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(svn r1503) Added feature:
o allows users to setup the production values of the rawmaterial producing
industries in the editor
Modified:
o ttd.h - added CT_INVALID for 0xFF cargo type
o english.txt - added 1 string
o industry_gui.c - the feature itself
o window.h - added compile asserts to the structs which checks whether their
sizes are smaller than WINDOW_CUSTOM_SIZE
Thanks:
o Darkvater to bother me to constantly improve the patch
o Various users at #openttd for testing
o allows users to setup the production values of the rawmaterial producing
industries in the editor
Modified:
o ttd.h - added CT_INVALID for 0xFF cargo type
o english.txt - added 1 string
o industry_gui.c - the feature itself
o window.h - added compile asserts to the structs which checks whether their
sizes are smaller than WINDOW_CUSTOM_SIZE
Thanks:
o Darkvater to bother me to constantly improve the patch
o Various users at #openttd for testing
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<html>
<head>
<meta name="Author" content="Marcin Grzegorczyk">
<meta name="Description" content="Structure of Transport Tycoon Deluxe (TTD) savegame files">
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<title>Transport Tycoon Deluxe savegame internals</title>
</head>
<body>
<h3><a name="Landscape">Landscape</a></h3>
<p>
Five arrays are used to encode the information of the contents of each tile. These arrays are referred to as <a href="#_landscape1">map_owner</a>, <a href="#_landscape2">map2</a>, <a href="#_landscape3">map3_lo</a>, <a href="#_landscape4">type_and_height</a> and <a href="#_landscape5">map5</a>. The known encodings are listed in the table below. The most important value is the class of a tile, stored in the upper 4 bits of the type_and_height array.
</p>
<p>
<a name="OwnershipInfo">Owner values</a> <tt>00</tt> through <tt>07</tt> are companies (they're indices into the <a href="#_CompanyArray">array of companies</a>), <tt>10</tt> is no owner, <tt>11</tt> appears to be reserved for water, <tt>80</tt> and above are towns (in this case the low 7 bits contain an index into the <a href="#_TownArray">town array</a>).
</p>
<p>
TTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.
</p>
<table border=1 cellpadding=3>
<tr><th align=left>Class</th><th align=left>Meaning & details of encoding</th></tr>
<tr><td valign=top nowrap><a name="Class0"><tt> 0 </tt></a></td><td>
<ul>
<li>map5 bits 4..0: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt> </td><td align=left>bare land</td></tr>
<tr><td nowrap valign=top><tt>01</tt> </td><td align=left>1/3 grass</td></tr>
<tr><td nowrap valign=top><tt>02</tt> </td><td align=left>2/3 grass</td></tr>
<tr><td nowrap valign=top><tt>03</tt> </td><td align=left>full grass</td></tr>
<tr><td nowrap valign=top><tt>07</tt> </td><td align=left>rough land</td></tr>
<tr><td nowrap valign=top><tt>0B</tt> </td><td align=left>rocks</td></tr>
<tr><td nowrap valign=top><tt>0F</tt> </td><td align=left>fields; type of fields in map3_lo bits 3..0 (legal values: 0 through 9)</td></tr>
<tr><td nowrap valign=top><tt>10</tt> </td><td align=left>1/4 snow</td></tr>
<tr><td nowrap valign=top><tt>11</tt> </td><td align=left>2/4 snow</td></tr>
<tr><td nowrap valign=top><tt>12</tt> </td><td align=left>3/4 snow</td></tr>
<tr><td nowrap valign=top><tt>13</tt> </td><td align=left>full snow</td></tr>
<tr><td nowrap valign=top><tt>15</tt> </td><td align=left>partial desert</td></tr>
<tr><td nowrap valign=top><tt>17</tt> </td><td align=left>full desert</td></tr>
</table>
</li>
<li>map5 bits 7..6: update counter, incremented on every periodic processing for tile types other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt> and <tt>10</tt> and above, on wraparound the tile is updated (for fields, the type of fields in map3_lo is increased, for other types the tile type in map5 is increased)
<br>(for snow and desert, these bits are not used, tile is updated on every periodic processing)
</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)
