tron@2149: Five attributes hold the information about a tile.
tron@2149: These attributes are referred to as
tron@2149: "type_height",
tron@2487: "m1",
tron@2149: "m2",
tron@2149: "m3",
tron@2149: "m4" and
tron@2149: "m5".
tron@2149: The most important value is the class of a tile, stored in the upper 4 bits of the type_height array.
tron@2149: The lower 4 bits are used to encode the height and slope data.
tron@2149: For a graphical represenation of the tile-layout have a look at Landscape grid page.
pasky@464:
pasky@464:
Darkvater@1487: OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.
pasky@464:
pasky@464:
pasky@464:
pasky@464: Class | Meaning & details of encoding |
pasky@464:
pasky@464: 0 |
pasky@464:
tron@2149: - m5 bits 4..0: tile type:
pasky@464:
pasky@464: 00 | bare land |
pasky@464: 01 | 1/3 grass |
pasky@464: 02 | 2/3 grass |
pasky@464: 03 | full grass |
pasky@464: 07 | rough land |
pasky@464: 0B | rocks |
tron@2149: 0F | fields; type of fields in m3 bits 3..0 (legal values: 0 through 9) |
pasky@464: 10 | 1/4 snow |
pasky@464: 11 | 2/4 snow |
pasky@464: 12 | 3/4 snow |
pasky@464: 13 | full snow |
pasky@464: 15 | partial desert |
pasky@464: 17 | full desert |
pasky@464:
pasky@464:
tron@2229: - 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)
pasky@464:
(for snow and desert, these bits are not used, tile is updated on every periodic processing)
pasky@464:
tron@2487: - m1: owner of the tile (normally 10)
pasky@464:
tron@2149: - 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
pasky@464:
pasky@464:
pasky@464: |
pasky@464:
pasky@464: 1 |
tron@2149: m5 bit 7 clear: railway track
pasky@464:
tron@2149: - m5 bits 0..5: track layout: bit set = track present:
pasky@464:
pasky@464: bit 0: | in the X direction |
pasky@464: bit 1: | in the Y direction |
pasky@464: bit 2: | in the north corner (direction W-E) |
pasky@464: bit 3: | in the south corner (direction W-E) |
pasky@464: bit 4: | in the west corner (direction N-S) |
pasky@464: bit 5: | in the east corner (direction N-S) |
pasky@464:
tron@2149: - m5 bit 6 set = with signals:
pasky@464:
tron@2149: - m3 bits 7..4: bit set = signal present:
pasky@464:
pasky@464: - For track in the X direction:
pasky@464:
pasky@464: bit 6: | signal in the SW direction |
pasky@464: bit 7: | signal in the NE direction |
pasky@464:
pasky@464: - For track in the Y direction:
pasky@464:
pasky@464: bit 6: | signal in the NW direction |
pasky@464: bit 7: | signal in the SE direction |
pasky@464:
pasky@464: - For tracks in the W-E direction:
pasky@464:
pasky@464: bit 4: | signal in the W direction on the track in the S corner |
pasky@464: bit 5: | signal in the E direction on the track in the S corner |
pasky@464: bit 6: | signal in the W direction on the track in the N corner |
pasky@464: bit 7: | signal in the E direction on the track in the N corner |
pasky@464:
pasky@464: - For tracks in the N-S direction:
pasky@464:
pasky@464: bit 4: | signal in the S direction on the track in the E corner |
pasky@464: bit 5: | signal in the N direction on the track in the E corner |
pasky@464: bit 6: | signal in the S direction on the track in the W corner |
pasky@464: bit 7: | signal in the N direction on the track in the W corner |
pasky@464:
pasky@464:
tron@2149: - m2 bits 7..4: bit clear = signal shows red; same bits as in m3
tron@2149: - OpenTTD bits in m4:
pasky@464:
Darkvater@2916: bits 1..0: | type of signal: |
Darkvater@2916: 00: | normal signals |
Darkvater@2916: 01: | pre-signals |
Darkvater@2916: 10: | exit-signals |
Darkvater@2916: 11: | combo-signals |
Darkvater@2916: bit 2: | set = semaphore signals, clear = light signals |
pasky@464:
pasky@464:
tron@2487: - m1: owner of the track
pasky@464:
tron@2149: - m2 bits 0..3:
