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Author SHA1 Message Date
rubidium
ebeb4115e9 (svn r18735) -Release: 1.0.0-beta2 2010-01-05 21:00:14 +00:00
1448 changed files with 125920 additions and 252352 deletions

48
.gitignore vendored
View File

@@ -1,44 +1,12 @@
Makefile*
bin/*
!bin/ai
bin/ai/*
!bin/ai/compat*.nut
!bin/ai/regression
!bin/data
bin/baseset/*
!bin/baseset/openttd.grf
!bin/baseset/opntitle.dat
!bin/baseset/orig_*.obg
!bin/baseset/orig_*.obs
!bin/baseset/no_sound.obs
!bin/baseset/no_music.obm
!bin/baseset/orig_*.obm
!bin/scripts
bin/scripts/*
!bin/scripts/*.example
!bin/scripts/readme.txt
bundle/*
bundles/*
docs/aidocs/*
docs/gamedocs/*
docs/source/*
media/openttd.desktop
media/openttd.desktop.install
!bin/data/chars.grf
!bin/data/openttdd.grf
!bin/data/openttdw.grf
!bin/data/opntitle.grf
!bin/scenario/README
!bin/scripts*
config.*
objs/*
projects/Debug
projects/Release
projects/*.ncb
projects/*.suo
projects/*.sdf
projects/*.opensdf
projects/*.vcproj.*.user
projects/*.vcxproj.user
src/rev.cpp
src/os/windows/ottdres.rc
/Makefile*
!/Makefile.msvc
/config.*
!/config.lib
!*.in
*.tmp

View File

@@ -1,29 +1,11 @@
syntax: glob
.svn
bin/baseset/openttd.32.bmp
bin/lang/*
bin/openttd*
bin/*.cfg
bin/opentd*
bundle/*
bundles/*
config.cache*
config.cache.*
config.log
config.pwd
docs/aidocs/*
docs/gamedocs/*
docs/source/*
Makefile
Makefile.am
Makefile.bundle
media/openttd.desktop
media/openttd.desktop.install
media/openttd.desktop*
objs/*
projects/*.ncb
projects/*.suo
projects/*.sdf
projects/*.opensdf
projects/*.vcproj.*.user
projects/*.vcxproj.user
src/rev.cpp
src/os/windows/ottdres.rc

View File

@@ -89,11 +89,12 @@ FILE_PATTERNS = *.c \
*.cpp \
*.c++ \
*.h \
*.hpp
*.hpp \
table/*.h
RECURSIVE = YES
EXCLUDE =
EXCLUDE_SYMLINKS = NO
EXCLUDE_PATTERNS = */3rdparty */.svn */script/api
EXCLUDE_PATTERNS = */3rdparty */.svn
EXAMPLE_PATH =
EXAMPLE_PATTERNS = *
EXAMPLE_RECURSIVE = NO
@@ -195,8 +196,8 @@ EXPAND_ONLY_PREDEF = YES
SEARCH_INCLUDES = YES
INCLUDE_PATH =
INCLUDE_FILE_PATTERNS =
PREDEFINED = ENABLE_NETWORK WITH_ZLIB WITH_LZO WITH_LZMA WITH_SDL WITH_PNG WITH_FONTCONFIG WITH_FREETYPE WITH_ICU UNICODE _UNICODE _GNU_SOURCE FINAL=
EXPAND_AS_DEFINED =
PREDEFINED =
EXPAND_AS_DEFINED = DEF_COMMAND
SKIP_FUNCTION_MACROS = YES
#---------------------------------------------------------------------------
# Configuration::additions related to external references

View File

@@ -29,15 +29,17 @@ endif
# An OSX application bundle needs the data files, lang files and openttd executable in a different location.
ifdef OSXAPP
AI_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/ai
BASESET_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/baseset
LANG_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/lang
TTD_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/MacOS
AI_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/ai
DATA_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/data
LANG_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/lang
GM_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/gm
TTD_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/MacOS
else
AI_DIR = $(BUNDLE_DIR)/ai
BASESET_DIR = $(BUNDLE_DIR)/baseset
LANG_DIR = $(BUNDLE_DIR)/lang
TTD_DIR = $(BUNDLE_DIR)
AI_DIR = $(BUNDLE_DIR)/ai
DATA_DIR = $(BUNDLE_DIR)/data
LANG_DIR = $(BUNDLE_DIR)/lang
GM_DIR = $(BUNDLE_DIR)/gm
TTD_DIR = $(BUNDLE_DIR)
endif
bundle: all
@@ -49,30 +51,32 @@ bundle: all
$(Q)mkdir -p "$(BUNDLE_DIR)/scripts"
$(Q)mkdir -p "$(TTD_DIR)"
$(Q)mkdir -p "$(AI_DIR)"
$(Q)mkdir -p "$(BASESET_DIR)"
$(Q)mkdir -p "$(DATA_DIR)"
$(Q)mkdir -p "$(LANG_DIR)"
$(Q)mkdir -p "$(GM_DIR)"
ifdef OSXAPP
$(Q)mkdir -p "$(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources"
$(Q)echo "APPL????" > "$(BUNDLE_DIR)/$(OSXAPP)/Contents/PkgInfo"
$(Q)cp "$(ROOT_DIR)/os/macosx/openttd.icns" "$(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/openttd.icns"
$(Q)$(ROOT_DIR)/os/macosx/plistgen.sh "$(BUNDLE_DIR)/$(OSXAPP)" "$(REV)"
$(Q)cp "$(ROOT_DIR)/os/macosx/splash.png" "$(BASESET_DIR)"
endif
ifeq ($(OS),UNIX)
$(Q)cp "$(ROOT_DIR)/media/openttd.32.bmp" "$(BASESET_DIR)/"
$(Q)cp "$(ROOT_DIR)/os/macosx/splash.png" "$(DATA_DIR)"
endif
$(Q)cp "$(BIN_DIR)/$(TTD)" "$(TTD_DIR)/"
$(Q)cp "$(BIN_DIR)/ai/"compat_*.nut "$(AI_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/"*.grf "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/"*.obg "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/"*.obs "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/opntitle.dat" "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/baseset/"*.obm "$(BASESET_DIR)/"
$(Q)cp "$(BIN_DIR)/data/"*.grf "$(DATA_DIR)/"
$(Q)cp "$(BIN_DIR)/data/"*.obg "$(DATA_DIR)/"
$(Q)cp "$(BIN_DIR)/data/"*.obs "$(DATA_DIR)/"
$(Q)cp "$(BIN_DIR)/data/opntitle.dat" "$(DATA_DIR)/"
$(Q)cp "$(BIN_DIR)/lang/"*.lng "$(LANG_DIR)/"
$(Q)cp "$(BIN_DIR)/gm/"*.obm "$(GM_DIR)/"
$(Q)cp "$(ROOT_DIR)/readme.txt" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/COPYING" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/known-bugs.txt" "$(BUNDLE_DIR)/"
$(Q)cp "$(ROOT_DIR)/docs/obg_format.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/docs/obm_format.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/docs/obs_format.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/docs/multiplayer.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/docs/32bpp.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/changelog.txt" "$(BUNDLE_DIR)/"
ifdef MAN_DIR
$(Q)mkdir -p "$(BUNDLE_DIR)/man/"
@@ -84,8 +88,7 @@ endif
$(Q)cp "$(BIN_DIR)/scripts/"* "$(BUNDLE_DIR)/scripts/"
ifdef MENU_DIR
$(Q)cp "$(ROOT_DIR)/media/openttd.desktop" "$(BUNDLE_DIR)/media/"
$(Q)$(AWK) -f "$(ROOT_DIR)/media/openttd.desktop.translation.awk" "$(SRC_DIR)/lang/"*.txt | $(SORT) | $(AWK) -f "$(ROOT_DIR)/media/openttd.desktop.filter.awk" >> "$(BUNDLE_DIR)/media/openttd.desktop"
$(Q)sed s/=openttd/=$(BINARY_NAME)/g "$(BUNDLE_DIR)/media/openttd.desktop" > "$(ROOT_DIR)/media/openttd.desktop.install"
$(Q)cat "$(ROOT_DIR)/media/openttd.desktop" | sed s/=openttd/=$(BINARY_NAME)/g > "$(ROOT_DIR)/media/openttd.desktop.install"
endif
ifeq ($(TTD), openttd.exe)
$(Q)unix2dos "$(BUNDLE_DIR)/docs/"* "$(BUNDLE_DIR)/readme.txt" "$(BUNDLE_DIR)/COPYING" "$(BUNDLE_DIR)/changelog.txt" "$(BUNDLE_DIR)/known-bugs.txt"
@@ -135,13 +138,6 @@ bundle_lzma: bundle
$(Q)cd "$(BUNDLES_DIR)/.lzma" && tar --lzma -c$(shell if test -n "$(VERBOSE)"; then echo 'v'; fi)f "$(BUNDLES_DIR)/$(BUNDLE_NAME).tar.lzma" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.lzma"
bundle_xz: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).tar.xz'
$(Q)mkdir -p "$(BUNDLES_DIR)/.xz/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.xz/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.xz" && tar --xz -c$(shell if test -n "$(VERBOSE)"; then echo 'v'; fi)f "$(BUNDLES_DIR)/$(BUNDLE_NAME).tar.xz" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.xz"
bundle_lha: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).lha'
$(Q)mkdir -p "$(BUNDLES_DIR)/.lha/$(BUNDLE_NAME)"
@@ -159,7 +155,7 @@ bundle_dmg: bundle
bundle_exe: all
@echo '[BUNDLE] Creating $(BUNDLE_NAME).exe'
$(Q)mkdir -p "$(BUNDLES_DIR)"
$(Q)unix2dos "$(ROOT_DIR)/docs/"*.txt "$(ROOT_DIR)/readme.txt" "$(ROOT_DIR)/COPYING" "$(ROOT_DIR)/changelog.txt" "$(ROOT_DIR)/known-bugs.txt"
$(Q)unix2dos "$(ROOT_DIR)/docs/"* "$(ROOT_DIR)/readme.txt" "$(ROOT_DIR)/COPYING" "$(ROOT_DIR)/changelog.txt" "$(ROOT_DIR)/known-bugs.txt"
$(Q)cd $(ROOT_DIR)/os/windows/installer && makensis.exe //DVERSION_INCLUDE=version_$(PLATFORM).txt install.nsi
$(Q)mv $(ROOT_DIR)/os/windows/installer/*$(PLATFORM).exe "$(BUNDLES_DIR)/$(BUNDLE_NAME).exe"
@@ -171,10 +167,13 @@ install: bundle
@echo '[INSTALL] Installing OpenTTD'
$(Q)install -d "$(INSTALL_BINARY_DIR)"
$(Q)install -d "$(INSTALL_ICON_DIR)"
$(Q)install -d "$(INSTALL_DATA_DIR)/gm"
$(Q)install -d "$(INSTALL_DATA_DIR)/ai"
$(Q)install -d "$(INSTALL_DATA_DIR)/baseset"
$(Q)install -d "$(INSTALL_DATA_DIR)/data"
$(Q)install -d "$(INSTALL_DATA_DIR)/lang"
$(Q)install -d "$(INSTALL_DATA_DIR)/gm"
$(Q)install -d "$(INSTALL_DATA_DIR)/scripts"
$(Q)install -d "$(INSTALL_DOC_DIR)"
ifeq ($(TTD), openttd.exe)
$(Q)install -m 755 "$(BUNDLE_DIR)/$(TTD)" "$(INSTALL_BINARY_DIR)/${BINARY_NAME}.exe"
else
@@ -182,20 +181,12 @@ else
endif
$(Q)install -m 644 "$(BUNDLE_DIR)/lang/"* "$(INSTALL_DATA_DIR)/lang"
$(Q)install -m 644 "$(BUNDLE_DIR)/ai/"* "$(INSTALL_DATA_DIR)/ai"
$(Q)install -m 644 "$(BUNDLE_DIR)/baseset/"* "$(INSTALL_DATA_DIR)/baseset"
$(Q)install -m 644 "$(BUNDLE_DIR)/data/"* "$(INSTALL_DATA_DIR)/data"
$(Q)install -m 644 "$(BUNDLE_DIR)/gm/"* "$(INSTALL_DATA_DIR)/gm"
$(Q)install -m 644 "$(BUNDLE_DIR)/scripts/"* "$(INSTALL_DATA_DIR)/scripts"
ifndef DO_NOT_INSTALL_DOCS
$(Q)install -d "$(INSTALL_DOC_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/docs/"* "$(BUNDLE_DIR)/readme.txt" "$(BUNDLE_DIR)/known-bugs.txt" "$(INSTALL_DOC_DIR)"
endif
ifndef DO_NOT_INSTALL_CHANGELOG
$(Q)install -d "$(INSTALL_DOC_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/changelog.txt" "$(INSTALL_DOC_DIR)"
endif
ifndef DO_NOT_INSTALL_LICENSE
$(Q)install -d "$(INSTALL_DOC_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/docs/"* "$(INSTALL_DOC_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/"*.txt "$(INSTALL_DOC_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/COPYING" "$(INSTALL_DOC_DIR)"
endif
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.32.xpm" "$(INSTALL_ICON_DIR)/${BINARY_NAME}.32.xpm"
ifdef ICON_THEME_DIR
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)"
@@ -215,11 +206,9 @@ else
$(Q)install -m 644 "$(BUNDLE_DIR)/media/"*.png "$(INSTALL_ICON_DIR)"
endif
ifdef MAN_DIR
ifndef DO_NOT_INSTALL_MAN
$(Q)install -d "$(INSTALL_MAN_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/man/openttd.6.gz" "$(INSTALL_MAN_DIR)/${BINARY_NAME}.6.gz"
endif
endif
ifdef MENU_DIR
$(Q)install -d "$(INSTALL_MENU_DIR)"
$(Q)install -m 644 "$(ROOT_DIR)/media/openttd.desktop.install" "$(INSTALL_MENU_DIR)/${BINARY_NAME}.desktop"

