diff --git a/docs/landscape.html b/docs/landscape.html
--- a/docs/landscape.html
+++ b/docs/landscape.html
@@ -10,22 +10,28 @@
-
-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:
+
+ - 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 |
@@ -188,7 +194,7 @@ 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.
+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 |
@@ -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
- m5: type:
-
(note: this is not the same as the industry type stored in the array of industries)
+
(note: this is not the same as the industry type, which is stored in the array of industries)
00..06 | coal mine
@@ -508,9 +514,13 @@ Industry tile
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) |
@@ -533,7 +543,7 @@ while the animation is in progress (see
|
-- m2: index into the array of industries
+
- m2: index into the array of industries
- m1 bit 7: clear = under construction
|