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(svn r20621) -Codechange: move animation frames of houses, objects and industries to m7 (same as airports and stations)

This commit is contained in:
rubidium
2010-08-26 14:36:00 +00:00
parent 193800e0fa
commit 7f86dcca90
8 changed files with 94 additions and 62 deletions

View File

@@ -669,7 +669,7 @@
</li>
</ul>
<li>m3 bit 6 : bit 8 of house type (m4), allowing 512 different types.</li>
<li>m3 bit 5 : bit 6 of current animation frame (see m6)</li>
<li>m3 bit 5 : free</li>
<li>m3 bits 4..0 : triggers activated <a href="#newhouses">(newhouses)</a></li>
<li>m4 : <a href="landscape_externals.html">town building type</a> (with m3[6] bit)</li>
<li>m5 : see m3 bit 7</li>
@@ -677,7 +677,7 @@
<ul>
<li>If <a href="#newhouses">newhouses</a> is activated
<ul>
<li>bits 7..2 : Current animation frame (bits 5..0); bit 6 in m3</li>
<li>bits 7..2 : Periodic processing time remaining</li>
</ul>
</li>
<li>Standard behaviour
@@ -692,7 +692,7 @@
<ul>
<li>If <a href="#newhouses">newhouses</a> is activated
<ul>
<li>Periodic processing time remaining</li>
<li>Current animation frame</li>
</ul>
</li>
<li>Standard behaviour (only for houses type 04 and 05)
@@ -1090,7 +1090,7 @@
</ul>
</li>
<li>m2: index into the array of industries</li>
<li>m3: animation state</li>
<li>m3: random bits (NewGRF)</li>
<li>m4: animation loop</li>
<li>m5: type (plus m6 bit 2):<br>
<small>(note: this is not the same as the industry type, which is stored in the array of industries)</small>
@@ -1107,7 +1107,7 @@
<tr>
<td nowrap valign=top><tt>01</tt>&nbsp; </td>
<td align=left>wheel tower when animated<br>
animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
</tr>
</table>
</td>
@@ -1123,7 +1123,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>0A</tt>&nbsp; </td>
<td align=left>transformer; animation progress in m3(valid range <tt>0</tt>..<tt>7</tt>)</td>
<td align=left>transformer; animation progress in m7(valid range <tt>0</tt>..<tt>7</tt>)</td>
</tr>
</table>
</td>
@@ -1166,7 +1166,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>1E</tt>..<tt>20</tt>&nbsp; </td>
<td align=left>various stages of animation; progress of animation in m3</td>
<td align=left>various stages of animation; progress of animation in m7</td>
</tr>
</table>
</td>
@@ -1197,7 +1197,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>30</tt>&nbsp; </td>
<td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
<td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
</tr>
<tr>
<td nowrap valign=top><tt>31</tt>&nbsp; </td>
@@ -1237,7 +1237,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>58</tt>&nbsp; </td>
<td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
<td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
</tr>
</table></td>
</tr>
@@ -1332,7 +1332,7 @@
<table>
<tr>
<td nowrap valign=top><tt>8F</tt>&nbsp; </td>
<td align=left>Animated part; animation state in m3 (valid range <tt>00</tt>..<tt>31</tt>)<br>
<td align=left>Animated part; animation state in m7 (valid range <tt>00</tt>..<tt>31</tt>)<br>
Tile animation is started (m4 zeroed) on the periodic processing.<br>
While the animation is in progress, m4 holds the number
of animation cycles that have already taken place.<br>
@@ -1362,7 +1362,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>A2</tt>&nbsp; </td>
<td align=left>bubble capture facility; animation state in m3 (valid range <tt>00</tt>..<tt>27</tt>)</td>
<td align=left>bubble capture facility; animation state in m7 (valid range <tt>00</tt>..<tt>27</tt>)</td>
</tr>
</table>
</td>
@@ -1400,7 +1400,7 @@
<li>m6 bits 5..3: random triggers (NewGRF)</li>
<li>m6 bit 2: bit 8 of type (see m5)</li>
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
<li>m7: random bits (NewGRF)</li>
<li>m7: animation frame</li>
</ul>
</td>
</tr>

View File

@@ -159,7 +159,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXX<span class="option">~ ~~</span>XX</td>
<td class="bits">XX<span class="free">O</span><span class="option">~ ~~</span>XX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXX<span class="abuse">X XXXX</span></td>
<td class="bits"><span class="abuse">XXXX XX</span>XX</td>
@@ -293,8 +293,7 @@ the array so you can quickly see what is used and what is not.
<td>8</td>
<td class="caption">industry</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXX<span class="free">O</span> <span class="abuse">
XXXX</span></td>
<td class="bits">XXX<span class="free">O</span> <span class="abuse">XXXX</span></td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
@@ -331,11 +330,11 @@ the array so you can quickly see what is used and what is not.
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">O</span>XXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
</tr>
</tbody>
</table>