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e42ac911ff
When using realistic braking, block/auto signals now don't default to green on plain line where this would conflict with wait at PBS or wait at start PBS tracerestrict actions.
1975 lines
63 KiB
HTML
1975 lines
63 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<meta name="Author" content="Marcin Grzegorczyk">
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<meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays">
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
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<title>OpenTTD Landscape Internals</title>
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</head>
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<body>
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<h3><a name="Landscape">Landscape</a></h3>
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<p>
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For a graphical representation of the tile-layout have a look at
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<a href="landscape_grid.html">Landscape grid</a> page.
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</p>
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<p>Nine attributes (counting "<span style="font-weight: bold;">type</span>" and
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"<span style="font-weight: bold;">height</span>") hold the information about a tile.<BR>
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These attributes are referred to as
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"<span style="font-weight: bold;">type</span>",
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"<span style="font-weight: bold;">height</span>",
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"<span style="font-weight: bold;">m1</span>", "<span style="font-weight: bold;">m2</span>",
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"<span style="font-weight: bold;">m3</span>", "<span style="font-weight: bold;">m4</span>",
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"<span style="font-weight: bold;">m5</span>", "<span style="font-weight: bold;">m6</span>"
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and "<span style="font-weight: bold;">m7</span>".<br>
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The most important value is the class of a tile, stored in the upper 4 bits
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of the <span style="font-weight: bold;">type</span> attribute.
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</p>
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Frequently repeating patterns:
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<ul>
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<li><span style="font-weight: bold;">type</span>
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<ul>
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<li>
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<a name="type"></a>
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Bits 7..4:
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<table border="1" style="width: 30em;">
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<tr bgcolor="#CCCCCC"><td colspan="2">The tile type.</td></tr>
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<tr><td style="width: 5em;"><tt>00</tt></td><td>Ground</td></tr>
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<tr><td><tt>01</tt></td><td>Railway tracks</td></tr>
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<tr><td><tt>02</tt></td><td>Roads</td></tr>
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<tr><td><tt>03</tt></td><td>Town building</td></tr>
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<tr><td><tt>04</tt></td><td>Trees</td></tr>
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<tr><td><tt>05</tt></td><td>Station tiles</td></tr>
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<tr><td><tt>06</tt></td><td>Water</td></tr>
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<tr><td><tt>07</tt></td><td>Void</td></tr>
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<tr><td><tt>08</tt></td><td>Industries</td></tr>
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<tr><td><tt>09</tt></td><td>Tunnel / bridge</td></tr>
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<tr><td><tt>0A</tt></td><td>Objects</td></tr>
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</table>
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</li>
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Bits 3..2:
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<table border="1" style="width: 30em;">
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<tr bgcolor="#CCCCCC"><td colspan="2">Presence and direction of bridge above.</td></tr>
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<tr><td style="width: 5em;"><tt>00</tt></td><td>no bridge</td></tr>
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<tr><td><tt>01</tt></td><td>Axis X (North-East)</td></tr>
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<tr><td><tt>02</tt></td><td>Axis Y (South-West)</td></tr>
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</table>
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<li>
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<a name="tropic_zone"></a>
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Bits 1..0:
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<table border="1" style="width: 30em;">
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<tr bgcolor="#CCCCCC"><td colspan="2">Only meaningful in tropic climate. It contains the definition of the available zones</td></tr>
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<tr><td style="width: 5em;"><tt>00</tt></td><td>normal</td></tr>
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<tr><td><tt>01</tt></td><td>desert</td></tr>
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<tr><td><tt>02</tt></td><td>rain forest</td></tr>
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</table>
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In any other climate these 2 bits are theoretically free of use, however using them does not seem useful.
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</li>
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</ul>
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<li><span style="font-weight: bold;">m1</span>
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<ul>
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<li>
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<a name="WaterClass"></a>
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Bits 6..5:
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<table border="1" style="width: 30em;">
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<tr bgcolor="#CCCCCC"><td colspan="2">The type of water that is on a tile.