View File

@@ -1,79 +0,0 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
#
# Building requires GRFCodec and NFORenum. Older versions of GRFCodec are
# known to miscompile the graphics.
#
# Recent nightlies (including sources) of both can be found at:
# http://www.openttd.org/download-grfcodec
# http://www.openttd.org/download-nforenum
#
# The mercurial repository of both can be found at:
# http://hg.openttdcoop.org/grfcodec
# http://hg.openttdcoop.org/nforenum
#
ROOT_DIR = !!ROOT_DIR!!
GRF_DIR = $(ROOT_DIR)/media/extra_grf
BIN_DIR = !!BIN_DIR!!/baseset
OBJS_DIR = !!GRF_OBJS_DIR!!
OS = !!OS!!
STAGE = !!STAGE!!
# Check if we want to show what we are doing
ifdef VERBOSE
Q =
E = @true
else
Q = @
E = @echo
endif
GRFCODEC := !!GRFCODEC!!
NFORENUM := !!NFORENUM!!
MD5SUM := $(shell [ "$(OS)" = "OSX" ] && echo "md5 -r" || echo "md5sum")
# Some "should not be changed" settings.
NFO_FILES := $(GRF_DIR)/*.nfo $(GRF_DIR)/rivers/*.nfo
PNG_FILES := $(GRF_DIR)/*.png $(GRF_DIR)/rivers/*.png
# Build the GRF.
ifdef GRFCODEC
all: $(BIN_DIR)/openttd.grf
else
all:
endif
# Make sure the sprites directory exists.
$(OBJS_DIR)/sprites:
$(Q)-mkdir "$@"
# Generic
$(BIN_DIR)/openttd.grf: $(OBJS_DIR)/openttd.grf
$(Q)cp $(OBJS_DIR)/openttd.grf $(BIN_DIR)/openttd.grf
$(E) '$(STAGE) Updating base graphics sets'
$(Q) for grf in $(BIN_DIR)/orig*.obg; do sed 's/^OPENTTD.GRF = [0-9a-f]*$$/OPENTTD.GRF = '`$(MD5SUM) $(BIN_DIR)/openttd.grf | sed 's@ .*@@'`'/' $$grf > $$grf.tmp && mv $$grf.tmp $$grf; done
# Yeah, we'd like to use -i in the sed, but Mac OS X's sed and GNU sed just can't agree on the usage of -i. In any case either one of them fails.
$(OBJS_DIR)/openttd.grf: $(PNG_FILES) $(NFO_FILES) $(OBJS_DIR)/sprites
$(E) '$(STAGE) Assembling openttd.nfo'
$(Q)-cp $(PNG_FILES) $(OBJS_DIR)/sprites 2> /dev/null
$(Q) gcc -I$(GRF_DIR) -C -E - < "$(GRF_DIR)/openttd.nfo" | sed -e '/^#/d' -e '/^$$/d' > $(OBJS_DIR)/sprites/openttd.nfo
$(Q) $(NFORENUM) -s $(OBJS_DIR)/sprites/openttd.nfo
$(E) '$(STAGE) Compiling openttd.grf'
$(Q) $(GRFCODEC) -n -s -e -p1 $(OBJS_DIR)/openttd.grf
# Clean up temporary files.
clean:
$(Q)rm -f *.bak *.grf
# Clean up temporary files
mrproper: clean
$(Q)rm -fr sprites
.PHONY: all mrproper depend clean

View File

@@ -43,7 +43,6 @@ OSXAPP = !!OSXAPP!!
LIPO = !!LIPO!!
REVISION = !!REVISION!!
AWK = !!AWK!!
SORT = !!SORT!!
DISTCC = !!DISTCC!!
RES := $(shell if [ ! -f $(CONFIG_CACHE_PWD) ] || [ "`pwd`" != "`cat $(CONFIG_CACHE_PWD)`" ]; then echo "`pwd`" > $(CONFIG_CACHE_PWD); fi )
@@ -54,7 +53,7 @@ ifdef DISTCC
@if [ -z "`echo '$(MFLAGS)' | grep '\-j'`" ]; then echo; echo "WARNING: you enabled distcc support, but you don't seem to be using the -jN paramter"; echo; fi
endif
@for dir in $(DIRS); do \
$(MAKE) -C $$dir all || exit 1; \
$(MAKE) -C $$dir all; \
done
ifdef LIPO
# Lipo is an OSX thing. If it is defined, it means we are building for universal,
@@ -126,36 +125,14 @@ lang:
mrproper:
@for dir in $(DIRS); do \
$(MAKE) -C $$dir mrproper; \
done
# Don't be tempted to merge these two for loops. Doing that breaks make
# --dry-run, since make has this "feature" that it always runs commands
# containing $(MAKE), even when --dry-run is passed. The objective is of
# course to also get a dry-run of submakes, but make is not smart enough
# to see that a for loop runs both a submake and an actual command.
@for dir in $(DIRS); do \
rm -f $$dir/Makefile; \
done
$(Q)rm -rf objs
$(Q)rm -f Makefile Makefile.am Makefile.bundle
$(Q)rm -f media/openttd.desktop media/openttd.desktop.install
$(Q)rm -f media/openttd.desktop
$(Q)rm -f $(CONFIG_CACHE_SOURCE_LIST) config.cache config.pwd config.log $(CONFIG_CACHE_PWD)
# directories for bundle generation
$(Q)rm -rf $(BUNDLE_DIR)
$(Q)rm -rf $(BUNDLES_DIR)
# output of profiling
$(Q)rm -f $(BIN_DIR)/gmon.out
# output of generating 'API' documentation
$(Q)rm -f $(ROOT_DIR)/openttd.tag
$(Q)rm -rf $(ROOT_DIR)/docs/source
# output of generating AI API documentation
$(Q)rm -f $(SRC_DIR)/ai/api/openttd.tag
$(Q)rm -rf $(ROOT_DIR)/docs/aidocs
# directories created by OpenTTD on regression testing
$(Q)rm -rf $(BIN_DIR)/ai/regression/content_download $(BIN_DIR)/ai/regression/save $(BIN_DIR)/ai/regression/scenario
distclean: mrproper
maintainer-clean: distclean
$(Q)rm -f $(BIN_DIR)/baseset/openttd.grf
depend:
@for dir in $(SRC_DIRS); do \
@@ -173,7 +150,6 @@ run-prof: all
regression: all
$(Q)cd !!BIN_DIR!! && sh ai/regression/run.sh
test: regression
%.o:
@for dir in $(SRC_DIRS); do \
@@ -185,6 +161,4 @@ test: regression
$(MAKE) -C $$dir $@; \
done
.PHONY: test distclean mrproper clean
include Makefile.bundle

View File

@@ -42,11 +42,7 @@ RES := $(shell mkdir -p $(BIN_DIR)/lang )
all: table/strings.h $(LANGS)
strgen_base.o: $(SRC_DIR)/strgen/strgen_base.cpp $(SRC_DIR)/strgen/strgen.h endian_host.h $(SRC_DIR)/table/control_codes.h $(SRC_DIR)/table/strgen_tables.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSTRGEN -c -o $@ $<
strgen.o: $(SRC_DIR)/strgen/strgen.cpp $(SRC_DIR)/strgen/strgen.h endian_host.h $(SRC_DIR)/table/control_codes.h $(SRC_DIR)/table/strgen_tables.h
strgen.o: $(SRC_DIR)/strgen/strgen.cpp endian_host.h $(SRC_DIR)/table/control_codes.h $(SRC_DIR)/table/strgen_tables.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSTRGEN -c -o $@ $<
@@ -58,15 +54,11 @@ alloc_func.o: $(SRC_DIR)/core/alloc_func.cpp endian_host.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSTRGEN -c -o $@ $<
getoptdata.o: $(SRC_DIR)/misc/getoptdata.cpp $(SRC_DIR)/misc/getoptdata.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/misc/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSTRGEN -c -o $@ $<
lang/english.txt: $(LANG_DIR)/english.txt
$(Q)mkdir -p lang
$(Q)cp $(LANG_DIR)/english.txt lang/english.txt
$(STRGEN): alloc_func.o string.o strgen_base.o strgen.o getoptdata.o
$(STRGEN): alloc_func.o string.o strgen.o
$(E) '$(STAGE) Compiling and Linking $@'
$(Q)$(CXX_BUILD) $(LDFLAGS_BUILD) $^ -o $@
@@ -93,10 +85,9 @@ depend:
clean:
$(E) '$(STAGE) Cleaning up language files'
$(Q)rm -f strgen.o string.o alloc_func.o getoptdata.o table/strings.h $(STRGEN) $(LANGS) $(LANGS:%=$(BIN_DIR)/lang/%) lang/english.* $(ENDIAN_TARGETS)
$(Q)rm -f strgen.o string.o table/strings.h $(STRGEN) $(LANGS) $(LANGS:%=$(BIN_DIR)/lang/%) lang/english.* $(ENDIAN_TARGETS)
mrproper: clean
$(Q)rm -rf $(BIN_DIR)/lang
%.lng:
@echo '$(STAGE) No such language: $(@:%.lng=%)'

View File

@@ -27,21 +27,9 @@ SRC_DIR = "$(ROOT_DIR)/src"
BUNDLE_DIR = "$(ROOT_DIR)/bundle"
BUNDLES_DIR = "$(ROOT_DIR)/bundles"
TTD = openttd.exe
PDB = openttd.pdb
MODE = Release
TARGET := $(shell echo $(PLATFORM) | sed "s@win64@x64@;s@win32@Win32@")
all:
$(Q)cp objs/$(TARGET)/$(MODE)/$(TTD) $(BIN_DIR)/$(TTD)
$(Q)cp objs/$(TARGET)/Release/$(TTD) $(BIN_DIR)/$(TTD)
include Makefile.bundle.in
bundle_pdb:
@echo '[BUNDLE] Creating $(BUNDLE_NAME).pdb.xz'
$(Q)mkdir -p "$(BUNDLES_DIR)"
$(Q)cp objs/$(TARGET)/Release/$(PDB) $(BUNDLES_DIR)/$(BUNDLE_NAME).pdb
$(Q)xz -9 $(BUNDLES_DIR)/$(BUNDLE_NAME).pdb
regression: all
$(Q)cp bin/$(TTD) bin/openttd
$(Q)cd bin && sh ai/regression/run.sh

View File

@@ -1,77 +0,0 @@
# $Id$
# This file is part of OpenTTD.
# OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
# OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
SETTINGSGEN = !!SETTINGSGEN!!
ENDIAN_CHECK = !!ENDIAN_CHECK!!
SRC_DIR = !!SRC_DIR!!
CXX_BUILD = !!CXX_BUILD!!
CFLAGS_BUILD = !!CFLAGS_BUILD!!
LDFLAGS_BUILD = !!LDFLAGS_BUILD!!
STAGE = !!STAGE!!
SETTING_OBJS_DIR = !!SETTING_OBJS_DIR!!
ENDIAN_TARGETS := endian_host.h endian_target.h $(ENDIAN_CHECK)
# Check if we want to show what we are doing
ifdef VERBOSE
Q =
E = @true
else
Q = @
E = @echo
endif
all: table/settings.h
settingsgen.o: $(SRC_DIR)/settingsgen/settingsgen.cpp $(SRC_DIR)/string_func.h $(SRC_DIR)/strings_type.h $(SRC_DIR)/misc/getoptdata.h $(SRC_DIR)/ini_type.h $(SRC_DIR)/core/smallvec_type.hpp
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSETTINGSGEN -c -o $@ $<
alloc_func.o: $(SRC_DIR)/core/alloc_func.cpp endian_host.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSETTINGSGEN -c -o $@ $<
getoptdata.o: $(SRC_DIR)/misc/getoptdata.cpp $(SRC_DIR)/misc/getoptdata.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/misc/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSETTINGSGEN -c -o $@ $<
string.o: $(SRC_DIR)/string.cpp endian_host.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSETTINGSGEN -c -o $@ $<
ini_load.o: $(SRC_DIR)/ini_load.cpp $(SRC_DIR)/core/alloc_func.hpp $(SRC_DIR)/core/mem_func.hpp $(SRC_DIR)/ini_type.h $(SRC_DIR)/string_func.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSETTINGSGEN -c -o $@ $<
$(SETTINGSGEN): alloc_func.o string.o ini_load.o settingsgen.o getoptdata.o
$(E) '$(STAGE) Compiling and Linking $@'
$(Q)$(CXX_BUILD) $(LDFLAGS_BUILD) $^ -o $@
table/settings.h: $(SETTINGSGEN) $(SRC_DIR)/table/settings.h.preamble $(SRC_DIR)/table/settings.h.postamble $(SRC_DIR)/table/*.ini
$(E) '$(STAGE) Generating $@'
@mkdir -p table
$(Q)./$(SETTINGSGEN) -o table/settings.h -b $(SRC_DIR)/table/settings.h.preamble -a $(SRC_DIR)/table/settings.h.postamble $(SRC_DIR)/table/*.ini
# The targets to compile the endian-code
endian_host.h: $(ENDIAN_CHECK)
$(E) '$(STAGE) Testing endianness for host'
$(Q)./$(ENDIAN_CHECK) > $@
$(ENDIAN_CHECK): $(SRC_DIR)/endian_check.cpp
$(E) '$(STAGE) Compiling and Linking $@'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $< -o $@
depend:
clean:
$(E) '$(STAGE) Cleaning up settings files'
$(Q)rm -f settingsgen.o alloc_func.o getoptdata.o ini_load.o $(SETTINGSGEN) $(ENDIAN_TARGETS) table/settings.h
mrproper: clean
.PHONY: all mrproper depend clean

