<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta name="Author" content="Marcin Grzegorczyk"> <meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays"> <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> <title>OpenTTD Landscape Internals</title> </head> <body> <h3><a name="Landscape">Landscape</a></h3> <p>Seven attributes (counting "<span style="font-weight: bold;">type_height</span>") hold the informations about a tile.<BR> These attributes are referred to as "<span style="font-weight: bold;">type_height</span>", "<span style="font-weight: bold;">m1</span>", "<span style="font-weight: bold;">m2</span>", "<span style="font-weight: bold;">m3</span>", "<span style="font-weight: bold;">m4</span>", "<span style="font-weight: bold;">m5</span>" and "<span style="font-weight: bold;">m6</span>".<BR> The most important value is the class of a tile, stored in the upper 4 bits of the <span style="font-weight: bold;">type_height</span> attribute. The lower 4 bits are used to encode the height and slope data. </p> Special Attribute : <span style="font-weight: bold;">m6</span>. There are 4 bits of it that are used accross multiple tile classes<br> <ul> <li> <a name = "bridge_direction"> Bits 7..6 : <table border="1"> <tr bgcolor="#CCCCCC"><td colspan="2">Presence and direction of bridge above,<br>for tiles that support this.</td></tr> <tr><td><tt>00</tt> </td><td>no bridge</td></tr> <tr><td><tt>01</tt> </td><td>Axis X (North-East)</td></tr> <tr><td><tt>02</tt> </td><td>Axis Y (South-West)</td></tr> </table> </li> <li> <a name = "tropic_zone"> Bits 1..0 : <table border="1"> <tr bgcolor="#CCCCCC"><td colspan="2">Only meaningfull in tropic climate.<br>It contains the definition of the available zones</td></tr> <tr><td><tt>00</tt> </td><td>normal</td></tr> <tr><td><tt>01</tt> </td><td>desert</td></tr> <tr><td><tt>02</tt> </td><td>rain forest</td></tr> </table> In any other climate, those 2 bits are free of use. </li> </ul> <p> For a graphical representation of the tile-layout have a look at <a href="landscape_grid.html">Landscape grid</a> page. </p> The <a name="OwnershipInfo">owner of a tile</a>, as frequently associated with attribute m1, can be either players (human or AI) or "Game entities". They are identified using: <table border="1"> <tr><td><tt>00</tt> </td><td align=left>current player</td></tr> <tr><td><tt>01..08</tt> </td><td align=left>AI or network players</td></tr> <tr><td><tt>0F</tt> </td><td align=left>a town owns the tile</td></tr> <tr><td><tt>10</tt> </td><td align=left>nobody owns the tile</td></tr> <tr><td><tt>11</tt> </td><td align=left>"water" owns the tile</td></tr> <tr><td><tt>FF</tt> </td><td align=left>spectator in MP or in scenario editor</td></tr> </table> <p>OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.</p> <table border=1 cellpadding=3> <tr bgcolor="#0099FF"> <th align=left><font color="#FFFFFF">Class</font></th> <th align=left><font color="#FFFFFF">Meaning & details of encoding</font></th> </tr> <tr bgcolor="#CCCCCC"> <td align=left><strong><a name="Class0"><tt> 0 </tt></a></strong></td> <td align=left> <strong>Ground </strong></td> </tr> <tr> <td valign=top nowrap> </td> <td> <ul> <li>m1: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li> <li>m2: see fields</li> <li>m3 bits 3..0: see fields</li> <li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li> <li>m4 bits 4..2: same as 7..5, but for the SE border</li> <li>m5 bits 7..5: update counter, incremented on every periodic processing for tile types, other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt>, <tt>10</tt> and above.<BR> on wraparound, the tile is updated (for fields, the type of fields in m3 is increased, for other types the tile type in m5 is increased).<BR> For snow and desert, these bits are not used, tile is updated on every periodic processing.