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<tr><td style="width: 5em;"><tt>00</tt></td><td align=left>Sea</td></tr>
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<tr><td><tt>01</tt></td><td align=left>Canal</td></tr>
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<tr><td><tt>02</tt></td><td align=left>River</td></tr>
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<tr><td><tt>03</tt></td><td align=left>Invalid, i.e. no water on this tile</td></tr>
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</table>
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Some tiles, such as houses, reuse these bits of other purposes.
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</li>
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<li>
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<a name="OwnershipInfo"></a>
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Bits 4..0:
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<table border="1" style="width: 30em;">
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<tr bgcolor="#CCCCCC"><td colspan="2">The owner of a tile can be either companies (human or AI) or "Game entities".
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<tr><td style="width: 5em;"><tt>00..0E</tt></td><td align=left>Normal companies</td></tr>
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<tr><td><tt>0F</tt></td><td align=left>a town owns the tile</td></tr>
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<tr><td><tt>10</tt></td><td align=left>nobody owns the tile</td></tr>
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<tr><td><tt>11</tt></td><td align=left>"water" owns the tile</td></tr>
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<tr><td><tt>FF</tt></td><td align=left>spectator in MP or in scenario editor</td></tr>
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</table>
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Some tiles, such as houses and industries, reuse these bits of other purposes.
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</li>
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</ul>
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</li>
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<li><span style="font-weight: bold;">m4:</span><br>
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<a name="RoadType"></a>
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Road roadtype. Used for all tiles with road (road, station, tunnelbridge).
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<ul>
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<li>
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Bits 5..0: Road roadtype, 0x3F for no road.
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</li>
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</ul>
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</li>
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<li><span style="font-weight: bold;">m8:</span><br>
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<a name="TramType"></a>
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Tram roadtype. Used for all tiles with road (road, station, tunnelbridge).
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<ul>
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<li>
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Bits 11..6: Tram roadtype, 0x3F for no tram.
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</li>
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</ul>
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</li>
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<li><span style="font-weight: bold;">m8:</span><br>
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<ul>
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<li>
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<a name="RailType"></a>
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Bits 5..0: Railtype. Used for all tiles with rail (road, rail, station, tunnelbridge).
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</li>
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</ul>
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<ul>
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<li style="color: blue">
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<a name="RailType"></a>
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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.
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</li>
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<li style="color: blue">
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<a name="RoadCachedOneWayState"></a>
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Bits 14..12: Road cached one way state. Used for all tiles with road (road, station, tunnelbridge).
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<table border="1" style="width: 30em;">
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<tr><td style="width: 5em;"><tt>00</tt></td><td align=left>road is not one-way</td></tr>
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<tr><td><tt>01</tt></td><td align=left>road is one-way in 'A' direction</td></tr>
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<tr><td><tt>02</tt></td><td align=left>road is one-way in 'B' direction</td></tr>
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<tr><td><tt>03</tt></td><td align=left>road is disallowed in both directions</td></tr>
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<tr><td><tt>04</tt></td><td align=left>road is a one-way side junction</td></tr>
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<tr><td><tt>05</tt></td><td align=left>road is a one-way side junction, with no exit access</td></tr>
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</table>
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</li>
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</ul>
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</li>
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<li><span style="font-weight: bold;">m7:</span><br>
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Animation frame/state. Used for houses, industries, objects and stations.
