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OpenTTD-patches/docs/landscape.html

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<!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=UTF-8">
<title>OpenTTD Landscape Internals</title>
</head>
<body>
<h3><a name="Landscape">Landscape</a></h3>
<p>
For a graphical representation of the tile-layout have a look at
<a href="landscape_grid.html">Landscape grid</a> page.
</p>
<p>Nine attributes (counting &quot;<span style="font-weight: bold;">type</span>&quot; and
&quot;<span style="font-weight: bold;">height</span>&quot;) hold the information about a tile.<BR>
These attributes are referred to as
&quot;<span style="font-weight: bold;">type</span>",
&quot;<span style="font-weight: bold;">height</span>",
&quot;<span style="font-weight: bold;">m1</span>&quot;, &quot;<span style="font-weight: bold;">m2</span>&quot;,
&quot;<span style="font-weight: bold;">m3</span>&quot;, &quot;<span style="font-weight: bold;">m4</span>&quot;,
&quot;<span style="font-weight: bold;">m5</span>&quot;, &quot;<span style="font-weight: bold;">m6</span>&quot;
and "<span style="font-weight: bold;">m7</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</span> attribute.
</p>
Frequently repeating patterns:
<ul>
<li><span style="font-weight: bold;">type</span>
<ul>
<li>
<a name="type"></a>
Bits 7..4:
<table border="1" style="width: 30em;">
<tr bgcolor="#CCCCCC"><td colspan="2">The tile type.</td></tr>
<tr><td style="width: 5em;"><tt>00</tt></td><td>Ground</td></tr>
<tr><td><tt>01</tt></td><td>Railway tracks</td></tr>
<tr><td><tt>02</tt></td><td>Roads</td></tr>
<tr><td><tt>03</tt></td><td>Town building</td></tr>
<tr><td><tt>04</tt></td><td>Trees</td></tr>
<tr><td><tt>05</tt></td><td>Station tiles</td></tr>
<tr><td><tt>06</tt></td><td>Water</td></tr>
<tr><td><tt>07</tt></td><td>Void</td></tr>
<tr><td><tt>08</tt></td><td>Industries</td></tr>
<tr><td><tt>09</tt></td><td>Tunnel / bridge</td></tr>
<tr><td><tt>0A</tt></td><td>Objects</td></tr>
</table>
</li>
Bits 3..2:
<table border="1" style="width: 30em;">
<tr bgcolor="#CCCCCC"><td colspan="2">Presence and direction of bridge above.</td></tr>
<tr><td style="width: 5em;"><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>
<a name="tropic_zone"></a>
Bits 1..0:
<table border="1" style="width: 30em;">
<tr bgcolor="#CCCCCC"><td colspan="2">Only meaningful in tropic climate. It contains the definition of the available zones</td></tr>
<tr><td style="width: 5em;"><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 these 2 bits are theoretically free of use, however using them does not seem useful.
</li>
</ul>
<li><span style="font-weight: bold;">m1</span>
<ul>
<li>
<a name="WaterClass"></a>
Bits 6..5:
<table border="1" style="width: 30em;">
<tr bgcolor="#CCCCCC"><td colspan="2">The type of water that is on a tile.
<tr><td style="width: 5em;"><tt>00</tt></td><td align=left>Sea</td></tr>
<tr><td><tt>01</tt></td><td align=left>Canal</td></tr>
<tr><td><tt>02</tt></td><td align=left>River</td></tr>
<tr><td><tt>03</tt></td><td align=left>Invalid, i.e. no water on this tile</td></tr>
</table>
Some tiles, such as houses, reuse these bits of other purposes.
</li>
<li>
<a name="OwnershipInfo"></a>
Bits 4..0:
<table border="1" style="width: 30em;">
<tr bgcolor="#CCCCCC"><td colspan="2">The owner of a tile can be either companies (human or AI) or "Game entities".
<tr><td style="width: 5em;"><tt>00..0E</tt></td><td align=left>Normal companies</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>
Some tiles, such as houses and industries, reuse these bits of other purposes.
</li>
</ul>
</li>
<li><span style="font-weight: bold;">m4:</span><br>
<a name="RoadType"></a>
Road roadtype. Used for all tiles with road (road, station, tunnelbridge).
<ul>
<li>
Bits 5..0: Road roadtype, 0x3F for no road.
</li>
</ul>
</li>
<li><span style="font-weight: bold;">m8:</span><br>
<a name="TramType"></a>
Tram roadtype. Used for all tiles with road (road, station, tunnelbridge).
<ul>
<li>
Bits 11..6: Tram roadtype, 0x3F for no tram.
</li>
</ul>
</li>
<li><span style="font-weight: bold;">m8:</span><br>
<ul>
<li>
<a name="RailType"></a>
Bits 5..0: Railtype. Used for all tiles with rail (road, rail, station, tunnelbridge).
</li>
</ul>
<ul>
<li style="color: blue">
<a name="RailType"></a>
Bits 11..6: Secondary Railtype. Used for some tiles with rail (rail, tunnelbridge). Used for lower or right track when two parallel tracks on tile.
</li>
<li style="color: blue">
<a name="RoadCachedOneWayState"></a>
Bits 14..12: Road cached one way state. Used for all tiles with road (road, station, tunnelbridge).
<table border="1" style="width: 30em;">
<tr><td style="width: 5em;"><tt>00</tt></td><td align=left>road is not one-way</td></tr>
<tr><td><tt>01</tt></td><td align=left>road is one-way in 'A' direction</td></tr>
<tr><td><tt>02</tt></td><td align=left>road is one-way in 'B' direction</td></tr>
<tr><td><tt>03</tt></td><td align=left>road is disallowed in both directions</td></tr>
<tr><td><tt>04</tt></td><td align=left>road is a one-way side junction</td></tr>
<tr><td><tt>05</tt></td><td align=left>road is a one-way side junction, with no exit access</td></tr>
</table>
</li>
</ul>
</li>
<li><span style="font-weight: bold;">m7:</span><br>
Animation frame/state. Used for houses, industries, objects and stations.
