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-rw-r--r--docs/landscape.html113
-rw-r--r--docs/landscape_externals.html2
-rw-r--r--docs/landscape_grid.html2
3 files changed, 72 insertions, 45 deletions
diff --git a/docs/landscape.html b/docs/landscape.html
index af35fb0bc..a01988810 100644
--- a/docs/landscape.html
+++ b/docs/landscape.html
@@ -4,64 +4,90 @@
<head>
<meta name="Author" content="Marcin Grzegorczyk">
<meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays">
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
+ <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>OpenTTD Landscape Internals</title>
</head>
<body>
<h3><a name="Landscape">Landscape</a></h3>
+ <p>
+ For a graphical representation of the tile-layout have a look at
+ <a href="landscape_grid.html">Landscape grid</a> page.
+ </p>
<p>Eight attributes (counting &quot;<span style="font-weight: bold;">type_height</span>&quot;) hold the informations about a tile.<BR>
These attributes are referred to as
- "<span style="font-weight: bold;">type_height</span>",
- "<span style="font-weight: bold;">m1</span>", "<span style="font-weight: bold;">m2</span>",
- "<span style="font-weight: bold;">m3</span>", "<span style="font-weight: bold;">m4</span>",
- "<span style="font-weight: bold;">m5</span>", "<span style="font-weight: bold;">m6</span>"
- and "<span style="font-weight: bold;">m7</span>".<BR>
+ &quot;<span style="font-weight: bold;">type_height</span>",
+ &quot;<span style="font-weight: bold;">m1</span>&quot;, &quot;<span style="font-weight: bold;">m2</span>&quot;,
+ &quot;<span style="font-weight: bold;">m3</span>&quot;, &quot;<span style="font-weight: bold;">m4</span>&quot;,
+ &quot;<span style="font-weight: bold;">m5</span>&quot;, &quot;<span style="font-weight: bold;">m6</span>&quot;
+ and "<span style="font-weight: bold;">m7</span>".<br>
The most important value is the class of a tile, stored in the upper 4 bits
of the <span style="font-weight: bold;">type_height</span> attribute. The lower 4 bits are used to encode the height and
slope data.
</p>
- Special Attribute : <span style="font-weight: bold;">m6</span>. There are 4 bits of it that are used accross multiple tile classes<br>
+ Frequently repeating patterns:
<ul>
- <li>
- <a name = "bridge_direction">
- Bits 7..6 :
- <table border="1">
- <tr bgcolor="#CCCCCC"><td colspan="2">Presence and direction of bridge above,<br>for tiles that support this.</td></tr>
- <tr><td><tt>00</tt>&nbsp; </td><td>no bridge</td></tr>
- <tr><td><tt>01</tt>&nbsp; </td><td>Axis X (North-East)</td></tr>
- <tr><td><tt>02</tt>&nbsp; </td><td>Axis Y (South-West)</td></tr>
- </table>
+ <li><span style="font-weight: bold;">m1</span>
+ <ul>
+ <li>
+ <a name="WaterClass"></a>
+ Bits 6..5:
+ <table border="1" style="width: 30em;">
+ <tr bgcolor="#CCCCCC"><td colspan="2">The type of water that is on a tile.
+ <tr><td style="width: 5em;"><tt>00</tt></td><td align=left>Sea</td></tr>
+ <tr><td><tt>01</tt></td><td align=left>Canal</td></tr>
+ <tr><td><tt>02</tt></td><td align=left>River</td></tr>
+ <tr><td><tt>03</tt></td><td align=left>Invalid, i.e. no water on this tile</td></tr>
+ </table>
+ Some tiles, such as houses, reuse these bits of other purposes.
+ </li>
+ <li>
+ <a name="OwnershipInfo"></a>
+ Bits 4..0:
+ <table border="1" style="width: 30em;">
+ <tr bgcolor="#CCCCCC"><td colspan="2">The owner of a tile can be either companies (human or AI) or "Game entities".
+ <tr><td style="width: 5em;"><tt>00..0E</tt></td><td align=left>Normal companies</td></tr>
+ <tr><td><tt>0F</tt></td><td align=left>a town owns the tile</td></tr>
+ <tr><td><tt>10</tt></td><td align=left>nobody owns the tile</td></tr>
+ <tr><td><tt>11</tt></td><td align=left>"water" owns the tile</td></tr>
+ <tr><td><tt>FF</tt></td><td align=left>spectator in MP or in scenario editor</td></tr>
+ </table>
+ Some tiles, such as houses and industries, reuse these bits of other purposes.
