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author | celestar <celestar@openttd.org> | 2005-02-02 14:17:13 +0000 |
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committer | celestar <celestar@openttd.org> | 2005-02-02 14:17:13 +0000 |
commit | 30a328705e4428234fff27485c45cef47be95b03 (patch) | |
tree | 712a2b32c2765cf02d1eda5afe810c4c73151cb1 /docs/landscape.html | |
parent | 03095f85bc2d8100e1c4b496dd563f2456c782e6 (diff) | |
download | openttd-30a328705e4428234fff27485c45cef47be95b03.tar.xz |
(svn r1768) -Codechange: Store town index in _map2 of town tiles
Moved house type from _map2 to _map3_hi for MP_HOUSE
Moved foundation and roadworks from _map2 to _map3 for
MP_STREET
This increases game speed by a factor of around 15(!) if many cities are around.
Converting an old game is done automagically, but can take a while
Diffstat (limited to 'docs/landscape.html')
-rw-r--r-- | docs/landscape.html | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/docs/landscape.html b/docs/landscape.html index fe2ba5c23..0690b3405 100644 --- a/docs/landscape.html +++ b/docs/landscape.html @@ -151,7 +151,9 @@ map5 bits 7..4 clear: road <tr><td nowrap valign=top>bit 3: </td><td align=left>NE piece</td></tr> </table></li> <li>map_owner: <a href="#OwnershipInfo">owner</a> of the road</li> -<li>map2 bits 0..2: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> - paved, <tt>3</tt> - with streetlights, <tt>5</tt> - tree-lined, <tt>6</tt> - on grass with road works, <tt>7</tt> - paved with road works</li> +<li>map2: Index into the array of towns, 0 for non-town roads</li> +<li>map3_hi bits 0..3: counter for the roadworks</li> +<li>map3_hi bits 4..6: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> - paved, <tt>3</tt> - with streetlights, <tt>5</tt> - tree-lined, <tt>6</tt> - on grass with road works, <tt>7</tt> - paved with road works</li> <li>map3_hi bit 7 set = on snow or desert</li> </ul> map5 bit 4 set, bits 7..5 clear: level crossing @@ -159,9 +161,10 @@ map5 bit 4 set, bits 7..5 clear: level crossing <li>map5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)</li> <li>map5 bit 2: set if crossing lights are on</li> <li>map_owner: <a href="#OwnershipInfo">owner</a> of the railway track</li> -<li>map2 bits 0..2: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> or higher - paved</li> +<li>map2: Index into the array of towns, 0 for non-town roads</li> <li>map3_lo bits 0..7: <a href="#OwnershipInfo">owner</a> of the road</li> <li>map3_hi bits 3..0: <a href="#TrackType">track type</a></li> +<li>map3_hi bits 4..6: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> or higher - paved</li> <li>map3_hi bit 7 set = on snow or desert</li> </ul> map5 bit 5 set: road depot @@ -175,7 +178,8 @@ map5 bit 5 set: road depot <tr><td valign=top nowrap><a name="Class3"><tt> 3 </tt></a></td><td> Town building <ul> -<li>map2: <a name="HouseTypes">town building type</a>: +<li>map2: Index into the array of towns</li> +<li>map3_hi: <a name="HouseTypes">town building type</a>: <p><small>Note: In the climate list, 'sub-arctic' means below the <a href="#_snowline">snow line</a>, and 'snow' means above the snow line in the sub-arctic climate.</small></p> <table> <tr><th align=left>Type </th><th align=left>Size </th><th align=left>Climates </th><th align=left>Description</th></tr> |