OpenTTDDevBlackBook/Map/MapArray

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HAL (Hardware Abstraction Layer)

Audio
Music
Graphic

Window System

Using the Window System
Events used by the Window System
Colour codes that exist in OpenTTD

Patches

HOWTO - Add a patch option

The Map / Scenario

Understanding the Dynamic Landscape Array
Understanding the SaveGame Handler
HOWTO - Create good Scenarios
HOWTO - Add New Town Name Generators

The actual simulation

Vehicles
Using Orders
Pathfinding
Ratings
Train Acceleration

Language and Strings

Using OpenTTD Strings

Multiplayer

The Core Interface

Starting a Server
Connecting to a Server
Using the list of LAN/Internet Games

The OpenTTD TCP Protocol
The OpenTTD UDP Protocol
HOWTO - Debug desyncs

Ingame Console

The Console Window
Using Console Scripting
HOWTO - Add Functions/Commands to the Console
HOWTO - Add Variables to the Console
HOWTO - Direct Variable Access using ICONSOLE_VAR_POINTER
OpenTTD Console Commands
OpenTTD Console Variables
Development History

Contents

[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

MemberBitsMeaning & Details of Encoding
m1all
7..0
owner of the tile (normally 10)
m2all
15..0
available
m3all
7..0
available
m47..5type of hedge on the SW border of the tile (1 through 6, or 0=none); bits 4..2: same for the SE border
m44..0available
m57..5update 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)

m54..0tile 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
m6all
7..0
available

[edit] Usage Map

m1m2m3m4m5m6
1111 1111xxxx xxxx xxxx xxxxxxxx xxxx1111 xxxx1111 1111xxxx xx11

[edit] Class 3 - Town Building

MemberBitsMeaning & Details of Encoding
m1all
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
m2all
15..0
Index into the array of towns
m37..6stage of construction (3 = completed)
m35..0available
m4all
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  1×1temperatetall office block
01  1×1temperateoffice block
02  1×1temperatesmall block of flats
03  1×1temperatechurch
04  1×1temperate, sub-arctic, sub-tropicallarge office block
05  1×1snowlarge office block
06  1×1temperatetown houses
07..08  1×2temperatehotel
09  1×1temperate, sub-arctic, sub-tropical  statue
0A  1×1temperate, sub-arctic, sub-tropicalfountain
0B  1×1temperatepark (with a pond)
0C  1×1temperatepark (with an alley)
0D  1×1temperateoffice block
0E..10  1×1temperatevarious types of shops and offices
11  1×1temperate, sub-arctic, sub-tropicalmodern office building
12  1×1temperatewarehouse
13  1×1temperateoffice block (with spiral stairway on the side)
14..17  2×2temperatestadium
18  1×1temperateold houses
19  1×1temperatecottages
1A  1×1temperatehouses
1B  1×1temperateflats
1C  1×1temperatetall office block
1D  1×1temperateshops and offices
1E  1×1temperate, sub-tropicalshops and offices
1F  1×1temperatetheatre
20..23  2×2temperate, sub-arctic, sub-tropicalstadium (modern style)
24  1×1temperate, sub-arctic, sub-tropicaloffices (the modern 'vertical tube' style)
25  1×1sub-arctichouses
26  1×1snowhouses
27  1×1temperatecinema
28..2B  2×2temperateshopping mall
2C  1×1sub-arcticflats
2D  1×1snowflats
2E  1×1sub-arctichouses
2F  1×1snowhouses
30  1×1sub-arctichouses
31  1×1snowhouses
32  1×1sub-arctic, sub-tropicaltall office block
33  1×1snowtall office block
34  1×1sub-arctictall office block
35  1×1snowtall office block
36  1×1sub-arctic, sub-tropicaltall office block
37  1×1snowtall office block
38  1×1sub-arctichouses
39  1×1snowhouses
3A  1×1sub-arcticshops and offices
3B  1×1snowshops and offices
3C  1×1sub-arcticchurch
3D  1×1snowchurch
3E  1×1sub-arctichouses
3F  1×1snowhouses
40  1×1sub-arcticshops and offices
41  1×1snowshops and offices
42..43  1×2sub-arctichotel
44..45  1×2snowhotel
46  1×1sub-arctic, sub-tropicalshops and offices
47  1×1snowshops and offices
48  1×1sub-arctictall office block
49  1×1snowtall office block
4A..4B  2×1sub-arctictall office block
4C..4D  2×1snowtall office block
4E  1×1sub-tropicalhouses (with a tree in a corner)
4F, 50  1×1sub-tropicalhouses
51  1×1sub-tropicalhouses (suburb-type)
52  1×1sub-tropicalflats
53  1×1sub-tropicalchurch
54  1×1sub-tropicalhouses (with two trees in front)
55, 56  1×1sub-tropicalflats
57..58  2×1sub-tropicaltall office block
59  1×1sub-tropicalflats
5A  1×1sub-tropicaltall office block
5B  1×1toylandchurch
5C..61  1×1toylandvarious types of toyland houses
62  1×1toylandtall office block
63..64  1×2toylandhouses ('shoe' style)
65  1×1toylandtall office block
66  1×1toylandigloo
67  1×1toylandtepees
68, 69  1×1toylandshops and offices
6A  1×1toylandtall office block
6B  1×1toylandstatue
6C  1×1toylandteapot-house
6D  1×1toylandpiggy-bank
m57type 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)
m56..3available
m52..0construction counter, for buildings under construction incremented on every periodic tile processing, on wraparound the stage of construction in m3 is increased
m6all
7..0
available

