Landscape

Seven attributes (counting "type_height") hold the informations about a tile.
These attributes are referred to as "type_height", "m1", "m2", "m3", "m4", "m5" and "m6".
The most important value is the class of a tile, stored in the upper 4 bits of the type_height array. The lower 4 bits are used to encode the height and slope data.
For a graphical representation of the tile-layout have a look at Landscape grid page.

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:
00  current player
01..08  AI or network players
0F  a town owns the tile
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
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
  • 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.
  • 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
1
  • m5 bit 7 clear: railway track
    • m5 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)
    • 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 m4:
        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
    • m2 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
    • m3 bits 0..3 = track type:
      0  conventional railway
      1  electrified railway
      2  monorail
      3  maglev
  • m5 bits 7 and 6 set: railway depot / checkpoints
    • m5 value C0..C3: railway depot
      m5 bits 1..0
      direction: exit towards:
      00  NE
      01  SE
      02  SW
      03  NW
    • m5 value C4..C5: checkpoint
      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 m2 bits 0..3 for railway tiles.
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
    • m4 bits 0..3: counter for the roadworks
    • m4 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
    • m4 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
    • m3 bits 0..7: owner of the road
    • m4 bits 3..0: track type
    • m4 bits 4..6: 0 - on bare land, 1 - on grass, 2 or higher - paved
    • m4 bit 7 set = on snow or desert
  • 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
    • m4 bit 7 set = on snow or desert (not displayed, but set internally)
3 Town building
  • m2: Index into the array of towns
  • 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
  • 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
  • for large office blocks (types 04 and 05):
    • m1 bits 6..0: position of the lift
    • m1 bit 7: if set the lift is moving
    • m5 bit 7: if set then m5 bits 5..0 hold the destination floor of the lift, which could be 0..6, except 1.
      So the building has 6 effective floors. This is due to the fact that the first floor is 2 'normal' floors high.
      One 'normal' floor has a height of 6 lift positions.
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.
    on wraparound the growth status is updated (or, if it's 3, a random action is taken)
  • m1: owner (normally 10)
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):
    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
    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
6
  • 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)
  • m1: 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
  • 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
    • m1 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
  • 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
A
  • 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)
  • 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.

Original Copyright © 2003 by Marcin Grzegorczyk for TTDLX.
Transport Tycoon and Transport Tycoon Deluxe are Copyright © by Chris Sawyer.
All the other trademarks are the property of their respective owners.