</li>
</ul>
<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 &amp; 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>&nbsp;<strong>Ground </strong></td>
</tr>
<tr>
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li>
<li>m2: see fields</li>
<li>m3 bits 7..5: type of hedge on NE border of the tile</li>
<li>m3 bits 3..0: see fields</li>
<li>m3 bit 4: set if the tile is covered with snow</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>&nbsp; </td>
<td align=left>bare land / grass</td>
</tr>
<tr>
<td nowrap valign=top><tt>1</tt>&nbsp; </td>
<td align=left>rough land (density must be 3)</td>
</tr>
<tr>
<td nowrap valign=top><tt>2</tt>&nbsp; </td>
<td align=left>rocks (density must be 3)</td>
</tr>
<tr>
<td nowrap valign=top><tt>3</tt>&nbsp; </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>&nbsp; </td>
<td align=left>snow</td>
</tr>
<tr>
<td nowrap valign=top><tt>5</tt>&nbsp; </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>&nbsp; </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>&nbsp; </td>
<td>1/3 grass</td>
<td></td>
<td></td>
<td></td>
<td>2/4 snow;&nbsp;</td>
<td>1/2 desert</td>
</tr>
<tr>
<td nowrap valign=top><tt>2</tt>&nbsp; </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>&nbsp; </td>
<td>full grass;&nbsp;</td>
<td>rough land;&nbsp;</td>
<td>rocks;&nbsp;</td>
<td>fields;&nbsp;</td>
<td>full snow;&nbsp;</td>
<td>full desert</td>
</tr>
</table>
</li>
<li>m6 bits 4..2: type of hedge on NW border of the tile</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>&nbsp;</td>
<td>
<ul>
<li>m1 bit 7: Ship docking tile status (for half-tile with water)</li>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile</li>
<li>m2: see signals</li>
<li>m3 bits 7..4: see signals</li>
<li>m8 bits 5..0 = <a name="TrackType">track type</a>:
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
<td>conventional railway</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp; </td>
<td>electrified railway</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp; </td>
<td>monorail</td>
</tr>
<tr>
<td><tt>3</tt>&nbsp; </td>
<td>maglev</td>
</tr>
</table>
</li>
<li style="color: blue">m8 bits 11..6 = <a name="TrackType">secondary track type</a> (used for lower or right track when two parallel tracks on tile)</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>&nbsp; </td>
<td align=left>on bare land</td>
</tr>
<tr>
<td nowrap valign=top><tt>1</tt>&nbsp; </td>
<td align=left>on grass, no fences</td>
</tr>
<tr>
<td nowrap valign=top><tt>2</tt>&nbsp; </td>
<td align=left>fence on the NW side</td>
</tr>
<tr>
<td nowrap valign=top><tt>3</tt>&nbsp; </td>
<td align=left>fence on the SE side</td>
</tr>
<tr>
<td nowrap valign=top><tt>4</tt>&nbsp; </td>
<td align=left>fences on the NW and SE sides</td>
</tr>
<tr>
<td nowrap valign=top><tt>5</tt>&nbsp; </td>
<td align=left>fence on the NE side</td>
</tr>
<tr>
<td nowrap valign=top><tt>6</tt>&nbsp; </td>
<td align=left>fence on the SW side</td>
</tr>
<tr>
<td nowrap valign=top><tt>7</tt>&nbsp; </td>
<td align=left>fences on the NE and SW sides</td>
</tr>
<tr>
<td nowrap valign=top><tt>8</tt>&nbsp; </td>
<td align=left>fence on the E side (track in the W corner)</td>
</tr>
<tr>
<td nowrap valign=top><tt>9</tt>&nbsp; </td>
<td align=left>fence on the W side (track in the E corner)</td>
</tr>
<tr>
<td nowrap valign=top><tt>A</tt>&nbsp; </td>
<td align=left>fence on the S side (track in the N corner)</td>
</tr>
<tr>
<td nowrap valign=top><tt>B</tt>&nbsp; </td>
<td align=left>fence on the N side (track in the S corner)</td>
</tr>
<tr>
<td nowrap valign=top><tt>C</tt>&nbsp; </td>
<td align=left>on snow or desert</td>
</tr>
<tr>
<td nowrap valign=top><tt>D</tt>&nbsp; </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>&nbsp; </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)&nbsp;</td>
<td>Track <tt>1</tt> (Y)&nbsp;</td>
<td>Track <tt>2</tt> (north)&nbsp;</td>
<td>Track <tt>3</tt> (south)&nbsp;</td>
<td>Track <tt>4</tt> (west)&nbsp;</td>
<td>Track <tt>5</tt> (east)</td>
</tr>
<tr>
<td align=left>Signal <tt>0</tt>&nbsp;</td>
<td></td>
<td></td>
<td></td>
<td>west</td>
<td></td>
<td>south</td>
</tr>
<tr>
<td align=left>Signal <tt>1</tt>&nbsp;</td>
<td></td>
<td></td>
<td></td>
<td>east</td>
<td></td>
<td>north</td>
</tr>
<tr>
<td align=left>Signal <tt>2</tt>&nbsp;</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>&nbsp;</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 7: Signal 0 and 1: set = semaphore signals, clear = light signals</li>
<li>m2 bit 3: Signal 2 and 3: set = semaphore signals, clear = light signals</li>
<li>m2 bits 6..4: type of signal 0 and 1 (same values as m2 bits 2..0)</li>
<li>m2 bits 2..0: type of signal 2 and 3
<table>
<tr>
<td nowrap="nowrap" valign="top"><tt>000</tt>: </td>
<td align="left">normal signals</td>
</tr>
<tr>
<td nowrap="nowrap" valign="top"><tt>001</tt>: </td>
<td align="left">pre-signals</td>
</tr>
<tr>
<td nowrap="nowrap" valign="top"><tt>010</tt>: </td>
<td align="left">exit-signals</td>
</tr>
<tr>
<td nowrap="nowrap" valign="top"><tt>011</tt>: </td>
