### Landscape

Seven attributes (counting "type_height") hold the informations about a tile.
These attributes are referred to as "type_height", "m1", "m2", "m3", "m4", "m5" and "m6".
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 representation of the tile-layout have a look at Landscape grid page.

The owner of a tile, as frequently associated with attribute m1, can be either players (human or AI) or "Game entities". They are identified using:

`00` | current player
`01..08` | AI or network players
`0F` | a town owns the tile
`10` | nobody owns the tile
`11` | "water" owns the tile
`FF` | spectator in MP or in scenario editor

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

Class | Meaning & details of encoding
--- | ---
- `0` | m5 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 m3 bits 3..0 (legal values: 0 through 9) m2: Index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed
  `10` | 1/4 snow
  `11` | 2/4 snow
  `12` | 3/4 snow
  `13` | full snow
  `15` | partial desert
  `17` | full desert
m5 bits 7..5: update counter, incremented on every periodic processing for tile types, other than `03`, `07`, `0B`, `10` and above. on wraparound, the tile is updated (for fields, the type of fields in m3 is increased, for other types the tile type in m5 is increased). For snow and desert, these bits are not used, tile is updated on every periodic processing. m1: owner of the tile (normally `10`) 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
- - `1` | m5 bit 7 clear: railway track m5 bits 0..5: track layout: bit set = track present:
    bit 0: | in the X direction
    bit 1: | in the Y direction
    bit 2: | in the north corner (direction W-E)
    bit 3: | in the south corner (direction W-E)
    bit 4: | in the west corner (direction N-S)
    bit 5: | in the east corner (direction N-S)
  - - - m5 bit 6 set = with signals: m3 bits 7..4: bit set = signal present: For track in the X direction:
        bit 6: | signal in the SW direction
        bit 7: | signal in the NE direction
      - For track in the Y direction:
        bit 6: | signal in the NW direction
        bit 7: | signal in the SE direction
      - For tracks in the W-E direction:
        bit 4: | signal in the W direction on the track in the S corner
        bit 5: | signal in the E direction on the track in the S corner
        bit 6: | signal in the W direction on the track in the N corner
        bit 7: | signal in the E direction on the track in the N corner
      - For tracks in the N-S direction:
        bit 4: | signal in the S direction on the track in the E corner
        bit 5: | signal in the N direction on the track in the E corner
        bit 6: | signal in the S direction on the track in the W corner
        bit 7: | signal in the N direction on the track in the W corner
    - m2 bits 7..4: bit clear = signal shows red; same bits as in m3 OpenTTD bits in m2:
      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
  - m1: owner of the track m4 bits 0..3:
    `0` | on bare land
    `1` | on grass, no fences
    `2` | fence on the NW side
    `3` | fence on the SE side
    `4` | fences on the NW and SE sides
    `5` | fence on the NE side
    `6` | fence on the SW side
    `7` | fences on the NE and SW sides
    `8` | fence on the E side (track in the W corner)
    `9` | fence on the W side (track in the E corner)
    `A` | fence on the S side (track in the N corner)
    `B` | fence on the N side (track in the S corner)
    `C` | on snow or desert
  - m3 bits 0..3 = track type:
    `0` | conventional railway
    `1` | electrified railway
    `2` | monorail
    `3` | maglev
- - m5 bit 7 set: railway depot / checkpoints m5 value C0..C3: railway depot
    m5 bits 1..0
    direction: exit towards:
    `00` | NE
    `01` | SE
    `02` | SW
    `03` | NW
  - m5 value 80..81: checkpoint
    bit 0
    clear | in X direction
    set | in Y direction
m1: owner of the depot / checkpoint m2: For waypoints, index into the array of waypoints. m3 bits 0..3 = track type m4 bits 0..3 = ground type, as per m4 bits 0..3 for railway tiles.
