triggered by one of the errors listed in +this file: + you most likely found a bug. Write down the assertion and try to +see if you can reproduce it. If you can, make a + savegame from just before it happens (autosaves are useful here) +and post a bugreport with it on sourceforge + Write what you did to trigger the bug and what assertion it made diff --git a/docs/Readme_Mandrake_Linux.txt b/docs/Readme_Mandrake_Linux.txt new file mode 100644 index 000000000..6d9d94dd5 --- /dev/null +++ b/docs/Readme_Mandrake_Linux.txt @@ -0,0 +1,60 @@ +Compiling and developing OpenTTD on MandrakeLinux 10.0 Official + +A quick guide to get started with OpenTTD development on Linux. +--------------------------------------------------------------- + +1.) RPMs: + +Most packages that are required for development (like gcc) should already be installed on your box. You will require those RPMs additionally: +- libsdl1.2-devel-1.2.7-2mdk +- subversion-1.0.1-1mdk (+ dependencies) +- libsvn_ra_svn1_0-1.0.1-1mdk + + +2.) Subversion: + +To obtain the source code from the subversion server type + $ svn co svn://svn.openttd.com/openttd/trunk openttd +from command line to dump the code into the directory 'openttd'. + +To update your working copy to the latest revision use + $ svn update +Don't worry, your version will be merged with the latest version. + +The command + $ svn diff > mypatch.diff +creates a patch file (aka diff file) which you can submit to the developers to share your improvements. + +You can undo changes to a file with + $svn revert filename + + +3.) Required data files: + +Copy the following files from the WINDOWS version of Transport Tycoon Deluxe to openttd/data/ + sample.cat + trg1r.grf + trgcr.grf + trghr.grf + trgir.grf + trgtr.grf + + +4.) Compiling and running: + +Compile OpenTTD with + $ make +and run it with + $ ./ttd + + +5.) Playing the soundtrack: + +If you want the original TTD music you need to copy the whole /gm/ directory from Windows. Additionally the TiMidity driver is required: + TiMidity++-2.12.0-0.pre1.4mdk (+ dependencies) +To run OpenTTD with music support type + $ ./ttd -m extmidi + + +X.) Last Update: $Date: 2004-06-01 19:08:09 +0200 (Tue, 01 Jun 2004) $ + Written for revision $Rev: 710 $ \ No newline at end of file diff --git a/docs/Readme_Windows_MSVC6.0.txt b/docs/Readme_Windows_MSVC6.0.txt new file mode 100644 index 000000000..6a7a98c0a --- /dev/null +++ b/docs/Readme_Windows_MSVC6.0.txt @@ -0,0 +1,89 @@ +Compilung OpenTTD using MS VC6.0 + + +Step 1 +------------------ +Downloaded: +Useful.zip http://sourceforge.net/project/showfiles.php?group_id=103924&package_id=114307&release_id=228633 +SDL.zip http://www.libsdl.org/release/SDL-1.2.7-win32.zip +DirectX7.0 SDK http://www.tt-forums.net/download.php?id=15989 + (or alternatively the latest DirectX SDK from Microsoft) +afxres.h http://www-d0.fnal.gov/d0dist/dist/packages/d0ve/devel/windows/AFXRES.H + + +Step 2 +------------------ +Put the newly downloaded files in the VC lib and include directories +(Where D:\program files\ is your local location of VC) + + +* zconf.h [useful.zip] +* zlib.h [useful.zip] +* afxres.h +in + D:\Program Files\Microsoft Visual Studio\VC98\Include + +* zlibstat.lib [usefull.zip] +* SDL.lib [SDL.zip +* libpng.lib [usefull.zip] +in + D:\Program Files\Microsoft Visual Studio\VC98\Lib + +You can also make custum directories, for libraries (.lib) and includes/header files (.h) and +add it to the VC paths via: +Tools -> Options -> Directories -> show directories for: +a) include files (the include dir: D:\Program Files\Microsoft Visual Studio\VC98\DirectX 7 SDK\include ) +b) library files (the lib dir, D:\Program Files\Microsoft Visual Studio\VC98\DirectX 7 SDK\lib ) + + +Step 3: DirextX SDK +------------------ +(This should work with the latest DirectX SDK as well.) +The installation with DirectX 7 was odd, so you'd better use the version available via the forum, see also +the download link on top. + +Copy the DirectX 7 SDK files, leaving the directory stucture intact, to the directory: + D:\Program Files\Microsoft Visual Studio\VC98\ +thus resulting in + D:\Program Files\Microsoft Visual Studio\VC98\DirectX 7 SDK\include and + D:\Program Files\Microsoft Visual Studio\VC98\DirectX 7 SDK\lib + +Step 3.1 + +Add these two folders to the search path of VC. +In VC6.0: Tools -> Options -> Directories -> show directories for: +a) include files (the include dir: D:\Program Files\Microsoft Visual Studio\VC98\DirectX 7 SDK\include ) +b) libraru files (the lib dir, D:\Program Files\Microsoft Visual Studio\VC98\DirectX 7 SDK\lib ) + + +Step 4 +----------------- +Copy the following files from the WINDOWS version of Transport Tycoon Deluxe to the data folder + sample.cat + trg1r.grf + trgcr.grf + trghr.grf + trgir.grf + trgtr.grf + + + +Step 5 +----------------- +Compile ... + + +Step 6 +----------------- + +Now it should work, it worked for me :) + +Go ahead and make that patch! + +Happy Hacking! + + + +------------------ +written by Dribbel + diff --git a/docs/directmusic.txt b/docs/directmusic.txt new file mode 100644 index 000000000..f65ba1c33 --- /dev/null +++ b/docs/directmusic.txt @@ -0,0 +1,20 @@ +Notes about DirectMusic driver for Win32 +---------------------------------------- + +If compiling under MinGW32, you require the DirectX 7.0 files for MinGW32, available from +http://alleg.sourceforge.net/files/dx70_mgw.zip. + +If compiling under MSVC 6.0, you require the equivalent for MSVC, available from +http://alleg.sourceforge.net/files/dx70_min.zip. MSVC 7.0/7.1 include header files that +are recent enough. + +If you do not want to compile the DirectMusic driver, undefine WIN32_ENABLE_DIRECTMUSIC_SUPPORT +in stdafx.h. + +Bugs, etc +--------- + +- The volume control doesn't work properly. I'll fix this soon. + +Owen Rudge +14th March 2004 \ No newline at end of file diff --git a/docs/landscape.html b/docs/landscape.html new file mode 100644 index 000000000..512cab60c --- /dev/null +++ b/docs/landscape.html @@ -0,0 +1,611 @@ + + + + + + +Transport Tycoon Deluxe savegame internals + + + + +