</li> <li>m5 bits 4..2: tile type: <table> <tr> <td nowrap valign=top><tt>0</tt> </td> <td align=left>bare land / grass</td> </tr> <tr> <td nowrap valign=top><tt>1</tt> </td> <td align=left>rough land (density must be 3)</td> </tr> <tr> <td nowrap valign=top><tt>2</tt> </td> <td align=left>rocks (density must be 3)</td> </tr> <tr> <td nowrap valign=top><tt>3</tt> </td> <td align=left>fields (density must be 3) <ul> <li>m2: index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed</li> <li>m3 bits 3..0: field type (legal values: 0 through 9)</li> </ul> </td> </tr> <tr> <td nowrap valign=top><tt>4</tt> </td> <td align=left>snow</td> </tr> <tr> <td nowrap valign=top><tt>5</tt> </td> <td align=left>desert (density must be 1 or 3)</td> </tr> </table> </li> <li>m5 bits 1..0: density: <table> <tr> <td nowrap valign=top><tt>0</tt> </td> <td>bare land</td> <td></td> <td></td> <td></td> <td>1/4 snow</td> <td></td> </tr> <tr> <td nowrap valign=top><tt>1</tt> </td> <td>1/3 grass</td> <td></td> <td></td> <td></td> <td>2/4 snow; </td> <td>1/2 desert</td> </tr> <tr> <td nowrap valign=top><tt>2</tt> </td> <td>2/3 grass</td> <td></td> <td></td> <td></td> <td>3/4 snow</td> <td></td> </tr> <tr> <td nowrap valign=top><tt>3</tt> </td> <td>full grass; </td> <td>rough land; </td> <td>rocks; </td> <td>fields; </td> <td>full snow; </td> <td>full desert</td> </tr> </table> </li> <li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> </ul> </td> </tr> <tr bgcolor="#CCCCCC"> <td valign=top nowrap><strong><a name="Class1"><tt> 1</tt></a></strong></td> <td><strong>Railway tracks</strong></td> </tr> <tr> <td valign=top nowrap> </td> <td> <ul> <li>m1: <a href="#OwnershipInfo">owner</a> of the tile</li> <li>m2: see waypoint and signals</li> <li>m3 bits 7..4: see signals</li> <li>m3 bits 3..0 = <a name="TrackType">track type</a>: <table> <tr> <td><tt>0</tt> </td> <td>conventional railway</td> </tr> <tr> <td><tt>1</tt> </td> <td>electrified railway</td> </tr> <tr> <td><tt>2</tt> </td> <td>monorail</td> </tr> <tr> <td><tt>3</tt> </td> <td>maglev</td> </tr> </table> </li> <li>m4 bits 7..4: see signals</li> <li>m4 bits 3..0: Ground type (values with fences are not valid for depots and checkpoints) <table> <tr> <td nowrap valign=top><tt>0</tt> </td> <td align=left>on bare land</td> </tr> <tr> <td nowrap valign=top><tt>1</tt> </td> <td align=left>on grass, no fences</td> </tr> <tr> <td nowrap valign=top><tt>2</tt> </td> <td align=left>fence on the NW side</td> </tr> <tr> <td nowrap valign=top><tt>3</tt> </td> <td align=left>fence on the SE side</td> </tr> <tr> <td nowrap valign=top><tt>4</tt> </td> <td align=left>fences on the NW and SE sides</td> </tr> <tr> <td nowrap valign=top><tt>5</tt> </td> <td align=left>fence on the NE side</td> </tr> <tr> <td nowrap valign=top><tt>6</tt> </td> <td align=left>fence on the SW side</td> </tr> <tr> <td nowrap valign=top><tt>7</tt> </td> <td align=left>fences on the NE and SW sides</td> </tr> <tr> <td nowrap valign=top><tt>8</tt> </td> <td align=left>fence on the E side (track in the W corner)</td> </tr> <tr> <td nowrap valign=top><tt>9</tt> </td> <td align=left>fence on the W side (track in the E corner)</td> </tr> <tr> <td nowrap valign=top><tt>A</tt> </td> <td align=left>fence on the S side (track in the N corner)</td> </tr> <tr> <td nowrap valign=top><tt>B</tt> </td> <td align=left>fence on the N side (track in the S corner)</td> </tr> <tr> <td nowrap valign=top><tt>C</tt> </td> <td align=left>on snow or desert</td> </tr> <tr> <td nowrap valign=top><tt>D</tt> </td> <td align=left>on grass with fence and shore or water on the free halftile</td> </tr> <tr> <td nowrap valign=top><tt>E</tt> </td> <td align=left>higher part on foundation with snow, lower without snow</td> </tr> </table> </li> <li>m5 bit 7 clear: railway track <ul> <li>m5 bits 5..0: track layout: bit set = track present: <table> <tr> <td nowrap valign=top>bit 0: </td> <td align=left>in the X direction</td> </tr> <tr> <td nowrap valign=top>bit 1: </td> <td align=left>in the Y direction</td> </tr> <tr> <td nowrap valign=top>bit 2: </td> <td align=left>in the north corner (direction W-E)</td> </tr> <tr> <td nowrap valign=top>bit 3: </td> <td align=left>in the south corner (direction W-E)</td> </tr> <tr> <td nowrap valign=top>bit 4: </td> <td align=left>in the west corner (direction N-S)</td> </tr> <tr> <td nowrap valign=top>bit 5: </td> <td align=left>in the east corner (direction N-S)</td> </tr> </table> </li> <li>m5 bit 6 set = with signals:<BR> There are at most 4 signals on a tile. The signals 0..3 belong to the directions: <table> <tr> <td></td> <td>Track <tt>0</tt> (X) </td> <td>Track <tt>1</tt> (Y) </td> <td>Track <tt>2</tt> (north) </td> <td>Track <tt>3</tt> (south) </td> <td>Track <tt>4</tt> (west) </td> <td>Track <tt>5</tt> (east)</td> </tr> <tr> <td align=left>Signal <tt>0</tt> </td> <td></td> <td></td> <td></td> <td>west</td> <td></td> <td>south</td> </tr> <tr> <td align=left>Signal <tt>1</tt> </td> <td></td> <td></td> <td></td> <td>east</td> <td></td> <td>north</td> </tr> <tr> <td align=left>Signal <tt>2</tt> </td> <td>south-west</td> <td>north-west</td> <td>west</td> <td></td> <td>south</td> <td></td> </tr> <tr> <td align=left>Signal <tt>3</tt> </td> <td>north-east</td> <td>south-east</td> <td>east</td> <td></td> <td>north</td> <td></td> </tr> </table> <ul> <li>m2 bit 6: Signal 0 and 1: set = semaphore signals, clear = light signals</li> <li>m2 bit 2: Signal 2 and 3: set = semaphore signals, clear = light signals</li> <li>m2 bits 5..4: type of signal 0 and 1 (same values as m2 bits 1..0)</li> <li>m2 bits 1..0: type of signal 2 and 3 <table> <tr> <td nowrap="nowrap" valign="top"><tt>00</tt>: </td> <td align="left">normal signals</td> </tr> <tr> <td nowrap="nowrap" valign="top"><tt>01</tt>: </td> <td align="left">pre-signals</td> </tr> <tr> <td nowrap="nowrap" valign="top"><tt>10</tt>: </td> <td align="left">exit-signals</td> </tr> <tr> <td nowrap="nowrap" valign="top"><tt>11</tt>: </td> <td align="left">combo-signals</td> </tr> </table> </li> <li>m3 bits 7..4: bit set = signal 3..0 present</li> <li>m4 bits 7..4: bit clear = signal 3..0 shows red</li> </ul> </li> </ul> </li> <li>m5 bit 7 set, bit 6 clear: checkpoint <ul> <li>m2: index into the array of waypoints.</li> <li>m5 bit 0: <table> <tr> <td><tt>0</tt> </td> <td>in X direction</td> </tr> <tr> <td><tt>1</tt> </td> <td>in Y direction</td> </tr> </table> </li> </ul> </li> <li>m5 bit 7 set, bit 6 set: railway depot <ul> <li>m5 bits 1..0: exit towards <table> <tr> <td><tt>0</tt> </td> <td>NE</td> </tr> <tr> <td><tt>1</tt> </td> <td>SE</td> </tr> <tr> <td><tt>2</tt> </td> <td>SW</td> </tr> <tr> <td><tt>3</tt> </td> <td>NW</td> </tr> </table> </li> </ul> </li> <li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> </ul> </td> </tr> <tr bgcolor="#CCCCCC"> <td valign=top nowrap><strong><a name="Class2"><tt> 2</tt></a></strong></td> <td><strong>Roads</strong></td> </tr> <tr> <td valign=top nowrap> </td> <td> <ul> <li>m3 bit 7 set = on snow or desert</li> <li>m7 bits 7..5: present road types <table> <tr> <td>bit 0 </td> <td>normal road</td> </tr> <tr> <td>bit 1 </td> <td>tram</td> </tr> <tr> <td>bit 2 </td> <td>reserved</td> </tr> </table> </li> <li>m5 bits 7 clear: road or level-crossing <ul> <li>m2: Index into the array of towns, 0 for non-town roads</li> <li>m3 bits 6..4: <table> <tr> <td><tt>0</tt> </td> <td>on bare land</td> </tr> <tr> <td><tt>1</tt> </td> <td>on grass</td> </tr> <tr> <td><tt>2</tt> </td> <td>paved</td> </tr> <tr> <td><tt>3</tt> </td> <td>with streetlights</td> </tr> <tr> <td><tt>5</tt> </td> <td>tree-lined</td> </tr> <tr> <td><tt>6</tt> </td> <td>on grass with road works</td> </tr> <tr> <td><tt>7</tt> </td> <td>paved with road works</td> </tr> </table> </li> <li>m5 bits 3..0: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>) <li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road type 2 (reserved) <li>m5 bit 6 clear: road <ul> <li>m1: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li> <li>m3 bits 3..0: counter for the roadworks</li> <li>m4 bits 3..0: road layout road type 0 (normal road): bit set = road piece present: <table> <tr> <td align=left>bit 0: </td> <td>NW piece</td> </tr> <tr> <td align=left>bit 1: </td> <td>SW piece</td> </tr> <tr> <td align=left>bit 2: </td> <td>SE piece</td> </tr> <tr> <td align=left>bit 3: </td> <td>NE piece</td> </tr> </table> </li> <li>m4 bits 7..4: road layout road type 1 (tram)</li> <li>m6 bits 5..2: road layout road type 2 (reserved)</li> <li>m5 bits 5..4: bits to disallow vehicles to go a specific direction <table> <tr> <td align=left>bit 0: </td> <td>set = disallow driving in south-west or south-east direction</td> </tr> <tr> <td align=left>bit 1: </td> <td>set = disallow driving in north-west or north-east direction</td> </tr> </table> </li> </ul> </li> <li>m5 bit 6 set: level crossing <ul> <li>m1: <a href="#OwnershipInfo">owner</a> of the railway track</li> <li>m3 bits 3..0: <a href="#TrackType">railway track type</a></li> <li>m4 bit 6: direction <table> <tr> <td align=left><tt>0</tt> </td> <td align=left>road in the X direction, rail in Y</td> </tr> <tr> <td align=left><tt>1</tt> </td> <td align=left>road