- - `2` | m5 bits 7..4 clear: road m5 bits 3..0: road layout: bit set = road piece present:
    bit 0: | NW piece
    bit 1: | SW piece
    bit 2: | SE piece
    bit 3: | NE piece
  - m1: owner of the road m2: Index into the array of towns, 0 for non-town roads m3 bits 0..3: counter for the roadworks m3 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
m3 bit 7 set = on snow or desert m5 bit 4 set, bits 7..5 clear: level crossing m5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular) m5 bit 2: set if crossing lights are on m1: owner of the railway track m2: Index into the array of towns, 0 for non-town roads m4 bits 0..7: owner of the road m3 bits 3..0: track type m3 bits 4..6: `0` - on bare land, `1` - on grass, `2` or higher - paved m3 bit 7 set = on snow or desert m5 bit 5 set: road depot m5 bits 3..0 - direction: exit towards: `0` = NE, `1` = SE, `2` = SW, `3` = NW m1: owner of the depot m3 bit 7 set = on snow or desert (not displayed, but set internally)
- `3` | Town building m2: Index into the array of towns m4: town building type: Note: In the climate list, 'sub-arctic' means below the snow line, and 'snow' means above the snow line in the sub-arctic climate.
  Type | Size | Climates | Description
  --- | --- | --- | ---
  `00` | 1×1 | temperate | tall office block
  `01` | 1×1 | temperate | office block
  `02` | 1×1 | temperate | small block of flats
  `03` | 1×1 | temperate | church
  `04` | 1×1 | temperate, sub-arctic, sub-tropical | large office block
  `05` | 1×1 | snow | large office block
  `06` | 1×1 | temperate | town houses
  `07`..`08` | 1×2 | temperate | hotel
  `09` | 1×1 | temperate, sub-arctic, sub-tropical | statue
  `0A` | 1×1 | temperate, sub-arctic, sub-tropical | fountain
  `0B` | 1×1 | temperate | park (with a pond)
  `0C` | 1×1 | temperate | park (with an alley)
  `0D` | 1×1 | temperate | office block
  `0E`..`10` | 1×1 | temperate | various types of shops and offices
  `11` | 1×1 | temperate, sub-arctic, sub-tropical | modern office building
  `12` | 1×1 | temperate | warehouse
  `13` | 1×1 | temperate | office block (with spiral stairway on the side)
  `14`..`17` | 2×2 | temperate | stadium
  `18` | 1×1 | temperate | old houses
  `19` | 1×1 | temperate | cottages
  `1A` | 1×1 | temperate | houses
  `1B` | 1×1 | temperate | flats
  `1C` | 1×1 | temperate | tall office block
  `1D` | 1×1 | temperate | shops and offices
  `1E` | 1×1 | temperate, sub-tropical | shops and offices
  `1F` | 1×1 | temperate | theatre
  `20`..`23` | 2×2 | temperate, sub-arctic, sub-tropical | stadium (modern style)
  `24` | 1×1 | temperate, sub-arctic, sub-tropical | offices (the modern 'vertical tube' style)
  `25` | 1×1 | sub-arctic | houses
  `26` | 1×1 | snow | houses
  `27` | 1×1 | temperate | cinema
  `28`..`2B` | 2×2 | temperate | shopping mall
  `2C` | 1×1 | sub-arctic | flats
  `2D` | 1×1 | snow | flats
  `2E` | 1×1 | sub-arctic | houses
  `2F` | 1×1 | snow | houses
  `30` | 1×1 | sub-arctic | houses
  `31` | 1×1 | snow | houses
  `32` | 1×1 | sub-arctic, sub-tropical | tall office block
  `33` | 1×1 | snow | tall office block
  `34` | 1×1 | sub-arctic | tall office block
  `35` | 1×1 | snow | tall office block
  `36` | 1×1 | sub-arctic, sub-tropical | tall office block
  `37` | 1×1 | snow | tall office block
  `38` | 1×1 | sub-arctic | houses
  `39` | 1×1 | snow | houses
  `3A` | 1×1 | sub-arctic | shops and offices
  `3B` | 1×1 | snow | shops and offices
  `3C` | 1×1 | sub-arctic | church
  `3D` | 1×1 | snow | church
  `3E` | 1×1 | sub-arctic | houses
  `3F` | 1×1 | snow | houses
  `40` | 1×1 | sub-arctic | shops and offices
  `41` | 1×1 | snow | shops and offices
  `42`..`43` | 1×2 | sub-arctic | hotel
  `44`..`45` | 1×2 | snow | hotel
  `46` | 1×1 | sub-arctic, sub-tropical | shops and offices
  `47` | 1×1 | snow | shops and offices
