OpenTTD-patches/docs/landscape.html
hackykid ab9c6f126d (svn r2516) - Feature: [pbs] Implement path-based-signalling. This allows multiple trains within the same signal block, provided their paths dont intersect. For this the block must have all exit and entry signals be pbs signals. Place these by ctrl-clicking 4 times on a normal signal.
- Feature: [pbs] Implement autoplacement of pbs blocks, when a block has an entry and an exit pbs signal, covert the entire block to pbs. Can be turned off in the patch settings.
 - Feature: [pbs] Allow showing of reserved status by making the tracks darker, when the pbs debug level is at least 1.
2005-07-04 14:58:55 +00:00

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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2 Final//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>
Five arrays are used to encode the information of the contents of each tile. These arrays are referred to as "<span style="font-weight: bold;">map_owner</span>", "<span style="font-weight: bold;">map2</span>", "<span style="font-weight: bold;">map3_lo|_hi</span>", "<span style="font-weight: bold;">map_type_and_height</span>" and "<span style="font-weight: bold;">map5</span>". The known encodings are listed in the table below. The most important value is the class of a tile, stored in the upper 4 bits of the type_and_height array. The lower 4 bits are used to encode the height and slope data. For a graphical represenation of the tile-layout have a look at <a href="landscape_grid.html">Landscape grid</a> page.
</p>
<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><th align=left>Class</th><th align=left>Meaning & details of encoding</th></tr>
<tr><td valign=top nowrap><a name="Class0"><tt> 0 </tt></a></td><td>
<ul>
<li>map5 bits 4..0: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt>&nbsp; </td><td align=left>bare land</td></tr>
<tr><td nowrap valign=top><tt>01</tt>&nbsp; </td><td align=left>1/3 grass</td></tr>
<tr><td nowrap valign=top><tt>02</tt>&nbsp; </td><td align=left>2/3 grass</td></tr>
<tr><td nowrap valign=top><tt>03</tt>&nbsp; </td><td align=left>full grass</td></tr>
<tr><td nowrap valign=top><tt>07</tt>&nbsp; </td><td align=left>rough land</td></tr>
<tr><td nowrap valign=top><tt>0B</tt>&nbsp; </td><td align=left>rocks</td></tr>
<tr><td nowrap valign=top><tt>0F</tt>&nbsp; </td><td align=left>fields; type of fields in map3_lo bits 3..0 (legal values: 0 through 9)</td></tr>
<tr><td nowrap valign=top><tt>10</tt>&nbsp; </td><td align=left>1/4 snow</td></tr>
<tr><td nowrap valign=top><tt>11</tt>&nbsp; </td><td align=left>2/4 snow</td></tr>
<tr><td nowrap valign=top><tt>12</tt>&nbsp; </td><td align=left>3/4 snow</td></tr>
<tr><td nowrap valign=top><tt>13</tt>&nbsp; </td><td align=left>full snow</td></tr>
<tr><td nowrap valign=top><tt>15</tt>&nbsp; </td><td align=left>partial desert</td></tr>
<tr><td nowrap valign=top><tt>17</tt>&nbsp; </td><td align=left>full desert</td></tr>
</table>
</li>
<li>map5 bits 7..6: update counter, incremented on every periodic processing for tile types other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt> and <tt>10</tt> and above, on wraparound the tile is updated (for fields, the type of fields in map3_lo is increased, for other types the tile type in map5 is increased)
<br>(for snow and desert, these bits are not used, tile is updated on every periodic processing)
</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)
</li>
<li>map3_hi 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
</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class1"><tt> 1 </tt></a></td><td>
map5 bit 7 clear: railway track
<ul>
<li>map5 bits 0..5: 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>map5 bit 6 set = with signals:
<ul>
<li>map3_lo bits 7..4: bit set = signal present:
<ul>
<li>For track in the X direction:
<table>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the SW direction</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the NE direction</td></tr>
</table></li>
<li>For track in the Y direction:
<table>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the NW direction</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the SE direction</td></tr>
</table></li>
<li>For tracks in the W-E direction:
<table>
<tr><td nowrap valign=top>bit 4: </td><td align=left>signal in the W direction on the track in the S corner</td></tr>
<tr><td nowrap valign=top>bit 5: </td><td align=left>signal in the E direction on the track in the S corner</td></tr>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the W direction on the track in the N corner</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the E direction on the track in the N corner</td></tr>
</table></li>
<li>For tracks in the N-S direction:
<table>
<tr><td nowrap valign=top>bit 4: </td><td align=left>signal in the S direction on the track in the E corner</td></tr>
<tr><td nowrap valign=top>bit 5: </td><td align=left>signal in the N direction on the track in the E corner</td></tr>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the S direction on the track in the W corner</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the N direction on the track in the W corner</td></tr>
</table></li>
</ul></li>
<li>map2 bits 7..4: bit clear = signal shows red; same bits as in map3_lo</li>
<li>OpenTTD bits in map3_hi:
<table>
<tr><td nowrap valign=top>bits 2..0: </td><td align=left>type of signal:</td></tr>
<tr><td nowrap valign=top><tt>000</tt>: </td><td align=left>normal signals</td></tr>
<tr><td nowrap valign=top><tt>001</tt>: </td><td align=left>pre-signals</td></tr>
<tr><td nowrap valign=top><tt>010</tt>: </td><td align=left>exit-signals</td></tr>
<tr><td nowrap valign=top><tt>011</tt>: </td><td align=left>combo-signals</td></tr>
<tr><td nowrap valign=top><tt>100</tt>: </td><td align=left>PBS signals</td></tr>
<tr><td nowrap valign=top>bit 3: </td><td align=left>set = semaphore signals, clear = light signals</td></tr>
</table></li>
</ul></li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the track
</li>
<li>map2 bits 0..3:
<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>
</table></li>
<li>map3_lo bits 0..3 = <a name="TrackType">track type</a>: <tt>0</tt> - conventional railway, <tt>1</tt> - monorail, <tt>2</tt> - maglev
<li>map3_lo bits 4..7 = Pbs reserved status:
<table>
<tr><td nowrap valign=top><tt>bits 4..6</tt>&nbsp; </td><td align=left>'Track'number of reserved track + 1, if this is zero it means nothing is reserved on this tile</td></tr>
<tr><td nowrap valign=top><tt>bit 7</tt>&nbsp; </td><td align=left>If this is set, then the opposite track ('Track'number^1) is also reserved</td></tr>
</table></li>
</ul>
map5 bits 7 and 6 set: railway depot / checkpoints
<ul>
<li>map5 value C0..C3: railway depot
<br>map5 bits 1..0 - direction: exit towards: <tt>00</tt> = NE, <tt>01</tt> = SE, <tt>02</tt> = SW, <tt>03</tt> = NW</li>
<li>map5 value C4..C5: checkpoint
<br>bit 0: clear = in X direction, set = in Y direction
<br>
<br>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the depot / checkpoint</li>
<li>map3_lo bits 0..3 = <a href="#TrackType">track type</a></li>
<li>map3_lo bit 4 = use custom sprite (valid only for the checkpoint)</li>
<li>map3_lo bit 6 = track on this tile is reserved by pbs</li>
<li>map3_hi = custom station id</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class2"><tt> 2 </tt></a></td><td>
map5 bits 7..4 clear: road
<ul>
<li>map5 bits 3..0: road layout: bit set = road piece present:
<table>
<tr><td nowrap valign=top>bit 0: </td><td align=left>NW piece</td></tr>
<tr><td nowrap valign=top>bit 1: </td><td align=left>SW piece</td></tr>
<tr><td nowrap valign=top>bit 2: </td><td align=left>SE piece</td></tr>
<tr><td nowrap valign=top>bit 3: </td><td align=left>NE piece</td></tr>
</table></li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the road</li>
<li>map2: Index into the array of towns, 0 for non-town roads</li>
<li>map3_hi bits 0..3: counter for the roadworks</li>
<li>map3_hi bits 4..6: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> - paved, <tt>3</tt> - with streetlights, <tt>5</tt> - tree-lined, <tt>6</tt> - on grass with road works, <tt>7</tt> - paved with road works</li>
<li>map3_hi bit 7 set = on snow or desert</li>
</ul>
map5 bit 4 set, bits 7..5 clear: level crossing
<ul>
<li>map5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)</li>
<li>map5 bit 2: set if crossing lights are on</li>
<li>map5 bit 0: set if rail track is reserved by pbs</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the railway track</li>
<li>map2: Index into the array of towns, 0 for non-town roads</li>
<li>map3_lo bits 0..7: <a href="#OwnershipInfo">owner</a> of the road</li>
<li>map3_hi bits 3..0: <a href="#TrackType">track type</a></li>
<li>map3_hi bits 4..6: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> or higher - paved</li>
<li>map3_hi bit 7 set = on snow or desert</li>
</ul>
map5 bit 5 set: road depot
<ul>
<li>map5 bits 3..0 - direction: exit towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the depot</li>
<li>map3_hi bit 7 set = on snow or desert (not displayed, but set internally)</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class3"><tt> 3 </tt></a></td><td>
Town building
<ul>
<li>map2: Index into the array of towns</li>
<li>map3_hi: <a name="HouseTypes">town building type</a>:
<p><small>Note: In the climate list, 'sub-arctic' means below the <a href="#_snowline">snow line</a>, and 'snow' means above the snow line in the sub-arctic climate.</small></p>
<table>
<tr><th align=left>Type&nbsp;</th><th align=left>Size&nbsp;</th><th align=left>Climates&nbsp;</th><th align=left>Description</th></tr>
<tr><td nowrap valign=top><tt>00</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>01</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>office block</td></tr>
<tr><td nowrap valign=top><tt>02</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>small block of flats</td></tr>
<tr><td nowrap valign=top><tt>03</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>04</tt>&nbsp; </td><td>1&times;1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>large office block</td></tr>
<tr><td nowrap valign=top><tt>05</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>large office block</td></tr>
<tr><td nowrap valign=top><tt>06</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>town houses</td></tr>
<tr><td nowrap valign=top><tt>07</tt>..<tt>08</tt>&nbsp; </td><td>1&times;2</td><td>temperate</td><td align=left>hotel</td></tr>
<tr><td nowrap valign=top><tt>09</tt>&nbsp; </td><td>1&times;1</td><td>temperate, sub-arctic, sub-tropical&nbsp;&nbsp;</td><td align=left>statue</td></tr>
<tr><td nowrap valign=top><tt>0A</tt>&nbsp; </td><td>1&times;1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>fountain</td></tr>
<tr><td nowrap valign=top><tt>0B</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>park (with a pond)</td></tr>
<tr><td nowrap valign=top><tt>0C</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>park (with an alley)</td></tr>
<tr><td nowrap valign=top><tt>0D</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>office block</td></tr>
<tr><td nowrap valign=top><tt>0E</tt>..<tt>10</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>various types of shops and offices</td></tr>
<tr><td nowrap valign=top><tt>11</tt>&nbsp; </td><td>1&times;1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>modern office building</td></tr>
<tr><td nowrap valign=top><tt>12</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>warehouse</td></tr>
<tr><td nowrap valign=top><tt>13</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>office block (with spiral stairway on the side)</td></tr>
<tr><td nowrap valign=top><tt>14</tt>..<tt>17</tt>&nbsp; </td><td>2&times;2</td><td>temperate</td><td align=left>stadium</td></tr>
<tr><td nowrap valign=top><tt>18</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>old houses</td></tr>
<tr><td nowrap valign=top><tt>19</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>cottages</td></tr>
<tr><td nowrap valign=top><tt>1A</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>1B</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>1C</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>1D</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>1E</tt>&nbsp; </td><td>1&times;1</td><td>temperate, sub-tropical</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>1F</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>theatre</td></tr>
<tr><td nowrap valign=top><tt>20</tt>..<tt>23</tt>&nbsp; </td><td>2&times;2</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>stadium (modern style)</td></tr>
<tr><td nowrap valign=top><tt>24</tt>&nbsp; </td><td>1&times;1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>offices (the modern 'vertical tube' style)</td></tr>
<tr><td nowrap valign=top><tt>25</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>26</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>27</tt>&nbsp; </td><td>1&times;1</td><td>temperate</td><td align=left>cinema</td></tr>
<tr><td nowrap valign=top><tt>28</tt>..<tt>2B</tt>&nbsp; </td><td>2&times;2</td><td>temperate</td><td align=left>shopping mall</td></tr>
<tr><td nowrap valign=top><tt>2C</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>2D</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>2E</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>2F</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>30</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>31</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>32</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic, sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>33</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>34</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>35</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>36</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic, sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>37</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>38</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>39</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>3A</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>3B</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>3C</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>3D</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>3E</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>3F</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>40</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>41</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>42</tt>..<tt>43</tt>&nbsp; </td><td>1&times;2</td><td>sub-arctic</td><td align=left>hotel</td></tr>
<tr><td nowrap valign=top><tt>44</tt>..<tt>45</tt>&nbsp; </td><td>1&times;2</td><td>snow</td><td align=left>hotel</td></tr>
<tr><td nowrap valign=top><tt>46</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic, sub-tropical</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>47</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>48</tt>&nbsp; </td><td>1&times;1</td><td>sub-arctic</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>49</tt>&nbsp; </td><td>1&times;1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>4A</tt>..<tt>4B</tt>&nbsp; </td><td>2&times;1</td><td>sub-arctic</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>4C</tt>..<tt>4D</tt>&nbsp; </td><td>2&times;1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>4E</tt>&nbsp; </td><td>1&times;1</td><td>sub-tropical</td><td align=left>houses (with a tree in a corner)</td></tr>
<tr><td nowrap valign=top><tt>4F</tt>, <tt>50</tt>&nbsp; </td><td>1&times;1</td><td>sub-tropical</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>51</tt>&nbsp; </td><td>1&times;1</td><td>sub-tropical</td><td align=left>houses (suburb-type)</td></tr>
<tr><td nowrap valign=top><tt>52</tt>&nbsp; </td><td>1&times;1</td><td>sub-tropical</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>53</tt>&nbsp; </td><td>1&times;1</td><td>sub-tropical</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>54</tt>&nbsp; </td><td>1&times;1</td><td>sub-tropical</td><td align=left>houses (with two trees in front)</td></tr>
<tr><td nowrap valign=top><tt>55</tt>, <tt>56</tt>&nbsp; </td><td>1&times;1</td><td>sub-tropical</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>57</tt>..<tt>58</tt>&nbsp; </td><td>2&times;1</td><td>sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>59</tt>&nbsp; </td><td>1&times;1</td><td>sub-tropical</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>5A</tt>&nbsp; </td><td>1&times;1</td><td>sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>5B</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>5C</tt>..<tt>61</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>various types of toyland houses</td></tr>
<tr><td nowrap valign=top><tt>62</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>63</tt>..<tt>64</tt>&nbsp; </td><td>1&times;2</td><td>toyland</td><td align=left>houses ('shoe' style)</td></tr>
<tr><td nowrap valign=top><tt>65</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>66</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>igloo</td></tr>
<tr><td nowrap valign=top><tt>67</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>tepees</td></tr>
<tr><td nowrap valign=top><tt>68</tt>, <tt>69</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>6A</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>6B</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>statue</td></tr>
<tr><td nowrap valign=top><tt>6C</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>teapot-house</td></tr>
<tr><td nowrap valign=top><tt>6D</tt>&nbsp; </td><td>1&times;1</td><td>toyland</td><td align=left>piggy-bank</td></tr>
<tr><td colspan=2></td></tr> <!-- spacer -- -- (and I don't mean a walk) -->
</table></li>
<li>map3_lo bits 7..6: stage of construction (<tt>3</tt> = completed)</li>
<li>map5 bits 2..0: construction counter, for buildings under construction incremented on every periodic tile processing, on wraparound the stage of construction in map3_lo is increased</li>
<li>for large office blocks (types <tt>04</tt> and <tt>05</tt>):
<ul>
<li>map_owner bits 6..0: position of the lift</li>
<li>map_owner bit 7: if set the lift is moving</li>
<li>map5 bit 7: if set then map5 bits 5..0 hold the final position of the lift divided by 6 (valid values 0..6 except 1)</li>
</ul></li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class4"><tt> 4 </tt></a></td><td>
Trees
<ul>
<li>map5 bits 7..6: number of trees minus one</li>
<li>map5 bits 2..0: growth status: <tt>0</tt>..<tt>2</tt> - one of trees is growing, <tt>3</tt> - all trees are fully grown, <tt>4</tt>..<tt>6</tt> - one of trees is withering</li>
<li>map3_lo 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>
(note: the actually displayed set of trees depends on both type and number of trees)
</li>
<li>map3_hi bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
<li>map3_hi bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)</li>
<li>map2 bits 5..4:
<table>
<tr><td nowrap valign=top><tt>0</tt>&nbsp; </td><td align=left>on grass</td></tr>
<tr><td nowrap valign=top><tt>1</tt>&nbsp; </td><td align=left>on rough land</td></tr>
<tr><td nowrap valign=top><tt>2</tt>&nbsp; </td><td align=left>on snow or desert; map2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
</td></tr>
</table></li>
<li>map2 bits 3..0: update counter, incremented on every periodic processing, on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class5"><tt> 5 </tt></a></td><td>
Station tile
<ul>
<li>map5: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt>..<tt>07</tt>&nbsp; </td><td align=left>railway station
<br><tt>00</tt>..<tt>01</tt> - open platform, <tt>02</tt>..<tt>03</tt> - open platform with station building, <tt>04</tt>....<tt>07</tt> - roofed platform
<br>bit 0: clear = in X direction, set = in Y direction
</td></tr>
<tr><td nowrap valign=top><tt>08</tt>..<tt>33</tt>&nbsp; </td><td align=left>large airport
<table>
<tr><td nowrap valign=top><tt>0B</tt>&nbsp; </td><td align=left>pad 1</td></tr>
<tr><td nowrap valign=top><tt>16</tt>..<tt>19</tt>&nbsp; </td><td align=left>runway middle</td></tr>
<tr><td nowrap valign=top><tt>1A</tt>&nbsp; </td><td align=left>runway ending</td></tr>
<tr><td nowrap valign=top><tt>1C</tt>&nbsp; </td><td align=left>control tower</td></tr>
<tr><td nowrap valign=top><tt>20</tt>&nbsp; </td><td align=left>hangar</td></tr>
<tr><td nowrap valign=top><tt>21</tt>&nbsp; </td><td align=left>pad 3</td></tr>
<tr><td nowrap valign=top><tt>22</tt>&nbsp; </td><td align=left>pad 2</td></tr>
<tr><td nowrap valign=top><tt>27</tt>..<tt>32</tt>&nbsp; </td><td align=left>radar (animated)</td></tr>
<tr><td nowrap valign=top><tt>33</tt>&nbsp; </td><td align=left>transmitter</td></tr>
</table>
The initial layout of a large airport is (rows in Y direction, columns in X direction):
<pre>
1F 1B 1E 33 26 1A
09 24 0B 0C 0D 16
21 1D 23 0E 0F 17
09 22 0D 11 10 18
09 08 14 13 12 19
20 0A 15 1C 27 1A
</pre>
</td></tr>
<tr><td nowrap valign=top><tt>34</tt>..<tt>41</tt>&nbsp; </td><td align=left>small airport
<table>
<tr><td nowrap valign=top><tt>3A</tt>..<tt>3D</tt>&nbsp; </td><td align=left>field with the wind meter (animated)</td></tr>
<tr><td nowrap valign=top><tt>3E</tt>&nbsp; </td><td align=left>runway south ending</td></tr>
<tr><td nowrap valign=top><tt>3F</tt>&nbsp; </td><td align=left>runway middle</td></tr>
<tr><td nowrap valign=top><tt>40</tt>&nbsp; </td><td align=left>runway north ending</td></tr>
<tr><td nowrap valign=top><tt>41</tt>&nbsp; </td><td align=left>hangar</td></tr>
</table>
The initial layout of a small airport is (rows in Y direction, columns in X direction):
<pre>
36 3A 40
35 39 3F
34 38 3F
41 37 3E
</pre>
</td></tr>
<tr><td nowrap valign=top><tt>42</tt> </td><td align=left>heliport</td></tr>
<tr><td nowrap valign=top><tt>43</tt>..<tt>46</tt>&nbsp; </td><td align=left>lorry loading area;
exit towards: <tt>43</tt> - NE, <tt>44</tt> - SE, <tt>45</tt> - SW, <tt>46</tt> - NW
</td></tr>
<tr><td nowrap valign=top><tt>47</tt>..<tt>4A</tt>&nbsp; </td><td align=left>bus station;
exit towards: <tt>47</tt> - NE, <tt>48</tt> - SE, <tt>49</tt> - SW, <tt>4A</tt> - NW
<tr><td nowrap valign=top><tt>4B</tt> </td><td align=left>oilfield</td></tr>
<tr><td nowrap valign=top><tt>4C</tt>..<tt>51</tt>&nbsp; </td><td align=left>ship dock;
<tt>4C</tt> - SW coast part, <tt>4D</tt> - NW coast part, <tt>4E</tt> - NE coast part, <tt>4F</tt> - SE coast part, <tt>50</tt> - X direction water part, <tt>51</tt> - Y direction water part
<tr><td nowrap valign=top><tt>52</tt> </td><td align=left>buoy</td></tr>
</td></tr>
<tr><td colspan=2></td></tr> <!-- spacer -->
</table>
</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the station</li>
<li>map2: index into the <a href="#_StationArray">array of stations</a></li>
<li>map3_lo bits 0..3: <a href="#TrackType">track type</a> for railway stations, must be 0 for all the other stations</li>
<li>map3_lo bit 4 = use custom sprite (valid only railway stations FOR NOW)</li>
<li>map3lo bit 6 set = track is reserved by pbs (railway stations only)</li>
<li>map3_hi = custom station id</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class6"><tt> 6 </tt></a></td><td>
<ul>
<li>map5: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt>&nbsp; </td><td align=left>water</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)
<tr><td nowrap valign=top><tt>11</tt>&nbsp; </td><td align=left>middle part, (NW-SE direction)
<tr><td nowrap valign=top><tt>12</tt>&nbsp; </td><td align=left>middle part, (NE-SW direction)
<tr><td nowrap valign=top><tt>13</tt>&nbsp; </td><td align=left>middle part, (SE-NW direction)
<tr><td nowrap valign=top><tt>14</tt>&nbsp; </td><td align=left>lower part, (SW-NE direction)
<tr><td nowrap valign=top><tt>15</tt>&nbsp; </td><td align=left>lower part, (NW-SE direction)
<tr><td nowrap valign=top><tt>16</tt>&nbsp; </td><td align=left>lower part, (NE-SW direction)
<tr><td nowrap valign=top><tt>17</tt>&nbsp; </td><td align=left>lower part, (SE-NW direction)
<tr><td nowrap valign=top><tt>18</tt>&nbsp; </td><td align=left>upper part, (SW-NE direction)
<tr><td nowrap valign=top><tt>19</tt>&nbsp; </td><td align=left>upper part, (NW-SE direction)
<tr><td nowrap valign=top><tt>1A</tt>&nbsp; </td><td align=left>upper part, (NE-SW direction)
<tr><td nowrap valign=top><tt>1B</tt>&nbsp; </td><td align=left>upper part, (SE-NW direction)
</table>
<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)
<tr><td nowrap valign=top><tt>81</tt>&nbsp; </td><td align=left>ship depot, SW part (X direction)
<tr><td nowrap valign=top><tt>82</tt>&nbsp; </td><td align=left>ship depot, NW part (Y direction)
<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>
<li>map_owner: <a href="#OwnershipInfo">owner</a> (for water and coasts normally <tt>11</tt>)</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class7"><tt> 7 </tt></a></td><td>
Void
<p>
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.
</p>
</td></tr>
<tr><td valign=top nowrap><a name="Class8"><tt> 8 </tt></a></td><td>
Industry tile
<ul>
<li>map5: type:
<br><small>(note: this is not the same as the <a href="#industry.type">industry type</a> stored in the <a href="#_IndustryArray">array of industries</a>)</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; animation state in map_owner bits 5..0; map_owner 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 map_owner bits 5..2 (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 map_owner bits 1..0</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 map_owner bits 5..0; map_owner 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 map_owner bits 5..0; map_owner 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 map3_lo (valid range <tt>00</tt>..<tt>31</tt>)<br>
tile animation is started (map3_hi zeroed) on the periodic processing if <a href="#industry.didtransform">field <tt>2C</tt></a> in the corresponding industry array entry is nonzero<br>
while the animation is in progress (see the <a href="#_AnimatedTilesList">array at <tt>04328</tt></a>) map3_hi holds the number of animation cycles that have already taken place; 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 map3_lo (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 map3_lo (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 map3_lo (valid range <tt>00</tt>..<tt>5F</tt>)</td></tr>
</table>
</td></tr>
<tr><td colspan=2></td></tr> <!-- spacer -->
</table></li>
<li>map2: index into the <a href="#_IndustryArray">array of industries</a>
</li>
<li>map_owner bit 7: clear = under construction
<ul>
<li>map_owner bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
</li>
</ul></li>
<li>map_owner 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>
</td></tr>
<tr><td valign=top nowrap><a name="Class9"><tt> 9 </tt></a></td><td>
map5 bits 7..4 clear: tunnel entrance/exit
<ul>
<li>map5 bits 3..2: <tt>0</tt> - railway tunnel, <tt>1</tt> - road tunnel</li>
<li>map5 bits 1..0 - direction: entrance towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the tunnel</li>
<li>map3_lo bits 3..0 = <a href="#TrackType">track type</a> for railway tunnel, must be 0 for road tunnel</li>
<li>map3_hi bit 7 set = on snow or desert</li>
<li>map3hi bit 0 set = track with 'Track'number 0 is reserved by pbs</li>
<li>map3hi bit 1 set = track with 'Track'number 1 is reserved by pbs</li>
</ul>
map5 bit 7 set: bridge
<ul><li>
map5 bit 6 clear: bridge ending
<ul>
<li>map5 bit 5: clear - northern, set - southern ending</li>
<li>map3_lo bits 3..0 = <a href="#TrackType">type of track</a> on the bridge, must be 0 for road bridge</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the bridge</li>
</ul>
map5 bit 6 set: bridge middle part
<ul>
<li>map5 bit 5 clear:
<ul>
<li>map5 bits 4..3: land under bridge: <tt>0</tt> - grass, snow or desert, <tt>1</tt> - water</li>
</ul>
map5 bit 5 set:
<ul>
<li>map5 bits 4..3: transport route under bridge: <tt>0</tt> - railway, <tt>1</tt> - road</li>
</ul>
<li>map3_lo bits 7..4 = <a href="#TrackType">type of track</a> on the bridge, must be 0 for road bridge</li>
<li>map3_lo bits 3..0 = <a href="#TrackType">type of track</a> under the bridge, if any</li>
<li>map2 bits 3..0: bridge piece (<tt>0</tt>..<tt>5</tt>)
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the land under bridge</li>
</ul></li>
<li>map5 bits 2..1: <tt>0</tt> - railway bridge, <tt>1</tt> - road bridge</li>
<li>map5 bit 0: clear - bridge in the X direction, set - bridge in the Y direction</li>
<li>map2 bits 7..4: <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>
</table></li>
<li>map3_hi bit 7 set = on snow or desert</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="ClassA"><tt> A </tt></a></td><td>
<ul>
<li>map5: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt>&nbsp; </td><td align=left>transmitter</td></tr>
<tr><td nowrap valign=top><tt>01</tt>&nbsp; </td><td align=left>lighthouse</td></tr>
<tr><td nowrap valign=top><tt>02</tt>&nbsp; </td><td align=left>company statue</td></tr>
<tr><td nowrap valign=top><tt>03</tt>&nbsp; </td><td align=left>company-owned land</td></tr>
<tr><td nowrap valign=top><tt>80</tt>..<tt>93</tt>&nbsp; </td><td align=left>company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance)</td></tr>
</table>
</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</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. All the other trademarks are the property of their respective owners.<br>
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