diff --git a/docs/landscape.html b/docs/landscape.html --- a/docs/landscape.html +++ b/docs/landscape.html @@ -10,22 +10,28 @@

Landscape

-

-Five attributes hold the information about a tile. -These attributes are referred to as - "type_height", - "m1", - "m2", - "m3", - "m4" and - "m5". -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 Landscape grid page. -

-

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

+

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: +

+ +

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

@@ -188,7 +194,7 @@ Town building
ClassMeaning & details of encoding
@@ -381,7 +387,7 @@ exit towards: 47 - NE, 48
  • m1: owner of the station
  • -
  • m2: index into the array of stations
  • +
  • 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
  • @@ -436,7 +442,7 @@ Tiles of this class form an invisible, o Industry tile
    Type Size Climates Description
    00  1×1temperatetall office block
    00..06  coal mine @@ -508,9 +514,13 @@ Industry tile @@ -533,7 +543,7 @@ while the animation is in progress (see
    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 if field 2C in the corresponding industry array entry is nonzero
    -while the animation is in progress (see the array at 04328) m4 holds the number of animation cycles that have already taken place; when this number reaches 8 the animation is stopped
    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)
    -
  • m2: index into the array of industries +
  • m2: index into the array of industries
  • m1 bit 7: clear = under construction