  `48` | 1×1 | sub-arctic | tall office block
  `49` | 1×1 | snow | tall office block
  `4A`..`4B` | 2×1 | sub-arctic | tall office block
  `4C`..`4D` | 2×1 | snow | tall office block
  `4E` | 1×1 | sub-tropical | houses (with a tree in a corner)
  `4F`, `50` | 1×1 | sub-tropical | houses
  `51` | 1×1 | sub-tropical | houses (suburb-type)
  `52` | 1×1 | sub-tropical | flats
  `53` | 1×1 | sub-tropical | church
  `54` | 1×1 | sub-tropical | houses (with two trees in front)
  `55`, `56` | 1×1 | sub-tropical | flats
  `57`..`58` | 2×1 | sub-tropical | tall office block
  `59` | 1×1 | sub-tropical | flats
  `5A` | 1×1 | sub-tropical | tall office block
  `5B` | 1×1 | toyland | church
  `5C`..`61` | 1×1 | toyland | various types of toyland houses
  `62` | 1×1 | toyland | tall office block
  `63`..`64` | 1×2 | toyland | houses ('shoe' style)
  `65` | 1×1 | toyland | tall office block
  `66` | 1×1 | toyland | igloo
  `67` | 1×1 | toyland | tepees
  `68`, `69` | 1×1 | toyland | shops and offices
  `6A` | 1×1 | toyland | tall office block
  `6B` | 1×1 | toyland | statue
  `6C` | 1×1 | toyland | teapot-house
  `6D` | 1×1 | toyland | piggy-bank
m3 bits 7..6: stage of construction (`3` = completed) 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 for large office blocks (types `04` and `05`): m1 bits 6..0: position of the lift m1 bit 7: if set the lift is moving 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 is due to the fact that the first floor is 2 'normal' floors high. One 'normal' floor has a height of 6 lift positions.
- `4` | Trees m5 bits 7..6: number of trees minus one m5 bits 2..0: growth status: `0`..`2` - one of trees is growing, `3` - all trees are fully grown, `4`..`6` - one of trees is withering m3 bits 7..0: type of trees:
  `00`..`0B` | temperate climate trees
  `0C`..`13` | sub-arctic climate trees
  `14`..`1A` | rainforest trees
  `1B` | cactus plants
  `1C`..`1F` | sub-tropical climate, non-rainforest, non-desert trees
  `20`..`28` | toyland trees
- Note: the actually displayed set of trees depends on both type and number of trees m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none) m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none) m2 bits 5..4:
  `0` | on grass
  `1` | on rough land
  `2` | on snow or desert; m2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
m2 bits 3..0: update counter, incremented on every periodic processing. on wraparound the growth status is updated (or, if it's `3`, a random action is taken) m1: owner (normally `10`)
- `5` | Station tile m5: tile type:
  `00`..`07` | railway station
  `00`..`01` | open platform
  `02`..`03` | open platform with station building
  `04`....`07` | roofed platform
  bit 0: clear = in X direction, set = in Y direction
  `08`..`33` | large airport
  `0B` | pad 1
  `16`..`19` | runway middle
  `1A` | runway ending
  `1C` | control tower
  `20` | hangar
  `21` | pad 3
  `22` | pad 2
  `27`..`32` | radar (animated)
  `33` | transmitter
  The initial layout of a large airport is (rows in Y direction, columns in X direction):
      1F 1B 1E 33 26 1A
      09 24 0B 0C 0D 16
      21 1D 23 0E 0F 17
      09 22 0D 11 10 18
      09 08 14 13 12 19
      20 0A 15 1C 27 1A
  `34`..`41` | small airport
  `3A`..`3D` | field with the wind meter (animated)
  `3E` | runway south ending
  `3F` | runway middle
  `40` | runway north ending
  `41` | hangar
  The initial layout of a small airport is (rows in Y direction, columns in X direction):
      36 3A 40
      35 39 3F
      34 38 3F
      41 37 3E
  `42` | heliport
  `43`..`46` | lorry loading area : exit towards:
  `43` | NE
  `44` | SE
  `45` | SW
  `46` | NW
  `47`..`4A` | bus station : exit towards:
  `47` | NE
  `48` | SE
  `49` | SW
  `4A` | NW
  `4B` | oilfield
  `4C`..`51` | ship dock
  `4C` | SW coast part
  `4D` | NW coast part
  `4E` | NE coast part
