Files
@ r5000:af9fc7861527
Branch filter:
Location: cpp/openttd-patchpack/source/docs/landscape.html
r5000:af9fc7861527
41.3 KiB
text/html
(svn r7013) Add glyphs for the interpunct. This is mainly useful for the catalan translation
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 | <!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2 Final//EN">
<html>
<head>
<meta name="Author" content="Marcin Grzegorczyk">
<meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays">
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<title>OpenTTD Landscape Internals</title>
</head>
<body>
<h3><a name="Landscape">Landscape</a></h3>
<p>
Five attributes hold the information about a tile.
These attributes are referred to as
"<span style="font-weight: bold;">type_height</span>",
"<span style="font-weight: bold;">m1</span>",
"<span style="font-weight: bold;">m2</span>",
"<span style="font-weight: bold;">m3</span>",
"<span style="font-weight: bold;">m4</span>" and
"<span style="font-weight: bold;">m5</span>".
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.
For a graphical represenation of the tile-layout have a look at <a href="landscape_grid.html">Landscape grid</a> page.
</p>
<p>
OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.
</p>
<table border=1 cellpadding=3>
<tr><th align=left>Class</th><th align=left>Meaning & details of encoding</th></tr>
<tr><td valign=top nowrap><a name="Class0"><tt> 0 </tt></a></td><td>
<ul>
<li>m5 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 m3 bits 3..0 (legal values: 0 through 9)<br>
m2: Index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed </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>m5 bits 7..5: 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 m3 is increased, for other types the tile type in m5 is increased)
<br>(for snow and desert, these bits are not used, tile is updated on every periodic processing)
</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)
</li>
<li>m4 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>
m5 bit 7 clear: railway track
<ul>
<li>m5 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>m5 bit 6 set = with signals:
<ul>
<li>m3 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>m2 bits 7..4: bit clear = signal shows red; same bits as in m3</li>
<li>OpenTTD bits in m4:
<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>m1: <a href="#OwnershipInfo">owner</a> of the track
</li>
<li>m2 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>m3 bits 0..3 = <a name="TrackType">track type</a>: <tt>0</tt> - conventional railway, <tt>1</tt> - electrified railway, <tt>2</tt> - monorail, <tt>3</tt> - maglev
</ul>
m5 bits 7 and 6 set: railway depot / checkpoints
<ul>
<li>m5 value C0..C3: railway depot
<br>m5 bits 1..0 - direction: exit towards: <tt>00</tt> = NE, <tt>01</tt> = SE, <tt>02</tt> = SW, <tt>03</tt> = NW</li>
<li>m5 value C4..C5: checkpoint
<br>bit 0: clear = in X direction, set = in Y direction
<br>
<br>
<li>m1: <a href="#OwnershipInfo">owner</a> of the depot / checkpoint</li>
<li>m2: For waypoints, index into the array of waypoints.</li>
<li>m3 bits 0..3 = <a href="#TrackType">track type</a></li>
<li>m4 bits 0..3 = ground type, as per m2 bits 0..3 for railway tiles.</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class2"><tt> 2 </tt></a></td><td>
m5 bits 7..4 clear: road
<ul>
<li>m5 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>m1: <a href="#OwnershipInfo">owner</a> of the road</li>
<li>m2: Index into the array of towns, 0 for non-town roads</li>
<li>m4 bits 0..3: counter for the roadworks</li>
<li>m4 bits 4..6: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> - paved, <tt>3</tt> - with streetlights, <tt>5</tt> - tree-lined, <tt>6</tt> - on grass with road works, <tt>7</tt> - paved with road works</li>
<li>m4 bit 7 set = on snow or desert</li>
</ul>
m5 bit 4 set, bits 7..5 clear: level crossing
<ul>
<li>m5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)</li>
<li>m5 bit 2: set if crossing lights are on</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the railway track</li>
<li>m2: Index into the array of towns, 0 for non-town roads</li>
<li>m3 bits 0..7: <a href="#OwnershipInfo">owner</a> of the road</li>
<li>m4 bits 3..0: <a href="#TrackType">track type</a></li>
<li>m4 bits 4..6: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> or higher - paved</li>
<li>m4 bit 7 set = on snow or desert</li>
</ul>
m5 bit 5 set: road depot
<ul>
<li>m5 bits 3..0 - direction: exit towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the depot</li>
<li>m4 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>m2: Index into the array of towns</li>
<li>m4: <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>m3 bits 7..6: stage of construction (<tt>3</tt> = completed)</li>
<li>m5 bits 2..0: construction counter, for buildings under construction incremented on every periodic tile processing, on wraparound the stage of construction in m3 is increased</li>