+ </li>
+ </ul>
+ </li>
+ <li><span style="font-weight: bold;">m6</span>
+ <ul>
+ <li>
+ <a name="bridge_direction"></a>
+ Bits 7..6:
+ <table border="1" style="width: 30em;">
+ <tr bgcolor="#CCCCCC"><td colspan="2">Presence and direction of bridge above, for tiles that support this.</td></tr>
+ <tr><td style="width: 5em;"><tt>00</tt></td><td>no bridge</td></tr>
+ <tr><td><tt>01</tt></td><td>Axis X (North-East)</td></tr>
+ <tr><td><tt>02</tt></td><td>Axis Y (South-West)</td></tr>
+ </table>
+ Some tiles, such as houses do not support bridges over them and use these bits for other purposes.
+ </li>
+ <li>
+ <a name="tropic_zone"></a>
+ Bits 1..0:
+ <table border="1" style="width: 30em;">
+ <tr bgcolor="#CCCCCC"><td colspan="2">Only meaningfull in tropic climate. It contains the definition of the available zones</td></tr>
+ <tr><td style="width: 5em;"><tt>00</tt></td><td>normal</td></tr>
+ <tr><td><tt>01</tt></td><td>desert</td></tr>
+ <tr><td><tt>02</tt></td><td>rain forest</td></tr>
+ </table>
+ In any other climate these 2 bits are theoretically free of use, however using them does not seem useful.
+ </li>
+ </ul>
</li>
- <li>
- <a name = "tropic_zone">
- Bits 1..0 :
- <table border="1">
- <tr bgcolor="#CCCCCC"><td colspan="2">Only meaningfull in tropic climate.<br>It contains the definition of the available zones</td></tr>
- <tr><td><tt>00</tt>&nbsp; </td><td>normal</td></tr>
- <tr><td><tt>01</tt>&nbsp; </td><td>desert</td></tr>
- <tr><td><tt>02</tt>&nbsp; </td><td>rain forest</td></tr>
- </table>
- In any other climate, those 2 bits are free of use.
+ <li><span style="font-weight: bold;">m7:</span><br>
+ Animation frame/state. Used for houses, industries, objects and stations.
</li>
</ul>
- <p>
- For a graphical representation of the tile-layout have a look at
- <a href="landscape_grid.html">Landscape grid</a> page.
- </p>
-
- The <a name="OwnershipInfo">owner of a tile</a>, as frequently associated with attribute m1 bits 4..0,
- can be either companies (human or AI) or "Game entities".
- They are identified using:
- <table border="1">
- <tr><td><tt>00..0E</tt>&nbsp; </td><td align=left>Normal companies</td></tr>
- <tr><td><tt>0F</tt>&nbsp; </td><td align=left>a town owns the tile</td></tr>
- <tr><td><tt>10</tt>&nbsp; </td><td align=left>nobody owns the tile</td></tr>
- <tr><td><tt>11</tt>&nbsp; </td><td align=left>"water" owns the tile</td></tr>
- <tr><td><tt>FF</tt>&nbsp; </td><td align=left>spectator in MP or in scenario editor</td></tr>
- </table>
<p>OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.</p>
@@ -708,7 +734,7 @@
</ul>
</li>
</ul>
- <small><a name="newhouses">Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).<br>
+ <small><a name="newhouses"></a>Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).<br>
It allows the replacement of the properties as well as the graphics of houses in the game.<br>
To distinguish between the standard behaviour and the newGRF one, HouseID (m4 + m3[6]) is tested for anything above 110.<br>
110 is the count of standard houses. So above 110 means there is a new definition of at least one house</small>
@@ -1525,6 +1551,7 @@
<td><tt>2</tt>&nbsp;</td>
<td>water</td>
</tr>
+ </table>
</li>
<li>m5 bits 1..0: direction onto the bridge / out of the tunnel
<table>
@@ -1569,7 +1596,6 @@
<li>m1 bits 6..5 : Water class (sea, canal, river or land)
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
<li>m2: index into the array of objects
- <li>m3: animation counter
<li>m5: tile type:
<table>
<tr>
@@ -1600,6 +1626,7 @@
</li>
<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
+ <li>m7: animation counter
</ul>
</td>
</tr>
diff --git a/docs/landscape_externals.html b/docs/landscape_externals.html
index 16f130532..cef6c2f2c 100644
--- a/docs/landscape_externals.html
+++ b/docs/landscape_externals.html
@@ -4,7 +4,7 @@
<head>
<meta name="Author" content="Marcin Grzegorczyk">
<meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays">
- <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
+ <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>OpenTTD Landscape externals</title>
</head>
diff --git a/docs/landscape_grid.html b/docs/landscape_grid.html
index 226b999bf..77cde68b3 100644
--- a/docs/landscape_grid.html
+++ b/docs/landscape_grid.html
@@ -1,7 +1,7 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
- <meta content="text/html; charset=UTF-8" http-equiv="content-type">
+ <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays #2">
<title>OpenTTD Landscape Internals - #2</title>
<style type="text/css">