View File

@@ -23,7 +23,6 @@ BIN_DIR = !!BIN_DIR!!
LANG_DIR = !!LANG_DIR!!
SRC_OBJS_DIR = !!SRC_OBJS_DIR!!
LANG_OBJS_DIR = !!LANG_OBJS_DIR!!
SETTING_OBJS_DIR= !!SETTING_OBJS_DIR!!
SRC_DIR = !!SRC_DIR!!
SCRIPT_SRC_DIR = !!SCRIPT_SRC_DIR!!
MEDIA_DIR = !!MEDIA_DIR!!
@@ -37,6 +36,7 @@ STAGE = !!STAGE!!
MAKEDEPEND = !!MAKEDEPEND!!
CFLAGS_MAKEDEP = !!CFLAGS_MAKEDEP!!
SORT = !!SORT!!
REVISION = !!REVISION!!
AWK = !!AWK!!
CONFIG_CACHE_COMPILER = $(SRC_OBJS_DIR)/!!CONFIG_CACHE_COMPILER!!
CONFIG_CACHE_LINKER = $(SRC_OBJS_DIR)/!!CONFIG_CACHE_LINKER!!
@@ -57,11 +57,8 @@ FILE_DEP := $(CONFIG_CACHE_COMPILER) endian_target.h
RES := $(shell mkdir -p $(BIN_DIR) $(sort $(dir $(OBJS))))
# Make sure endian_target.h is reasable as if it was in the src/ dir
CFLAGS += -I $(SRC_OBJS_DIR) -I $(LANG_OBJS_DIR) -I $(SETTING_OBJS_DIR)
CFLAGS_MAKEDEP += -I $(SRC_OBJS_DIR) -I $(LANG_OBJS_DIR) -I $(SETTING_OBJS_DIR)
ifdef SCRIPT_SRC_DIR
CFLAGS_MAKEDEP += -I $(SCRIPT_SRC_DIR)
endif
CFLAGS += -I $(SRC_OBJS_DIR) -I $(LANG_OBJS_DIR)
CFLAGS_MAKEDEP += -I $(SRC_OBJS_DIR) -I $(LANG_OBJS_DIR) -I $(SCRIPT_SRC_DIR)
ENDIAN_TARGETS := endian_target.h $(ENDIAN_CHECK)
@@ -93,9 +90,15 @@ $(LANG_OBJS_DIR)/table/strings.h: $(LANG_DIR)/english.txt $(LANG_OBJS_DIR)/$(STR
VERSIONS := $(shell AWK="$(AWK)" "$(ROOT_DIR)/findversion.sh")
MODIFIED := $(shell echo "$(VERSIONS)" | cut -f 3 -d' ')
ifdef REVISION
# Use specified revision (which should be of the form "r000").
REV := $(REVISION)
REV_NR := $(shell echo $(REVISION) | sed "s@[^0-9]@@g")
else
# Use autodetected revisions
REV := $(shell echo "$(VERSIONS)" | cut -f 1 -d' ')
REV_NR := $(shell echo "$(VERSIONS)" | cut -f 2 -d' ')
endif
# Make sure we have something in REV and REV_NR
ifeq ($(REV),)
@@ -106,7 +109,7 @@ REV_NR := 0
endif
# This helps to recompile if flags change
RES := $(shell if [ "`cat $(CONFIG_CACHE_COMPILER) 2>/dev/null`" != "$(CFLAGS) $(CXXFLAGS)" ]; then echo "$(CFLAGS) $(CXXFLAGS)" > $(CONFIG_CACHE_COMPILER); fi )
RES := $(shell if [ "`cat $(CONFIG_CACHE_COMPILER) 2>/dev/null`" != "$(CXXFLAGS) $(CFLAGS)" ]; then echo "$(CXXFLAGS) $(CFLAGS)" > $(CONFIG_CACHE_COMPILER); fi )
RES := $(shell if [ "`cat $(CONFIG_CACHE_LINKER) 2>/dev/null`" != "$(LDFLAGS) $(LIBS)" ]; then echo "$(LDFLAGS) $(LIBS)" > $(CONFIG_CACHE_LINKER); fi )
RES := $(shell if [ "`cat $(CONFIG_CACHE_ENDIAN) 2>/dev/null`" != "$(ENDIAN_FORCE)" ]; then echo "$(ENDIAN_FORCE)" > $(CONFIG_CACHE_ENDIAN); fi )
@@ -139,7 +142,7 @@ $(OBJS_C:%.o=%.d): %.d: $(SRC_DIR)/%.c $(FILE_DEP)
$(OBJS_CPP:%.o=%.d): %.d: $(SRC_DIR)/%.cpp $(FILE_DEP)
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -MM $< | sed 's@^$(@F:%.d=%.o):@$@ $(@:%.d=%.o):@' > $@
$(Q)$(CXX_HOST) $(CXXFLAGS) $(CFLAGS) -MM $< | sed 's@^$(@F:%.d=%.o):@$@ $(@:%.d=%.o):@' > $@
$(OBJS_MM:%.o=%.d): %.d: $(SRC_DIR)/%.mm $(FILE_DEP)
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.mm=%.mm)'
@@ -163,7 +166,7 @@ ifeq ("$(SRC_OBJS_DIR)/$(DEPEND)","$(MAKEDEPEND)")
DEP := $(MAKEDEPEND)
$(SRC_OBJS_DIR)/$(DEPEND): $(SRC_DIR)/depend/depend.cpp
$(E) '$(STAGE) Compiling and linking $(DEPEND)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) $(LDFLAGS_BUILD) -o $@ $<
$(Q)$(CXX_BUILD) $(CXXFLAGS_BUILD) $(CFLAGS_BUILD) $(LDFLAGS_BUILD) -o $@ $<
endif
# Make sure that only 'make depend' ALWAYS triggers a recheck
@@ -231,7 +234,7 @@ $(OBJS_C): %.o: $(SRC_DIR)/%.c $(DEP_MASK) $(FILE_DEP)
$(OBJS_CPP): %.o: $(SRC_DIR)/%.cpp $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -c -o $@ $<
$(Q)$(CXX_HOST) $(CXXFLAGS) $(CFLAGS) -c -o $@ $<
$(OBJS_MM): %.o: $(SRC_DIR)/%.mm $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.mm=%.mm)'
@@ -242,13 +245,7 @@ $(OBJS_RC): %.o: $(SRC_DIR)/%.rc $(FILE_DEP)
$(Q)$(WINDRES) -o $@ -I `basename $<` $<
$(BIN_DIR)/$(TTD): $(TTD)
$(Q)cp $(TTD) $(BIN_DIR)/$(TTD)
ifeq ($(OS), UNIX)
$(Q)cp $(MEDIA_DIR)/openttd.32.bmp $(BIN_DIR)/baseset/
endif
ifeq ($(OS), OSX)
$(Q)cp $(ROOT_DIR)/os/macosx/splash.png $(BIN_DIR)/baseset/
endif
$(Q)cp $< $@
$(TTD): $(OBJS) $(CONFIG_CACHE_LINKER)
$(E) '$(STAGE) Linking $@'
@@ -256,17 +253,17 @@ ifeq ($(OS), PSP)
# Because of a bug in the PSP GCC tools, linking via CXX results
# in total chaos and more problems then you can handle. So we need
# CC to link OpenTTD for PSP
$(Q)+$(CC_HOST) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
$(Q)$(CC_HOST) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
else
$(Q)+$(CXX_HOST) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
$(Q)$(CXX_HOST) $(LDFLAGS) $(OBJS) $(LIBS) -o $@
endif
ifdef STRIP
$(Q)$(STRIP) $@
endif
ifeq ($(OS), DOS)
$(E) '$(STAGE) Adding CWSDPMI stub to $@'
$(Q)$(ROOT_DIR)/os/dos/make_dos_binary_selfcontained.sh $(SRC_OBJS_DIR)/$@
endif
endif
# The targets to compile the endian-code
@@ -276,7 +273,7 @@ endian_target.h: $(ENDIAN_CHECK) $(CONFIG_CACHE_ENDIAN)
$(ENDIAN_CHECK): $(SRC_DIR)/endian_check.cpp
$(E) '$(STAGE) Compiling and Linking $@'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) $< -o $@
$(Q)$(CXX_BUILD) $(CXXFLAGS_BUILD) $(CFLAGS_BUILD) $< -o $@
# Revision files
@@ -292,7 +289,7 @@ depend: $(DEPS)
clean:
$(E) '$(STAGE) Cleaning up object files'
$(Q)rm -f $(DEPS) $(OBJS) $(TTD) $(DEPEND) $(TTD:%=$(BIN_DIR)/%) $(BIN_DIR)/baseset/openttd.32.bmp $(CONFIG_CACHE_COMPILER) $(CONFIG_CACHE_LINKER) $(CONFIG_CACHE_ENDIAN) $(CONFIG_CACHE_SOURCE) $(ENDIAN_TARGETS)
$(Q)rm -f $(DEPS) $(OBJS) $(TTD) $(DEPEND) $(TTD:%=$(BIN_DIR)/%) $(CONFIG_CACHE_COMPILER) $(CONFIG_CACHE_LINKER) $(CONFIG_CACHE_ENDIAN) $(CONFIG_CACHE_SOURCE) $(ENDIAN_TARGETS)
mrproper: clean
$(Q)rm -f $(SRC_DIR)/rev.cpp $(SRC_DIR)/os/windows/ottdres.rc