<li>for large office blocks (types <tt>04</tt> and <tt>05</tt>):
<ul>
<li>m1 bits 6..0: position of the lift</li>
<li>m1 bit 7: if set the lift is moving</li>
<li>m5 bit 7: if set then m5 bits 5..0 hold the destination floor of the lift, which could be 0..6, except 1, so the building has 6 effective floors. This due to the fact that the first floor is 2 'normal' floors high. One 'normal' floor has a height of 6 lift positions.</li>
</ul></li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class4"><tt> 4 </tt></a></td><td>
Trees
<ul>
<li>m5 bits 7..6: number of trees minus one</li>
<li>m5 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>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>
(note: the actually displayed set of trees depends on both type and number of trees)
</li>
<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
<li>m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)</li>
<li>m2 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; m2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
</td></tr>
</table></li>
<li>m2 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>m1: <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>m5: 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>m1: <a href="#OwnershipInfo">owner</a> of the station</li>
<li>m2: index into the <a href="#_StationArray">array of stations</a></li>
<li>m3 bits 0..3: <a href="#TrackType">track type</a> for railway stations, must be 0 for all the other stations</li>
<li>m3 bits 4..7: persistent random data for newstations</li>
<li>m4 = custom station id; 0 means standard graphics</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class6"><tt> 6 </tt></a></td><td>
<ul>
<li>m5: 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>m1: <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>m5: 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 m1 bits 5..0; m1 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 m1 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 m1 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 m1 bits 5..0; m1 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 m1 bits 5..0; m1 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 m3 (valid range <tt>00</tt>..<tt>31</tt>)<br>
tile animation is started (m4 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>) m4 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 m3 (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 colspan=2></td></tr> <!-- spacer -->
</table></li>
<li>m2: index into the <a href="#_IndustryArray">array of industries</a>
</li>
<li>m1 bit 7: clear = under construction
<ul>
<li>m1 bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
</li>
</ul></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>
</td></tr>
<tr><td valign=top nowrap><a name="Class9"><tt> 9 </tt></a></td><td>
m5 bits 7..4 clear: tunnel entrance/exit
<ul>
<li>m5 bits 3..2: <tt>0</tt> - railway tunnel, <tt>1</tt> - road tunnel</li>
<li>m5 bits 1..0 - direction: entrance towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the tunnel</li>
<li>m3 bits 3..0 = <a href="#TrackType">track type</a> for railway tunnel, must be 0 for road tunnel</li>
<li>m4 bit 7 set = on snow or desert</li>
</ul>
m5 bit 7 set: bridge
<ul><li>
m5 bit 6 clear: bridge ending
<ul>
<li>m5 bit 5: clear - northern, set - southern ending</li>
<li>m3 bits 3..0 = <a href="#TrackType">type of track</a> on the bridge, must be 0 for road bridge</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the bridge</li>
</ul>
m5 bit 6 set: bridge middle part
<ul>
<li>m5 bit 5 clear:
<ul>
<li>m5 bits 4..3: land under bridge: <tt>0</tt> - grass, snow or desert, <tt>1</tt> - water</li>
</ul>
m5 bit 5 set:
<ul>
<li>m5 bits 4..3: transport route under bridge: <tt>0</tt> - railway, <tt>1</tt> - road</li>
</ul>
<li>m3 bits 7..4 = <a href="#TrackType">type of track</a> on the bridge, must be 0 for road bridge</li>
<li>m3 bits 3..0 = <a href="#TrackType">type of track</a> under the bridge, if any</li>
<li>m2 bits 3..0: bridge piece (<tt>0</tt>..<tt>5</tt>)
<li>m1: <a href="#OwnershipInfo">owner</a> of the land under bridge</li>
</ul></li>
<li>m5 bits 2..1: <tt>0</tt> - railway bridge, <tt>1</tt> - road bridge</li>
<li>m5 bit 0: clear - bridge in the X direction, set - bridge in the Y direction</li>
<li>m2 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>m4 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>m5: 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>m1: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
</ul>
</td></tr>
<tr><td colspan=2>
Classes <tt>B</tt> through <tt>F</tt> are reserved. The presence of a tile in one of the reserved classes will crash OTTD.
</td></tr>
</table>
<hr>
Original Copyright © 2003 by Marcin Grzegorczyk for TTDLX.<br>
Transport Tycoon and Transport Tycoon Deluxe are Copyright © by Chris Sawyer. All the other trademarks are the property of their respective owners.<br>
</body>
</html>
|