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.
OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.
Class | Meaning & 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 and 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: clear = in X direction, set = in 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
|
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
|
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
|
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 |
74 | fruit plantation |
75 | rubber plantation |
76..77 | water supply |
78 | water 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
|
89 | cola 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 | 20 | wooden |
1 | 30 | concrete |
2 | 40 | girder, steel |
3 | 50 | suspension, concrete |
4 | 60 | suspension, steel |
5 | 70 | suspension, steel |
6 | 100 | cantilever, steel |
7 | 130 | cantilever, steel |
8 | 150 | cantilever, steel |
9 | 160 | girder, steel |
A | 200 | tubular, 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.
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