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</li>
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</ul>
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<p>OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.</p>
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<table border=1 cellpadding=3>
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<tr bgcolor="#0099FF">
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<th align=left><font color="#FFFFFF">Class</font></th>
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<th align=left><font color="#FFFFFF">Meaning & details of encoding</font></th>
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</tr>
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<tr bgcolor="#CCCCCC">
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<td align=left><strong><a name="Class0"><tt> 0 </tt></a></strong></td>
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<td align=left> <strong>Ground </strong></td>
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</tr>
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<tr>
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<td valign=top nowrap> </td>
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<td>
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<ul>
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<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li>
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<li>m2: see fields</li>
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<li>m3 bits 7..5: type of hedge on NE border of the tile</li>
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<li>m3 bits 3..0: see fields</li>
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<li>m3 bit 4: set if the tile is covered with snow</li>
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<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
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<li>m4 bits 4..2: same as 7..5, but for the SE border</li>
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<li>m5 bits 7..5: update counter, incremented on every periodic processing for tile types,
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other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt>, <tt>10</tt> and above.<BR>
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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>
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For snow and desert, these bits are not used, tile is updated on every periodic processing.</li>
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<li>m5 bits 4..2: tile type:
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<table>
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<tr>
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<td nowrap valign=top><tt>0</tt> </td>
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<td align=left>bare land / grass</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>1</tt> </td>
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<td align=left>rough land (density must be 3)</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>2</tt> </td>
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<td align=left>rocks (density must be 3)</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>3</tt> </td>
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<td align=left>fields (density must be 3)
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<ul>
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<li>m2: index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed</li>
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<li>m3 bits 3..0: field type (legal values: 0 through 9)</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>4</tt> </td>
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<td align=left>snow</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>5</tt> </td>
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<td align=left>desert (density must be 1 or 3)</td>
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</tr>
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</table>
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</li>
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<li>m5 bits 1..0: density:
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<table>
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<tr>
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<td nowrap valign=top><tt>0</tt> </td>
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<td>bare land</td>
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<td></td>
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<td></td>
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<td></td>
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<td>1/4 snow</td>
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<td></td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>1</tt> </td>
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<td>1/3 grass</td>
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<td></td>
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<td></td>
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<td></td>
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<td>2/4 snow; </td>
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<td>1/2 desert</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>2</tt> </td>
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<td>2/3 grass</td>
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<td></td>
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<td></td>
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<td></td>
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<td>3/4 snow</td>
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<td></td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>3</tt> </td>
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<td>full grass; </td>
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<td>rough land; </td>
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<td>rocks; </td>
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<td>fields; </td>
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<td>full snow; </td>
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<td>full desert</td>
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</tr>
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</table>
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</li>
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<li>m6 bits 4..2: type of hedge on NW border of the tile</li>
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</ul>