pasky@464:
pasky@464: 0 | on bare land |
pasky@464: 1 | on grass, no fences |
pasky@464: 2 | fence on the NW side |
pasky@464: 3 | fence on the SE side |
pasky@464: 4 | fences on the NW and SE sides |
pasky@464: 5 | fence on the NE side |
pasky@464: 6 | fence on the SW side |
pasky@464: 7 | fences on the NE and SW sides |
pasky@464: 8 | fence on the E side (track in the W corner) |
pasky@464: 9 | fence on the W side (track in the E corner) |
pasky@464: A | fence on the S side (track in the N corner) |
pasky@464: B | fence on the N side (track in the S corner) |
pasky@464: C | on snow or desert |
pasky@464:
celestar@3355: - m3 bits 0..3 = track type: 0 - conventional railway, 1 - electrified railway, 2 - monorail, 3 - maglev
pasky@464:
tron@2149: m5 bits 7 and 6 set: railway depot / checkpoints
pasky@464:
tron@2149: - m5 value C0..C3: railway depot
tron@2149:
m5 bits 1..0 - direction: exit towards: 00 = NE, 01 = SE, 02 = SW, 03 = NW
tron@2149: - m5 value C4..C5: checkpoint
pasky@464:
bit 0: clear = in X direction, set = in Y direction
pasky@464:
pasky@464:
tron@2487: - m1: owner of the depot / checkpoint
peter1138@2670: - m2: For waypoints, index into the array of waypoints.
tron@2149: - m3 bits 0..3 = track type
tron@2149: - m3 bit 4 = use custom sprite (valid only for the checkpoint)
peter1138@2670: - m4 bits 0..3 = ground type, as per m2 bits 0..3 for railway tiles.
pasky@464:
pasky@464: |
pasky@464:
pasky@464: 2 |
tron@2149: m5 bits 7..4 clear: road
pasky@464:
tron@2149: - m5 bits 3..0: road layout: bit set = road piece present:
pasky@464:
pasky@464: bit 0: | NW piece |
pasky@464: bit 1: | SW piece |
pasky@464: bit 2: | SE piece |
pasky@464: bit 3: | NE piece |
pasky@464:
tron@2487: - m1: owner of the road
tron@2149: - m2: Index into the array of towns, 0 for non-town roads
tron@2149: - m4 bits 0..3: counter for the roadworks
tron@2149: - 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
tron@2149: - m4 bit 7 set = on snow or desert
pasky@464:
tron@2149: m5 bit 4 set, bits 7..5 clear: level crossing
pasky@464:
tron@2149: - m5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)
tron@2149: - m5 bit 2: set if crossing lights are on
tron@2487: - m1: owner of the railway track
tron@2149: - m2: Index into the array of towns, 0 for non-town roads
tron@2149: - m3 bits 0..7: owner of the road
tron@2149: - m4 bits 3..0: track type
tron@2149: - m4 bits 4..6: 0 - on bare land, 1 - on grass, 2 or higher - paved
tron@2149: - m4 bit 7 set = on snow or desert
pasky@464:
tron@2149: m5 bit 5 set: road depot
pasky@464:
tron@2149: - m5 bits 3..0 - direction: exit towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
tron@2487: - m1: owner of the depot
tron@2149: - m4 bit 7 set = on snow or desert (not displayed, but set internally)
pasky@464:
pasky@464: |
pasky@464:
pasky@464: 3 |
pasky@464: Town building
pasky@464:
pasky@464: |
pasky@464:
pasky@464: 4 |
pasky@464: Trees
pasky@464:
tron@2149: - m5 bits 7..6: number of trees minus one
tron@2149: - 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
tron@2149: - m3 bits 7..0: type of trees:
pasky@464:
pasky@464: 00..0B | temperate climate trees |
pasky@464: 0C..13 | sub-arctic climate trees |
pasky@464: 14..1A | rainforest trees |
pasky@464: 1B | cactus plants |
pasky@464: 1C..1F | sub-tropical climate, non-rainforest, non-desert trees |
pasky@464: 20..28 | toyland trees |
pasky@464:
pasky@464: (note: the actually displayed set of trees depends on both type and number of trees)
pasky@464:
tron@2149: - m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)
tron@2149: - m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)
tron@2149: - m2 bits 5..4:
pasky@464:
pasky@464: 0 | on grass |
pasky@464: 1 | on rough land |