[edit] Usage Map

classm1m2m3m4m5m6
31111 11111111 1111 1111 1111111x xxxx1111 11111xxx x1111111 1111

[edit] Class 6 - Water

MembeBitsMeaning & Details of Encoding
m1all
7..0
owner (for water and coasts normally 11)
m2all
15..0
available
m3all
7..0
available
m4all
7..0
available
m5all
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)
m6all
7..0
available

[edit] Usage Map

classm1m2m3m4m5m6
61111 1111xxxx xxxx xxxx xxxxxxxx xxxxxxxx xxxx1111 1111xxxx xxxx

[edit] Classs 8 - Industry tile

MemberBitsMeaning & Details of Encoding
m17clear = under construction
m14..2construction counter, for buildings under construction incremented on every periodic tile processing
m11..0stage 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)

m2all
15..0
index into the array of industries
m3all
7..0
available
m4all
7..0
available
m5all
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
11  trees cut down
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
74fruit plantation
75rubber plantation
76..77  water supply
78water 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
88  batteries 'reaped'
89cola 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)
m6all
7..0
available

[edit] Class A - Decorations

MemberBitsMeaning & Details of Encoding
m1all
7..0
owner of the object (for lighthouses and transmitters normally 10)
m2all
15..0
available
m3all
7..0
available
m4all
7..0
available
m5all
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)
m6all
7..0
available

[edit] Usage Map

classm1m2m3m4m5m6
A1111 1111xxxx xxxx xxxx xxxxxxxx xxxxxxxx xxxx1111 1111xxxx xxxx

[edit] Other

ClassMeaning & details of encoding
1m5 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>

2m5 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)
4Trees
  • m5 bits 7..6: number of trees minus one
  • m5 bits 2..0: growth status: 0..2 - one of trees is growing, 3 - all trees are fully grown, 4..6 - one of trees is withering
  • m3 bits 7..0: type of trees:
    00..0B  temperate climate trees
    0C..13  sub-arctic climate trees
    14..1A  rainforest trees
    1B cactus plants
    1C..1F  sub-tropical climate, non-rainforest, non-desert trees
    20..28  toyland trees

    (note: the actually displayed set of trees depends on both type and number of trees)

  • m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)
  • m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)
  • m2 bits 5..4:
    0  on grass
    1  on rough land
    2  on snow or desert; m2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
  • m2 bits 3..0: update counter, incremented on every periodic processing, on wraparound the growth status is updated (or, if it's 3, a random action is taken)
  • m1: owner (normally 10)
5Station 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>
7Void

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.

9m5 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

  • m5 bit 6 clear: bridge ending
    • m5 bit 5: clear - northern, set - southern ending
    • m3 bits 3..0 = type of track on the bridge, must be 0 for road bridge
    • m1: owner of the bridge

    m5 bit 6 set: bridge middle part

    • m5 bit 5 clear:
      • m5 bits 4..3: land under bridge: 0 - grass, snow or desert, 1 - water

      m5 bit 5 set:

      • m5 bits 4..3: transport route under bridge: 0 - railway, 1 - road
    • m3 bits 7..4 = type of track on the bridge, must be 0 for road bridge
    • m3 bits 3..0 = type of track under the bridge, if any
    • m2 bits 3..0: bridge piece (0..5)
    • m1: owner of the land under bridge
  • m5 bits 2..1: 0 - railway bridge, 1 - road bridge
  • m5 bit 0: clear - bridge in the X direction, set - bridge in the Y direction
  • m2 bits 7..4: bridge type:
    Type Max. speed (mph) Description
    0  20wooden
    1  30concrete
    2  40girder, steel
    3  50suspension, concrete
    4  60suspension, steel
    5  70suspension, steel
    6  100cantilever, steel
    7  130cantilever, steel
    8  150cantilever, steel
    9  160girder, steel
    A  200tubular, steel
  • m4 bit 7 set = on snow or desert

[edit] Generic Layout

[edit] Class X - Generic Layout

MemberBitsMeaning & Details of Encoding
m1all
7..0
available
m2all
15..0
available
m3all
7..0
available
m4all
7..0
available
m5all
7..0
available
m6all
7..0
available

[edit] Usage Map

m1m2m3m4m5m6
xxxx xxxxxxxx xxxx xxxx xxxxxxxx xxxxxxxx xxxxxxxx xxxxxxxx xxxx
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