From OpenTTD
[edit] Landscape
Five arrays are used to encode the information of the contents of each tile. These arrays are referred to as "type_height","m1","m2","m3", "m4","m5" and "extra". 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_height array. The lower 4 bits are used to encode the height and slope data. See the Tile Structure here.
For a graphical representation of the tile-layout have a look at Landscape grid page.
Owner values 00 through 07 are companies (they're indices into the array of companies), 10 is no owner, 11 appears to be reserved for water, 80 and above are towns (in this case the low 7 bits contain an index into the town array).
The "extra" member's main purpose is to distinguish from rain forest area and desert ones. This is usefull for industries, for example. Only two bits (0 and 1) are used and saved. The others bits are not used nor saved.
TTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.
Classes B through F are reserved. The presence of a tile in one of the reserved classes will crash OTTD.
[edit] Class 0 - Bare Land
| Member | Bits | Meaning & Details of Encoding
|
| m1 | all 7..0 | owner of the tile (normally 10)
|
| m2 | all 15..0 | available
|
| m3 | all 7..0 | available
|
| m4 | 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
|
| m4 | 4..0 | available
|
| m5 | 7..5 | update counter, incremented on every periodic processing for tile types other than 03, 07, 0B and 10 and above, on wraparound the tile is updated (for fields, the type of fields in m3 is increased, for other types the tile type in m5 is increased)
(for snow and desert, these bits are not used, tile is updated on every periodic processing)
|
| m5 | 4..0 | tile type:
| 00 | bare land |
| 01 | 1/3 grass |
| 02 | 2/3 grass |
| 03 | full grass |
| 07 | rough land |
| 0B | rocks |
| 0F | fields; type of fields in m3 bits 3..0 (legal values: 0 through 9) |
| 10 | 1/4 snow |
| 11 | 2/4 snow |
| 12 | 3/4 snow |
| 13 | full snow |
| 15 | partial desert |
| 17 | full desert |
|
| m6 | all 7..0 | available
|
[edit] Usage Map
| m1 | m2 | m3 | m4 | m5 | m6
|
| 1111 1111 | xxxx xxxx xxxx xxxx | xxxx xxxx | 1111 xxxx | 1111 1111 | xxxx xx11
|
[edit] Class 3 - Town Building
| Member | Bits | Meaning & Details of Encoding
|
| m1 | all 7..0 | type dependant
- for large office blocks (types 04 and 05):
- m1 bits 6..0: position of the lift
- m1 bit 7: if set the lift is moving
|
| m2 | all 15..0 | Index into the array of towns
|
| m3 | 7..6 | stage of construction (3 = completed)
|
| m3 | 5..0 | available
|
| m4 | all 7..0 | town building type:
Note: In the climate list, 'sub-arctic' means below the snow line, and 'snow' means above the snow line in the sub-arctic climate.
| Type | Size | Climates | Description |
| 00 | 1×1 | temperate | tall office block |
| 01 | 1×1 | temperate | office block |
| 02 | 1×1 | temperate | small block of flats |
| 03 | 1×1 | temperate | church |
| 04 | 1×1 | temperate, sub-arctic, sub-tropical | large office block |
| 05 | 1×1 | snow | large office block |
| 06 | 1×1 | temperate | town houses |
| 07..08 | 1×2 | temperate | hotel |
| 09 | 1×1 | temperate, sub-arctic, sub-tropical | statue |
| 0A | 1×1 | temperate, sub-arctic, sub-tropical | fountain |
| 0B | 1×1 | temperate | park (with a pond) |
| 0C | 1×1 | temperate | park (with an alley) |
| 0D | 1×1 | temperate | office block |
| 0E..10 | 1×1 | temperate | various types of shops and offices |
| 11 | 1×1 | temperate, sub-arctic, sub-tropical | modern office building |
| 12 | 1×1 | temperate | warehouse |
| 13 | 1×1 | temperate | office block (with spiral stairway on the side) |
| 14..17 | 2×2 | temperate | stadium |
| 18 | 1×1 | temperate | old houses |