</li>
<li>map3_hi bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none); bits 4..2: same for the SE border
</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class1"><tt> 1 </tt></a></td><td>
map5 bit 7 clear: railway track
<ul>
<li>map5 bits 0..5: track layout: bit set = track present:
<table>
<tr><td nowrap valign=top>bit 0: </td><td align=left>in the X direction</td></tr>
<tr><td nowrap valign=top>bit 1: </td><td align=left>in the Y direction</td></tr>
<tr><td nowrap valign=top>bit 2: </td><td align=left>in the north corner (direction W-E)</td></tr>
<tr><td nowrap valign=top>bit 3: </td><td align=left>in the south corner (direction W-E)</td></tr>
<tr><td nowrap valign=top>bit 4: </td><td align=left>in the west corner (direction N-S)</td></tr>
<tr><td nowrap valign=top>bit 5: </td><td align=left>in the east corner (direction N-S)</td></tr>
</table></li>
<li>map5 bit 6 set = with signals:
<ul>
<li>map3_lo bits 7..4: bit set = signal present:
<ul>
<li>For track in the X direction:
<table>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the SW direction</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the NE direction</td></tr>
</table></li>
<li>For track in the Y direction:
<table>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the NW direction</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the SE direction</td></tr>
</table></li>
<li>For tracks in the W-E direction:
<table>
<tr><td nowrap valign=top>bit 4: </td><td align=left>signal in the W direction on the track in the S corner</td></tr>
<tr><td nowrap valign=top>bit 5: </td><td align=left>signal in the E direction on the track in the S corner</td></tr>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the W direction on the track in the N corner</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the E direction on the track in the N corner</td></tr>
</table></li>
<li>For tracks in the N-S direction:
<table>
<tr><td nowrap valign=top>bit 4: </td><td align=left>signal in the S direction on the track in the E corner</td></tr>
<tr><td nowrap valign=top>bit 5: </td><td align=left>signal in the N direction on the track in the E corner</td></tr>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the S direction on the track in the W corner</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the N direction on the track in the W corner</td></tr>
</table></li>
</ul></li>
<li>map2 bits 7..4: bit clear = signal shows red; same bits as in map3_lo</li>
<li>OpenTTD bits in map3_hi:
<table>
<tr><td nowrap valign=top>bits 1..0: </td><td align=left>type of signal:</td></tr>
<tr><td nowrap valign=top><tt>00</tt>: </td><td align=left>normal signals</td></tr>
<tr><td nowrap valign=top><tt>01</tt>: </td><td align=left>pre-signals</td></tr>
<tr><td nowrap valign=top><tt>10</tt>: </td><td align=left>exit-signals</td></tr>
<tr><td nowrap valign=top><tt>11</tt>: </td><td align=left>combo-signals</td></tr>
<tr><td nowrap valign=top>bit 2: </td><td align=left>set = semaphore signals, clear = light signals</td></tr>
</table></li>
</ul></li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the track
</li>
<li>map2 bits 0..3:
<table>
<tr><td nowrap valign=top><tt>0</tt> </td><td align=left>on bare land</td></tr>
<tr><td nowrap valign=top><tt>1</tt> </td><td align=left>on grass, no fences</td></tr>
<tr><td nowrap valign=top><tt>2</tt> </td><td align=left>fence on the NW side</td></tr>
<tr><td nowrap valign=top><tt>3</tt> </td><td align=left>fence on the SE side</td></tr>
<tr><td nowrap valign=top><tt>4</tt> </td><td align=left>fences on the NW and SE sides</td></tr>
<tr><td nowrap valign=top><tt>5</tt> </td><td align=left>fence on the NE side</td></tr>
<tr><td nowrap valign=top><tt>6</tt> </td><td align=left>fence on the SW side</td></tr>
<tr><td nowrap valign=top><tt>7</tt> </td><td align=left>fences on the NE and SW sides</td></tr>
<tr><td nowrap valign=top><tt>8</tt> </td><td align=left>fence on the E side (track in the W corner)</td></tr>