tron@2149: 2 | on snow or desert; m2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
pasky@464: |
pasky@464:
tron@2149: - 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)
tron@2487: - m1: owner (normally 10)
pasky@464:
pasky@464: |
pasky@464:
pasky@464: 5 |
pasky@464: Station tile
pasky@464:
tron@2149: - m5: tile type:
pasky@464:
pasky@464: 00..07 | railway station
pasky@464: 00..01 - open platform, 02..03 - open platform with station building, 04....07 - roofed platform
pasky@464: bit 0: clear = in X direction, set = in Y direction
pasky@464: |
pasky@464: 08..33 | large airport
pasky@464:
pasky@464: 0B | pad 1 |
pasky@464: 16..19 | runway middle |
pasky@464: 1A | runway ending |
pasky@464: 1C | control tower |
pasky@464: 20 | hangar |
pasky@464: 21 | pad 3 |
pasky@464: 22 | pad 2 |
pasky@464: 27..32 | radar (animated) |
pasky@464: 33 | transmitter |
pasky@464:
pasky@464: The initial layout of a large airport is (rows in Y direction, columns in X direction):
pasky@464:
pasky@464: 1F 1B 1E 33 26 1A
pasky@464: 09 24 0B 0C 0D 16
pasky@464: 21 1D 23 0E 0F 17
pasky@464: 09 22 0D 11 10 18
pasky@464: 09 08 14 13 12 19
pasky@464: 20 0A 15 1C 27 1A
pasky@464:
pasky@464: |
pasky@464: 34..41 | small airport
pasky@464:
pasky@464: 3A..3D | field with the wind meter (animated) |
pasky@464: 3E | runway south ending |
pasky@464: 3F | runway middle |
pasky@464: 40 | runway north ending |
pasky@464: 41 | hangar |
pasky@464:
pasky@464: The initial layout of a small airport is (rows in Y direction, columns in X direction):
pasky@464:
pasky@464: 36 3A 40
pasky@464: 35 39 3F
pasky@464: 34 38 3F
pasky@464: 41 37 3E
pasky@464:
pasky@464: |
pasky@464: 42 | heliport |
pasky@464: 43..46 | lorry loading area;
pasky@464: exit towards: 43 - NE, 44 - SE, 45 - SW, 46 - NW
pasky@464: |
pasky@464: 47..4A | bus station;
pasky@464: exit towards: 47 - NE, 48 - SE, 49 - SW, 4A - NW
pasky@464: | 4B | oilfield |
pasky@464: 4C..51 | ship dock;
pasky@464: 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
pasky@464: | 52 | buoy |
pasky@464:
pasky@464: |
pasky@464:
pasky@464:
tron@2487: - m1: owner of the station
tron@2149: - m2: index into the array of stations
tron@2149: - m3 bits 0..3: track type for railway stations, must be 0 for all the other stations
peter1138@3742: - m3 bits 4..7: persistent random data for newstations
peter1138@3568: - m4 = custom station id; 0 means standard graphics
pasky@464:
pasky@464: |
pasky@464:
pasky@464: 6 |
pasky@464:
tron@2149: - m5: tile type:
pasky@464:
pasky@464: 00 | water |
pasky@464: 01 | coast or riverbank |
pasky@464: 10..1B | canal locks
pasky@464:
pasky@464: 10 | middle part, (SW-NE direction)
pasky@464: | 11 | middle part, (NW-SE direction)
pasky@464: | 12 | middle part, (NE-SW direction)
pasky@464: | 13 | middle part, (SE-NW direction)
pasky@464: | 14 | lower part, (SW-NE direction)
pasky@464: | 15 | lower part, (NW-SE direction)
pasky@464: | 16 | lower part, (NE-SW direction)
pasky@464: | 17 | lower part, (SE-NW direction)
pasky@464: | 18 | upper part, (SW-NE direction)
pasky@464: | 19 | upper part, (NW-SE direction)
pasky@464: | 1A | upper part, (NE-SW direction)
pasky@464: | 1B | upper part, (SE-NW direction)
pasky@464: |
pasky@464: | 80..83 | ship depots
pasky@464:
pasky@464: 80 | ship depot, NE part (X direction)
pasky@464: | 81 | ship depot, SW part (X direction)
pasky@464: | 82 | ship depot, NW part (Y direction)
pasky@464: | 83 | ship depot, SE part (Y direction)
pasky@464:
pasky@464: |
pasky@464:
pasky@464:
pasky@464: |
pasky@464:
tron@2487: - m1: owner (for water and coasts normally 11)
pasky@464:
pasky@464: |
pasky@464:
pasky@464: 7 |
pasky@464: Void
pasky@464:
pasky@464: 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.