| 19 | 1×1 | temperate | cottages |
| 1A | 1×1 | temperate | houses |
| 1B | 1×1 | temperate | flats |
| 1C | 1×1 | temperate | tall office block |
| 1D | 1×1 | temperate | shops and offices |
| 1E | 1×1 | temperate, sub-tropical | shops and offices |
| 1F | 1×1 | temperate | theatre |
| 20..23 | 2×2 | temperate, sub-arctic, sub-tropical | stadium (modern style) |
| 24 | 1×1 | temperate, sub-arctic, sub-tropical | offices (the modern 'vertical tube' style) |
| 25 | 1×1 | sub-arctic | houses |
| 26 | 1×1 | snow | houses |
| 27 | 1×1 | temperate | cinema |
| 28..2B | 2×2 | temperate | shopping mall |
| 2C | 1×1 | sub-arctic | flats |
| 2D | 1×1 | snow | flats |
| 2E | 1×1 | sub-arctic | houses |
| 2F | 1×1 | snow | houses |
| 30 | 1×1 | sub-arctic | houses |
| 31 | 1×1 | snow | houses |
| 32 | 1×1 | sub-arctic, sub-tropical | tall office block |
| 33 | 1×1 | snow | tall office block |
| 34 | 1×1 | sub-arctic | tall office block |
| 35 | 1×1 | snow | tall office block |
| 36 | 1×1 | sub-arctic, sub-tropical | tall office block |
| 37 | 1×1 | snow | tall office block |
| 38 | 1×1 | sub-arctic | houses |
| 39 | 1×1 | snow | houses |
| 3A | 1×1 | sub-arctic | shops and offices |
| 3B | 1×1 | snow | shops and offices |
| 3C | 1×1 | sub-arctic | church |
| 3D | 1×1 | snow | church |
| 3E | 1×1 | sub-arctic | houses |
| 3F | 1×1 | snow | houses |
| 40 | 1×1 | sub-arctic | shops and offices |
| 41 | 1×1 | snow | shops and offices |
| 42..43 | 1×2 | sub-arctic | hotel |
| 44..45 | 1×2 | snow | hotel |
| 46 | 1×1 | sub-arctic, sub-tropical | shops and offices |
| 47 | 1×1 | snow | shops and offices |
| 48 | 1×1 | sub-arctic | tall office block |
| 49 | 1×1 | snow | tall office block |
| 4A..4B | 2×1 | sub-arctic | tall office block |
| 4C..4D | 2×1 | snow | tall office block |
| 4E | 1×1 | sub-tropical | houses (with a tree in a corner) |
| 4F, 50 | 1×1 | sub-tropical | houses |
| 51 | 1×1 | sub-tropical | houses (suburb-type) |
| 52 | 1×1 | sub-tropical | flats |
| 53 | 1×1 | sub-tropical | church |
| 54 | 1×1 | sub-tropical | houses (with two trees in front) |
| 55, 56 | 1×1 | sub-tropical | flats |
| 57..58 | 2×1 | sub-tropical | tall office block |
| 59 | 1×1 | sub-tropical | flats |
| 5A | 1×1 | sub-tropical | tall office block |
| 5B | 1×1 | toyland | church |
| 5C..61 | 1×1 | toyland | various types of toyland houses |
| 62 | 1×1 | toyland | tall office block |
| 63..64 | 1×2 | toyland | houses ('shoe' style) |
| 65 | 1×1 | toyland | tall office block |
| 66 | 1×1 | toyland | igloo |
| 67 | 1×1 | toyland | tepees |
| 68, 69 | 1×1 | toyland | shops and offices |
| 6A | 1×1 | toyland | tall office block |
| 6B | 1×1 | toyland | statue |
| 6C | 1×1 | toyland | teapot-house |
| 6D | 1×1 | toyland | piggy-bank |
|
| m5 | 7 | type dependant
- for large office blocks (types 04 and 05):
- if set then m5 bits 5..0 hold the final position of the lift divided by 6 (valid values 0..6 except 1)
|
| m5 | 6..3 | available
|
| m5 | 2..0 | construction counter, for buildings under construction incremented on every periodic tile processing, on wraparound the stage of construction in m3 is increased
|
| m6 | all 7..0 | available
|
[edit] Usage Map
| class | m1 | m2 | m3 | m4 | m5 | m6
|
| 3 | 1111 1111 | 1111 1111 1111 1111 | 111x xxxx | 1111 1111 | 1xxx x111 | 1111 1111
|
[edit] Class 6 - Water
| Membe | Bits | Meaning & Details of Encoding
|
| m1 | all 7..0 | owner (for water and coasts normally 11)
|
| m2 | all 15..0 | available
|
| m3 | all 7..0 | available
|
| m4 | all 7..0 | available
|
| m5 | all 7..0 | tile type:
| 00 | water |
| 01 | coast or riverbank |
| 10..1B | canal locks
| | 10 | middle part, (SW-NE direction)
