diff --git a/docs/landscape.html b/docs/landscape.html
--- a/docs/landscape.html
+++ b/docs/landscape.html
@@ -646,6 +646,7 @@
m3 bit 6 : bit 8 of house type (m4), allowing 512 different types.
+ m3 bit 5 : bit 6 of current animation frame (see m6)
m3 bits 4..0 : triggers activated (newhouses)
m4 : town building type (with m3[6] bit)
m5 : see m3 bit 7
@@ -653,8 +654,7 @@
- If newhouses is activated
- - bits 7..3 : Current animation frame
- - bit 2 : free
+ - bits 7..2 : Current animation frame (bits 5..0); bit 6 in m3
- Standard behaviour
diff --git a/docs/landscape_grid.html b/docs/landscape_grid.html
--- a/docs/landscape_grid.html
+++ b/docs/landscape_grid.html
@@ -170,10 +170,10 @@ the array so you can quickly see what is
XXXX XXXX |
XXXX XXXX |
XXXX XXXX XXXX XXXX |
- XXO~ ~~XX |
+ XXX~ ~~XX |
XXXX XXXX |
XXXX XXXX |
- XXXX XXXX |
+ XXXX XXXX |
XXXX XXXX |
diff --git a/src/openttd.cpp b/src/openttd.cpp
--- a/src/openttd.cpp
+++ b/src/openttd.cpp
@@ -2431,6 +2431,15 @@ bool AfterLoadGame()
}
}
+ if (CheckSavegameVersion(91)) {
+ /* Increase HouseAnimationFrame from 5 to 7 bits */
+ for (TileIndex t = 0; t < map_size; t++) {
+ if (IsTileType(t, MP_HOUSE) && GetHouseType(t) >= NEW_HOUSE_OFFSET) {
+ SetHouseAnimationFrame(t, GB(_m[t].m6, 3, 5));
+ }
+ }
+ }
+
return InitializeWindowsAndCaches();
}
diff --git a/src/saveload.cpp b/src/saveload.cpp
--- a/src/saveload.cpp
+++ b/src/saveload.cpp
@@ -34,7 +34,7 @@
#include "table/strings.h"
-extern const uint16 SAVEGAME_VERSION = 90;
+extern const uint16 SAVEGAME_VERSION = 91;
uint16 _sl_version; ///< the major savegame version identifier
byte _sl_minor_version; ///< the minor savegame version, DO NOT USE!
diff --git a/src/town_map.h b/src/town_map.h
--- a/src/town_map.h
+++ b/src/town_map.h
@@ -145,7 +145,7 @@ static inline void SetLiftPosition(TileI
static inline byte GetHouseAnimationFrame(TileIndex t)
{
assert(IsTileType(t, MP_HOUSE));
- return GB(_m[t].m6, 3, 5);
+ return GB(_m[t].m6, 2, 6) | (GB(_m[t].m3, 5, 1) << 6);
}
/**
@@ -157,7 +157,8 @@ static inline byte GetHouseAnimationFram
static inline void SetHouseAnimationFrame(TileIndex t, byte frame)
{
assert(IsTileType(t, MP_HOUSE));
- SB(_m[t].m6, 3, 5, frame);
+ SB(_m[t].m6, 2, 6, GB(frame, 0, 6));
+ SB(_m[t].m3, 5, 1, GB(frame, 6, 1));
}
/**