Landscape

+

+Five arrays are used to encode the information of the contents of each tile. These arrays are referred to as map_owner, map2, map3_lo, type_and_height and map5. The known encodings are listed in the table below. The most important value is the class of a tile, stored in the upper 4 bits of the type_and_height array. +

+

+Owner values 00 through 07 are companies (they're indices into the array of companies), 10 is no owner, 11 appears to be reserved for water, 80 and above are towns (in this case the low 7 bits contain an index into the town array). +

+

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

+ + + + + + + + + + + + + + + + + + + + + + + + + + + +
ClassMeaning & details of encoding
0 +
    +
  • map5 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 map3_lo bits 3..0 (legal values: 0 through 9)
    10  1/4 snow
    11  2/4 snow
    12  3/4 snow
    13  full snow
    15  partial desert
    17  full desert
    +
  • +
  • map5 bits 7..6: update counter, incremented on every periodic processing for tile types other than 03, 07, 0B and 10 and above, on wraparound the tile is updated (for fields, the type of fields in map3_lo is increased, for other types the tile type in map5 is increased) +
    (for snow and desert, these bits are not used, tile is updated on every periodic processing) +
  • +
  • map_owner: owner of the tile (normally 10) +
  • +
  • map3_hi 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 +
  • +
+
1 +map5 bit 7 clear: railway track +
    +
  • map5 bits 0..5: track layout: bit set = track present: + + + + + + + +
    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)
  • +
  • map5 bit 6 set = with signals: +
      +
    • map3_lo 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
      • +
    • +
    • map2 bits 7..4: bit clear = signal shows red; same bits as in map3_lo
    • +
    • OpenTTD bits in map3_hi: + + + + + + + +
      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
    • +
  • +
  • map_owner: owner of the track +
  • +
  • map2 bits 0..3: + + + + + + + + + + + + + + +
    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
  • +
  • map3_lo bits 0..3 = track type: 0 - conventional railway, 1 - monorail, 2 - maglev +
  • +
+map5 bits 7 and 6 set: railway depot / checkpoints +
    +
  • map5 value C0..C3: railway depot +
    map5 bits 1..0 - direction: exit towards: 00 = NE, 01 = SE, 02 = SW, 03 = NW
  • +
  • map5 value C4..C5: checkpoint +
    bit 0: clear = in X direction, set = in Y direction +
    +
    +
  • map_owner: owner of the depot / checkpoint
  • +
  • map3_lo bits 0..3 = track type
  • +
+
2 +map5 bits 7..4 clear: road +
    +
  • map5 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
  • +
  • map_owner: owner of the road
  • +
  • map2 bits 0..2: 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
  • +
  • map3_hi bit 7 set = on snow or desert
  • +
+map5 bit 4 set, bits 7..5 clear: level crossing +
    +
  • map5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)
  • +
  • map5 bit 2: set if crossing lights are on
  • +
  • map_owner: owner of the railway track
  • +
  • map2 bits 0..2: 0 - on bare land, 1 - on grass, 2 or higher - paved
  • +
  • map3_lo bits 0..7: owner of the road
  • +
  • map3_hi bits 3..0: track type
  • +
  • map3_hi bit 7 set = on snow or desert
  • +
+map5 bit 5 set: road depot +
    +
  • map5 bits 3..0 - direction: exit towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
  • +
  • map_owner: owner of the depot
  • +
  • map3_hi bit 7 set = on snow or desert (not displayed, but set internally)
  • +
+
3 +Town building +
    +
  • map2: 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
  • +
  • map3_lo bits 7..6: stage of construction (3 = completed)
  • +
  • map5 bits 2..0: construction counter, for buildings under construction incremented on every periodic tile processing, on wraparound the stage of construction in map3_lo is increased
  • +
  • for large office blocks (types 04 and 05): +
      +
    • map_owner bits 6..0: position of the lift
    • +
    • map_owner bit 7: if set the lift is moving
    • +
    • map5 bit 7: if set then map5 bits 5..0 hold the final position of the lift divided by 6 (valid values 0..6 except 1)
    • +
  • +
+
4 +Trees +
    +
  • map5 bits 7..6: number of trees minus one
  • +
  • map5 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
  • +
  • map3_lo 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) +
  • +
  • map3_hi bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)
  • +
  • map3_hi bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)
  • +
  • map2 bits 5..4: + + + + +
    0  on grass
    1  on rough land
    2  on snow or desert; map2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD) +
  • +
  • map2 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)
  • +
  • map_owner: owner (normally 10)
  • +
+
5 +Station tile +
    +
  • map5: 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
    +21 1D 23 0E 0F 17
    +09 22 0D 11 10 18
    +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): +
    +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
    +
  • +
  • map_owner: owner of the station
  • +
  • map2: index into the array of stations
  • +
  • map3_lo bits 0..3: track type for railway stations, must be 0 for all the other stations
  • +
+
6 +
    +
  • map5: 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) + +
    +
  • +
  • map_owner: owner (for water and coasts normally 11)
  • +
+
7 +Void +