in the Y direction, rail in X</td> </tr> </table> </li> <li>m4 bit 5: set if crossing lights are on</li> <li>m4 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li> </ul> </li> </ul> </li> <li>m5 bit 7 set, bit 6 clear: road depot <ul> <li>m1: <a href="#OwnershipInfo">owner</a> of the depot</li> <li>m5 bits 3..0: exit towards: <table> <tr> <td><tt>0</tt> </td> <td>NE</td> </tr> <tr> <td><tt>1</tt> </td> <td>SE</td> </tr> <tr> <td><tt>2</tt> </td> <td>SW</td> </tr> <tr> <td><tt>3</tt> </td> <td>NW</td> </tr> </table> </li> </ul> </li> <li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> </ul> </td> </tr> <tr bgcolor="#CCCCCC"> <td valign=top nowrap><strong><a name="Class3"><tt> 3</tt></a></strong></td> <td><strong>Town building </strong></td> </tr> <tr> <td valign=top nowrap> </td> <td> <ul> <li>m1 : Random bits <a href="#newhouses">(newhouses)</a> </li> <li>m2 : index into the array of towns</li> <li>m3 bit 7 : <ul> <li> set : House is complete <ul> <li>m5 : year of house construction (relative to 1920); clamped to 0..255 (1920..2175)</li> </ul> </li> <li> clear : House is in construction <ul> <li>m5 bits 7..5 : free</li> <li>m5 bits 4..3 : construction stage</li> <li>m5 bits 2..0 : construction counter</li> </ul> </li> </ul> <li>m3 bit 6 : bit 8 of house type (m4), allowing 512 different types.</li> <li>m3 bit 5 : bit 6 of current animation frame (see m6)</li> <li>m3 bits 4..0 : triggers activated <a href="#newhouses">(newhouses)</a></li> <li>m4 : <a href="landscape_externals.html">town building type</a> (with m3[6] bit)</li> <li>m5 : see m3 bit 7</li> <li>m6 : <ul> <li>If <a href="#newhouses">newhouses</a> is activated <ul> <li>bits 7..2 : Current animation frame (bits 5..0); bit 6 in m3</li> </ul> </li> <li>Standard behaviour <ul> <li>bits 7..2 : lift position (for houses type 04 and 05)</li> </ul> </li> <li>bits 1..0 : tropic zone specifier</li> </ul> </li> <li>m7 : <ul> <li>If <a href="#newhouses">newhouses</a> is activated <ul> <li>Periodic processing time remaining</li> </ul> </li> <li>Standard behaviour (only for houses type 04 and 05) <ul> <li>bits 7..4 : free</li> <li>bits 3..1 : lift destination. Values can be 0..6, except 1.<br> So the building has 6 effective floors. This is due to the fact that the first floor is 2 'normal' floors high.<br> One 'normal' floor has a height of 6 lift positions. </li> <li>bit 0 : Lift has destination when set</li> </ul> </li> </ul> </li> </ul> <small><a name="newhouses">Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).<br> It allows the replacement of the properties as well as the graphics of houses in the game.<br> To distinguish between the standard behaviour and the newGRF one, HouseID (m4 + m3[6]) is tested for anything above 110.<br> 110 is the count of standard houses. So above 110 means there is a new definition of at least one house</small> </td> </tr> <tr bgcolor="#CCCCCC"> <td valign=top nowrap><strong><a name="Class4"><tt> 4 </tt></a></strong></td> <td><strong>Trees </strong></td> </tr> <tr> <td valign=top nowrap> </td> <td> <ul> <li>m1: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li> <li>m2 bits 7..6: ground density <li>m2 bits 5..4: ground <table> <tr> <td align=left><tt>0</tt> </td> <td>on grass</td> </tr> <tr> <td align=left><tt>1</tt> </td> <td>on rough land (density must be 3)</td> </tr> <tr> <td align=left><tt>2</tt> </td> <td>on snow or desert</td> </tr> <tr> <td align=left><tt>3</tt> </td> <td>on shore (density must be 3)</td> </tr> </table> </li> <li>m2 bits 3..0: update counter, incremented on every periodic processing.<br> on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li> <li>m3 bits 7..0: type of trees: <table> <tr> <td nowrap valign=top><tt>00</tt>..<tt>0B</tt> </td> <td align=left>temperate climate trees</td> </tr> <tr> <td nowrap valign=top><tt>0C</tt>..<tt>13</tt> </td> <td align=left>sub-arctic climate trees</td> </tr> <tr> <td nowrap valign=top><tt>14</tt>..<tt>1A</tt> </td> <td align=left>rainforest trees</td> </tr> <tr> <td nowrap valign=top><tt>1B</tt> </td> <td align=left>cactus plants</td> </tr> <tr> <td nowrap valign=top><tt>1C</tt>..<tt>1F</tt> </td> <td align=left>sub-tropical climate, non-rainforest, non-desert trees</td> </tr> <tr> <td nowrap valign=top><tt>20</tt>..