<tr><td nowrap valign=top><tt>9</tt> </td><td align=left>fence on the W side (track in the E corner)</td></tr>
<tr><td nowrap valign=top><tt>A</tt> </td><td align=left>fence on the S side (track in the N corner)</td></tr>
<tr><td nowrap valign=top><tt>B</tt> </td><td align=left>fence on the N side (track in the S corner)</td></tr>
<tr><td nowrap valign=top><tt>C</tt> </td><td align=left>on snow or desert</td></tr>
</table></li>
<li>map3_lo bits 0..3 = <a name="TrackType">track type</a>: <tt>0</tt> - conventional railway, <tt>1</tt> - monorail, <tt>2</tt> - maglev
</li>
</ul>
map5 bits 7 and 6 set: railway depot / checkpoints
<ul>
<li>map5 value C0..C3: railway depot
<br>map5 bits 1..0 - direction: exit towards: <tt>00</tt> = NE, <tt>01</tt> = SE, <tt>02</tt> = SW, <tt>03</tt> = NW</li>
<li>map5 value C4..C5: checkpoint
<br>bit 0: clear = in X direction, set = in Y direction
<br>
<br>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the depot / checkpoint</li>
<li>map3_lo bits 0..3 = <a href="#TrackType">track type</a></li>
<li>map3_lo bit 4 = use custom sprite (valid only for the checkpoint)</li>
<li>map3_hi = custom station id</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class2"><tt> 2 </tt></a></td><td>
map5 bits 7..4 clear: road
<ul>
<li>map5 bits 3..0: road layout: bit set = road piece present:
<table>
<tr><td nowrap valign=top>bit 0: </td><td align=left>NW piece</td></tr>
<tr><td nowrap valign=top>bit 1: </td><td align=left>SW piece</td></tr>
<tr><td nowrap valign=top>bit 2: </td><td align=left>SE piece</td></tr>
<tr><td nowrap valign=top>bit 3: </td><td align=left>NE piece</td></tr>
</table></li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the road</li>
<li>map2 bits 0..2: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> - paved, <tt>3</tt> - with streetlights, <tt>5</tt> - tree-lined, <tt>6</tt> - on grass with road works, <tt>7</tt> - paved with road works</li>
<li>map3_hi bit 7 set = on snow or desert</li>
</ul>
map5 bit 4 set, bits 7..5 clear: level crossing
<ul>
<li>map5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)</li>
<li>map5 bit 2: set if crossing lights are on</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the railway track</li>
<li>map2 bits 0..2: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> or higher - paved</li>
<li>map3_lo bits 0..7: <a href="#OwnershipInfo">owner</a> of the road</li>
<li>map3_hi bits 3..0: <a href="#TrackType">track type</a></li>
<li>map3_hi bit 7 set = on snow or desert</li>
</ul>
map5 bit 5 set: road depot
<ul>
<li>map5 bits 3..0 - direction: exit towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the depot</li>
<li>map3_hi bit 7 set = on snow or desert (not displayed, but set internally)</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class3"><tt> 3 </tt></a></td><td>
Town building
<ul>
<li>map2: <a name="HouseTypes">town building type</a>:
<p><small>Note: In the climate list, 'sub-arctic' means below the <a href="#_snowline">snow line</a>, and 'snow' means above the snow line in the sub-arctic climate.</small></p>
<table>
<tr><th align=left>Type </th><th align=left>Size </th><th align=left>Climates </th><th align=left>Description</th></tr>
<tr><td nowrap valign=top><tt>00</tt> </td><td>1×1</td><td>temperate</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>01</tt> </td><td>1×1</td><td>temperate</td><td align=left>office block</td></tr>
<tr><td nowrap valign=top><tt>02</tt> </td><td>1×1</td><td>temperate</td><td align=left>small block of flats</td></tr>
<tr><td nowrap valign=top><tt>03</tt> </td><td>1×1</td><td>temperate</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>04</tt> </td><td>1×1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>large office block</td></tr>
<tr><td nowrap valign=top><tt>05</tt> </td><td>1×1</td><td>snow</td><td align=left>large office block</td></tr>
<tr><td nowrap valign=top><tt>06</tt> </td><td>1×1</td><td>temperate</td><td align=left>town houses</td></tr>
<tr><td nowrap valign=top><tt>07</tt>..<tt>08</tt> </td><td>1×2</td><td>temperate</td><td align=left>hotel</td></tr>