+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. +

+
8 +Industry tile +
    +
  • map5: type: +
    (note: this is not the same as the industry type stored in the array of industries) + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    00..06  coal mine + + + +
    00  wheel tower when not animated
    01  wheel tower when animated; animation state in map_owner bits 5..0; map_owner bit 6 set = sound already generated
    +
    07..0A  power station + + + +
    08  chimney
    0A  transformer; animation progress in map_owner bits 5..2 (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 map_owner bits 1..0
    +
    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 map_owner bits 5..0; map_owner 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 map_owner bits 5..0; map_owner 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 map3_lo (valid range 00..31)
    +tile animation is started (map3_hi zeroed) on the periodic processing if field 2C in the corresponding industry array entry is nonzero
    +while the animation is in progress (see the array at 04328) map3_hi 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 map3_lo (valid range 00..27)
    +
    A4..A6  toffee quarry + + +
    A5  animated part; animation state in map3_lo (valid range 00..45)
    +
    A7..AE  sugar mine + + +
    AE  animated part; animation state in map3_lo (valid range 00..5F)
    +
  • +
  • map2: index into the array of industries +
  • +
  • map_owner bit 7: clear = under construction +
      +
    • map_owner bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing +
    • +
  • +
  • map_owner bits 1..0: stage of construction (3 = completed), incremented when the construction counter wraps around +
    the meaning is different for some animated tiles which are never under construction (types 01, 1E..20, 30, 58; see above) +
  • +
+
9 +map5 bits 7..4 clear: tunnel entrance/exit +
    +
  • map5 bits 3..2: 0 - railway tunnel, 1 - road tunnel
  • +
  • map5 bits 1..0 - direction: entrance towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
  • +
  • map_owner: owner of the tunnel
  • +
  • map3_lo bits 3..0 = track type for railway tunnel, must be 0 for road tunnel
  • +
  • map3_hi bit 7 set = on snow or desert
  • +
+map5 bit 7 set: bridge +
  • +map5 bit 6 clear: bridge ending +
      +
    • map5 bit 5: clear - northern, set - southern ending
    • +
    • map3_lo bits 3..0 = type of track on the bridge, must be 0 for road bridge
    • +
    • map_owner: owner of the bridge
    • +
    +map5 bit 6 set: bridge middle part +
      +
    • map5 bit 5 clear: +
        +
      • map5 bits 4..3: land under bridge: 0 - grass, snow or desert, 1 - water
      • +
      +map5 bit 5 set: +
        +
      • map5 bits 4..3: transport route under bridge: 0 - railway, 1 - road
      • +
      +
    • map3_lo bits 7..4 = type of track on the bridge, must be 0 for road bridge
    • +
    • map3_lo bits 3..0 = type of track under the bridge, if any
    • +
    • map2 bits 3..0: bridge piece (0..5) +
    • map_owner: owner of the land under bridge
    • +
  • +
  • map5 bits 2..1: 0 - railway bridge, 1 - road bridge
  • +
  • map5 bit 0: clear - bridge in the X direction, set - bridge in the Y direction
  • +
  • map2 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
  • +
  • map3_hi bit 7 set = on snow or desert
  • +
+
A +
    +
  • map5: 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)
    +
  • +
  • map_owner: 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 TTD. +
+ + +
+Copyright © 2003 by Marcin Grzegorczyk.
+Transport Tycoon and Transport Tycoon Deluxe are Copyright © by Chris Sawyer. All the other trademarks are the property of their respective owners.
+ + + diff --git a/docs/tileh.png b/docs/tileh.png new file mode 100644 index 000000000..47d92938c Binary files /dev/null and b/docs/tileh.png differ -- cgit v1.2.3-70-g09d2