View File

@@ -258,112 +258,3 @@ class AIWaypointList extends _AIWaypointList {
::_AIWaypointList.constructor(AIWaypoint.WAYPOINT_RAIL);
}
}
AIRoad._BuildRoadStation <- AIRoad.BuildRoadStation;
AIRoad.BuildRoadStation <- function(tile, front, road_veh_type, station_id)
{
if (AIRoad.IsRoadStationTile(tile) && AICompany.IsMine(AITile.GetOwner(tile))) return false;
return AIRoad._BuildRoadStation(tile, front, road_veh_type, station_id);
}
AIRoad._BuildDriveThroughRoadStation <- AIRoad.BuildDriveThroughRoadStation;
AIRoad.BuildDriveThroughRoadStation <- function(tile, front, road_veh_type, station_id)
{
if (AIRoad.IsRoadStationTile(tile) && AICompany.IsMine(AITile.GetOwner(tile))) return false;
return AIRoad._BuildDriveThroughRoadStation(tile, front, road_veh_type, station_id);
}
AIBridgeList.HasNext <-
AIBridgeList_Length.HasNext <-
AICargoList.HasNext <-
AICargoList_IndustryAccepting.HasNext <-
AICargoList_IndustryProducing.HasNext <-
AIDepotList.HasNext <-
AIEngineList.HasNext <-
AIGroupList.HasNext <-
AIIndustryList.HasNext <-
AIIndustryList_CargoAccepting.HasNext <-
AIIndustryList_CargoProducing.HasNext <-
AIIndustryTypeList.HasNext <-
AIList.HasNext <-
AIRailTypeList.HasNext <-
AISignList.HasNext <-
AIStationList.HasNext <-
AIStationList_Vehicle.HasNext <-
AISubsidyList.HasNext <-
AITileList.HasNext <-
AITileList_IndustryAccepting.HasNext <-
AITileList_IndustryProducing.HasNext <-
AITileList_StationType.HasNext <-
AITownList.HasNext <-
AIVehicleList.HasNext <-
AIVehicleList_DefaultGroup.HasNext <-
AIVehicleList_Group.HasNext <-
AIVehicleList_SharedOrders.HasNext <-
AIVehicleList_Station.HasNext <-
AIWaypointList.HasNext <-
AIWaypointList_Vehicle.HasNext <-
function()
{
return !this.IsEnd();
}
AIIndustry._IsCargoAccepted <- AIIndustry.IsCargoAccepted;
AIIndustry.IsCargoAccepted <- function(industry_id, cargo_id)
{
return AIIndustry._IsCargoAccepted(industry_id, cargo_id) != AIIndustry.CAS_NOT_ACCEPTED;
}
AIAbstractList <- AIList;
AIList.ChangeItem <- AIList.SetValue;
AIRail.ERR_NONUNIFORM_STATIONS_DISABLED <- 0xFFFF;
AICompany.GetCompanyValue <- function(company)
{
return AICompany.GetQuarterlyCompanyValue(company, AICompany.CURRENT_QUARTER);
}
AITown.GetLastMonthTransported <- AITown.GetLastMonthSupplied;
AIEvent.AI_ET_INVALID <- AIEvent.ET_INVALID;
AIEvent.AI_ET_TEST <- AIEvent.ET_TEST;
AIEvent.AI_ET_SUBSIDY_OFFER <- AIEvent.ET_SUBSIDY_OFFER;
AIEvent.AI_ET_SUBSIDY_OFFER_EXPIRED <- AIEvent.ET_SUBSIDY_OFFER_EXPIRED;
AIEvent.AI_ET_SUBSIDY_AWARDED <- AIEvent.ET_SUBSIDY_AWARDED;
AIEvent.AI_ET_SUBSIDY_EXPIRED <- AIEvent.ET_SUBSIDY_EXPIRED;
AIEvent.AI_ET_ENGINE_PREVIEW <- AIEvent.ET_ENGINE_PREVIEW;
AIEvent.AI_ET_COMPANY_NEW <- AIEvent.ET_COMPANY_NEW;
AIEvent.AI_ET_COMPANY_IN_TROUBLE <- AIEvent.ET_COMPANY_IN_TROUBLE;
AIEvent.AI_ET_COMPANY_MERGER <- AIEvent.ET_COMPANY_MERGER;
AIEvent.AI_ET_COMPANY_BANKRUPT <- AIEvent.ET_COMPANY_BANKRUPT;
AIEvent.AI_ET_VEHICLE_CRASHED <- AIEvent.ET_VEHICLE_CRASHED;
AIEvent.AI_ET_VEHICLE_LOST <- AIEvent.ET_VEHICLE_LOST;
AIEvent.AI_ET_VEHICLE_WAITING_IN_DEPOT <- AIEvent.ET_VEHICLE_WAITING_IN_DEPOT;
AIEvent.AI_ET_VEHICLE_UNPROFITABLE <- AIEvent.ET_VEHICLE_UNPROFITABLE;
AIEvent.AI_ET_INDUSTRY_OPEN <- AIEvent.ET_INDUSTRY_OPEN;
AIEvent.AI_ET_INDUSTRY_CLOSE <- AIEvent.ET_INDUSTRY_CLOSE;
AIEvent.AI_ET_ENGINE_AVAILABLE <- AIEvent.ET_ENGINE_AVAILABLE;
AIEvent.AI_ET_STATION_FIRST_VEHICLE <- AIEvent.ET_STATION_FIRST_VEHICLE;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CRASHED <- AIEvent.ET_DISASTER_ZEPPELINER_CRASHED;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CLEARED <- AIEvent.ET_DISASTER_ZEPPELINER_CLEARED;
AIOrder.AIOF_NONE <- AIOrder.OF_NONE
AIOrder.AIOF_NON_STOP_INTERMEDIATE <- AIOrder.OF_NON_STOP_INTERMEDIATE
AIOrder.AIOF_NON_STOP_DESTINATION <- AIOrder.OF_NON_STOP_DESTINATION
AIOrder.AIOF_UNLOAD <- AIOrder.OF_UNLOAD
AIOrder.AIOF_TRANSFER <- AIOrder.OF_TRANSFER
AIOrder.AIOF_NO_UNLOAD <- AIOrder.OF_NO_UNLOAD
AIOrder.AIOF_FULL_LOAD <- AIOrder.OF_FULL_LOAD
AIOrder.AIOF_FULL_LOAD_ANY <- AIOrder.OF_FULL_LOAD_ANY
AIOrder.AIOF_NO_LOAD <- AIOrder.OF_NO_LOAD
AIOrder.AIOF_SERVICE_IF_NEEDED <- AIOrder.OF_SERVICE_IF_NEEDED
AIOrder.AIOF_STOP_IN_DEPOT <- AIOrder.OF_STOP_IN_DEPOT
AIOrder.AIOF_GOTO_NEAREST_DEPOT <- AIOrder.OF_GOTO_NEAREST_DEPOT
AIOrder.AIOF_NON_STOP_FLAGS <- AIOrder.OF_NON_STOP_FLAGS
AIOrder.AIOF_UNLOAD_FLAGS <- AIOrder.OF_UNLOAD_FLAGS
AIOrder.AIOF_LOAD_FLAGS <- AIOrder.OF_LOAD_FLAGS
AIOrder.AIOF_DEPOT_FLAGS <- AIOrder.OF_DEPOT_FLAGS
AIOrder.AIOF_INVALID <- AIOrder.OF_INVALID