  `4F` | SE coast part
  `50` | X direction water part
  `51` | Y direction water part
  `52` | buoy
  `53`..`A7` | used by RichK's larger airports
m1: owner of the station m2: index into the array of stations m3 bits 0..3: track type for railway stations, must be 0 for all the other stations m3 bits 4..7: persistent random data for newstations m4: custom station id; 0 means standard graphics m6 bit 3: 1 when a drive through road stop is built over a town owned road, otherwise 0
- `6` | m5: 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)
m1: 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 m5: type: (note: this is not the same as the industry type, which is stored in the array of industries)
  `00`..`06` | coal mine
  `00` | wheel tower when not animated
  `01` | wheel tower when animated animation state in m3 bits 5..0; m3 bit 6 set = sound already generated
  `07`..`0A` | power station
  `08` | chimney
  `0A` | transformer; animation progress in m3(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 m3
  `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 m3 bits 5..0; m3 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 m3 bits 5..0; m3 bit 6 set = sound already generated
  `59`..`5A` | bank (sub-arctic or sub-tropical climate)
  `5B`..`63` | diamond mine
  `64`..`73` | iron ore mine
  `74` | fruit plantation
  `75` | rubber plantation
  `76`..`77` | water supply
  `78` | water tower
  `79`..`7C` | factory (sub-tropical climate)
  `7D`..`80` | lumber mill
  `81`..`82` | candyfloss forest
  `82` | candyfloss 'trees' cut down
  `83`..`86` | sweet factory
  `87`..`88` | battery farm
  `88` | batteries 'reaped'
  `89` | cola wells
  `8A`..`8D` | toy shop
  `8E`..`93` | toy factory
  `8F` | Animated part; animation state in m3 (valid range `00`..`31`) Tile animation is started (m4 zeroed) on the periodic processing. While the animation is in progress, m4 holds the number of animation cycles that have already taken place. when this number reaches 8 the animation is stopped.
  `94`..`9B` | plastic fountains (various stages of cyclic animation)
  `9C`..`9F` | fizzy drink factory
  `A0`..`A3` | bubble generator
  `A1` | generators
  `A2` | bubble capture facility; animation state in m3 (valid range `00`..`27`)
  `A4`..`A6` | toffee quarry
  `A5` | animated part; animation state in m3 (valid range `00`..`45`)
  `A7`..`AE` | sugar mine
  `AE` | animated part; animation state in m3 (valid range `00`..`5F`)
m2: index into the array of industries m1 bit 7: clear = under construction m1 bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing m1 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` | m5 bits 7..4 clear: tunnel entrance/exit m5 bits 3..2: `0` - railway tunnel, `1` - road tunnel m5 bits 1..0 - direction: entrance towards: `0` = NE, `1` = SE, `2` = SW, `3` = NW m1: owner of the tunnel m3 bits 3..0 = track type for railway tunnel, must be 0 for road tunnel m4 bit 7 set = on snow or desert m5 bit 7 set: bridge ramp m1: owner of the bridge m3 bits 3..0 = type of track on the bridge, must be 0 for road bridge m5 bits 3..2: `0` - railway bridge, `1` - road bridge m5 bit 0..1: DiagDirection onto the bridge m2 bits 7..4: bridge type:
    Type | Max. speed (mph) | Description
    --- | --- | ---
    `0` | 20 | wooden
    `1` | 30 | concrete
    `2` | 40 | girder, steel
    `3` | 50 | suspension, concrete
    `4` | 60 | suspension, steel
    `5` | 70 | suspension, steel
    `6` | 100 | cantilever, steel
    `7` | 130 | cantilever, steel
    `8` | 150 | cantilever, steel
    `9` | 160 | girder, steel
    `A` | 200 | tubular, steel
m4 bit 7 set = on snow or desert
- `A` | m5: 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)
m1: 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 OTTD.

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