From 371cb91d7d33652d2eae1713082a8725f1922861 Mon Sep 17 00:00:00 2001 From: tron Date: Tue, 4 Oct 2005 17:34:50 +0000 Subject: (svn r3013) Update the documentation: The 'owner' attribute was renamed to 'm1' long ago --- docs/landscape.html | 48 ++++++++++++++++++++++++------------------------ 1 file changed, 24 insertions(+), 24 deletions(-) (limited to 'docs/landscape.html') diff --git a/docs/landscape.html b/docs/landscape.html index 883580f06..deea8ab20 100644 --- a/docs/landscape.html +++ b/docs/landscape.html @@ -14,7 +14,7 @@ Five attributes hold the information about a tile. These attributes are referred to as "type_height", - "owner", + "m1", "m2", "m3", "m4" and @@ -52,7 +52,7 @@ OTTD's class-specific periodic tile processing routine is called once every +256
  • m5 bits 7..5: update counter, incremented on every periodic processing for tile types other than 03, 07, 0B and 10 and above, on wraparound the tile is updated (for fields, the type of fields in m3 is increased, for other types the tile type in m5 is increased)
    (for snow and desert, these bits are not used, tile is updated on every periodic processing)
  • -
  • owner: owner of the tile (normally 10) +
  • m1: owner of the tile (normally 10)
  • m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none); bits 4..2: same for the SE border
  • @@ -112,7 +112,7 @@ m5 bit 7 clear: railway track bit 3: set = semaphore signals, clear = light signals -
  • owner: owner of the track +
  • m1: owner of the track
  • m2 bits 0..3: @@ -145,7 +145,7 @@ m5 bits 7 and 6 set: railway depot / checkpoints
    bit 0: clear = in X direction, set = in Y direction

    -
  • owner: owner of the depot / checkpoint
  • +
  • m1: owner of the depot / checkpoint
  • m3 bits 0..3 = track type
  • m3 bit 4 = use custom sprite (valid only for the checkpoint)
  • m3 bit 6 = track on this tile is reserved by pbs
  • @@ -163,7 +163,7 @@ m5 bits 7..4 clear: road
    bit 2: SE piece
    bit 3: NE piece
  • -
  • owner: owner of the road
  • +
  • m1: owner of the road
  • m2: Index into the array of towns, 0 for non-town roads
  • m4 bits 0..3: counter for the roadworks
  • m4 bits 4..6: 0 - on bare land, 1 - on grass, 2 - paved, 3 - with streetlights, 5 - tree-lined, 6 - on grass with road works, 7 - paved with road works
  • @@ -174,7 +174,7 @@ m5 bit 4 set, bits 7..5 clear: level crossing
  • m5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)
  • m5 bit 2: set if crossing lights are on
  • m5 bit 0: set if rail track is reserved by pbs
  • -
  • owner: owner of the railway track
  • +
  • m1: owner of the railway track
  • m2: Index into the array of towns, 0 for non-town roads
  • m3 bits 0..7: owner of the road
  • m4 bits 3..0: track type
  • @@ -184,7 +184,7 @@ m5 bit 4 set, bits 7..5 clear: level crossing m5 bit 5 set: road depot @@ -287,8 +287,8 @@ Town building
  • m5 bits 2..0: construction counter, for buildings under construction incremented on every periodic tile processing, on wraparound the stage of construction in m3 is increased
  • for large office blocks (types 04 and 05):
  • @@ -320,7 +320,7 @@ Trees
  • m2 bits 3..0: update counter, incremented on every periodic processing, on wraparound the growth status is updated (or, if it's 3, a random action is taken)
  • -
  • owner: owner (normally 10)
  • +
  • m1: owner (normally 10)
  • @@ -385,7 +385,7 @@ exit towards: 47 - NE, 48 - SE, 49 - SW, 4A -
  • owner: owner of the station
  • +
  • m1: owner of the station
  • 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 bit 4 = use custom sprite (valid only railway stations FOR NOW)
  • @@ -427,7 +427,7 @@ exit towards: 47 - NE, 48 - SE, 49 - SW, 4A -
  • owner: owner (for water and coasts normally 11)
  • +
  • m1: owner (for water and coasts normally 11)
  • @@ -447,13 +447,13 @@ Industry tile 00..06  coal mine - +
    00  wheel tower when not animated
    01  wheel tower when animated; animation state in owner bits 5..0; owner bit 6 set = sound already generated
    01  wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated
    07..0A  power station - +
    08  chimney
    0A  transformer; animation progress in owner bits 5..2 (valid range 0..7)
    0A  transformer; animation progress in m1 bits 5..2 (valid range 0..7)
    0B..0F  sawmill @@ -467,7 +467,7 @@ Industry tile 1D..20  oil wells - +
    1D  not animated
    1E..20  various stages of animation; progress of animation in owner bits 1..0
    1E..20  various stages of animation; progress of animation in m1 bits 1..0
    21..26  farm @@ -476,7 +476,7 @@ Industry tile 2F..33  copper ore mine - +
    2F  wheel tower when not animated
    30  wheel tower when animated; animation state in owner bits 5..0; owner bit 6 set = sound already generated
    30  wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated
    31  chimney
    @@ -487,7 +487,7 @@ Industry tile 48..58  gold mine - +
    4F  wheel tower when not animated
    58  wheel tower when animated; animation state in owner bits 5..0; owner bit 6 set = sound already generated
    58  wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated
    59..5A  bank (sub-arctic or sub-tropical climate) @@ -541,12 +541,12 @@ while the animation is in progress (see the array
  • m2: index into the array of industries
  • -
  • owner bit 7: clear = under construction +
  • m1 bit 7: clear = under construction
  • -
  • owner bits 1..0: stage of construction (3 = completed), incremented when the construction counter wraps around +
  • m1 bits 1..0: stage of construction (3 = completed), incremented when the construction counter wraps around
    the meaning is different for some animated tiles which are never under construction (types 01, 1E..20, 30, 58; see above)
  • @@ -557,7 +557,7 @@ m5 bits 7..4 clear: tunnel entrance/exit -- cgit v1.2.3-70-g09d2