View File

@@ -6,116 +6,3 @@
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.0 API compatability in effect.");
AIRoad._BuildRoadStation <- AIRoad.BuildRoadStation;
AIRoad.BuildRoadStation <- function(tile, front, road_veh_type, station_id)
{
if (AIRoad.IsRoadStationTile(tile) && AICompany.IsMine(AITile.GetOwner(tile))) return false;
return AIRoad._BuildRoadStation(tile, front, road_veh_type, station_id);
}
AIRoad._BuildDriveThroughRoadStation <- AIRoad.BuildDriveThroughRoadStation;
AIRoad.BuildDriveThroughRoadStation <- function(tile, front, road_veh_type, station_id)
{
if (AIRoad.IsRoadStationTile(tile) && AICompany.IsMine(AITile.GetOwner(tile))) return false;
return AIRoad._BuildDriveThroughRoadStation(tile, front, road_veh_type, station_id);
}
AIBridgeList.HasNext <-
AIBridgeList_Length.HasNext <-
AICargoList.HasNext <-
AICargoList_IndustryAccepting.HasNext <-
AICargoList_IndustryProducing.HasNext <-
AIDepotList.HasNext <-
AIEngineList.HasNext <-
AIGroupList.HasNext <-
AIIndustryList.HasNext <-
AIIndustryList_CargoAccepting.HasNext <-
AIIndustryList_CargoProducing.HasNext <-
AIIndustryTypeList.HasNext <-
AIList.HasNext <-
AIRailTypeList.HasNext <-
AISignList.HasNext <-
AIStationList.HasNext <-
AIStationList_Vehicle.HasNext <-
AISubsidyList.HasNext <-
AITileList.HasNext <-
AITileList_IndustryAccepting.HasNext <-
AITileList_IndustryProducing.HasNext <-
AITileList_StationType.HasNext <-
AITownList.HasNext <-
AIVehicleList.HasNext <-
AIVehicleList_DefaultGroup.HasNext <-
AIVehicleList_Depot.HasNext <-
AIVehicleList_Group.HasNext <-
AIVehicleList_SharedOrders.HasNext <-
AIVehicleList_Station.HasNext <-
AIWaypointList.HasNext <-
AIWaypointList_Vehicle.HasNext <-
function()
{
return !this.IsEnd();
}
AIIndustry._IsCargoAccepted <- AIIndustry.IsCargoAccepted;
AIIndustry.IsCargoAccepted <- function(industry_id, cargo_id)
{
return AIIndustry._IsCargoAccepted(industry_id, cargo_id) != AIIndustry.CAS_NOT_ACCEPTED;
}
AIAbstractList <- AIList;
AIList.ChangeItem <- AIList.SetValue;
AIRail.ERR_NONUNIFORM_STATIONS_DISABLED <- 0xFFFF;
AICompany.GetCompanyValue <- function(company)
{
return AICompany.GetQuarterlyCompanyValue(company, AICompany.CURRENT_QUARTER);
}
AITown.GetLastMonthTransported <- AITown.GetLastMonthSupplied;
AIEvent.AI_ET_INVALID <- AIEvent.ET_INVALID;
AIEvent.AI_ET_TEST <- AIEvent.ET_TEST;
AIEvent.AI_ET_SUBSIDY_OFFER <- AIEvent.ET_SUBSIDY_OFFER;
AIEvent.AI_ET_SUBSIDY_OFFER_EXPIRED <- AIEvent.ET_SUBSIDY_OFFER_EXPIRED;
AIEvent.AI_ET_SUBSIDY_AWARDED <- AIEvent.ET_SUBSIDY_AWARDED;
AIEvent.AI_ET_SUBSIDY_EXPIRED <- AIEvent.ET_SUBSIDY_EXPIRED;
AIEvent.AI_ET_ENGINE_PREVIEW <- AIEvent.ET_ENGINE_PREVIEW;
AIEvent.AI_ET_COMPANY_NEW <- AIEvent.ET_COMPANY_NEW;
AIEvent.AI_ET_COMPANY_IN_TROUBLE <- AIEvent.ET_COMPANY_IN_TROUBLE;
AIEvent.AI_ET_COMPANY_ASK_MERGER <- AIEvent.ET_COMPANY_ASK_MERGER;
AIEvent.AI_ET_COMPANY_MERGER <- AIEvent.ET_COMPANY_MERGER;
AIEvent.AI_ET_COMPANY_BANKRUPT <- AIEvent.ET_COMPANY_BANKRUPT;
AIEvent.AI_ET_VEHICLE_CRASHED <- AIEvent.ET_VEHICLE_CRASHED;
AIEvent.AI_ET_VEHICLE_LOST <- AIEvent.ET_VEHICLE_LOST;
AIEvent.AI_ET_VEHICLE_WAITING_IN_DEPOT <- AIEvent.ET_VEHICLE_WAITING_IN_DEPOT;
AIEvent.AI_ET_VEHICLE_UNPROFITABLE <- AIEvent.ET_VEHICLE_UNPROFITABLE;
AIEvent.AI_ET_INDUSTRY_OPEN <- AIEvent.ET_INDUSTRY_OPEN;
AIEvent.AI_ET_INDUSTRY_CLOSE <- AIEvent.ET_INDUSTRY_CLOSE;
AIEvent.AI_ET_ENGINE_AVAILABLE <- AIEvent.ET_ENGINE_AVAILABLE;
AIEvent.AI_ET_STATION_FIRST_VEHICLE <- AIEvent.ET_STATION_FIRST_VEHICLE;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CRASHED <- AIEvent.ET_DISASTER_ZEPPELINER_CRASHED;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CLEARED <- AIEvent.ET_DISASTER_ZEPPELINER_CLEARED;
AIOrder.AIOF_NONE <- AIOrder.OF_NONE
AIOrder.AIOF_NON_STOP_INTERMEDIATE <- AIOrder.OF_NON_STOP_INTERMEDIATE
AIOrder.AIOF_NON_STOP_DESTINATION <- AIOrder.OF_NON_STOP_DESTINATION
AIOrder.AIOF_UNLOAD <- AIOrder.OF_UNLOAD
AIOrder.AIOF_TRANSFER <- AIOrder.OF_TRANSFER
AIOrder.AIOF_NO_UNLOAD <- AIOrder.OF_NO_UNLOAD
AIOrder.AIOF_FULL_LOAD <- AIOrder.OF_FULL_LOAD
AIOrder.AIOF_FULL_LOAD_ANY <- AIOrder.OF_FULL_LOAD_ANY
AIOrder.AIOF_NO_LOAD <- AIOrder.OF_NO_LOAD
AIOrder.AIOF_SERVICE_IF_NEEDED <- AIOrder.OF_SERVICE_IF_NEEDED
AIOrder.AIOF_STOP_IN_DEPOT <- AIOrder.OF_STOP_IN_DEPOT
AIOrder.AIOF_GOTO_NEAREST_DEPOT <- AIOrder.OF_GOTO_NEAREST_DEPOT
AIOrder.AIOF_NON_STOP_FLAGS <- AIOrder.OF_NON_STOP_FLAGS
AIOrder.AIOF_UNLOAD_FLAGS <- AIOrder.OF_UNLOAD_FLAGS
AIOrder.AIOF_LOAD_FLAGS <- AIOrder.OF_LOAD_FLAGS
AIOrder.AIOF_DEPOT_FLAGS <- AIOrder.OF_DEPOT_FLAGS
AIOrder.AIOF_INVALID <- AIOrder.OF_INVALID

View File

@@ -1,58 +0,0 @@
/* $Id$ */
/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
AILog.Info("1.1 API compatability in effect.");
AICompany.GetCompanyValue <- function(company)
{
return AICompany.GetQuarterlyCompanyValue(company, AICompany.CURRENT_QUARTER);
}
AITown.GetLastMonthTransported <- AITown.GetLastMonthSupplied;
AIEvent.AI_ET_INVALID <- AIEvent.ET_INVALID;
AIEvent.AI_ET_TEST <- AIEvent.ET_TEST;
AIEvent.AI_ET_SUBSIDY_OFFER <- AIEvent.ET_SUBSIDY_OFFER;
AIEvent.AI_ET_SUBSIDY_OFFER_EXPIRED <- AIEvent.ET_SUBSIDY_OFFER_EXPIRED;
AIEvent.AI_ET_SUBSIDY_AWARDED <- AIEvent.ET_SUBSIDY_AWARDED;
AIEvent.AI_ET_SUBSIDY_EXPIRED <- AIEvent.ET_SUBSIDY_EXPIRED;
AIEvent.AI_ET_ENGINE_PREVIEW <- AIEvent.ET_ENGINE_PREVIEW;
AIEvent.AI_ET_COMPANY_NEW <- AIEvent.ET_COMPANY_NEW;
AIEvent.AI_ET_COMPANY_IN_TROUBLE <- AIEvent.ET_COMPANY_IN_TROUBLE;
AIEvent.AI_ET_COMPANY_ASK_MERGER <- AIEvent.ET_COMPANY_ASK_MERGER;
AIEvent.AI_ET_COMPANY_MERGER <- AIEvent.ET_COMPANY_MERGER;
AIEvent.AI_ET_COMPANY_BANKRUPT <- AIEvent.ET_COMPANY_BANKRUPT;
AIEvent.AI_ET_VEHICLE_CRASHED <- AIEvent.ET_VEHICLE_CRASHED;
AIEvent.AI_ET_VEHICLE_LOST <- AIEvent.ET_VEHICLE_LOST;
AIEvent.AI_ET_VEHICLE_WAITING_IN_DEPOT <- AIEvent.ET_VEHICLE_WAITING_IN_DEPOT;
AIEvent.AI_ET_VEHICLE_UNPROFITABLE <- AIEvent.ET_VEHICLE_UNPROFITABLE;
AIEvent.AI_ET_INDUSTRY_OPEN <- AIEvent.ET_INDUSTRY_OPEN;
AIEvent.AI_ET_INDUSTRY_CLOSE <- AIEvent.ET_INDUSTRY_CLOSE;
AIEvent.AI_ET_ENGINE_AVAILABLE <- AIEvent.ET_ENGINE_AVAILABLE;
AIEvent.AI_ET_STATION_FIRST_VEHICLE <- AIEvent.ET_STATION_FIRST_VEHICLE;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CRASHED <- AIEvent.ET_DISASTER_ZEPPELINER_CRASHED;
AIEvent.AI_ET_DISASTER_ZEPPELINER_CLEARED <- AIEvent.ET_DISASTER_ZEPPELINER_CLEARED;
AIEvent.AI_ET_TOWN_FOUNDED <- AIEvent.ET_TOWN_FOUNDED;
AIOrder.AIOF_NONE <- AIOrder.OF_NONE
AIOrder.AIOF_NON_STOP_INTERMEDIATE <- AIOrder.OF_NON_STOP_INTERMEDIATE
AIOrder.AIOF_NON_STOP_DESTINATION <- AIOrder.OF_NON_STOP_DESTINATION
AIOrder.AIOF_UNLOAD <- AIOrder.OF_UNLOAD
AIOrder.AIOF_TRANSFER <- AIOrder.OF_TRANSFER
AIOrder.AIOF_NO_UNLOAD <- AIOrder.OF_NO_UNLOAD
AIOrder.AIOF_FULL_LOAD <- AIOrder.OF_FULL_LOAD
AIOrder.AIOF_FULL_LOAD_ANY <- AIOrder.OF_FULL_LOAD_ANY
AIOrder.AIOF_NO_LOAD <- AIOrder.OF_NO_LOAD
AIOrder.AIOF_SERVICE_IF_NEEDED <- AIOrder.OF_SERVICE_IF_NEEDED
AIOrder.AIOF_STOP_IN_DEPOT <- AIOrder.OF_STOP_IN_DEPOT
AIOrder.AIOF_GOTO_NEAREST_DEPOT <- AIOrder.OF_GOTO_NEAREST_DEPOT
AIOrder.AIOF_NON_STOP_FLAGS <- AIOrder.OF_NON_STOP_FLAGS
AIOrder.AIOF_UNLOAD_FLAGS <- AIOrder.OF_UNLOAD_FLAGS
AIOrder.AIOF_LOAD_FLAGS <- AIOrder.OF_LOAD_FLAGS
AIOrder.AIOF_DEPOT_FLAGS <- AIOrder.OF_DEPOT_FLAGS
AIOrder.AIOF_INVALID <- AIOrder.OF_INVALID

View File

@@ -15,6 +15,3 @@ regression =
[vehicle]
road_side = right
plane_speed = 2
[construction]
max_bridge_length = 100

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -6,7 +6,7 @@ class Regression extends AIInfo {
function GetShortName() { return "REGR"; }
function GetDescription() { return "This runs regression-tests on all commands. On the same map the result should always be the same."; }
function GetVersion() { return 1; }
function GetAPIVersion() { return "1.2"; }
function GetAPIVersion() { return "1.0"; }
function GetDate() { return "2007-03-18"; }
function CreateInstance() { return "Regression"; }
}