<tt>28</tt> </td> <td align=left>toyland trees</td> </tr> </table> <small>Note: the actually displayed set of trees depends on both type and number of trees</small> </li> <li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li> <li>m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)</li> <li>m5 bits 7..6: number of trees minus one</li> <li>m5 bits 2..0: growth status: <table border="0"> <tr> <td><tt>0</tt>..<tt>2</tt> </td> <td>one of trees is growing </td> </tr> <tr> <td><tt>3</tt> </td> <td>all trees are fully grown </td> </tr> <tr> <td><tt>4</tt>..<tt>6</tt> </td> <td>one of trees is withering </td> </tr> </table> </li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> </ul> </td> </tr> <tr bgcolor="#CCCCCC"> <td valign=top nowrap><strong><a name="Class5"><tt> 5</tt></a></strong></td> <td><strong>Station tiles</strong></td> </tr> <tr> <td valign=top nowrap> </td> <td> <ul> <li>m1: <a href="#OwnershipInfo">owner</a> of the station</li> <li>m2: index into the array of stations</li> <li>m3 bits 7..4: persistent random data for newstations</li> <li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway stations</li> <li>m3 bits 2..0: present road types for road stops</li> <li>m3 bits 1..0: water class for buoys and water part of docks</li> <li>m4: custom station id; 0 means standard graphics</li> <li>m5: graphics index (range from 0..255 for each station type): <table> <tr> <td nowrap valign=top><tt>00</tt>..<tt>07</tt> </td> <td align=left>railway station <table> <tr> <td><tt>00</tt>..<tt>01</tt> </td> <td align=left>open platform</td> </tr> <tr> <td><tt>02</tt>..<tt>03</tt> </td> <td align=left>open platform with station building</td> </tr> <tr> <td><tt>04</tt>....<tt>07</tt> </td> <td align=left>roofed platform</td> </tr> <tr> <td colspan=2>bit 0: clear = in X direction, set = in Y direction</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>00</tt>..<tt>8F</tt></td> <td align=left>all airports</td> </tr> <tr> <td nowrap valign=top><tt>00</tt>..<tt>05</tt> </td> <td align=left>road stops: <table> <tr> <td><tt>00</tt> </td> <td align=left>exit towards NE</td> </tr> <tr> <td><tt>01</tt> </td> <td align=left>exit towards SE</td> </tr> <tr> <td><tt>02</tt> </td> <td align=left>exit towards SW</td> </tr> <tr> <td><tt>03</tt> </td> <td align=left>exit towards NW</td> </tr> <tr> <td><tt>04</tt> </td> <td align=left>drive through X</td> </tr> <tr> <td><tt>05</tt> </td> <td align=left>drive through Y</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>00</tt>..<tt>05</tt> </td> <td align=left>ship dock <table> <tr> <td><tt>00</tt> </td> <td align=left>SW coast part</td> </tr> <tr> <td><tt>01</tt> </td> <td align=left>NW coast part</td> </tr> <tr> <td><tt>02</tt> </td> <td align=left>NE coast part</td> </tr> <tr> <td><tt>03</tt> </td> <td align=left>SE coast part</td> </tr> <tr> <td><tt>04</tt> </td> <td align=left>X direction water part</td> </tr> <tr> <td><tt>05</tt> </td> <td align=left>Y direction water part</td> </tr> </table> </td> </tr> </table> </li> <li>m6 bits 5..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy)</li> <li>m6 bit 2: 1 when a drive through road stop is built over a town owned road, otherwise 0</li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> <li>m7: animation frame</li> </ul> </td> </tr> <tr bgcolor="#CCCCCC"> <td valign=top nowrap><strong><a name="Class6"><tt> 6 </tt></a></strong></td> <td><strong>Water</strong></td> </tr> <tr> <td valign=top nowrap> </td> <td> <ul> <li>m1: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li> <li>m3 bits 1..0 : Water class (sea, canal or river) <li>m4: Random data for canal or river tiles</li> <li>m5: tile type: <table> <tr> <td nowrap valign=top><tt>00</tt> </td> <td align=left>water, canal or river</td> </tr> <tr> <td nowrap valign=top><tt>01</tt> </td> <td align=left>coast or riverbank</td> </tr> <tr> <td nowrap valign=top><tt>10</tt>..