<tr><td nowrap valign=top><tt>09</tt> </td><td>1×1</td><td>temperate, sub-arctic, sub-tropical </td><td align=left>statue</td></tr>
<tr><td nowrap valign=top><tt>0A</tt> </td><td>1×1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>fountain</td></tr>
<tr><td nowrap valign=top><tt>0B</tt> </td><td>1×1</td><td>temperate</td><td align=left>park (with a pond)</td></tr>
<tr><td nowrap valign=top><tt>0C</tt> </td><td>1×1</td><td>temperate</td><td align=left>park (with an alley)</td></tr>
<tr><td nowrap valign=top><tt>0D</tt> </td><td>1×1</td><td>temperate</td><td align=left>office block</td></tr>
<tr><td nowrap valign=top><tt>0E</tt>..<tt>10</tt> </td><td>1×1</td><td>temperate</td><td align=left>various types of shops and offices</td></tr>
<tr><td nowrap valign=top><tt>11</tt> </td><td>1×1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>modern office building</td></tr>
<tr><td nowrap valign=top><tt>12</tt> </td><td>1×1</td><td>temperate</td><td align=left>warehouse</td></tr>
<tr><td nowrap valign=top><tt>13</tt> </td><td>1×1</td><td>temperate</td><td align=left>office block (with spiral stairway on the side)</td></tr>
<tr><td nowrap valign=top><tt>14</tt>..<tt>17</tt> </td><td>2×2</td><td>temperate</td><td align=left>stadium</td></tr>
<tr><td nowrap valign=top><tt>18</tt> </td><td>1×1</td><td>temperate</td><td align=left>old houses</td></tr>
<tr><td nowrap valign=top><tt>19</tt> </td><td>1×1</td><td>temperate</td><td align=left>cottages</td></tr>
<tr><td nowrap valign=top><tt>1A</tt> </td><td>1×1</td><td>temperate</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>1B</tt> </td><td>1×1</td><td>temperate</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>1C</tt> </td><td>1×1</td><td>temperate</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>1D</tt> </td><td>1×1</td><td>temperate</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>1E</tt> </td><td>1×1</td><td>temperate, sub-tropical</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>1F</tt> </td><td>1×1</td><td>temperate</td><td align=left>theatre</td></tr>
<tr><td nowrap valign=top><tt>20</tt>..<tt>23</tt> </td><td>2×2</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>stadium (modern style)</td></tr>
<tr><td nowrap valign=top><tt>24</tt> </td><td>1×1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>offices (the modern 'vertical tube' style)</td></tr>
<tr><td nowrap valign=top><tt>25</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>26</tt> </td><td>1×1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>27</tt> </td><td>1×1</td><td>temperate</td><td align=left>cinema</td></tr>
<tr><td nowrap valign=top><tt>28</tt>..<tt>2B</tt> </td><td>2×2</td><td>temperate</td><td align=left>shopping mall</td></tr>
<tr><td nowrap valign=top><tt>2C</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>2D</tt> </td><td>1×1</td><td>snow</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>2E</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>2F</tt> </td><td>1×1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>30</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>31</tt> </td><td>1×1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>32</tt> </td><td>1×1</td><td>sub-arctic, sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>33</tt> </td><td>1×1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>34</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>35</tt> </td><td>1×1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>36</tt> </td><td>1×1</td><td>sub-arctic, sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>37</tt> </td><td>1×1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>38</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>39</tt> </td><td>1×1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>3A</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>3B</tt> </td><td>1×1</td><td>snow</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>3C</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>3D</tt> </td><td>1×1</td><td>snow</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>3E</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>3F</tt> </td><td>1×1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>40</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>41</tt> </td><td>1×1</td><td>snow</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>42</tt>..<tt>43</tt> </td><td>1×2</td><td>sub-arctic</td><td align=left>hotel</td></tr>