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</td>
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</tr>
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<tr bgcolor="#CCCCCC">
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<td valign=top nowrap><strong><a name="Class1"><tt> 1</tt></a></strong></td>
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<td><strong>Railway tracks</strong></td>
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</tr>
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<tr>
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<td valign=top nowrap> </td>
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<td>
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<ul>
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<li>m1 bit 7: Ship docking tile status (for half-tile with water)</li>
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<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile</li>
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<li>m2: see signals</li>
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<li>m3 bits 7..4: see signals</li>
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<li>m8 bits 5..0 = <a name="TrackType">track type</a>:
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>conventional railway</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>electrified railway</td>
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</tr>
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<tr>
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<td><tt>2</tt> </td>
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<td>monorail</td>
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</tr>
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<tr>
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<td><tt>3</tt> </td>
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<td>maglev</td>
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</tr>
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</table>
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</li>
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<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>
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<li>m4 bits 7..4: see signals</li>
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<li>m4 bits 3..0: Ground type (values with fences are not valid for depots and checkpoints)
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<table>
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<tr>
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<td nowrap valign=top><tt>0</tt> </td>
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<td align=left>on bare land</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>1</tt> </td>
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<td align=left>on grass, no fences</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>2</tt> </td>
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<td align=left>fence on the NW side</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>3</tt> </td>
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<td align=left>fence on the SE side</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>4</tt> </td>
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<td align=left>fences on the NW and SE sides</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>5</tt> </td>
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<td align=left>fence on the NE side</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>6</tt> </td>
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<td align=left>fence on the SW side</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>7</tt> </td>
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<td align=left>fences on the NE and SW sides</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>8</tt> </td>
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<td align=left>fence on the E side (track in the W corner)</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>9</tt> </td>
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<td align=left>fence on the W side (track in the E corner)</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>A</tt> </td>
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<td align=left>fence on the S side (track in the N corner)</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>B</tt> </td>
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<td align=left>fence on the N side (track in the S corner)</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>C</tt> </td>
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<td align=left>on snow or desert</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>D</tt> </td>
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<td align=left>on grass with fence and shore or water on the free halftile</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>E</tt> </td>
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<td align=left>higher part on foundation with snow, lower without snow</td>
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</tr>
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</table>
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</li>
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<li>m5 bit 7 clear: railway track
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<ul>
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<li>m5 bits 5..0: track layout: bit set = track present:
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<table>
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<tr>
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<td nowrap valign=top>bit 0: </td>
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<td align=left>in the X direction</td>
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</tr>
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<tr>
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<td nowrap valign=top>bit 1: </td>
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<td align=left>in the Y direction</td>
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</tr>
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<tr>
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<td nowrap valign=top>bit 2: </td>
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<td align=left>in the north corner (direction W-E)</td>
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</tr>
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<tr>
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<td nowrap valign=top>bit 3: </td>
