diff -r ab8cd44cd72f -r 505921a23241 docs/landscape.html
--- a/docs/landscape.html Tue Oct 04 06:34:39 2005 +0000
+++ b/docs/landscape.html Tue Oct 04 17:34:50 2005 +0000
@@ -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 @@
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 @@
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 @@
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 @@
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 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 5 set: road depot
- m5 bits 3..0 - direction: exit towards: 0 = NE, 1 = SE, 2 = SW, 3 = NW
-- owner: owner of the depot
+- m1: owner of the depot
- m4 bit 7 set = on snow or desert (not displayed, but set internally)
@@ -287,8 +287,8 @@
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):
-- owner bits 6..0: position of the lift
-- owner bit 7: if set the lift is moving
+- m1 bits 6..0: position of the lift
+- m1 bit 7: if set the lift is moving
- m5 bit 7: if set then m5 bits 5..0 hold the final position of the lift divided by 6 (valid values 0..6 except 1)
@@ -320,7 +320,7 @@
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 @@
|
-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 @@
-owner: owner (for water and coasts normally 11)
+m1: owner (for water and coasts normally 11)
@@ -447,13 +447,13 @@
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 @@
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 @@
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 @@
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 @@
m2: index into the array of industries
-owner bit 7: clear = under construction
+m1 bit 7: clear = under construction
-- owner bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
+
- m1 bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
-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 @@