View File

@@ -25,10 +25,9 @@ fi
if [ -n "$gdb" ]; then
$gdb ./openttd -x -c ai/regression/regression.cfg $params -g ai/regression/regression.sav
else
./openttd -x -c ai/regression/regression.cfg $params -g ai/regression/regression.sav -d script=2 -d misc=9 2>&1 | awk '{ gsub("0x(\\(nil\\)|0+)(x0)?", "0x00000000", $0); gsub("^dbg: \\[script\\]", "", $0); gsub("^ ", "ERROR: ", $0); gsub("ERROR: \\[1\\] ", "", $0); gsub("\\[P\\] ", "", $0); print $0; }' | grep -v '^dbg: \[.*\]' > tmp.regression
./openttd -x -c ai/regression/regression.cfg $params -g ai/regression/regression.sav -d ai=2 2>&1 | awk '{ gsub("0x(\\(nil\\)|0+)", "0x00000000", $0); gsub("^dbg: \\[ai\\]", "", $0); gsub("^ ", "ERROR: ", $0); gsub("ERROR: \\[1\\] ", "", $0); gsub("\\[P\\] ", "", $0); print $0; }' > tmp.regression
fi
ret=0
if [ -z "$gdb" ]; then
res="`diff -ub ai/regression/regression.txt tmp.regression`"
if [ -z "$res" ]; then
@@ -36,7 +35,6 @@ if [ -z "$gdb" ]; then
else
echo "Regression test failed! Difference:"
echo "$res"
ret=1
fi
echo ""
echo "Regression test done"
@@ -51,5 +49,3 @@ fi
if [ "$1" != "-k" ]; then
rm -f tmp.regression
fi
exit $ret

View File

@@ -1,81 +0,0 @@
; $Id$
;
; This represents more or less nothingness
;
[metadata]
name = NoMusic
shortname = NULL
version = 0
fallback = true
description = A music pack without actual music.
description.af_ZA = 'n Musiek stel sonder enige musiek.
description.ar_EG = مجموعة موسيقى بدون موسيقى
description.bg_BG = Празен музикален пакет.
description.ca_ES = Un joc de música sense cap música.
description.cs_CZ = Prázná hudební sada.
description.da_DA = En musikpakke uden musik.
description.de_DE = Ein Musikset ohne Musik.
description.el_GR = Ένα πάκετο μουσικής χωρίς πραγματική μουσική.
description.en_GB = A music pack without actual music.
description.en_US = A music pack without actual music.
description.es_ES = Un conjunto de música vacío.
description.et_ET = Muusikakomplekt ilma igasuguse muusikata.
description.fi_FI = Musiikkipaketti, jossa ei ole musiikkia.
description.fr_FR = Un pack de musiques sans musiques.
description.hr_HR = Muzički paket bez ikakve muzike.
description.hu_HU = Zenei alapcsomag zene nélkül.
description.id_ID = Paket musik tanpa berisi musik.
description.it_IT = Un pacchetto musicale non contenente alcuna musica.
description.nb_NO = En musikkpakke uten noe musikk.
description.nl_NL = Een muziekset zonder muziek.
description.nn_NO = Ei musikkpakke utan noko musikk.
description.pl_PL = Zestaw utworów muzycznych nie zawierający żadnej muzyki.
description.pt_PT = Um conjunto de música vazio.
description.ro_RO = Un set de muzică fără muzică inclusă.
description.ru_RU = "Пустой" набор музыкального оформления, не содержащий никакой музыки.
description.sk_SK = Sada hudby neobsahujúca hudbu.
description.sl_SL = Glasbeni paket z vključeno glasbo.
description.sr_RS = Prazan skup muzičkih numera.
description.sv_SE = Ett musikpaket utan någon musik.
description.tr_TR = Müzik içermeyen boş bir müzik paketi.
description.zh_TW = 不含任何音樂的音樂集。
[files]
theme =
old_0 =
old_1 =
old_2 =
old_3 =
old_4 =
old_5 =
old_6 =
old_7 =
old_8 =
old_9 =
new_0 =
new_1 =
new_2 =
new_3 =
new_4 =
new_5 =
new_6 =
new_7 =
new_8 =
new_9 =
ezy_0 =
ezy_1 =
ezy_2 =
ezy_3 =
ezy_4 =
ezy_5 =
ezy_6 =
ezy_7 =
ezy_8 =
ezy_9 =
[md5s]
[names]
[origin]
default = This file was part of your OpenTTD installation.

View File

@@ -1,49 +0,0 @@
; $Id$
;
; This represents more or less nothingness
;
[metadata]
name = NoSound
shortname = NULL
version = 2
fallback = true
description = A sound pack without any sounds.
description.af_ZA = 'n Klank stel sonder enige klanke.
description.ar_EG = مجموعة صوت بدوت اصوات مضافة
description.bg_BG = Празен звуков пакет.
description.ca_ES = Un joc de sons sense cap so.
description.cs_CZ = Prázdná sada zvuků.
description.da_DA = En lydpakke uden lyde.
description.de_DE = Basissounds ohne Sound.
description.el_GR = Ένα πάκετο ήχων χώρις ήχους.
description.en_GB = A sound pack without any sounds.
description.en_US = A sound pack without any sounds.
description.es_ES = Un conjunto de sonidos vacío.
description.et_ET = Ilma häälteta helipakk.
description.fi_FI = Äänipaketti ilman ääniä.
description.fr_FR = Un pack de sons sans sons.
description.hr_HR = Zvučni paket bez ikakvih zvukova.
description.hu_HU = Hang alapcsomag hangok nélkül.
description.id_ID = Paket efek suara tanpa berisi suara.
description.it_IT = Un pacchetto sonoro non contenente alcun suono.
description.nb_NO = En lydpakke uten noen lyder.
description.nl_NL = Een geluidset zonder geluid.
description.nn_NO = Ei lydpakke utan nokon lydar.
description.pl_PL = Zestaw dźwięków nie zawierający żadnych dźwięków.
description.pt_PT = Um conjunto de sons vazio.
description.ro_RO = Un set de sunete fără nici un sunet inclus.
description.ru_RU = "Пустой" набор звукового оформления, не содержащий никаких звуков.
description.sk_SK = Zvuková sada neobsahujúca zvuky.
description.sl_SL = Zvočni paket brez zvoka.
description.sr_RS = Prazan skup zvukova.
description.sv_SE = Ett ljudpaket utan några ljud.
description.tr_TR = Ses içermeyen boş bir ses kümesi.
description.zh_TW = 不含任何音效的音效集。
[files]
samples =
[md5s]
[origin]
default = This file was part of your OpenTTD installation.

Binary file not shown.

Binary file not shown.

View File

@@ -1,62 +0,0 @@
; $Id$
;
; This represents the original graphics as on the non-German Transport
; Tycoon Deluxe DOS CD.
;
[metadata]
name = original_dos
shortname = TTDD
version = 1
palette = DOS
description = Original Transport Tycoon Deluxe DOS edition graphics.
description.af_ZA = Oorspronklike Transport Tycoon Deluxe DOS uitgawe grafieke.
description.ar_EG = النسخة الاصلية من ترانسبورت تايكون ديلوكس الرسومية نسخة الدوس
description.bg_BG = Оригинални графики на Transport Tycoon Deluxe за DOS.
description.ca_ES = Gràfics originals de Transport Tycoon Deluxe per a DOS.
description.cs_CZ = Původní sada grafik Transport Tycoon Deluxe (verze pro DOS).
description.da_DA = Originalgrafik fra Transport Tycoon Deluxe DOS-version.
description.de_DE = Original Transport Tycoon Deluxe DOS Basisgrafiken.
description.el_GR = Αρχικά γραφικά από το Transport Tycoon Deluxe έκδοση DOS.
description.en_GB = Original Transport Tycoon Deluxe DOS edition graphics.
description.en_US = Original Transport Tycoon Deluxe DOS edition graphics.
description.es_ES = Gráficos originales de Transport Tycoon Deluxe versión DOS.
description.et_ET = Algse Transport Tycoon Deluxe DOSi versiooni graafika.
description.fi_FI = Alkuperäiset Transport Tycoon Deluxe DOS grafiikat.
description.fr_FR = Graphiques originaux de Transport Tycoon Deluxe (version DOS).
description.hr_HR = Originalna grafika za Transport Tycoon Deluxe DOS izdanje.
description.hu_HU = Az eredeti Transport Tycoon Deluxe DOS verziójának grafikája.
description.id_ID = Grafik orisinil Transport Tycoon Deluxe versi DOS.
description.it_IT = Grafica originale di Transport Tycoon Deluxe, edizione DOS.
description.nb_NO = Original grafikk fra Transport Tycoon Deluxe for DOS.
description.nl_NL = Originele graphics van de Transport Tycoon Deluxe DOS-versie.
description.nn_NO = Original grafikk frå Transport Tycoon Deluxe for DOS.
description.pl_PL = Oryginalna edycja grafik dla Transport Tycoon Deluxe DOS.
description.pt_PT = Gráficos originais da edição DOS de Transport Tycoon Deluxe.
description.ro_RO = Setul grafic original al Transport Tycoon Deluxe pentru DOS.
description.ru_RU = Оригинальная графика из Transport Tycoon Deluxe для DOS.
description.sk_SK = Pôvodná grafika Transport Tycoon Deluxe (DOS).
description.sl_SL = Originalna grafika Transport Tycoon Deluxe za različico DOS.
description.sr_RS = Originalni skup grafika Transport Tycoon Deluxe DOS izdanja.
description.sv_SE = Originalgrafiken från Transport Tycoon Deluxe, DOS-utgåvan.
description.tr_TR = Orijinal Transport Tycoon Deluxe DOS sürümü grafikleri.
description.zh_TW = 原版 Transport Tycoon Deluxe DOS 版的圖形。
[files]
base = TRG1.GRF
logos = TRGI.GRF
arctic = TRGC.GRF
tropical = TRGH.GRF
toyland = TRGT.GRF
extra = OPENTTD.GRF
[md5s]
TRG1.GRF = 9311676280e5b14077a8ee41c1b42192
TRGI.GRF = da6a6c9dcc451eec88d79211437b76a8
TRGC.GRF = ed446637e034104c5559b32c18afe78d
TRGH.GRF = ee6616fb0e6ef6b24892c58c93d86fc9
TRGT.GRF = e30e8a398ae86c03dc534a8ac7dfb3b6
OPENTTD.GRF = 51f9d2b8a29a079e83486db13509336c
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.
OPENTTD.GRF = This file was part of your OpenTTD installation.

