Landscape

Five arrays are used to encode the information of the contents of each tile. These arrays are referred to as map_owner, map2, map3_lo, type_and_height and map5. 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.

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).

TTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.

ClassMeaning & details of encoding
0
  • map5 bits 4..0: tile type:
    00  bare land
    01  1/3 grass
    02  2/3 grass
    03  full grass
    07  rough land
    0B  rocks
    0F  fields; type of fields in map3_lo 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
  • map5 bits 7..6: update counter, incremented on every periodic processing for tile types other than 03, 07, 0B and 10 and above, on wraparound the tile is updated (for fields, the type of fields in map3_lo is increased, for other types the tile type in map5 is increased)
    (for snow and desert, these bits are not used, tile is updated on every periodic processing)
  • map_owner: owner of the tile (normally 10)
  • 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
1 map5 bit 7 clear: railway track
  • map5 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)
  • map5 bit 6 set = with signals:
    • map3_lo 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
    • map2 bits 7..4: bit clear = signal shows red; same bits as in map3_lo
    • OpenTTD bits in map3_hi:
      bits 1..0: type of signal:
      00: normal signals
      01: pre-signals
      10: exit-signals
      11: combo-signals
      bit 2: set = semaphore signals, clear = light signals
  • map_owner: owner of the track
  • map2 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
  • map3_lo bits 0..3 = track type: 0 - conventional railway, 1 - monorail, 2 - maglev
map5 bits 7 and 6 set: railway depot / checkpoints
  • map5 value C0..C3: railway depot
    map5 bits 1..0 - direction: exit towards: 00 = NE, 01 = SE, 02 = SW, 03 = NW
  • map5 value C4..C5: checkpoint
    bit 0: clear = in X direction, set = in Y direction

  • map_owner: owner of the depot / checkpoint
  • map3_lo bits 0..3 = track type
  • map3_lo bit 4 = use custom sprite (valid only for the checkpoint)
  • map3_hi = custom station id
2 map5 bits 7..4 clear: road
  • map5 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
  • map_owner: owner of the road
  • map2: Index into the array of towns, 0 for non-town roads
  • map3_hi bits 0..3: counter for the roadworks
  • map3_hi 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
  • map3_hi bit 7 set = on snow or desert
map5 bit 4 set, bits 7..5 clear: level crossing
  • map5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)
  • map5 bit 2: set if crossing lights are on
  • map_owner: owner of the railway track
  • map2: Index into the array of towns, 0 for non-town roads
  • map3_lo bits 0..7: owner of the road
  • map3_hi bits 3..0: track type
  • map3_hi bits 4..6: 0 - on bare land, 1 - on grass, 2 or higher - paved
  • map3_hi bit 7 set = on snow or desert
map5 bit 5 set: road depot
  • map5 bits 3..0 - direction: exit towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
  • map_owner: owner of the depot
  • map3_hi bit 7 set = on snow or desert (not displayed, but set internally)
3 Town building
  • map2: Index into the array of towns
  • map3_hi: 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
  • map3_lo bits 7..6: stage of construction (3 = completed)
  • 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
  • for large office blocks (types 04 and 05):
    • map_owner bits 6..0: position of the lift
    • map_owner bit 7: if set the lift is moving
    • 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)
4 Trees
  • map5 bits 7..6: number of trees minus one
  • map5 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
  • map3_lo 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)
  • map3_hi bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)
  • map3_hi bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)
  • map2 bits 5..4:
    0  on grass
    1  on rough land
    2  on snow or desert; map2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
  • map2 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)
  • map_owner: owner (normally 10)
5 Station tile
  • map5: 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
  • map_owner: owner of the station
  • map2: index into the array of stations
  • map3_lo bits 0..3: track type for railway stations, must be 0 for all the other stations
  • map3_lo bit 4 = use custom sprite (valid only railway stations FOR NOW)
  • map3_hi = custom station id
6
  • map5: 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)
  • map_owner: owner (for water and coasts normally 11)
7 Void

Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map, so as to protect several algorithms from the consequences of a wraparound at the edges.

8 Industry tile
  • map5: 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 map_owner bits 5..0; map_owner bit 6 set = sound already generated
    07..0A  power station
    08  chimney
    0A  transformer; animation progress in map_owner 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 map_owner 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 map_owner bits 5..0; map_owner 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 map_owner bits 5..0; map_owner 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 map3_lo (valid range 00..31)
    tile animation is started (map3_hi 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) map3_hi 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 map3_lo (valid range 00..27)
    A4..A6  toffee quarry
    A5  animated part; animation state in map3_lo (valid range 00..45)
    A7..AE  sugar mine
    AE  animated part; animation state in map3_lo (valid range 00..5F)
  • map2: index into the array of industries
  • map_owner bit 7: clear = under construction
    • map_owner bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
  • map_owner bits 1..0: stage of construction (3 = completed), incremented when the construction counter wraps around
    the meaning is different for some animated tiles which are never under construction (types 01, 1E..20, 30, 58; see above)
9 map5 bits 7..4 clear: tunnel entrance/exit
  • map5 bits 3..2: 0 - railway tunnel, 1 - road tunnel
  • map5 bits 1..0 - direction: entrance towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
  • map_owner: owner of the tunnel
  • map3_lo bits 3..0 = track type for railway tunnel, must be 0 for road tunnel
  • map3_hi bit 7 set = on snow or desert
map5 bit 7 set: bridge
  • map5 bit 6 clear: bridge ending
    • map5 bit 5: clear - northern, set - southern ending
    • map3_lo bits 3..0 = type of track on the bridge, must be 0 for road bridge
    • map_owner: owner of the bridge
    map5 bit 6 set: bridge middle part
    • map5 bit 5 clear:
      • map5 bits 4..3: land under bridge: 0 - grass, snow or desert, 1 - water
      map5 bit 5 set:
      • map5 bits 4..3: transport route under bridge: 0 - railway, 1 - road
    • map3_lo bits 7..4 = type of track on the bridge, must be 0 for road bridge
    • map3_lo bits 3..0 = type of track under the bridge, if any
    • map2 bits 3..0: bridge piece (0..5)
    • map_owner: owner of the land under bridge
  • map5 bits 2..1: 0 - railway bridge, 1 - road bridge
  • map5 bit 0: clear - bridge in the X direction, set - bridge in the Y direction
  • map2 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
  • map3_hi bit 7 set = on snow or desert
A
  • map5: 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)
  • map_owner: owner of the object (for lighthouses and transmitters normally 10)
Classes B through F are reserved. The presence of a tile in one of the reserved classes will crash TTD.

Copyright © 2003 by Marcin Grzegorczyk.
Transport Tycoon and Transport Tycoon Deluxe are Copyright © by Chris Sawyer. All the other trademarks are the property of their respective owners.