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<td align=left>in the south corner (direction W-E)</td>
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</tr>
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<tr>
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<td nowrap valign=top>bit 4: </td>
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<td align=left>in the west corner (direction N-S)</td>
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</tr>
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<tr>
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<td nowrap valign=top>bit 5: </td>
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<td align=left>in the east corner (direction N-S)</td>
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</tr>
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</table>
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</li>
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<li>m5 bit 6 set = with signals:<BR>
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There are at most 4 signals on a tile. The signals 0..3 belong to the directions:
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<table>
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<tr>
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<td></td>
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<td>Track <tt>0</tt> (X) </td>
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<td>Track <tt>1</tt> (Y) </td>
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<td>Track <tt>2</tt> (north) </td>
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<td>Track <tt>3</tt> (south) </td>
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<td>Track <tt>4</tt> (west) </td>
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<td>Track <tt>5</tt> (east)</td>
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</tr>
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<tr>
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<td align=left>Signal <tt>0</tt> </td>
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<td></td>
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<td></td>
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<td></td>
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<td>west</td>
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<td></td>
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<td>south</td>
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</tr>
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<tr>
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<td align=left>Signal <tt>1</tt> </td>
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<td></td>
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<td></td>
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<td></td>
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<td>east</td>
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<td></td>
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<td>north</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td align=left>Signal <tt>2</tt> </td>
|
|
<td>south-west</td>
|
|
<td>north-west</td>
|
|
<td>west</td>
|
|
<td></td>
|
|
<td>south</td>
|
|
<td></td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td align=left>Signal <tt>3</tt> </td>
|
|
<td>north-east</td>
|
|
<td>south-east</td>
|
|
<td>east</td>
|
|
<td></td>
|
|
<td>north</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
<ul>
|
|
<li style="color: blue">m1 bit 6: special signal propagation flag set for signal 0 or 1</li>
|
|
<li style="color: blue">m1 bit 5: special signal propagation flag set for signal 2 or 3</li>
|
|
<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> </td>
|
|
<td>not reserved</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>1</tt> </td>
|
|
<td>X direction</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>2</tt> </td>
|
|
<td>Y direction</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>3</tt> </td>
|
|
<td>north corner (W-E)</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>4</tt> </td>
|
|
<td>south corner (W-E)</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>5</tt> </td>
|
|
<td>west corner (N-S)</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>6</tt> </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> </td>
|
|
<td>NE</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>1</tt> </td>
|
|
<td>SE</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>2</tt> </td>
|
|
<td>SW</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>3</tt> </td>
|
|
<td>NW</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>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> </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> </td>
|
|
<td>on bare land</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>1</tt> </td>
|
|
<td>on grass</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>2</tt> </td>
|
|
<td>paved</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>3</tt> </td>
|
|
<td>with streetlights</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>5</tt> </td>
|
|
<td>tree-lined</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>6</tt> </td>
|
|
<td>on grass with road works</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>7</tt> </td>
|
|
<td>paved with road works</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m5 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> </td>
|
|
<td align=left>road in the X direction, rail in Y</td>
|
|
</tr>
|
|
<tr>
|
|
<td align=left><tt>1</tt> </td>
|
|
<td align=left>road in the Y direction, rail in X</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>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> </td>
|
|
<td>NE</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>1</tt> </td>
|
|
<td>SE</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>2</tt> </td>
|
|
<td>SW</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>3</tt> </td>
|
|
<td>NW</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>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> </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> </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> </td>
|
|
<td>on grass</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td align=left><tt>1</tt> </td>
|
|
<td>on rough land (density must be 3)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td align=left><tt>2</tt> </td>
|
|
<td>on snow or desert</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td align=left><tt>3</tt> </td>
|
|
<td>on shore (density must be 3)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td align=left><tt>4</tt> </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> </td>
|
|
<td align=left>temperate climate trees</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>0C</tt>..<tt>13</tt> </td>
|
|
<td align=left>sub-arctic climate trees</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>14</tt>..<tt>1A</tt> </td>
|
|
<td align=left>rainforest trees</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1B</tt> </td>
|
|
<td align=left>cactus plants</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1C</tt>..<tt>1F</tt> </td>
|
|
<td align=left>sub-tropical climate, non-rainforest, non-desert trees</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>20</tt>..<tt>28</tt> </td>
|
|
<td align=left>toyland trees</td>
|
|
</tr>
|
|
</table>
|
|
<small>Note: the actually displayed set of trees depends on both type and number of trees</small>
|
|
</li>
|
|
<li>m5 bits 7..6: number of trees minus one</li>
|
|
<li>m5 bits 2..0: growth status:
|
|
<table border="0">
|
|
<tr>
|
|
<td><tt>0</tt>..<tt>2</tt> </td>
|
|
<td>one of trees is growing </td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>3</tt> </td>
|
|
<td>all trees are fully grown </td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>4</tt>..<tt>6</tt> </td>
|
|
<td>one of trees is withering </td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="Class5"><tt> 5</tt></a></strong></td>
|
|
<td><strong>Station tiles</strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </td>
|
|
<td>
|
|
<ul>
|
|
<li>m1 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> </td>
|
|
<td>on bare land</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>1</tt> </td>
|
|
<td>on grass</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>2</tt> </td>
|
|
<td>paved</td>
|
|
</tr>
|
|
</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> </td>
|
|
<td align=left>railway station
|
|
<table>
|
|
<tr>
|
|
<td><tt>00</tt>..<tt>01</tt> </td>
|
|
<td align=left>open platform</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>02</tt>..<tt>03</tt> </td>
|
|
<td align=left>open platform with station building</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>04</tt>....<tt>07</tt> </td>
|
|
<td align=left>roofed platform</td>
|
|
</tr>
|
|
<tr>
|
|
<td colspan=2>bit 0: clear = in X direction, set = in Y direction</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>00</tt>..<tt>01</tt></td>
|
|
<td align=left>waypoints
|
|
<table>
|
|
<tr>
|
|
<td><tt>00</tt> </td>
|
|
<td align=left>in X direction</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>01</tt> </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> </td>
|
|
<td align=left>road stops
|
|
<table>
|
|
<tr>
|
|
<td><tt>00</tt> </td>
|
|
<td align=left>exit towards NE</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>01</tt> </td>
|
|
<td align=left>exit towards SE</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>02</tt> </td>
|
|
<td align=left>exit towards SW</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>03</tt> </td>
|
|
<td align=left>exit towards NW</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>04</tt> </td>
|
|
<td align=left>drive through X</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>05</tt> </td>
|
|
<td align=left>drive through Y</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>00</tt>..<tt>05</tt> </td>
|
|
<td align=left>ship dock
|
|
<table>
|
|
<tr>
|
|
<td><tt>00</tt> </td>
|
|
<td align=left>SW coast part</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>01</tt> </td>
|
|
<td align=left>NW coast part</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>02</tt> </td>
|
|
<td align=left>NE coast part</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>03</tt> </td>
|
|
<td align=left>SE coast part</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>04</tt> </td>
|
|
<td align=left>X direction water part</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>05</tt> </td>
|
|
<td align=left>Y direction water part</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m6 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> </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> </td>
|
|
<td align=left>water, canal or river</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>01</tt> </td>
|
|
<td align=left>coast or riverbank</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>10</tt>..<tt>1B</tt> </td>
|
|
<td align=left>canal locks
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>10</tt> </td>
|
|
<td align=left>middle part, (SW-NE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>11</tt> </td>
|
|
<td align=left>middle part, (NW-SE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>12</tt> </td>
|
|
<td align=left>middle part, (NE-SW direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>13</tt> </td>
|
|
<td align=left>middle part, (SE-NW direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>14</tt> </td>
|
|
<td align=left>lower part, (SW-NE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>15</tt> </td>
|
|
<td align=left>lower part, (NW-SE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>16</tt> </td>
|
|
<td align=left>lower part, (NE-SW direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>17</tt> </td>
|
|
<td align=left>lower part, (SE-NW direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>18</tt> </td>
|
|
<td align=left>upper part, (SW-NE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>19</tt> </td>
|
|
<td align=left>upper part, (NW-SE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>1A</tt> </td>
|
|
<td align=left>upper part, (NE-SW direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>1B</tt> </td>
|
|
<td align=left>upper part, (SE-NW direction)</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>80</tt>..<tt>83</tt> </td>
|
|
<td align=left>ship depots
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>80</tt> </td>
|
|
<td align=left>ship depot, NE part (X direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>81</tt> </td>
|
|
<td align=left>ship depot, SW part (X direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>82</tt> </td>
|
|
<td align=left>ship depot, NW part (Y direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>83</tt> </td>
|
|
<td align=left>ship depot, SE part (Y direction)</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="Class7"><tt> 7 </tt></a></strong></td>
|
|
<td><strong>Void </strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </td>
|
|
<td>Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map,<br>
|
|
so as to protect several algorithms from the consequences of a wraparound at the edges.
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="Class8"><tt> 8</tt></a></strong></td>
|
|
<td><strong>Industries </strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </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> </td>
|
|
<td align=left>coal mine
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>00</tt> </td>
|
|
<td align=left>wheel tower when not animated</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>01</tt> </td>
|
|
<td align=left>wheel tower when animated<br>
|
|
animation state in 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> </td>
|
|
<td align=left>power station
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>08</tt> </td>
|
|
<td align=left>chimney</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>0A</tt> </td>
|
|
<td align=left>transformer; animation progress in 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> </td>
|
|
<td align=left>sawmill</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>10</tt>..<tt>11</tt> </td>
|
|
<td align=left>forest
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>11</tt> </td>
|
|
<td align=left>trees cut down</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>12</tt>..<tt>17</tt> </td>
|
|
<td align=left>oil refinery</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>18</tt>..<tt>1C</tt> </td>
|
|
<td align=left>oil rig</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1D</tt>..<tt>20</tt> </td>
|
|
<td align=left>oil wells
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>1D</tt> </td>
|
|
<td align=left>not animated</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>1E</tt>..<tt>20</tt> </td>
|
|
<td align=left>various stages of animation; progress of animation in m7</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>21</tt>..<tt>26</tt> </td>
|
|
<td align=left>farm</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>27</tt>..<tt>2A</tt> </td>
|
|
<td align=left>factory (temperate climate)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>2B</tt>..<tt>2E</tt> </td>
|
|
<td align=left>printing works</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>2F</tt>..<tt>33</tt> </td>
|
|
<td align=left>copper ore mine
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>2F</tt> </td>
|
|
<td align=left>wheel tower when not animated</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>30</tt> </td>
|
|
<td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>31</tt> </td>
|
|
<td align=left>chimney</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>34</tt>..<tt>39</tt> </td>
|
|
<td align=left>steel mill</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>3A</tt>..<tt>3B</tt> </td>
|
|
<td align=left>bank (temperate climate)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>3C</tt>..<tt>3F</tt> </td>
|
|
<td align=left>food processing plant</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>40</tt>..<tt>47</tt> </td>
|
|
<td align=left>paper mill</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>48</tt>..<tt>58</tt> </td>
|
|
<td align=left>gold mine
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>4F</tt> </td>
|
|
<td align=left>wheel tower when not animated</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>58</tt> </td>
|
|
<td align=left>wheel tower when animated; animation state in 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> </td>
|
|
<td align=left>bank (sub-arctic or sub-tropical climate)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>5B</tt>..<tt>63</tt> </td>
|
|
<td align=left>diamond mine</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>64</tt>..<tt>73</tt> </td>
|
|
<td align=left>iron ore mine</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>74</tt></td>
|
|
<td align=left>fruit plantation</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>75</tt></td>
|
|
<td align=left>rubber plantation</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>76</tt>..<tt>77</tt> </td>
|
|
<td align=left>water supply</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>78</tt></td>
|
|
<td align=left>water tower</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>79</tt>..<tt>7C</tt> </td>
|
|
<td align=left>factory (sub-tropical climate)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>7D</tt>..<tt>80</tt> </td>
|
|
<td align=left>lumber mill</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>81</tt>..<tt>82</tt> </td>
|
|
<td align=left>candyfloss forest
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>82</tt> </td>
|
|
<td align=left>candyfloss 'trees' cut down</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>83</tt>..<tt>86</tt> </td>
|
|
<td align=left>sweet factory</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>87</tt>..<tt>88</tt> </td>
|
|
<td align=left>battery farm
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>88</tt> </td>
|
|
<td align=left>batteries 'reaped'</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>89</tt></td>
|
|
<td align=left>cola wells</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>8A</tt>..<tt>8D</tt> </td>
|
|
<td align=left>toy shop</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>8E</tt>..<tt>93</tt> </td>
|
|
<td align=left>toy factory
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>8F</tt> </td>
|
|
<td align=left>Animated part; animation state in 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> </td>
|
|
<td align=left>plastic fountains (various stages of cyclic animation)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>9C</tt>..<tt>9F</tt> </td>
|
|
<td align=left>fizzy drink factory</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>A0</tt>..<tt>A3</tt> </td>
|
|
<td align=left>bubble generator
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>A1</tt> </td>
|
|
<td align=left>generators</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>A2</tt> </td>
|
|
<td align=left>bubble capture facility; animation state in 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> </td>
|
|
<td align=left>toffee quarry
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>A5</tt> </td>
|
|
<td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>45</tt>)</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>A7</tt>..<tt>AE</tt> </td>
|
|
<td align=left>sugar mine
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>AE</tt> </td>
|
|
<td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>5F</tt>)</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>AF</tt>..<tt>1FF</tt> </td>
|
|
<td align=left>NewGRF industries industry</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m6 bits 5..3: random triggers (NewGRF)</li>
|
|
<li>m6 bit 2: bit 8 of type (see m5)</li>
|
|
<li>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> </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> </td>
|
|
<td>not reserved</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>1</tt> </td>
|
|
<td>X direction</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>2</tt> </td>
|
|
<td>Y direction</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>3</tt> </td>
|
|
<td>north corner (W-E)</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>4</tt> </td>
|
|
<td>south corner (W-E)</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>5</tt> </td>
|
|
<td>west corner (N-S)</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>6</tt> </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 </th>
|
|
<th align=left>Max. speed (mph) </th>
|
|
<th align=left>Description</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>0</tt> </td>
|
|
<td align=center>20</td>
|
|
<td align=left>wooden</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1</tt> </td>
|
|
<td align=center>30</td>
|
|
<td align=left>concrete</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>2</tt> </td>
|
|
<td align=center>40</td>
|
|
<td align=left>girder, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>3</tt> </td>
|
|
<td align=center>50</td>
|
|
<td align=left>suspension, concrete</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>4</tt> </td>
|
|
<td align=center>60</td>
|
|
<td align=left>suspension, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>5</tt> </td>
|
|
<td align=center>70</td>
|
|
<td align=left>suspension, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>6</tt> </td>
|
|
<td align=center>100</td>
|
|
<td align=left>cantilever, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>7</tt> </td>
|
|
<td align=center>130</td>
|
|
<td align=left>cantilever, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>8</tt> </td>
|
|
<td align=center>150</td>
|
|
<td align=left>cantilever, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>9</tt> </td>
|
|
<td align=center>160</td>
|
|
<td align=left>girder, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>A</tt> </td>
|
|
<td align=center>200</td>
|
|
<td align=left>tubular, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>B</tt> </td>
|
|
<td align=center>320</td>
|
|
<td align=left>tubular, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>C</tt> </td>
|
|
<td align=center>380</td>
|
|
<td align=left>tubular, silicon</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
</ul>
|
|
</li>
|
|
<li style="color: blue">m5 bits 6..5: signal simulation (signals on bridge/tunnels patch)
|
|
<table style="color: blue">
|
|
<tr>
|
|
<td><tt>0</tt> </td>
|
|
<td>no signal simulation</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>1</tt> </td>
|
|
<td>signal simulation entrance (bit 5 set)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>2</tt> </td>
|
|
<td>signal simulation exit (bit 6 set)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>3</tt> </td>
|
|
<td>signal simulation bidirectional entrance and exit (bits 5 and 6 set)</td>
|
|
</tr>
|
|
</table>
|
|
If signal simulation entrance or exit:
|
|
<ul>
|
|
<li>m1 bit 5: special signal propagation flag set</li>
|
|
<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> </td>
|
|
<td>railway</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>1</tt> </td>
|
|
<td>road</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>2</tt> </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> </td>
|
|
<td>NE</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>1</tt> </td>
|
|
<td>SE</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>2</tt> </td>
|
|
<td>SW</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td><tt>3</tt> </td>
|
|
<td>NW</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li 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> </td>
|
|
<td align=left colspan=4>on grass, no fences</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1</tt> </td>
|
|
<td align=left>on snow or desert</td>
|
|
</tr>
|
|
|
|
<tr style="color: blue">
|
|
<td nowrap valign=top><tt>2</tt> </td>
|
|
<td align=left>on bare land</td>
|
|
</tr>
|
|
|
|
<tr style="color: blue">
|
|
<td nowrap valign=top><tt>3</tt> </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> </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> </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> </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> </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> </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>
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<li>m3: random bits</li>
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<li>m5: index into the array of objects, bits 16 to 23 (lower bits in m2)</li>
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<li style="color: blue">m6 bits 1..0: foundation type:
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<table style="color: blue">
|
|
<tr>
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|
<td nowrap valign=top><tt>0</tt> </td>
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|
<td align=left>none</td>
|
|
</tr>
|
|
|
|
<tr>
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|
<td nowrap valign=top><tt>1</tt> </td>
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|
<td align=left>flat</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>2</tt> </td>
|
|
<td align=left>inclined X-axis</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>3</tt> </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> </td>
|
|
<td align=left>bare land / grass</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1</tt> </td>
|
|
<td align=left>snow or desert</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>2</tt> </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> </td>
|
|
<td>bare land</td>
|
|
<td>1/4 snow</td>
|
|
<td></td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1</tt> </td>
|
|
<td>1/3 grass</td>
|
|
<td>2/4 snow; </td>
|
|
<td>1/2 desert</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>2</tt> </td>
|
|
<td>2/3 grass</td>
|
|
<td>3/4 snow</td>
|
|
<td></td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>3</tt> </td>
|
|
<td>full grass; </td>
|
|
<td>full snow; </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>
|
|
|
|
|
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<hr>
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Original Copyright © 2003 by Marcin Grzegorczyk for TTDLX.<br>
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|
Transport Tycoon and Transport Tycoon Deluxe are Copyright © by Chris Sawyer.<br>
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|
All the other trademarks are the property of their respective owners.<br>
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</body>
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