| | 11 | middle part, (NW-SE direction)
| | 12 | middle part, (NE-SW direction)
| | 13 | middle part, (SE-NW direction)
| | 14 | lower part, (SW-NE direction)
| | 15 | lower part, (NW-SE direction)
| | 16 | lower part, (NE-SW direction)
| | 17 | lower part, (SE-NW direction)
| | 18 | upper part, (SW-NE direction)
| | 19 | upper part, (NW-SE direction)
| | 1A | upper part, (NE-SW direction)
| | 1B | upper part, (SE-NW direction)
| | 80..83 | ship depots
| | 80 | ship depot, NE part (X direction)
| | 81 | ship depot, SW part (X direction)
| | 82 | ship depot, NW part (Y direction)
| | 83 | ship depot, SE part (Y direction) |
|
| m6 | all 7..0 | available
|
[edit] Usage Map
| class | m1 | m2 | m3 | m4 | m5 | m6
|
| 6 | 1111 1111 | xxxx xxxx xxxx xxxx | xxxx xxxx | xxxx xxxx | 1111 1111 | xxxx xxxx
|
[edit] Classs 8 - Industry tile
| Member | Bits | Meaning & Details of Encoding
|
| m1 | 7 | clear = under construction
|
| m1 | 4..2 | construction counter, for buildings under construction incremented on every periodic tile processing
|
| m1 | 1..0 | stage of construction (3 = completed), incremented when the construction counter wraps around
the meaning is different for some animated tiles which are never under construction (types 01, 1E..20, 30, 58; see above)
|
| m2 | all 15..0 | index into the array of industries
|
| m3 | all 7..0 | available
|
| m4 | all 7..0 | available
|
| m5 | all 7..0 | type:
(note: this is not the same as the industry type stored in the array of industries)
| 00..06 | coal mine
| 00 | wheel tower when not animated |
| 01 | wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated |
|
| 07..0A | power station
| 08 | chimney |
| 0A | transformer; animation progress in m1 bits 5..2 (valid range 0..7) |
|
| 0B..0F | sawmill |
| 10..11 | forest
|
| 12..17 | oil refinery |
| 18..1C | oil rig |
| 1D..20 | oil wells
| 1D | not animated |
| 1E..20 | various stages of animation; progress of animation in m1 bits 1..0 |
|
| 21..26 | farm |
| 27..2A | factory (temperate climate) |
| 2B..2E | printing works |
| 2F..33 | copper ore mine
| 2F | wheel tower when not animated |
| 30 | wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated |
| 31 | chimney |
|
| 34..39 | steel mill |
| 3A..3B | bank (temperate climate) |
| 3C..3F | food processing plant |
| 40..47 | paper mill |
| 48..58 | gold mine
| 4F | wheel tower when not animated |
| 58 | wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated |
|
| 59..5A | bank (sub-arctic or sub-tropical climate) |
| 5B..63 | diamond mine |
| 64..73 | iron ore mine |
| 74 | fruit plantation |
| 75 | rubber plantation |
| 76..77 | water supply |
| 78 | water tower |
| 79..7C | factory (sub-tropical climate) |
| 7D..80 | lumber mill |
| 81..82 | candyfloss forest
| 82 | candyfloss 'trees' cut down |
|
| 83..86 | sweet factory |
| 87..88 | battery farm
|
| 89 | cola wells |
| 8A..8D | toy shop |
| 8E..93 | toy factory
| 8F | animated part; animation state in m3 (valid range 00..31)
tile animation is started (m4 zeroed) on the periodic processing if field 2C in the corresponding industry array entry is nonzero
while the animation is in progress (see the array at 04328) m4 holds the number of animation cycles that have already taken place; when this number reaches 8 the animation is stopped |
|
| 94..9B | plastic fountains (various stages of cyclic animation) |
| 9C..9F | fizzy drink factory |
| A0..A3 | bubble generator
| A1 | generators |
| A2 | bubble capture facility; animation state in m3 (valid range 00..27) |
|
| A4..A6 | toffee quarry
| A5 | animated part; animation state in m3 (valid range 00..45) |
|
| A7..AE | sugar mine
| AE | animated part; animation state in m3 (valid range 00..5F) |
|
|
| m6 | all 7..0 | available
|
[edit] Class A - Decorations
| Member | Bits | Meaning & Details of Encoding
|
| m1 | all 7..0 | owner of the object (for lighthouses and transmitters normally 10)
|
| m2 | all 15..0 | available
|
| m3 | all 7..0 | available
|
| m4 | all 7..0 | available
|
| m5 | all 7..0 | tile type
| 00 | transmitter |
| 01 | lighthouse |
| 02 | company statue |
| 03 | company-owned land |
| 80..93 | company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance) |
|
| m6 | all 7..0 | available
|
[edit] Usage Map
| class | m1 | m2 | m3 | m4 | m5 | m6
|
| A | 1111 1111 | xxxx xxxx xxxx xxxx | xxxx xxxx | xxxx xxxx | 1111 1111 | xxxx xxxx
|
| Class | Meaning & details of encoding
|
| 1 | m5 bit 7 clear: railway track
- m5 bits 0..5: track layout: bit set = track present:
| bit 0: | in the X direction |
| bit 1: | in the Y direction |
| bit 2: | in the north corner (direction W-E) |
| bit 3: | in the south corner (direction W-E) |
| bit 4: | in the west corner (direction N-S) |
| bit 5: | in the east corner (direction N-S) |
- m5 bit 6 set = with signals:
- m3 bits 7..4: bit set = signal present:
- For track in the X direction:
| bit 6: | signal in the SW direction |
| bit 7: | signal in the NE direction |
- For track in the Y direction:
| bit 6: | signal in the NW direction |
| bit 7: | signal in the SE direction |
- For tracks in the W-E direction:
| bit 4: | signal in the W direction on the track in the S corner |
| bit 5: | signal in the E direction on the track in the S corner |
| bit 6: | signal in the W direction on the track in the N corner |
| bit 7: | signal in the E direction on the track in the N corner |
- For tracks in the N-S direction:
| bit 4: | signal in the S direction on the track in the E corner |
| bit 5: | signal in the N direction on the track in the E corner |
| bit 6: | signal in the S direction on the track in the W corner |
| bit 7: | signal in the N direction on the track in the W corner |
- m2 bits 7..4: bit clear = signal shows red; same bits as in m3
- OpenTTD bits in m4:
| bits 2..0: | type of signal: |
| 000: | normal signals |
| 001: | pre-signals |
| 010: | exit-signals |
| 011: | combo-signals |
| 100: | PBS signals |
| bit 3: | set = semaphore signals, clear = light signals |
- m1: owner of the track
- m2 bits 0..3:
| 0 | on bare land |
| 1 | on grass, no fences |
| 2 | fence on the NW side |
| 3 | fence on the SE side |
| 4 | fences on the NW and SE sides |
| 5 | fence on the NE side |
| 6 | fence on the SW side |
| 7 | fences on the NE and SW sides |
| 8 | fence on the E side (track in the W corner) |
| 9 | fence on the W side (track in the E corner) |
| A | fence on the S side (track in the N corner) |
| B | fence on the N side (track in the S corner) |
| C | on snow or desert |
- m3 bits 0..3 = track type: 0 - conventional railway, 1 - electric railway, 2 - monorail, 3 - maglev
- m4 bits 4..7 = Pbs reserved status:
| bits 4..6 | 'Track'number of reserved track + 1, if this is zero it means nothing is reserved on this tile |
| bit 7 | If this is set, then the opposite track ('Track'number^1) is also reserved |
m5 bits 7 and 6 set: railway depot / waypoints
- m5 value C0..C3: railway depot
m5 bits 1..0 - direction: exit towards: 00 = NE, 01 = SE, 02 = SW, 03 = NW
- m5 value C4..C5: waypoint
bit 0: clear = in X direction, set = in Y direction
- m1: owner of the depot / waypoint
- m2: For waypoints, index into the array of waypoints.
- m3 bits 0..3 = track type
- m3 bit 4 = use custom sprite (valid only for the waypoint)
- m3 bit 6 = track on this tile is reserved by pbs
- m4 bits 0..3 = ground type, as per m2 bits 0..3 for railway tiles.
</td></tr>
|
| 2 | m5 bits 7..4 clear: road
- m5 bits 3..0: road layout: bit set = road piece present:
| bit 0: | NW piece |
| bit 1: | SW piece |
| bit 2: | SE piece |
| bit 3: | NE piece |
- m1: owner of the road
- m2: Index into the array of towns, 0 for non-town roads
- m4 bits 0..3: counter for the roadworks
- m4 bits 4..6: 0 - on bare land, 1 - on grass, 2 - paved, 3 - with streetlights, 5 - tree-lined, 6 - on grass with road works, 7 - paved with road works
- m4 bit 7 set = on snow or desert
m5 bit 4 set, bits 7..5 clear: level crossing
- m5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)
- m5 bit 2: set if crossing lights are on
- m5 bit 0: set if rail track is reserved by pbs
- m1: owner of the railway track
- m2: Index into the array of towns, 0 for non-town roads
- m3 bits 0..7: owner of the road
- m4 bits 3..0: track type
- m4 bits 4..6: 0 - on bare land, 1 - on grass, 2 or higher - paved
- m4 bit 7 set = on snow or desert
m5 bit 5 set: road depot
- m5 bits 3..0 - direction: exit towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
- m1: owner of the depot
- m4 bit 7 set = on snow or desert (not displayed, but set internally)
|
| 4 | Trees
|
| 5 | Station tile
- m5: tile type:
| 00..07 | railway station
00..01 - open platform, 02..03 - open platform with station building, 04....07 - roofed platform
bit 0: clear = in X direction, set = in Y direction
|
| 08..33 | large airport
| 0B | pad 1 |
| 16..19 | runway middle |
| 1A | runway ending |
| 1C | control tower |
| 20 | hangar |
| 21 | pad 3 |
| 22 | pad 2 |
| 27..32 | radar (animated) |
| 33 | transmitter |
The initial layout of a large airport is (rows in Y direction, columns in X direction):
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
|
| 34..41 | small airport
| 3A..3D | field with the wind meter (animated) |
| 3E | runway south ending |
| 3F | runway middle |
| 40 | runway north ending |
| 41 | hangar |
The initial layout of a small airport is (rows in Y direction, columns in X direction):
36 3A 40
35 39 3F
34 38 3F
41 37 3E
|
| 42 | heliport |
| 43..46 | lorry loading area;
exit towards: 43 - NE, 44 - SE, 45 - SW, 46 - NW
|
| 47..4A | bus station;
exit towards: 47 - NE, 48 - SE, 49 - SW, 4A - NW
| | 4B | oilfield |
| 4C..51 | ship dock;
4C - SW coast part, 4D - NW coast part, 4E - NE coast part, 4F - SE coast part, 50 - X direction water part, 51 - Y direction water part
| | 52 | buoy |
</li>
- m1: owner of the station</li>
- m2: index into the array of stations</li>
- m3 bits 0..3: track type for railway stations, must be 0 for all the other stations</li>
- m3 bit 4 = use custom sprite (valid only railway stations FOR NOW)</li>
- m3 bit 6 set = track is reserved by pbs (railway stations only)</li>
- m4 = custom station id</li>
</ul>
|
| 7 | Void
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.
|
| 9 | m5 bits 7..4 clear: tunnel entrance/exit
- m5 bits 3..2: 0 - railway tunnel, 1 - road tunnel
- m5 bits 1..0 - direction: entrance towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
- m1: owner of the tunnel
- m3 bits 3..0 = track type for railway tunnel, must be 0 for road tunnel
- m4 bit 7 set = on snow or desert
- m4 bit 0 set = track with 'Track'number 0 is reserved by pbs
- m4 bit 1 set = track with 'Track'number 1 is reserved by pbs
m5 bit 7 set: bridge
|
[edit] Generic Layout
[edit] Class X - Generic Layout
| Member | Bits | Meaning & Details of Encoding
|
| m1 | all 7..0 | available
|
| m2 | all 15..0 | available
|
| m3 | all 7..0 | available
|
| m4 | all 7..0 | available
|
| m5 | all 7..0 | available
|
| m6 | all 7..0 | available
|
[edit] Usage Map
| m1 | m2 | m3 | m4 | m5 | m6
|
| xxxx xxxx | xxxx xxxx xxxx xxxx | xxxx xxxx | xxxx xxxx | xxxx xxxx | xxxx xxxx
|