<tr><td nowrap valign=top><tt>44</tt>..<tt>45</tt> </td><td>1×2</td><td>snow</td><td align=left>hotel</td></tr>
<tr><td nowrap valign=top><tt>46</tt> </td><td>1×1</td><td>sub-arctic, sub-tropical</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>47</tt> </td><td>1×1</td><td>snow</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>48</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>49</tt> </td><td>1×1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>4A</tt>..<tt>4B</tt> </td><td>2×1</td><td>sub-arctic</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>4C</tt>..<tt>4D</tt> </td><td>2×1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>4E</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>houses (with a tree in a corner)</td></tr>
<tr><td nowrap valign=top><tt>4F</tt>, <tt>50</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>51</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>houses (suburb-type)</td></tr>
<tr><td nowrap valign=top><tt>52</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>53</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>54</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>houses (with two trees in front)</td></tr>
<tr><td nowrap valign=top><tt>55</tt>, <tt>56</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>57</tt>..<tt>58</tt> </td><td>2×1</td><td>sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>59</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>5A</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>5B</tt> </td><td>1×1</td><td>toyland</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>5C</tt>..<tt>61</tt> </td><td>1×1</td><td>toyland</td><td align=left>various types of toyland houses</td></tr>
<tr><td nowrap valign=top><tt>62</tt> </td><td>1×1</td><td>toyland</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>63</tt>..<tt>64</tt> </td><td>1×2</td><td>toyland</td><td align=left>houses ('shoe' style)</td></tr>
<tr><td nowrap valign=top><tt>65</tt> </td><td>1×1</td><td>toyland</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>66</tt> </td><td>1×1</td><td>toyland</td><td align=left>igloo</td></tr>
<tr><td nowrap valign=top><tt>67</tt> </td><td>1×1</td><td>toyland</td><td align=left>tepees</td></tr>
<tr><td nowrap valign=top><tt>68</tt>, <tt>69</tt> </td><td>1×1</td><td>toyland</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>6A</tt> </td><td>1×1</td><td>toyland</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>6B</tt> </td><td>1×1</td><td>toyland</td><td align=left>statue</td></tr>
<tr><td nowrap valign=top><tt>6C</tt> </td><td>1×1</td><td>toyland</td><td align=left>teapot-house</td></tr>
<tr><td nowrap valign=top><tt>6D</tt> </td><td>1×1</td><td>toyland</td><td align=left>piggy-bank</td></tr>
<tr><td colspan=2></td></tr> <!-- spacer -- -- (and I don't mean a walk) -->
</table></li>
<li>map3_lo bits 7..6: stage of construction (<tt>3</tt> = completed)</li>
<li>map5 bits 2..0: construction counter, for buildings under construction incremented on every periodic tile processing, on wraparound the stage of construction in map3_lo is increased</li>
<li>for large office blocks (types <tt>04</tt> and <tt>05</tt>):
<ul>
<li>map_owner bits 6..0: position of the lift</li>
<li>map_owner bit 7: if set the lift is moving</li>
<li>map5 bit 7: if set then map5 bits 5..0 hold the final position of the lift divided by 6 (valid values 0..6 except 1)</li>
</ul></li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class4"><tt> 4 </tt></a></td><td>
Trees
<ul>
<li>map5 bits 7..6: number of trees minus one</li>