<tt>1B</tt> </td> <td align=left>canal locks <table> <tr> <td nowrap valign=top><tt>10</tt> </td> <td align=left>middle part, (SW-NE direction)</td> </tr> <tr> <td nowrap valign=top><tt>11</tt> </td> <td align=left>middle part, (NW-SE direction)</td> </tr> <tr> <td nowrap valign=top><tt>12</tt> </td> <td align=left>middle part, (NE-SW direction)</td> </tr> <tr> <td nowrap valign=top><tt>13</tt> </td> <td align=left>middle part, (SE-NW direction)</td> </tr> <tr> <td nowrap valign=top><tt>14</tt> </td> <td align=left>lower part, (SW-NE direction)</td> </tr> <tr> <td nowrap valign=top><tt>15</tt> </td> <td align=left>lower part, (NW-SE direction)</td> </tr> <tr> <td nowrap valign=top><tt>16</tt> </td> <td align=left>lower part, (NE-SW direction)</td> </tr> <tr> <td nowrap valign=top><tt>17</tt> </td> <td align=left>lower part, (SE-NW direction)</td> </tr> <tr> <td nowrap valign=top><tt>18</tt> </td> <td align=left>upper part, (SW-NE direction)</td> </tr> <tr> <td nowrap valign=top><tt>19</tt> </td> <td align=left>upper part, (NW-SE direction)</td> </tr> <tr> <td nowrap valign=top><tt>1A</tt> </td> <td align=left>upper part, (NE-SW direction)</td> </tr> <tr> <td nowrap valign=top><tt>1B</tt> </td> <td align=left>upper part, (SE-NW direction)</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>80</tt>..<tt>83</tt> </td> <td align=left>ship depots <table> <tr> <td nowrap valign=top><tt>80</tt> </td> <td align=left>ship depot, NE part (X direction)</td> </tr> <tr> <td nowrap valign=top><tt>81</tt> </td> <td align=left>ship depot, SW part (X direction)</td> </tr> <tr> <td nowrap valign=top><tt>82</tt> </td> <td align=left>ship depot, NW part (Y direction)</td> </tr> <tr> <td nowrap valign=top><tt>83</tt> </td> <td align=left>ship depot, SE part (Y direction)</td> </tr> </table> </td> </tr> </table> </li> <li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> </ul> </td> </tr> <tr bgcolor="#CCCCCC"> <td valign=top nowrap><strong><a name="Class7"><tt> 7 </tt></a></strong></td> <td><strong>Void </strong></td> </tr> <tr> <td valign=top nowrap> </td> <td>Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map,<br> so as to protect several algorithms from the consequences of a wraparound at the edges. </td> </tr> <tr bgcolor="#CCCCCC"> <td valign=top nowrap><strong><a name="Class8"><tt> 8</tt></a></strong></td> <td><strong>Industry tile </strong></td> </tr> <tr> <td valign=top nowrap> </td> <td> <ul> <li>m1 bit 7: clear = under construction <ul> <li>m1 bits 3..2: construction counter, for buildings under construction incremented on every periodic tile processing</li> <li>m1 bits 1..0: stage of construction (<tt>3</tt> = completed), incremented when the construction counter wraps around<br> the meaning is different for some animated tiles which are never under construction (types <tt>01</tt>, <tt>1E</tt>..<tt>20</tt>, <tt>30</tt>, <tt>58</tt>; see above)</li> </ul> </li> <li>m2: index into the array of industries</li> <li>m3: animation state</li> <li>m4: animation loop</li> <li>m5: type (plus m6 bit 2):<br> <small>(note: this is not the same as the industry type, which is stored in the array of industries)</small> <table> <tr> <td nowrap valign=top><tt>00</tt>..<tt>06</tt> </td> <td align=left>coal mine <table> <tr> <td nowrap valign=top><tt>00</tt> </td> <td align=left>wheel tower when not animated</td> </tr> <tr> <td nowrap valign=top><tt>01</tt> </td> <td align=left>wheel tower when animated<br> animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>07</tt>..<tt>0A</tt> </td> <td align=left>power station <table> <tr> <td nowrap valign=top><tt>08</tt> </td> <td align=left>chimney</td> </tr> <tr> <td nowrap valign=top><tt>0A</tt> </td> <td align=left>transformer; animation progress in m3(valid range <tt>0</tt>..<tt>7</tt>)</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>0B</tt>..<tt>0F</tt> </td> <td align=left>sawmill</td> </tr> <tr> <td nowrap valign=top><tt>10</tt>..<tt>11</tt> </td> <td align=left>forest <table> <tr> <td nowrap valign=top><tt>11</tt> </td> <td align=left>trees cut down</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>12</tt>..<tt>17</tt> </td> <td align=left>oil refinery</td> </tr> <tr> <td nowrap valign=top><tt>18</tt>..<tt>1C</tt> </td> <td align=left>oil rig</td> </tr> <tr> <td nowrap valign=top><tt>1D</tt>..<tt>20</tt> </td> <td align=left>oil wells <table> <tr> <td nowrap valign=top><tt>1D</tt> </td> <td align=left>not animated</td> </tr> <tr> <td nowrap valign=top><tt>1E</tt>..<tt>20</tt> </td> <td align=left>various stages of animation; progress of animation in m3</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>21</tt>..<tt>26</tt> </td> <td align=left>farm</td> </tr> <tr> <td nowrap valign=top><tt>27</tt>..<tt>2A</tt> </td> <td align=left>factory (temperate climate)</td> </tr> <tr> <td nowrap valign=top><tt>2B</tt>..