<td align="left">combo-signals</td>
</tr>
<tr>
<td nowrap="nowrap" valign="top"><tt>100</tt>: </td>
<td align="left">pbs signals</td>
</tr>
<tr>
<td nowrap="nowrap" valign="top"><tt>101</tt>: </td>
<td align="left">no-entry signals</td>
</tr>
<tr style="color: blue">
<td nowrap="nowrap" valign="top"><tt>110</tt>: </td>
<td align="left">programmable signals</td>
</tr>
</table>
</li>
<li style="color: blue">m2 bit 12: this signal tile has 1 or more restricted signals (tracerestrict patch)</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>
<li style="color: blue">m6 bits 7..4: signal style for signal 0 and 1</li>
<li style="color: blue">m6 bits 3..0: signal style for signal 2 and 3</li>
<li style="color: blue">m7 bits 7: reserve through always set for signal 0 or 1</li>
<li style="color: blue">m7 bits 6: reserve through always set for signal 2 or 3</li>
<li style="color: blue">m7 bits 5..3: signal aspect for signal 0 or 1 (only valid if signal is present and not red, and multi-aspect signalling is in effect)</li>
<li style="color: blue">m7 bits 2..0: signal aspect for signal 2 or 3 (only valid if signal is present and not red, and multi-aspect signalling is in effect)</li>
</ul>
</li>
<li>m2 bits 8..10: track reserved for pbs
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
<td>not reserved</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp; </td>
<td>X direction</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp; </td>
<td>Y direction</td>
</tr>
<tr>
<td><tt>3</tt>&nbsp; </td>
<td>north corner (W-E)</td>
</tr>
<tr>
<td><tt>4</tt>&nbsp; </td>
<td>south corner (W-E)</td>
</tr>
<tr>
<td><tt>5</tt>&nbsp; </td>
<td>west corner (N-S)</td>
</tr>
<tr>
<td><tt>6</tt>&nbsp; </td>
<td>east corner (N-S)</td>
</tr>
</table>
</li>
<li>m2 bit 11: opposite track is reserved, too</li>
</ul>
</li>
<li>m5 bit 7 set, bit 6 set: railway depot
<ul>
<li>m2: Depot index</li>
<li>m5 bits 1..0: exit towards
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
<td>NE</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp; </td>
<td>SE</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp; </td>
<td>SW</td>
</tr>
<tr>
<td><tt>3</tt>&nbsp; </td>
<td>NW</td>
</tr>
</table>
</li>
<li>m5 bit 4: pbs reservation state</li>
</ul>
</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>&nbsp;</td>
<td>
<ul>
<li>m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if there is no town or we are creating a town)</li>
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>)
<li>m4 bits 5..0: <a href="#RoadType">Roadtype</a></li>
<li>m7 bit 5 set = on snow or desert</li>
<li style="color: blue">m8 bits 14..12: <a href="#RoadCachedOneWayState">Road cached one way state</a></li>
<li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
<li>m5 bits 7 clear: road or level-crossing
<ul>
<li>m6 bits 5..3:
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
<td>on bare land</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp; </td>
<td>on grass</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp; </td>
<td>paved</td>
</tr>
<tr>
<td><tt>3</tt>&nbsp; </td>
<td>with streetlights</td>
</tr>
<tr>
<td><tt>5</tt>&nbsp; </td>
<td>tree-lined</td>
</tr>
<tr>
<td><tt>6</tt>&nbsp; </td>
<td>on grass with road works</td>
</tr>
<tr>
<td><tt>7</tt>&nbsp; </td>
<td>paved with road works</td>
</tr>
</table>
</li>
<li>m5 bit 6 clear: road
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
<li>m7 bits 3..0: counter for the roadworks</li>
<li>m5 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>m3 bits 0..3: road layout road type 1 (tram)</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 bits 4..0: <a href="#OwnershipInfo">owner</a> of the railway track</li>
<li>m5 bit 5: set if crossing lights are on</li>
<li>m5 bit 4: pbs reservation state</li>
<li style="color: blue">m5 bit 1: set if crossing is possibly occupied by a road vehicle</li>
<li>m5 bit 0: direction
<table>
<tr>
<td align=left><tt>0</tt>&nbsp; </td>
<td align=left>road in the X direction, rail in Y</td>
</tr>
<tr>
<td align=left><tt>1</tt>&nbsp; </td>
<td align=left>road in the Y direction, rail in X</td>
</tr>
</table>
</li>
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
<li>m8 bits 5..0: <a href="#TrackType">railway track type</a></li>
</ul>
</li>
</ul>
</li>
<li>m5 bit 7 set, bit 6 clear: road depot
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the depot</li>
<li>m2: Depot index</li>
<li>m5 bits 1..0: exit towards:
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
<td>NE</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp; </td>
<td>SE</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp; </td>
<td>SW</td>
</tr>
<tr>
<td><tt>3</tt>&nbsp; </td>
<td>NW</td>
</tr>
</table>
</li>
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
</ul>
</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>&nbsp;</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 : Age of house in years, clamped at 255</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 : free</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 : Periodic processing time remaining</li>
</ul>
</li>
<li>Standard behaviour
<ul>
<li>bits 7..2 : lift position (for houses type 04 and 05)</li>
</ul>
</li>
</ul>
</li>
<li>m7 :
<ul>
<li>If <a href="#newhouses">newhouses</a> is activated
<ul>
<li>Current animation frame</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"></a>Newhouses is the name englobing a newGRF feature developed 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>&nbsp;</td>
<td>
<ul>
<li>m1 bits 6..5: water class (sea or land)</li>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
<li>m2 bits 8..6: ground
<table>
<tr>
<td align=left><tt>0</tt>&nbsp; </td>
<td>on grass</td>
</tr>
<tr>
<td align=left><tt>1</tt>&nbsp; </td>
<td>on rough land (density must be 3)</td>
</tr>
<tr>
<td align=left><tt>2</tt>&nbsp; </td>
<td>on snow or desert</td>
</tr>
<tr>
<td align=left><tt>3</tt>&nbsp; </td>
<td>on shore (density must be 3)</td>
</tr>
<tr>
<td align=left><tt>4</tt>&nbsp; </td>
<td>on snow with rough land underneath</td>
</tr>
</table>
</li>
<li>m2 bits 5..4: ground density</li>
<li>m3 bits 7..0: type of trees:
<table>
<tr>
<td nowrap valign=top><tt>00</tt>..<tt>0B</tt>&nbsp; </td>
<td align=left>temperate climate trees</td>
</tr>
<tr>
<td nowrap valign=top><tt>0C</tt>..<tt>13</tt>&nbsp; </td>
<td align=left>sub-arctic climate trees</td>
</tr>
<tr>
<td nowrap valign=top><tt>14</tt>..<tt>1A</tt>&nbsp; </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>&nbsp; </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>&nbsp; </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>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>&nbsp;</td>
<td>one of trees is growing&nbsp;</td>
</tr>
<tr>
<td><tt>3</tt>&nbsp;</td>
<td>all trees are fully grown&nbsp;</td>
</tr>
<tr>
<td><tt>4</tt>..<tt>6</tt>&nbsp;</td>
<td>one of trees is withering&nbsp;</td>
</tr>
</table>
</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>&nbsp;</td>
<td>
<ul>
<li>m1 bit 7: Ship docking tile status (for buoys)</li>
<li>m1 bits 6..5: water class for buoys, water part of docks and for airport tiles</li>
<li>m1 bits 4..0: <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 railway stations/waypoints and airports)</li>
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram tracks (road stop)</li>
<li style="color: blue">m3 bits 3..2: ground type (road waypoints)
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
<td>on bare land</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp; </td>
<td>on grass</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp; </td>
<td>paved</td>
</tr>
</table>
</li>
<li style="color: blue">m3 bits 1..0: bits to disallow vehicles to go a specific direction (drive-through road stop)
<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>
<li>m4: custom station id; 0 means standard graphics</li>
<li>m4: <a href="#RoadType">Roadtype</a> for road stops</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>&nbsp; </td>
<td align=left>railway station
<table>
<tr>
<td><tt>00</tt>..<tt>01</tt>&nbsp; </td>
<td align=left>open platform</td>
</tr>
<tr>
<td><tt>02</tt>..<tt>03</tt>&nbsp; </td>
<td align=left>open platform with station building</td>
</tr>
<tr>
<td><tt>04</tt>....<tt>07</tt>&nbsp; </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>01</tt></td>
<td align=left>waypoints
<table>
<tr>
<td><tt>00</tt>&nbsp; </td>
<td align=left>in X direction</td>
</tr>
<tr>
<td><tt>01</tt>&nbsp; </td>
<td align=left>in Y direction</td>
</tr>
</table>
</td>
</tr>
<tr>
<td nowrap valign=top><tt>00</tt>..<tt>FF</tt></td>
<td align=left>all airports</td>
</tr>
<tr>
<td nowrap valign=top><tt>00</tt>..<tt>05</tt>&nbsp; </td>
<td align=left>road stops
<table>
<tr>
<td><tt>00</tt>&nbsp; </td>
<td align=left>exit towards NE</td>
</tr>
<tr>
<td><tt>01</tt>&nbsp; </td>
<td align=left>exit towards SE</td>
</tr>
<tr>
<td><tt>02</tt>&nbsp; </td>
<td align=left>exit towards SW</td>
</tr>
<tr>
<td><tt>03</tt>&nbsp; </td>
<td align=left>exit towards NW</td>
</tr>
<tr>
<td><tt>04</tt>&nbsp; </td>
<td align=left>drive through X</td>
</tr>
<tr>
<td><tt>05</tt>&nbsp; </td>
<td align=left>drive through Y</td>
</tr>
</table>
</td>
</tr>
<tr>
<td nowrap valign=top><tt>00</tt>..<tt>05</tt>&nbsp; </td>
<td align=left>ship dock
<table>
<tr>
<td><tt>00</tt>&nbsp; </td>
<td align=left>SW coast part</td>
</tr>
<tr>
<td><tt>01</tt>&nbsp; </td>
<td align=left>NW coast part</td>
</tr>
<tr>
<td><tt>02</tt>&nbsp; </td>
<td align=left>NE coast part</td>
</tr>
<tr>
<td><tt>03</tt>&nbsp; </td>
<td align=left>SE coast part</td>
</tr>
<tr>
<td><tt>04</tt>&nbsp; </td>
<td align=left>X direction water part</td>
</tr>
<tr>
<td><tt>05</tt>&nbsp; </td>
<td align=left>Y direction water part</td>
</tr>
</table>
</td>
</tr>
</table>
</li>
<li>m6 bit 7: rail station / waypoint may have catenary pylons</li>
<li>m6 bits <span style="color: blue">6</span>..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy, waypoint, <span style="color: blue">road waypoint</span>)</li>
<li>m6 bit 2: pbs reservation state for railway stations/waypoints</li>
<li>m6 bit <span style="color: blue">1</span>: rail station / waypoint may have catenary wires</li>
<li>m6 bit 0: rail station / waypoint is blocked</li>
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road (road stops)</li>
<li>m7: animation frame (railway stations/waypoints, airports)</li>
<li style="color: blue">m8 bit 15: Snow or desert present (road waypoints)</li>
<li style="color: blue">m8 bits 14..12: <a href="#RoadCachedOneWayState">Road cached one way state</a></li>
<li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
<li>m8 bits 5..0: <a href="#TrackType">track type</a> for railway stations/waypoints</li>
<li>m8 bits 5..0: custom road stop id; 0 means standard graphics</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>&nbsp;</td>
<td>
<ul>
<li>m1 bit 7: Ship docking tile status</li>
<li>m1 bits 6..5 : Water class (sea, canal or river)
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li>
<li>m2: Depot index (for depots only)</li>
<li style="color: blue">m3 bit 0: No flooding state, set if all neighbouring tiles are also water</li>
<li>m4: Random data for canal or river tiles</li>
<li>m5: tile type:
<table>
<tr>
<td nowrap valign=top><tt>00</tt>&nbsp; </td>
<td align=left>water, canal or river</td>
</tr>
<tr>
<td nowrap valign=top><tt>01</tt>&nbsp; </td>
<td align=left>coast or riverbank</td>
</tr>
<tr>
<td nowrap valign=top><tt>10</tt>..<tt>1B</tt>&nbsp; </td>
<td align=left>canal locks
<table>
<tr>
<td nowrap valign=top><tt>10</tt>&nbsp; </td>
<td align=left>middle part, (SW-NE direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>11</tt>&nbsp; </td>
<td align=left>middle part, (NW-SE direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>12</tt>&nbsp; </td>
<td align=left>middle part, (NE-SW direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>13</tt>&nbsp; </td>
<td align=left>middle part, (SE-NW direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>14</tt>&nbsp; </td>
<td align=left>lower part, (SW-NE direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>15</tt>&nbsp; </td>
<td align=left>lower part, (NW-SE direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>16</tt>&nbsp; </td>
<td align=left>lower part, (NE-SW direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>17</tt>&nbsp; </td>
<td align=left>lower part, (SE-NW direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>18</tt>&nbsp; </td>
<td align=left>upper part, (SW-NE direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>19</tt>&nbsp; </td>
<td align=left>upper part, (NW-SE direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>1A</tt>&nbsp; </td>
<td align=left>upper part, (NE-SW direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>1B</tt>&nbsp; </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>&nbsp; </td>
<td align=left>ship depots
<table>
<tr>
<td nowrap valign=top><tt>80</tt>&nbsp; </td>
<td align=left>ship depot, NE part (X direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>81</tt>&nbsp; </td>
<td align=left>ship depot, SW part (X direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>82</tt>&nbsp; </td>
<td align=left>ship depot, NW part (Y direction)</td>
</tr>
<tr>
<td nowrap valign=top><tt>83</tt>&nbsp; </td>
<td align=left>ship depot, SE part (Y direction)</td>
</tr>
</table>
</td>
</tr>
</table>
</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>&nbsp;</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>Industries </strong></td>
</tr>
<tr>
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bit 7: clear = under construction
<ul>
<li>m1 bits 6..5 : Water class (sea, canal, river or land)
<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: random bits (NewGRF)</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>&nbsp; </td>
<td align=left>coal mine
<table>
<tr>
<td nowrap valign=top><tt>00</tt>&nbsp; </td>
<td align=left>wheel tower when not animated</td>
</tr>
<tr>
<td nowrap valign=top><tt>01</tt>&nbsp; </td>
<td align=left>wheel tower when animated<br>
animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
</tr>
</table>
</td>
</tr>
<tr>
<td nowrap valign=top><tt>07</tt>..<tt>0A</tt>&nbsp; </td>
<td align=left>power station
<table>
<tr>
<td nowrap valign=top><tt>08</tt>&nbsp; </td>
<td align=left>chimney</td>
</tr>
<tr>
<td nowrap valign=top><tt>0A</tt>&nbsp; </td>
<td align=left>transformer; animation progress in m7(valid range <tt>0</tt>..<tt>7</tt>)</td>
</tr>
</table>
</td>
</tr>
<tr>
<td nowrap valign=top><tt>0B</tt>..<tt>0F</tt>&nbsp; </td>
<td align=left>sawmill</td>
</tr>
<tr>
<td nowrap valign=top><tt>10</tt>..<tt>11</tt>&nbsp; </td>
<td align=left>forest
<table>
<tr>
<td nowrap valign=top><tt>11</tt>&nbsp; </td>
<td align=left>trees cut down</td>
</tr>
</table>
</td>
</tr>
<tr>
<td nowrap valign=top><tt>12</tt>..<tt>17</tt>&nbsp; </td>
<td align=left>oil refinery</td>
</tr>
<tr>
<td nowrap valign=top><tt>18</tt>..<tt>1C</tt>&nbsp; </td>
<td align=left>oil rig</td>
</tr>
<tr>
<td nowrap valign=top><tt>1D</tt>..<tt>20</tt>&nbsp; </td>
<td align=left>oil wells
<table>
<tr>
<td nowrap valign=top><tt>1D</tt>&nbsp; </td>
<td align=left>not animated</td>
</tr>
<tr>
<td nowrap valign=top><tt>1E</tt>..<tt>20</tt>&nbsp; </td>
<td align=left>various stages of animation; progress of animation in m7</td>
</tr>
</table>
</td>
</tr>
<tr>
<td nowrap valign=top><tt>21</tt>..<tt>26</tt>&nbsp; </td>
<td align=left>farm</td>
</tr>
<tr>
<td nowrap valign=top><tt>27</tt>..<tt>2A</tt>&nbsp; </td>
<td align=left>factory (temperate climate)</td>
</tr>
<tr>
<td nowrap valign=top><tt>2B</tt>..<tt>2E</tt>&nbsp; </td>
<td align=left>printing works</td>
</tr>
<tr>
<td nowrap valign=top><tt>2F</tt>..<tt>33</tt>&nbsp; </td>
<td align=left>copper ore mine
<table>
<tr>
<td nowrap valign=top><tt>2F</tt>&nbsp; </td>
<td align=left>wheel tower when not animated</td>
</tr>
<tr>
<td nowrap valign=top><tt>30</tt>&nbsp; </td>
<td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
</tr>
<tr>
<td nowrap valign=top><tt>31</tt>&nbsp; </td>
<td align=left>chimney</td>
</tr>
</table>
</td>
</tr>
<tr>
<td nowrap valign=top><tt>34</tt>..<tt>39</tt>&nbsp; </td>
<td align=left>steel mill</td>
</tr>
<tr>
<td nowrap valign=top><tt>3A</tt>..<tt>3B</tt>&nbsp; </td>
<td align=left>bank (temperate climate)</td>
</tr>
<tr>
<td nowrap valign=top><tt>3C</tt>..<tt>3F</tt>&nbsp; </td>
<td align=left>food processing plant</td>
</tr>
<tr>
<td nowrap valign=top><tt>40</tt>..<tt>47</tt>&nbsp; </td>
<td align=left>paper mill</td>
</tr>
<tr>
<td nowrap valign=top><tt>48</tt>..<tt>58</tt>&nbsp; </td>
<td align=left>gold mine
<table>
<tr>
<td nowrap valign=top><tt>4F</tt>&nbsp; </td>
<td align=left>wheel tower when not animated</td>
</tr>
<tr>
<td nowrap valign=top><tt>58</tt>&nbsp; </td>
<td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
</tr>
</table></td>
</tr>
<tr>
<td nowrap valign=top><tt>59</tt>..<tt>5A</tt>&nbsp; </td>
<td align=left>bank (sub-arctic or sub-tropical climate)</td>
</tr>
<tr>
<td nowrap valign=top><tt>5B</tt>..<tt>63</tt>&nbsp; </td>
<td align=left>diamond mine</td>
</tr>
<tr>
<td nowrap valign=top><tt>64</tt>..<tt>73</tt>&nbsp; </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>&nbsp; </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>&nbsp; </td>
<td align=left>factory (sub-tropical climate)</td>
</tr>
<tr>
<td nowrap valign=top><tt>7D</tt>..<tt>80</tt>&nbsp; </td>
<td align=left>lumber mill</td>
</tr>
<tr>
<td nowrap valign=top><tt>81</tt>..<tt>82</tt>&nbsp; </td>
<td align=left>candyfloss forest
<table>
<tr>
<td nowrap valign=top><tt>82</tt>&nbsp; </td>
<td align=left>candyfloss 'trees' cut down</td>
</tr>
</table>
</td>
</tr>
<tr>
<td nowrap valign=top><tt>83</tt>..<tt>86</tt>&nbsp; </td>
<td align=left>sweet factory</td>
</tr>
<tr>
<td nowrap valign=top><tt>87</tt>..<tt>88</tt>&nbsp; </td>
<td align=left>battery farm
<table>
<tr>
<td nowrap valign=top><tt>88</tt>&nbsp; </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>&nbsp; </td>
<td align=left>toy shop</td>
</tr>
<tr>
<td nowrap valign=top><tt>8E</tt>..<tt>93</tt>&nbsp; </td>
<td align=left>toy factory
<table>
<tr>
<td nowrap valign=top><tt>8F</tt>&nbsp; </td>
<td align=left>Animated part; animation state in m7 (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>&nbsp; </td>
<td align=left>plastic fountains (various stages of cyclic animation)</td>
</tr>
<tr>
<td nowrap valign=top><tt>9C</tt>..<tt>9F</tt>&nbsp; </td>
<td align=left>fizzy drink factory</td>
</tr>
<tr>
<td nowrap valign=top><tt>A0</tt>..<tt>A3</tt>&nbsp; </td>
<td align=left>bubble generator
<table>
<tr>
<td nowrap valign=top><tt>A1</tt>&nbsp; </td>
<td align=left>generators</td>
</tr>
<tr>
<td nowrap valign=top><tt>A2</tt>&nbsp; </td>
<td align=left>bubble capture facility; animation state in m7 (valid range <tt>00</tt>..<tt>27</tt>)</td>
</tr>
</table>
</td>
</tr>
<tr>
<td nowrap valign=top><tt>A4</tt>..<tt>A6</tt>&nbsp; </td>
<td align=left>toffee quarry
<table>
<tr>
<td nowrap valign=top><tt>A5</tt>&nbsp; </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>&nbsp; </td>
<td align=left>sugar mine
<table>
<tr>
<td nowrap valign=top><tt>AE</tt>&nbsp; </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>&nbsp; </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>m7: animation frame</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>&nbsp;</td>
<td>
<ul>
<li>m1 bit 7: Ship docking tile status (for aqueducts)</li>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a></li>
<li style="color: blue">m2 bits 15..0: tunnel ID (tunnel entrance/exits only)<br>
<table style="color: blue">
<tr>
<td align=left>0000 - FFFE</td>
<td>Tunnel ID value</td>
</tr>
<tr>
<td align=left>FFFF</td>
<td>Sentinel value: tunnel ID is >= FFFF, it must be looked up in a separate off-map index for tunnels with high IDs</td>
</tr>
</table>
</li>
<li style="color: blue">m2 bits 7..0: custom road bridge heads (flat bridge heads only)<br>
Road/tram bits below are XORed with the axial bridge direction road bits.<br>
A non-custom bridge head configuration will have a value of 0.
<ul>
<li>m2 bits 7..4: Road bits<br>
Valid only if m7 bit 6 is set
</li>
<li>m2 bits 3..0: Tram bits<br>
Valid only if m7 bit 7 is set
</li>
</ul>
<table style="color: blue">
<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 style="color: blue">m2 bits 2..0: rail bridge heads track reserved for pbs
<table style="color: blue">
<tr>
<td><tt>0</tt>&nbsp; </td>
<td>not reserved</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp; </td>
<td>X direction</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp; </td>
<td>Y direction</td>
</tr>
<tr>
<td><tt>3</tt>&nbsp; </td>
<td>north corner (W-E)</td>
</tr>
<tr>
<td><tt>4</tt>&nbsp; </td>
<td>south corner (W-E)</td>
</tr>
<tr>
<td><tt>5</tt>&nbsp; </td>
<td>west corner (N-S)</td>
</tr>
<tr>
<td><tt>6</tt>&nbsp; </td>
<td>east corner (N-S)</td>
</tr>
</table>
</li>
<li style="color: blue">m2 bit 3: rail bridge heads opposite track is reserved, too</li>
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram</li>
<li>m4: <a href="#RoadType">Roadtype</a></li>
<li style="color: blue">m4 bits 5..0: rail bridge heads track layout: bit set = track present:
<table style="color: blue">
<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 7 clear: tunnel entrance/exit</li>
<li>m5 bit 7 set: bridge ramp
<ul>
<li>m6 bits 5..2: <a name="BridgeType">bridge type</a>:
<table>
<tr>
<th align=left>Type&nbsp;</th>
<th align=left>Max. speed (mph)&nbsp;</th>
<th align=left>Description</th>
</tr>
<tr>
<td nowrap valign=top><tt>0</tt>&nbsp; </td>
<td align=center>20</td>
<td align=left>wooden</td>
</tr>
<tr>
<td nowrap valign=top><tt>1</tt>&nbsp; </td>
<td align=center>30</td>
<td align=left>concrete</td>
</tr>
<tr>
<td nowrap valign=top><tt>2</tt>&nbsp; </td>
<td align=center>40</td>
<td align=left>girder, steel</td>
</tr>
<tr>
<td nowrap valign=top><tt>3</tt>&nbsp; </td>
<td align=center>50</td>
<td align=left>suspension, concrete</td>
</tr>
<tr>
<td nowrap valign=top><tt>4</tt>&nbsp; </td>
<td align=center>60</td>
<td align=left>suspension, steel</td>
</tr>
<tr>
<td nowrap valign=top><tt>5</tt>&nbsp; </td>
<td align=center>70</td>
<td align=left>suspension, steel</td>
</tr>
<tr>
<td nowrap valign=top><tt>6</tt>&nbsp; </td>
<td align=center>100</td>
<td align=left>cantilever, steel</td>
</tr>
<tr>
<td nowrap valign=top><tt>7</tt>&nbsp; </td>
<td align=center>130</td>
<td align=left>cantilever, steel</td>
</tr>
<tr>
<td nowrap valign=top><tt>8</tt>&nbsp; </td>
<td align=center>150</td>
<td align=left>cantilever, steel</td>
</tr>
<tr>
<td nowrap valign=top><tt>9</tt>&nbsp; </td>
<td align=center>160</td>
<td align=left>girder, steel</td>
</tr>
<tr>
<td nowrap valign=top><tt>A</tt>&nbsp; </td>
<td align=center>200</td>
<td align=left>tubular, steel</td>
</tr>
<tr>
<td nowrap valign=top><tt>B</tt>&nbsp; </td>
<td align=center>320</td>
<td align=left>tubular, steel</td>
</tr>
<tr>
<td nowrap valign=top><tt>C</tt>&nbsp; </td>
<td align=center>380</td>
<td align=left>tubular, silicon</td>
</tr>
</table>
</li>
</ul>
</li>
<li style="color: blue">m5 bits 6..5: signal simulation (signals on bridge/tunnels patch)
<table style="color: blue">
<tr>
<td><tt>0</tt>&nbsp;</td>
<td>no signal simulation</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp;</td>
<td>signal simulation entrance (bit 5 set)</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp;</td>
<td>signal simulation exit (bit 6 set)</td>
</tr>
<tr>
<td><tt>3</tt>&nbsp;</td>
<td>signal simulation bidirectional entrance and exit (bits 5 and 6 set)</td>
</tr>
</table>
If signal simulation entrance or exit:
<ul>
<li>m2 bit 15: for bridge entrances only: storage for visual red/green state of signals starting from 15 is allocated outside the map array</li>
<li>m2 bits 14..4: for bridge entrances only: for signals 0..10 on bridge, signal is visually red if corresponding bit in 4..14 is set</li>
<li>m3 bit 7: the signal style is non-zero (style stored outside the map array)</li>
<li>m3 bit 6: the entrance and/or exit signals on this tile are restricted (tracerestrict patch)</li>
<li>m3 bits 5..3: entrance signal aspect (only valid if signal is present and not red, and multi-aspect signalling is in effect)</li>
<li>m3 bits 2..0: exit signal aspect (only valid if signal is present and not red, and multi-aspect signalling is in effect)</li>
<li>m6 bit 7: set = exit signal shows green, clear = exit signal shows red</li>
<li>m6 bit 6: set = PBS signals, clear = block signals</li>
<li>m6 bit 1: set = semaphore signals, clear = light signals</li>
<li>m6 bit 0: set = entrance signal shows green, clear = entrance signal shows red</li>
<li>m8 bits 15..12: signal simulation spacing</li>
</ul>
</li>
<li>m5 bit 4: pbs reservation state for railway (tunnel only)</li>
<li>m5 bits 3..2: transport type
<table>
<tr>
<td><tt>0</tt>&nbsp;</td>
<td>railway</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp;</td>
<td>road</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp;</td>
<td>water</td>
</tr>
</table>
</li>
<li>m5 bits 1..0: direction onto the bridge / out of the tunnel
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
<td>NE</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp; </td>
<td>SE</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp; </td>
<td>SW</td>
</tr>
<tr>
<td><tt>3</tt>&nbsp; </td>
<td>NW</td>
</tr>
</table>
</li>
<li style="color: blue">m7 bits 7..5: ground type, values greater than 1 are only valid for rail custom bridge heads
<table>
<tr>
<td nowrap valign=top><tt>0</tt>&nbsp; </td>
<td align=left colspan=4>on grass, no fences</td>
</tr>
<tr>
<td nowrap valign=top><tt>1</tt>&nbsp; </td>
<td align=left>on snow or desert</td>
</tr>
<tr style="color: blue">
<td nowrap valign=top><tt>2</tt>&nbsp; </td>
<td align=left>on bare land</td>
</tr>
<tr style="color: blue">
<td nowrap valign=top><tt>3</tt>&nbsp; </td>
<td align=left>facing NE, SE, SW: fence on the NW side, facing NW: fence on the SE side</td>
</tr>
<tr style="color: blue">
<td nowrap valign=top><tt>4</tt>&nbsp; </td>
<td align=left>facing NE, SW: fence on the SE side, facing SE, NW: fence on the NE side</td>
</tr>
<tr style="color: blue">
<td nowrap valign=top><tt>5</tt>&nbsp; </td>
<td align=left>facing NE, SE, NW: fence on the SW side, facing SW: fence on the NE side</td>
</tr>
<tr style="color: blue">
<td nowrap valign=top><tt>6</tt>&nbsp; </td>
<td align=left>facing NE, SE: fence on the W side (track in the E corner), facing: SW, NW: fence on the E side (track in the W corner)</td>
</tr>
<tr style="color: blue">
<td nowrap valign=top><tt>7</tt>&nbsp; </td>
<td align=left>facing NE, NW: fence on the S side (track in the N corner), facing: SE, SW: fence on the N side (track in the S corner)</td>
</tr>
</table>
</li>
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road</li>
<li style="color: blue">m8 bits 14..12: <a href="#RoadCachedOneWayState">Road cached one way state</a></li>
<li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
<li style="color: blue">m8 bits 11..6: <a name="TrackType">secondary track type</a> for railway (used for bridge-bypassing track when two parallel tracks on custom bridge head)</li>
<li>m8 bits 5..0: <a href="#TrackType">track type</a> for railway</li>
</ul>
</td>
</tr>
<tr bgcolor="#CCCCCC">
<td valign=top nowrap><strong><a name="ClassA"><tt> A</tt></a></strong></td>
<td><strong><tt>Objects</tt></strong></td>
</tr>
<tr>
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 6..5 : Water class (sea, canal, river or land)</li>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
<li>m2: index into the array of objects, bits 0 to 15 (upper bits in m5)</li>
<li>m3: random bits</li>
<li>m5: index into the array of objects, bits 16 to 23 (lower bits in m2)</li>
<li style="color: blue">m6 bits 1..0: foundation type:
<table style="color: blue">
<tr>
<td nowrap valign=top><tt>0</tt>&nbsp; </td>
<td align=left>none</td>
</tr>
<tr>
<td nowrap valign=top><tt>1</tt>&nbsp; </td>
<td align=left>flat</td>
</tr>
<tr>
<td nowrap valign=top><tt>2</tt>&nbsp; </td>
<td align=left>inclined X-axis</td>
</tr>
<tr>
<td nowrap valign=top><tt>3</tt>&nbsp; </td>
<td align=left>inclined Y-axis</td>
</tr>
</table>
</li>
<li>m7: animation counter</li>
<li style="color: blue">m4 bits 7..5: update counter (for objects using land ground sprites), incremented on every periodic processing.<BR>
For snow and desert, these bits are not used, tile is updated on every periodic processing.</li>
<li style="color: blue">m4 bit 4: object type has viewport map colour/type override.</li>
<li style="color: blue">m4 bits 3..2: ground type (for objects using land ground sprites):
<table style="color: blue">
<tr>
<td nowrap valign=top><tt>0</tt>&nbsp; </td>
<td align=left>bare land / grass</td>
</tr>
<tr>
<td nowrap valign=top><tt>1</tt>&nbsp; </td>
<td align=left>snow or desert</td>
</tr>
<tr>
<td nowrap valign=top><tt>2</tt>&nbsp; </td>
<td align=left>shore/coast</td>
</tr>
</table>
</li>
<li style="color: blue">m4 bits 1..0: density (for objects using land ground sprites):
<table style="color: blue">
<tr>
<td nowrap valign=top><tt>0</tt>&nbsp; </td>
<td>bare land</td>
<td>1/4 snow</td>
<td></td>
</tr>
<tr>
<td nowrap valign=top><tt>1</tt>&nbsp; </td>
<td>1/3 grass</td>
<td>2/4 snow;&nbsp;</td>
<td>1/2 desert</td>
</tr>
<tr>
<td nowrap valign=top><tt>2</tt>&nbsp; </td>
<td>2/3 grass</td>
<td>3/4 snow</td>
<td></td>
</tr>
<tr>
<td nowrap valign=top><tt>3</tt>&nbsp; </td>
<td>full grass;&nbsp;</td>
<td>full snow;&nbsp;</td>
<td>full desert</td>
</tr>
</table>
</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 &copy; 2003 by Marcin Grzegorczyk for TTDLX.<br>
Transport Tycoon and Transport Tycoon Deluxe are Copyright &copy; by Chris Sawyer.<br>
All the other trademarks are the property of their respective owners.<br>
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