<li>map5 bits 2..0: growth status: <tt>0</tt>..<tt>2</tt> - one of trees is growing, <tt>3</tt> - all trees are fully grown, <tt>4</tt>..<tt>6</tt> - one of trees is withering</li>
<li>map3_lo bits 7..0: type of trees:
<table>
<tr><td nowrap valign=top><tt>00</tt>..<tt>0B</tt> </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>
(note: the actually displayed set of trees depends on both type and number of trees)
</li>
<li>map3_hi bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
<li>map3_hi bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)</li>
<li>map2 bits 5..4:
<table>
<tr><td nowrap valign=top><tt>0</tt> </td><td align=left>on grass</td></tr>
<tr><td nowrap valign=top><tt>1</tt> </td><td align=left>on rough land</td></tr>
<tr><td nowrap valign=top><tt>2</tt> </td><td align=left>on snow or desert; map2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
</td></tr>
</table></li>
<li>map2 bits 3..0: update counter, incremented on every periodic processing, on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class5"><tt> 5 </tt></a></td><td>
Station tile
<ul>
<li>map5: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt>..<tt>07</tt> </td><td align=left>railway station
<br><tt>00</tt>..<tt>01</tt> - open platform, <tt>02</tt>..<tt>03</tt> - open platform with station building, <tt>04</tt>....<tt>07</tt> - roofed platform
<br>bit 0: clear = in X direction, set = in Y direction
</td></tr>
<tr><td nowrap valign=top><tt>08</tt>..<tt>33</tt> </td><td align=left>large airport
<table>
<tr><td nowrap valign=top><tt>0B</tt> </td><td align=left>pad 1</td></tr>
<tr><td nowrap valign=top><tt>16</tt>..<tt>19</tt> </td><td align=left>runway middle</td></tr>
<tr><td nowrap valign=top><tt>1A</tt> </td><td align=left>runway ending</td></tr>
<tr><td nowrap valign=top><tt>1C</tt> </td><td align=left>control tower</td></tr>
<tr><td nowrap valign=top><tt>20</tt> </td><td align=left>hangar</td></tr>
<tr><td nowrap valign=top><tt>21</tt> </td><td align=left>pad 3</td></tr>
<tr><td nowrap valign=top><tt>22</tt> </td><td align=left>pad 2</td></tr>
<tr><td nowrap valign=top><tt>27</tt>..<tt>32</tt> </td><td align=left>radar (animated)</td></tr>
<tr><td nowrap valign=top><tt>33</tt> </td><td align=left>transmitter</td></tr>
</table>
The initial layout of a large airport is (rows in Y direction, columns in X direction):
<pre>
1F 1B 1E 33 26 1A
09 24 0B 0C 0D 16
21 1D 23 0E 0F 17
09 22 0D 11 10 18
09 08 14 13 12 19
20 0A 15 1C 27 1A
</pre>
</td></tr>
<tr><td nowrap valign=top><tt>34</tt>..<tt>41</tt> </td><td align=left>small airport
<table>
<tr><td nowrap valign=top><tt>3A</tt>..<tt>3D</tt> </td><td align=left>field with the wind meter (animated)</td></tr>
<tr><td nowrap valign=top><tt>3E</tt> </td><td align=left>runway south ending</td></tr>
<tr><td nowrap valign=top><tt>3F</tt> </td><td align=left>runway middle</td></tr>
<tr><td nowrap valign=top><tt>40</tt> </td><td align=left>runway north ending</td></tr>
<tr><td nowrap valign=top><tt>41</tt> </td><td align=left>hangar</td></tr>
</table>
The initial layout of a small airport is (rows in Y direction, columns in X direction):
<pre>
36 3A 40
35 39 3F
34 38 3F
41 37 3E
</pre>
</td></tr>
<tr><td nowrap valign=top><tt>42</tt> </td><td align=left>heliport</td></tr>
<tr><td nowrap valign=top><tt>43</tt>..<tt>46</tt> </td><td align=left>lorry loading area;
exit towards: <tt>43</tt> - NE, <tt>44</tt> - SE, <tt>45</tt> - SW, <tt>46</tt> - NW
</td></tr>
<tr><td nowrap valign=top><tt>47</tt>..<tt>4A</tt> </td><td align=left>bus station;
exit towards: <tt>47</tt> - NE, <tt>48</tt> - SE, <tt>49</tt> - SW, <tt>4A</tt> - NW
<tr><td nowrap valign=top><tt>4B</tt> </td><td align=left>oilfield</td></tr>
<tr><td nowrap valign=top><tt>4C</tt>..<tt>51</tt> </td><td align=left>ship dock;
<tt>4C</tt> - SW coast part, <tt>4D</tt> - NW coast part, <tt>4E</tt> - NE coast part, <tt>4F</tt> - SE coast part, <tt>50</tt> - X direction water part, <tt>51</tt> - Y direction water part
<tr><td nowrap valign=top><tt>52</tt> </td><td align=left>buoy</td></tr>
</td></tr>
<tr><td colspan=2></td></tr> <!-- spacer -->
</table>