<tt>2E</tt> </td> <td align=left>printing works</td> </tr> <tr> <td nowrap valign=top><tt>2F</tt>..<tt>33</tt> </td> <td align=left>copper ore mine <table> <tr> <td nowrap valign=top><tt>2F</tt> </td> <td align=left>wheel tower when not animated</td> </tr> <tr> <td nowrap valign=top><tt>30</tt> </td> <td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td> </tr> <tr> <td nowrap valign=top><tt>31</tt> </td> <td align=left>chimney</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>34</tt>..<tt>39</tt> </td> <td align=left>steel mill</td> </tr> <tr> <td nowrap valign=top><tt>3A</tt>..<tt>3B</tt> </td> <td align=left>bank (temperate climate)</td> </tr> <tr> <td nowrap valign=top><tt>3C</tt>..<tt>3F</tt> </td> <td align=left>food processing plant</td> </tr> <tr> <td nowrap valign=top><tt>40</tt>..<tt>47</tt> </td> <td align=left>paper mill</td> </tr> <tr> <td nowrap valign=top><tt>48</tt>..<tt>58</tt> </td> <td align=left>gold mine <table> <tr> <td nowrap valign=top><tt>4F</tt> </td> <td align=left>wheel tower when not animated</td> </tr> <tr> <td nowrap valign=top><tt>58</tt> </td> <td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td> </tr> </table></td> </tr> <tr> <td nowrap valign=top><tt>59</tt>..<tt>5A</tt> </td> <td align=left>bank (sub-arctic or sub-tropical climate)</td> </tr> <tr> <td nowrap valign=top><tt>5B</tt>..<tt>63</tt> </td> <td align=left>diamond mine</td> </tr> <tr> <td nowrap valign=top><tt>64</tt>..<tt>73</tt> </td> <td align=left>iron ore mine</td> </tr> <tr> <td nowrap valign=top><tt>74</tt></td> <td align=left>fruit plantation</td> </tr> <tr> <td nowrap valign=top><tt>75</tt></td> <td align=left>rubber plantation</td> </tr> <tr> <td nowrap valign=top><tt>76</tt>..<tt>77</tt> </td> <td align=left>water supply</td> </tr> <tr> <td nowrap valign=top><tt>78</tt></td> <td align=left>water tower</td> </tr> <tr> <td nowrap valign=top><tt>79</tt>..<tt>7C</tt> </td> <td align=left>factory (sub-tropical climate)</td> </tr> <tr> <td nowrap valign=top><tt>7D</tt>..<tt>80</tt> </td> <td align=left>lumber mill</td> </tr> <tr> <td nowrap valign=top><tt>81</tt>..<tt>82</tt> </td> <td align=left>candyfloss forest <table> <tr> <td nowrap valign=top><tt>82</tt> </td> <td align=left>candyfloss 'trees' cut down</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>83</tt>..<tt>86</tt> </td> <td align=left>sweet factory</td> </tr> <tr> <td nowrap valign=top><tt>87</tt>..<tt>88</tt> </td> <td align=left>battery farm <table> <tr> <td nowrap valign=top><tt>88</tt> </td> <td align=left>batteries 'reaped'</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>89</tt></td> <td align=left>cola wells</td> </tr> <tr> <td nowrap valign=top><tt>8A</tt>..<tt>8D</tt> </td> <td align=left>toy shop</td> </tr> <tr> <td nowrap valign=top><tt>8E</tt>..<tt>93</tt> </td> <td align=left>toy factory <table> <tr> <td nowrap valign=top><tt>8F</tt> </td> <td align=left>Animated part; animation state in m3 (valid range <tt>00</tt>..<tt>31</tt>)<br> Tile animation is started (m4 zeroed) on the periodic processing.<br> While the animation is in progress, m4 holds the number of animation cycles that have already taken place.<br> when this number reaches 8 the animation is stopped.</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>94</tt>..<tt>9B</tt> </td> <td align=left>plastic fountains (various stages of cyclic animation)</td> </tr> <tr> <td nowrap valign=top><tt>9C</tt>..<tt>9F</tt> </td> <td align=left>fizzy drink factory</td> </tr> <tr> <td nowrap valign=top><tt>A0</tt>..<tt>A3</tt> </td> <td align=left>bubble generator <table> <tr> <td nowrap valign=top><tt>A1</tt> </td> <td align=left>generators</td> </tr> <tr> <td nowrap valign=top><tt>A2</tt> </td> <td align=left>bubble capture facility; animation state in m3 (valid range <tt>00</tt>..<tt>27</tt>)</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>A4</tt>..<tt>A6</tt> </td> <td align=left>toffee quarry <table> <tr> <td nowrap valign=top><tt>A5</tt> </td> <td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>45</tt>)</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>A7</tt>..<tt>AE</tt> </td> <td align=left>sugar mine <table> <tr> <td nowrap valign=top><tt>AE</tt> </td> <td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>5F</tt>)</td> </tr> </table> </td> </tr> <tr> <td nowrap valign=top><tt>AF</tt>..