pasky@464:
pasky@464: |
pasky@464:
pasky@464: 8 |
pasky@464: Industry tile
pasky@464:
tron@2149: - m5: type:
pasky@464:
(note: this is not the same as the industry type stored in the array of industries)
pasky@464:
pasky@464: 00..06 | coal mine
pasky@464:
pasky@464: 00 | wheel tower when not animated |
tron@2487: 01 | wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated |
pasky@464:
pasky@464: |
pasky@464: 07..0A | power station
pasky@464:
pasky@464: 08 | chimney |
tron@2487: 0A | transformer; animation progress in m1 bits 5..2 (valid range 0..7) |
pasky@464:
pasky@464: |
pasky@464: 0B..0F | sawmill |
pasky@464: 10..11 | forest
pasky@464:
pasky@464: 11 | trees cut down |
pasky@464:
pasky@464: |
pasky@464: 12..17 | oil refinery |
pasky@464: 18..1C | oil rig |
pasky@464: 1D..20 | oil wells
pasky@464:
pasky@464: 1D | not animated |
tron@2487: 1E..20 | various stages of animation; progress of animation in m1 bits 1..0 |
pasky@464:
pasky@464: |
pasky@464: 21..26 | farm |
pasky@464: 27..2A | factory (temperate climate) |
pasky@464: 2B..2E | printing works |
pasky@464: 2F..33 | copper ore mine
pasky@464:
pasky@464: 2F | wheel tower when not animated |
tron@2487: 30 | wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated |
pasky@464: 31 | chimney |
pasky@464:
pasky@464: |
pasky@464: 34..39 | steel mill |
pasky@464: 3A..3B | bank (temperate climate) |
pasky@464: 3C..3F | food processing plant |
pasky@464: 40..47 | paper mill |
pasky@464: 48..58 | gold mine
pasky@464:
pasky@464: 4F | wheel tower when not animated |
tron@2487: 58 | wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated |
pasky@464:
pasky@464: |
pasky@464: 59..5A | bank (sub-arctic or sub-tropical climate) |
pasky@464: 5B..63 | diamond mine |
pasky@464: 64..73 | iron ore mine |
pasky@464: 74 | fruit plantation |
pasky@464: 75 | rubber plantation |
pasky@464: 76..77 | water supply |
pasky@464: 78 | water tower |
pasky@464: 79..7C | factory (sub-tropical climate) |
pasky@464: 7D..80 | lumber mill |
pasky@464: 81..82 | candyfloss forest
pasky@464:
pasky@464: 82 | candyfloss 'trees' cut down |
pasky@464:
pasky@464: |
pasky@464: 83..86 | sweet factory |
pasky@464: 87..88 | battery farm
pasky@464:
pasky@464: 88 | batteries 'reaped' |
pasky@464:
pasky@464: |
pasky@464: 89 | cola wells |
pasky@464: 8A..8D | toy shop |
pasky@464: 8E..93 | toy factory
pasky@464:
tron@2149: 8F | animated part; animation state in m3 (valid range 00..31)
tron@2149: tile animation is started (m4 zeroed) on the periodic processing if field 2C in the corresponding industry array entry is nonzero
tron@2149: while the animation is in progress (see the array at 04328) m4 holds the number of animation cycles that have already taken place; when this number reaches 8 the animation is stopped |
pasky@464:
pasky@464: |
pasky@464: 94..9B | plastic fountains (various stages of cyclic animation) |
pasky@464: 9C..9F | fizzy drink factory |
pasky@464: A0..A3 | bubble generator
pasky@464:
pasky@464: A1 | generators |
tron@2149: A2 | bubble capture facility; animation state in m3 (valid range 00..27) |
pasky@464:
pasky@464: |
pasky@464: A4..A6 | toffee quarry
pasky@464:
tron@2149: A5 | animated part; animation state in m3 (valid range 00..45) |
pasky@464:
pasky@464: |
pasky@464: A7..AE | sugar mine
pasky@464:
tron@2149: AE | animated part; animation state in m3 (valid range 00..5F) |
pasky@464:
pasky@464: |
pasky@464: |
pasky@464:
tron@2149: - m2: index into the array of industries
pasky@464:
tron@2487: - m1 bit 7: clear = under construction
pasky@464:
tron@2487: - m1 bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
pasky@464:
pasky@464:
tron@2487: - m1 bits 1..0: stage of construction (3 = completed), incremented when the construction counter wraps around
pasky@464:
the meaning is different for some animated tiles which are never under construction (types 01, 1E..20, 30, 58; see above)
pasky@464:
pasky@464:
pasky@464: |
pasky@464:
pasky@464: 9 |
tron@2149: m5 bits 7..4 clear: tunnel entrance/exit
pasky@464:
tron@2149: - m5 bits 3..2: 0 - railway tunnel, 1 - road tunnel
tron@2149: - m5 bits 1..0 - direction: entrance towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
tron@2487: - m1: owner of the tunnel
tron@2149: - m3 bits 3..0 = track type for railway tunnel, must be 0 for road tunnel
tron@2149: - m4 bit 7 set = on snow or desert
pasky@464:
tron@2149: m5 bit 7 set: bridge
tron@2149: -
tron@2149: m5 bit 6 clear: bridge ending
pasky@464:
tron@2149: - m5 bit 5: clear - northern, set - southern ending
tron@2149: - m3 bits 3..0 = type of track on the bridge, must be 0 for road bridge
tron@2487: - m1: owner of the bridge
pasky@464:
tron@2149: m5 bit 6 set: bridge middle part
tron@2149:
tron@2149: - m5 bit 5 clear:
tron@2149:
tron@2149: - m5 bits 4..3: land under bridge: 0 - grass, snow or desert, 1 - water
tron@2149:
tron@2149: m5 bit 5 set:
tron@2149:
tron@2149: - m5 bits 4..3: transport route under bridge: 0 - railway, 1 - road
tron@2149:
tron@2149: - m3 bits 7..4 = type of track on the bridge, must be 0 for road bridge
tron@2149: - m3 bits 3..0 = type of track under the bridge, if any
tron@2149: - m2 bits 3..0: bridge piece (0..5)
tron@2487:
- m1: owner of the land under bridge
pasky@464:
tron@2149: - m5 bits 2..1: 0 - railway bridge, 1 - road bridge
tron@2149: - m5 bit 0: clear - bridge in the X direction, set - bridge in the Y direction
tron@2149: - m2 bits 7..4: bridge type:
pasky@464:
pasky@464: Type | Max. speed (mph) | Description |
pasky@464: 0 | 20 | wooden |
pasky@464: 1 | 30 | concrete |
pasky@464: 2 | 40 | girder, steel |
pasky@464: 3 | 50 | suspension, concrete |
pasky@464: 4 | 60 | suspension, steel |
pasky@464: 5 | 70 | suspension, steel |
pasky@464: 6 | 100 | cantilever, steel |
pasky@464: 7 | 130 | cantilever, steel |
pasky@464: 8 | 150 | cantilever, steel |
pasky@464: 9 | 160 | girder, steel |
pasky@464: A | 200 | tubular, steel |
pasky@464:
tron@2149: - m4 bit 7 set = on snow or desert
pasky@464:
pasky@464: |
pasky@464:
pasky@464: A |
pasky@464:
tron@2149: - m5: tile type:
pasky@464:
pasky@464: 00 | transmitter |
pasky@464: 01 | lighthouse |
pasky@464: 02 | company statue |
pasky@464: 03 | company-owned land |
pasky@464: 80..93 | company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance) |
pasky@464:
pasky@464:
tron@2487: - m1: owner of the object (for lighthouses and transmitters normally 10)
pasky@464:
pasky@464: |
pasky@464:
pasky@464:
Darkvater@1487: Classes B through F are reserved. The presence of a tile in one of the reserved classes will crash OTTD.
pasky@464: |
pasky@464:
pasky@464:
pasky@464:
pasky@464: