(svn r8050) -Codechange: Rename map member extra to m6, since its usage has been widden.

Only doc landscape_grid.html has been updated, landscape.html will be done latter.
-CodeChange: Replace a direct access to m6 with SetTropicZone in InitializeLandscape, as it is the only part of m6 still untouched without the brute-forced m6=0
replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
belugas 18 years ago
parent 2ea3531c24
commit 5f9c891734

@ -16,7 +16,7 @@
</head>
<body style="direction: ltr;">
<h3 style="font-weight: bold;">Landscape</h3>
<span style="font-weight: bold;"></span>Five attributes hold the information about a tile.
<span style="font-weight: bold;"></span>Six attributes hold the information about a tile.
This can be seen in the <a href="landscape.html">Landscape</a> document. This page tries to give an overview of used and free bits of
the array so you can quickly see what is used and what is not.
<ul>
@ -32,22 +32,25 @@ the array so you can quickly see what is used and what is not.
<li><span style="font-weight: bold;">m3</span> - 8 bits in size, is used for general storage</li>
<li><span style="font-weight: bold;">m4</span> - 8 bits in size, is used for general storage</li>
<li><span style="font-weight: bold;">m5</span> - 8 bits in size, is used for general storage</li>
<li><span style="font-weight: bold;">m6</span> - 8 bits in size, special meaning : lower 2 bits only valid in tropic climate, upper 2 bits for bridges</li>
</ul>
<table align=center border="1" cellpadding="2" cellspacing="2">
<tbody>
<tr>
<th colspan=2>class</th>
<th>type_height (8)</th>
<th>m1 (8)</th>
<th>m2 (16)</th>
<th>m3 (8)</th>
<th>m4 (8)</th>
<th>type_height (8)</th>
<th>m5 (8)</th>
<th>m6 (8)</th>
</tr>
<tr>
<td colspan=2 class="caption">bits</td>
<td class="bits">7654 3210</td>
<td class="bits">7654 3210</td>
<td class="bits">FEDC BA98 7654 3210</td>
<td class="bits">7654 3210</td>
<td class="bits">7654 3210</td>
@ -58,129 +61,143 @@ the array so you can quickly see what is used and what is not.
<td rowspan="2">0</td>
<td class="caption">ground</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XX<span class="free">OO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td class="caption">farmland</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td rowspan=3>1</td>
<td class="caption">rail</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span> XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO O</span>XXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td class="caption">depot</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">OO O</span>XXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td class="caption">waypoint</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">OO O</span>XXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td rowspan=3>2</td>
<td class="caption">road</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td class="caption">level crossing</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XX<span class="free">OO</span></td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td class="caption">road depot</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">X<span class="free">OOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td>3</td>
<td class="caption">town</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="abuse">XXXX XXXX</span></td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">X<span class="free">O</span>XX XXXX</td>
<td class="bits"><span class="free">OOOO OO</span>XX</td>
</tr>
<tr>
<td>4</td>
<td class="caption">trees</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span> XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XX<span class="free">OO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO O</span>XXX</td>
<td class="bits"><span class="free">OOOO OO</span>XX</td>
</tr>
<tr>
<td>5</td>
<td class="caption">station</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OO</span>XX</td>
</tr>
<tr>
<td>6</td>
<td class="caption">water</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></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">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OO</span>XX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td rowspan=3>8</td>
<td class="caption">industry</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="abuse">X</span><span class="free">OO</span><span class="abuse">X XXXX</span></td>
<td class="bits">XXXX XXXX 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">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OO</span>XX</td>
</tr>
<tr>
<td>bubble/sugar/toffee, gold/copper/coal, oil wells, power station</td>
<td>bubble/sugar/toffee,<BR>gold/copper/coal,<BR>oil wells, power station</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="abuse">X</span><span class="free">OOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX</td>
@ -190,6 +207,7 @@ the array so you can quickly see what is used and what is not.
</tr>
<tr>
<td>toy factory</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="abuse">X</span><span class="free">OOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX</td>
@ -199,32 +217,35 @@ the array so you can quickly see what is used and what is not.
</tr>
<tr>
<td rowspan=2>9</td>
<td class="caption">tunnel</td>
<td class="caption">tunnel entrance</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">X<span class="free">OOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">X<span class="free">OOO</span> XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td>bridge ramp</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span> <span class="abuse">XXXX</span> <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">X<span class="free">OOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">X<span class="free">OOO</span> XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
<tr>
<td>A</td>
<td class="caption">various (HQ)</td>
<td class="caption">unmovables</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></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">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
</tr>
</tbody>
</table>

@ -41,7 +41,7 @@ static inline bool MayHaveBridgeAbove(TileIndex t)
static inline bool IsBridgeAbove(TileIndex t)
{
assert(MayHaveBridgeAbove(t));
return GB(_m[t].extra, 6, 2) != 0;
return GB(_m[t].m6, 6, 2) != 0;
}
@ -70,7 +70,7 @@ static inline DiagDirection GetBridgeRampDirection(TileIndex t)
static inline Axis GetBridgeAxis(TileIndex t)
{
assert(IsBridgeAbove(t));
return (Axis)(GB(_m[t].extra, 6, 2) - 1);
return (Axis)(GB(_m[t].m6, 6, 2) - 1);
}
@ -121,7 +121,7 @@ uint GetBridgeFoundation(Slope tileh, Axis axis);
static inline void ClearSingleBridgeMiddle(TileIndex t, Axis a)
{
assert(MayHaveBridgeAbove(t));
CLRBIT(_m[t].extra, 6 + a);
CLRBIT(_m[t].m6, 6 + a);
}
@ -134,7 +134,7 @@ static inline void ClearBridgeMiddle(TileIndex t)
static inline void SetBridgeMiddle(TileIndex t, Axis a)
{
assert(MayHaveBridgeAbove(t));
SETBIT(_m[t].extra, 6 + a);
SETBIT(_m[t].m6, 6 + a);
}

@ -126,7 +126,7 @@ static inline void MakeClear(TileIndex t, ClearGround g, uint density)
{
/* If this is a non-bridgeable tile, clear the bridge bits while the rest
* of the tile information is still here. */
if (!MayHaveBridgeAbove(t)) SB(_m[t].extra, 6, 2, 0);
if (!MayHaveBridgeAbove(t)) SB(_m[t].m6, 6, 2, 0);
SetTileType(t, MP_CLEAR);
SetTileOwner(t, OWNER_NONE);
@ -134,7 +134,7 @@ static inline void MakeClear(TileIndex t, ClearGround g, uint density)
_m[t].m3 = 0;
_m[t].m4 = 0 << 5 | 0 << 2;
SetClearGroundDensity(t, g, density);
SB(_m[t].extra, 2, 4, 0);
SB(_m[t].m6, 2, 4, 0); ///< Clear the rest of m6, bits 2 to 5
}

@ -415,7 +415,7 @@ void InitializeLandscape(void)
for (x = 0; x < maxx; x++) {
MakeClear(sizex * y + x, CLEAR_GRASS, 3);
SetTileHeight(sizex * y + x, 0);
_m[sizex * y + x].extra = 0;
SetTropicZone(sizex * y + x, TROPICZONE_INVALID);
ClearBridgeMiddle(sizex * y + x);
}
MakeVoid(sizex * y + x);

@ -23,7 +23,7 @@ typedef struct Tile {
byte m3;
byte m4;
byte m5;
byte extra;
byte m6;
} Tile;
extern Tile* _m;

@ -546,8 +546,9 @@ static void Save_MAP5(void)
}
}
static void Load_MAPE(void)
static void Load_MAP6(void)
{
/* Still available for loading old games */
uint size = MapSize();
uint i;
@ -558,10 +559,10 @@ static void Load_MAPE(void)
SlArray(buf, lengthof(buf), SLE_UINT8);
for (j = 0; j != lengthof(buf); j++) {
_m[i++].extra = GB(buf[j], 0, 2);
_m[i++].extra = GB(buf[j], 2, 2);
_m[i++].extra = GB(buf[j], 4, 2);
_m[i++].extra = GB(buf[j], 6, 2);
_m[i++].m6 = GB(buf[j], 0, 2);
_m[i++].m6 = GB(buf[j], 2, 2);
_m[i++].m6 = GB(buf[j], 4, 2);
_m[i++].m6 = GB(buf[j], 6, 2);
}
}
} else {
@ -570,12 +571,12 @@ static void Load_MAPE(void)
uint j;
SlArray(buf, lengthof(buf), SLE_UINT8);
for (j = 0; j != lengthof(buf); j++) _m[i++].extra = buf[j];
for (j = 0; j != lengthof(buf); j++) _m[i++].m6 = buf[j];
}
}
}
static void Save_MAPE(void)
static void Save_MAP6(void)
{
uint size = MapSize();
uint i;
@ -585,7 +586,7 @@ static void Save_MAPE(void)
uint8 buf[4096];
uint j;
for (j = 0; j != lengthof(buf); j++) buf[j] = _m[i++].extra;
for (j = 0; j != lengthof(buf); j++) buf[j] = _m[i++].m6;
SlArray(buf, lengthof(buf), SLE_UINT8);
}
}
@ -625,7 +626,7 @@ extern const ChunkHandler _misc_chunk_handlers[] = {
{ 'M3LO', Save_MAP3, Load_MAP3, CH_RIFF },
{ 'M3HI', Save_MAP4, Load_MAP4, CH_RIFF },
{ 'MAP5', Save_MAP5, Load_MAP5, CH_RIFF },
{ 'MAPE', Save_MAPE, Load_MAPE, CH_RIFF },
{ 'MAPE', Save_MAP6, Load_MAP6, CH_RIFF },
{ 'NAME', Save_NAME, Load_NAME, CH_ARRAY},
{ 'DATE', SaveLoad_DATE, SaveLoad_DATE, CH_RIFF},

@ -183,7 +183,7 @@ static void Place_LandInfo(TileIndex tile)
DEBUG(misc, LANDINFOD_LEVEL, "m3 = %#x", _m[tile].m3);
DEBUG(misc, LANDINFOD_LEVEL, "m4 = %#x", _m[tile].m4);
DEBUG(misc, LANDINFOD_LEVEL, "m5 = %#x", _m[tile].m5);
DEBUG(misc, LANDINFOD_LEVEL, "extra = %#x", _m[tile].extra);
DEBUG(misc, LANDINFOD_LEVEL, "m6 = %#x", _m[tile].m6);
#undef LANDINFOD_LEVEL
}

@ -1344,10 +1344,10 @@ static bool LoadOldMapPart1(LoadgameState *ls, int num)
}
for (i = 0; i < OLD_MAP_SIZE / 4; i++) {
byte b = ReadByte(ls);
_m[i * 4 + 0].extra = GB(b, 0, 2);
_m[i * 4 + 1].extra = GB(b, 2, 2);
_m[i * 4 + 2].extra = GB(b, 4, 2);
_m[i * 4 + 3].extra = GB(b, 6, 2);
_m[i * 4 + 0].m6 = GB(b, 0, 2);
_m[i * 4 + 1].m6 = GB(b, 2, 2);
_m[i * 4 + 2].m6 = GB(b, 4, 2);
_m[i * 4 + 3].m6 = GB(b, 6, 2);
}
return !ls->failed;

@ -105,7 +105,7 @@ static inline bool IsTileOwner(TileIndex tile, Owner owner)
static inline void SetTropicZone(TileIndex tile, TropicZone type)
{
assert(tile < MapSize());
SB(_m[tile].extra, 0, 2, type);
SB(_m[tile].m6, 0, 2, type);
}
/**
@ -117,6 +117,6 @@ static inline void SetTropicZone(TileIndex tile, TropicZone type)
static inline TropicZone GetTropicZone(TileIndex tile)
{
assert(tile < MapSize());
return (TropicZone)GB(_m[tile].extra, 0, 2);
return (TropicZone)GB(_m[tile].m6, 0, 2);
}
#endif /* TILE_H */

@ -12,7 +12,7 @@ static inline void MakeVoid(TileIndex t)
_m[t].m3 = 0;
_m[t].m4 = 0;
_m[t].m5 = 0;
_m[t].extra = 0;
_m[t].m6 = 0;
}
#endif /* VOID_MAP_H */

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