<tt>1FF</tt> </td> <td align=left>NewGRF industries industry</td> </tr> </table> </li> <li>m6 bits 5..3: random triggers (NewGRF)</li> <li>m6 bit 2: bit 8 of type (see m5)</li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> <li>m7: random bits (NewGRF)</li> </ul> </td> </tr> <tr bgcolor="#CCCCCC"> <td valign=top nowrap><strong><a name="Class9"><tt> 9</tt></a></strong></td> <td><strong>Tunnel / bridge</strong></td> </tr> <tr> <td valign=top nowrap> </td> <td> <ul> <li>m1: <a href="#OwnershipInfo">owner</a></li> <li>m2 bits 7..4: see bridge ramp</li> <li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway</li> <li>m3 bits 2..0: present road types for road</li> <li>m4 bit 7 set = on snow or desert</li> <li>m5 bits 7 clear: tunnel entrance/exit</li> <li>m5 bit 7 set: bridge ramp <ul> <li>m2 bits 7..4: <a name="BridgeType">bridge type</a>: <table> <tr> <th align=left>Type </th> <th align=left>Max. speed (mph) </th> <th align=left>Description</th> </tr> <tr> <td nowrap valign=top><tt>0</tt> </td> <td align=center>20</td> <td align=left>wooden</td> </tr> <tr> <td nowrap valign=top><tt>1</tt> </td> <td align=center>30</td> <td align=left>concrete</td> </tr> <tr> <td nowrap valign=top><tt>2</tt> </td> <td align=center>40</td> <td align=left>girder, steel</td> </tr> <tr> <td nowrap valign=top><tt>3</tt> </td> <td align=center>50</td> <td align=left>suspension, concrete</td> </tr> <tr> <td nowrap valign=top><tt>4</tt> </td> <td align=center>60</td> <td align=left>suspension, steel</td> </tr> <tr> <td nowrap valign=top><tt>5</tt> </td> <td align=center>70</td> <td align=left>suspension, steel</td> </tr> <tr> <td nowrap valign=top><tt>6</tt> </td> <td align=center>100</td> <td align=left>cantilever, steel</td> </tr> <tr> <td nowrap valign=top><tt>7</tt> </td> <td align=center>130</td> <td align=left>cantilever, steel</td> </tr> <tr> <td nowrap valign=top><tt>8</tt> </td> <td align=center>150</td> <td align=left>cantilever, steel</td> </tr> <tr> <td nowrap valign=top><tt>9</tt> </td> <td align=center>160</td> <td align=left>girder, steel</td> </tr> <tr> <td nowrap valign=top><tt>A</tt> </td> <td align=center>200</td> <td align=left>tubular, steel</td> </tr> <tr> <td nowrap valign=top><tt>B</tt> </td> <td align=center>320</td> <td align=left>tubular, steel</td> </tr> <tr> <td nowrap valign=top><tt>C</tt> </td> <td align=center>380</td> <td align=left>tubular, silicon</td> </tr> </table> </li> </ul> </li> <li>m5 bits 3..2: transport type <table> <tr> <td><tt>0</tt> </td> <td>railway</td> </tr> <tr> <td><tt>1</tt> </td> <td>road</td> </tr> </li> <li>m5 bits 1..0: direction onto the bridge / out of the tunnel <table> <tr> <td><tt>0</tt> </td> <td>NE</td> </tr> <tr> <td><tt>1</tt> </td> <td>SE</td> </tr> <tr> <td><tt>2</tt> </td> <td>SW</td> </tr> <tr> <td><tt>3</tt> </td> <td>NW</td> </tr> </table> </li> <li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> </ul> </td> </tr> <tr bgcolor="#CCCCCC"> <td valign=top nowrap><strong><a name="ClassA"><tt> A</tt></a></strong></td> <td><strong><tt>Unmovables</tt></strong></td> </tr> <tr> <td valign=top nowrap> </td> <td> <ul> <li>m1: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li> <li>m2: see company statue <li>m5: tile type: <table> <tr> <td nowrap valign=top><tt>00</tt> </td> <td align=left>transmitter</td> </tr> <tr> <td nowrap valign=top><tt>01</tt> </td> <td align=left>lighthouse</td> </tr> <tr> <td nowrap valign=top><tt>02</tt> </td> <td align=left>company statue <ul> <li>m2: TownID on which the statue is built in</li> </ul> </td> </tr> <tr> <td nowrap valign=top><tt>03</tt> </td> <td align=left>company-owned land</td> </tr> <tr> <td nowrap valign=top><tt>80</tt>..<tt>93</tt> </td> <td align=left>company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance)</td> </tr> </table> </li> <li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li> <li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li> </ul> </td> </tr> <tr> <td colspan=2>Classes <tt>B</tt> through <tt>F</tt> are reserved. The presence of a tile in one of the reserved classes will crash OTTD.</td> </tr> </table> <hr> Original Copyright © 2003 by Marcin Grzegorczyk for TTDLX.<br> Transport Tycoon and Transport Tycoon Deluxe are Copyright © by Chris Sawyer.<br> All the other trademarks are the property of their respective owners.<br> </body> </html>