</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the station</li>
<li>map2: index into the <a href="#_StationArray">array of stations</a></li>
<li>map3_lo bits 0..3: <a href="#TrackType">track type</a> for railway stations, must be 0 for all the other stations</li>
<li>map3_lo bit 4 = use custom sprite (valid only railway stations FOR NOW)</li>
<li>map3_hi = custom station id</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class6"><tt> 6 </tt></a></td><td>
<ul>
<li>map5: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt> </td><td align=left>water</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)
<tr><td nowrap valign=top><tt>11</tt> </td><td align=left>middle part, (NW-SE direction)
<tr><td nowrap valign=top><tt>12</tt> </td><td align=left>middle part, (NE-SW direction)
<tr><td nowrap valign=top><tt>13</tt> </td><td align=left>middle part, (SE-NW direction)
<tr><td nowrap valign=top><tt>14</tt> </td><td align=left>lower part, (SW-NE direction)
<tr><td nowrap valign=top><tt>15</tt> </td><td align=left>lower part, (NW-SE direction)
<tr><td nowrap valign=top><tt>16</tt> </td><td align=left>lower part, (NE-SW direction)
<tr><td nowrap valign=top><tt>17</tt> </td><td align=left>lower part, (SE-NW direction)
<tr><td nowrap valign=top><tt>18</tt> </td><td align=left>upper part, (SW-NE direction)
<tr><td nowrap valign=top><tt>19</tt> </td><td align=left>upper part, (NW-SE direction)
<tr><td nowrap valign=top><tt>1A</tt> </td><td align=left>upper part, (NE-SW direction)
<tr><td nowrap valign=top><tt>1B</tt> </td><td align=left>upper part, (SE-NW direction)
</table>
<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)
<tr><td nowrap valign=top><tt>81</tt> </td><td align=left>ship depot, SW part (X direction)
<tr><td nowrap valign=top><tt>82</tt> </td><td align=left>ship depot, NW part (Y direction)
<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>
<li>map_owner: <a href="#OwnershipInfo">owner</a> (for water and coasts normally <tt>11</tt>)</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class7"><tt> 7 </tt></a></td><td>
Void
<p>
Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map, so as to protect several algorithms from the consequences of a wraparound at the edges.
</p>
</td></tr>
<tr><td valign=top nowrap><a name="Class8"><tt> 8 </tt></a></td><td>
Industry tile
<ul>
<li>map5: type:
<br><small>(note: this is not the same as the <a href="#industry.type">industry type</a> stored in the <a href="#_IndustryArray">array of industries</a>)</small>
<table>
<tr><td nowrap valign=top><tt>00</tt>..<tt>06</tt> </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; animation state in map_owner bits 5..0; map_owner bit 6 set = sound already generated</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>07</tt>..<tt>0A</tt> </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 map_owner bits 5..2 (valid range <tt>0</tt>..<tt>7</tt>)</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>0B</tt>..<tt>0F</tt> </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 map_owner bits 1..0</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 map_owner bits 5..0; map_owner 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 map_owner bits 5..0; map_owner bit 6 set = sound already generated</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>59</tt>..<tt>5A</tt> </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 map3_lo (valid range <tt>00</tt>..<tt>31</tt>)<br>
tile animation is started (map3_hi zeroed) on the periodic processing if <a href="#industry.didtransform">field <tt>2C</tt></a> in the corresponding industry array entry is nonzero<br>
while the animation is in progress (see the <a href="#_AnimatedTilesList">array at <tt>04328</tt></a>) map3_hi holds the number of animation cycles that have already taken place; when this number reaches 8 the animation is stopped</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>94</tt>..<tt>9B</tt> </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 map3_lo (valid range <tt>00</tt>..<tt>27</tt>)</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>A4</tt>..<tt>A6</tt> </td><td align=left>toffee quarry
<table>
<tr><td nowrap valign=top><tt>A5</tt> </td><td align=left>animated part; animation state in map3_lo (valid range <tt>00</tt>..<tt>45</tt>)</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>A7</tt>..<tt>AE</tt> </td><td align=left>sugar mine
<table>
<tr><td nowrap valign=top><tt>AE</tt> </td><td align=left>animated part; animation state in map3_lo (valid range <tt>00</tt>..<tt>5F</tt>)</td></tr>
</table>
</td></tr>
<tr><td colspan=2></td></tr> <!-- spacer -->
</table></li>
<li>map2: index into the <a href="#_IndustryArray">array of industries</a>
</li>
<li>map_owner bit 7: clear = under construction
<ul>
<li>map_owner bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
</li>
</ul></li>
<li>map_owner bits 1..0: stage of construction (<tt>3</tt> = completed), incremented when the construction counter wraps around
<br>the meaning is different for some animated tiles which are never under construction (types <tt>01</tt>, <tt>1E</tt>..<tt>20</tt>, <tt>30</tt>, <tt>58</tt>; see above)
</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class9"><tt> 9 </tt></a></td><td>
map5 bits 7..4 clear: tunnel entrance/exit
<ul>
<li>map5 bits 3..2: <tt>0</tt> - railway tunnel, <tt>1</tt> - road tunnel</li>
<li>map5 bits 1..0 - direction: entrance towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the tunnel</li>
<li>map3_lo bits 3..0 = <a href="#TrackType">track type</a> for railway tunnel, must be 0 for road tunnel</li>
<li>map3_hi bit 7 set = on snow or desert</li>
</ul>
map5 bit 7 set: bridge
<ul><li>
map5 bit 6 clear: bridge ending
<ul>
<li>map5 bit 5: clear - northern, set - southern ending</li>
<li>map3_lo bits 3..0 = <a href="#TrackType">type of track</a> on the bridge, must be 0 for road bridge</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the bridge</li>
</ul>
map5 bit 6 set: bridge middle part
<ul>
<li>map5 bit 5 clear:
<ul>
<li>map5 bits 4..3: land under bridge: <tt>0</tt> - grass, snow or desert, <tt>1</tt> - water</li>
</ul>
map5 bit 5 set:
<ul>
<li>map5 bits 4..3: transport route under bridge: <tt>0</tt> - railway, <tt>1</tt> - road</li>
</ul>
<li>map3_lo bits 7..4 = <a href="#TrackType">type of track</a> on the bridge, must be 0 for road bridge</li>
<li>map3_lo bits 3..0 = <a href="#TrackType">type of track</a> under the bridge, if any</li>
<li>map2 bits 3..0: bridge piece (<tt>0</tt>..<tt>5</tt>)
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the land under bridge</li>
</ul></li>
<li>map5 bits 2..1: <tt>0</tt> - railway bridge, <tt>1</tt> - road bridge</li>
<li>map5 bit 0: clear - bridge in the X direction, set - bridge in the Y direction</li>
<li>map2 bits 7..4: <a name="BridgeType">bridge type</a>:
<table>
<tr><th align=left>Type </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>
</table></li>
<li>map3_hi bit 7 set = on snow or desert</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="ClassA"><tt> A </tt></a></td><td>
<ul>
<li>map5: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt> </td><td align=left>transmitter</td></tr>
<tr><td nowrap valign=top><tt>01</tt> </td><td align=left>lighthouse</td></tr>
<tr><td nowrap valign=top><tt>02</tt> </td><td align=left>company statue</td></tr>
<tr><td nowrap valign=top><tt>03</tt> </td><td align=left>company-owned land</td></tr>
<tr><td nowrap valign=top><tt>80</tt>..<tt>93</tt> </td><td align=left>company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance)</td></tr>
</table>
</li>
<li>map_owner: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
</ul>
</td></tr>
<tr><td colspan=2>
Classes <tt>B</tt> through <tt>F</tt> are reserved. The presence of a tile in one of the reserved classes will crash TTD.
</td></tr>
</table>
<hr>
Copyright © 2003 by Marcin Grzegorczyk.<br>
Transport Tycoon and Transport Tycoon Deluxe are Copyright © by Chris Sawyer. All the other trademarks are the property of their respective owners.<br>
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