View File

@@ -1,50 +0,0 @@
; $Id$
;
; This represents the original sounds as on the Transport
; Tycoon Deluxe DOS CD.
;
[metadata]
name = original_dos
shortname = TTDO
version = 0
description = Original Transport Tycoon Deluxe DOS edition sounds.
description.af_ZA = Oorspronklike Transport Tycoon Deluxe DOS uitgawe klanke.
description.ar_EG = النسخة الاصلية من ترانسبورت تايكون ديلوكس الصوتية نسخة الدوس
description.bg_BG = Оригинални звуци на Transport Tycoon Deluxe за DOS.
description.ca_ES = Sons originals de Transport Tycoon Deluxe per a DOS.
description.cs_CZ = Původní sada zvuků Transport Tycoon Deluxe (verze pro DOS).
description.da_DA = Originallyd fra Transport Tycoon Deluxe DOS-version.
description.de_DE = Original Transport Tycoon Deluxe DOS Basissounds.
description.el_GR = Αρχικοί ήχοι από το Transport Tycoon Deluxe έκδοση DOS.
description.en_GB = Original Transport Tycoon Deluxe DOS edition sounds.
description.en_US = Original Transport Tycoon Deluxe DOS edition sounds.
description.es_ES = Sonidos originales de Transport Tycoon Deluxe versión DOS.
description.et_ET = Algse Transport Tycoon Deluxe DOSi versiooni helid.
description.fi_FI = Alkuperäiset Transport Tycoon Deluxe DOS äänet.
description.hr_HR = Originalni zvukovi za Transport Tycoon Deluxe DOS izdanje.
description.hu_HU = Az eredeti Transport Tycoon Deluxe DOS verziójának hangjai.
description.fr_FR = Sons originaux de Transport Tycoon Deluxe (version DOS).
description.id_ID = Efek suara orisinil Transport Tycoon Deluxe versi DOS.
description.it_IT = Suoni originali di Transport Tycoon Deluxe, edizione DOS.
description.nb_NO = Originale lyder fra Transport Tycoon Deluxe for DOS.
description.nl_NL = Originele geluiden van de Transport Tycoon Deluxe DOS-versie.
description.nn_NO = Originale lydar frå Transport Tycoon Deluxe for DOS.
description.pl_PL = Oryginalna edycja dźwięków dla Transport Tycoon Deluxe DOS.
description.pt_PT = Sons originais da edição DOS de Transport Tycoon Deluxe.
description.ro_RO = Setul de sunete original al Transport Tycoon Deluxe pentru DOS.
description.ru_RU = Оригинальный набор звукового оформления из игры Transport Tycoon Deluxe для DOS.
description.sk_SK = Pôvodné zvuky Transport Tycoon Deluxe (DOS).
description.sl_SL = Originalni zvoki Transport Tycoon Deluxe različice DOS.
description.sr_RS = Originalni skup zvukova Transport Tycoon Deluxe DOS izdanja.
description.sv_SE = Originalljuden från Transport Tycoon Deluxe, DOS-utgåvan.
description.tr_TR = Orijinal Transport Tycoon Deluxe DOS sürümü sesleri.
description.zh_TW = 原版 Transport Tycoon Deluxe DOS 版的音效。
[files]
samples = SAMPLE.CAT
[md5s]
SAMPLE.CAT = 422ea3dd074d2859bb51639a6e0e85da
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.

View File

@@ -1,62 +0,0 @@
; $Id$
;
; This represents the original graphics as on the German Transport
; Tycoon Deluxe DOS CD. It contains one broken sprite.
;
[metadata]
name = original_dos_de
shortname = TTDD
version = 0
palette = DOS
description = Original Transport Tycoon Deluxe DOS (German) edition graphics.
description.af_ZA = Oorspronklike Transport Tycoon Deluxe DOS (German) uitgawe grafieke.
description.ar_EG = النسخة الاصلية من ترانسبورت تايكون ديلوكس الالمانية نسخة الدوس
description.bg_BG = Оригинални графики на Transport Tycoon Deluxe за DOS (немски) .
description.ca_ES = Gràfics originals de Transport Tycoon Deluxe per a DOS (Alemany).
description.cs_CZ = Původní sada grafik Transport Tycoon Deluxe (německá verze pro DOS).
description.da_DA = Originalgrafik fra Transport Tycoon Deluxe DOS (Tysk) version.
description.de_DE = Original Transport Tycoon Deluxe DOS (Deutsch) Basisgrafiken.
description.el_GR = Αρχικά γραφικά από το Transport Tycoon Deluxe έκδοση DOS (Γερμανικό).
description.en_GB = Original Transport Tycoon Deluxe DOS (German) edition graphics.
description.en_US = Original Transport Tycoon Deluxe DOS (German) edition graphics.
description.es_ES = Gráficos originales de Transport Tycoon Deluxe versión DOS (Alemán).
description.et_ET = Algse Transport Tycoon Deluxe DOSi (Saksa) versiooni graafika.
description.fi_FI = Alkuperäiset Transport Tycoon Deluxe DOS (Saksalainen) grafiikat.
description.fr_FR = Graphiques originaux de Transport Tycoon Deluxe (version DOS allemande).
description.hr_HR = Originalna grafika za Transport Tycoon Deluxe DOS (Njemački) izdanje.
description.hu_HU = Az eredeti Transport Tycoon Deluxe DOS (német) verziójának grafikája.
description.id_ID = Grafik orisinil Transport Tycoon Deluxe versi DOS (Jerman).
description.it_IT = Grafica originale di Transport Tycoon Deluxe (tedesco), edizione DOS.
description.nb_NO = Original grafikk fra Transport Tycoon Deluxe for DOS (tysk).
description.nl_NL = Originele graphics van de Duitse Transport Tycoon Deluxe DOS-versie.
description.nn_NO = Original grafikk frå Transport Tycoon Deluxe for DOS (tysk).
description.pl_PL = Oryginalna edycja grafik dla Transport Tycoon Deluxe DOS (German).
description.pt_PT = Gráficos originais da edição DOS (Alemã) de Transport Tycoon Deluxe.
description.ro_RO = Setul grafic original al Transport Tycoon Deluxe pentru DOS (ediţia germană).
description.ru_RU = Оригинальная графика из немецкой версии Transport Tycoon Deluxe для DOS.
description.sk_SK = Pôvodná grafika Transport Tycoon Deluxe (DOS) (v jazyku nemčina).
description.sl_SL = Originalna grafika Transport Tycoon Deluxe za nemško različico DOS.
description.sr_RS = Originalni skup grafika nemačkog Transport Tycoon Deluxe DOS izdanja.
description.sv_SE = Originalgrafiken från Transport Tycoon Deluxe, DOS-utgåvan (tyska).
description.tr_TR = Orijinal Transport Tycoon Deluxe DOS (Almanca) sürümü grafikleri.
description.zh_TW = 原版 Transport Tycoon Deluxe DOS 版 (德國版) 的圖形。
[files]
base = TRG1.GRF
logos = TRGI.GRF
arctic = TRGC.GRF
tropical = TRGH.GRF
toyland = TRGT.GRF
extra = OPENTTD.GRF
[md5s]
TRG1.GRF = 9311676280e5b14077a8ee41c1b42192
TRGI.GRF = da6a6c9dcc451eec88d79211437b76a8
TRGC.GRF = ed446637e034104c5559b32c18afe78d
TRGH.GRF = ee6616fb0e6ef6b24892c58c93d86fc9
TRGT.GRF = fcde1d7e8a74197d72a62695884b909e
OPENTTD.GRF = 51f9d2b8a29a079e83486db13509336c
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.
OPENTTD.GRF = This file was part of your OpenTTD installation.

View File

@@ -1,62 +0,0 @@
; $Id$
;
; This represents the original graphics as on the Transport
; Tycoon Deluxe for Windows CD.
;
[metadata]
name = original_windows
shortname = TTDW
version = 0
palette = Windows
description = Original Transport Tycoon Deluxe Windows edition graphics.
description.af_ZA = Oorspronklike Transport Tycoon Deluxe Windows uitgawe grafieke.
description.ar_EG = النسخة الاصلية من ترانسبورت تايكون ديلوكس الرسومية نسخة وندوز
description.bg_BG = Оригинални графики на Transport Tycoon Deluxe за Windows.
description.ca_ES = Gràfics originals de Transport Tycoon Deluxe per a Windows.
description.cs_CZ = Původní sada grafik Transport Tycoon Deluxe (verze pro Windows).
description.da_DA = Originalgrafik fra Transport Tycoon Deluxe Windows-version.
description.de_DE = Original Transport Tycoon Deluxe Windows Basisgrafiken.
description.el_GR = Αρχικά γραφικά από το Transport Tycoon Deluxe έκδοση Windows.
description.en_GB = Original Transport Tycoon Deluxe Windows edition graphics.
description.en_US = Original Transport Tycoon Deluxe Windows edition graphics.
description.es_ES = Gráficos originales de Transport Tycoon Deluxe versión Windows.
description.et_ET = Algse Transport Tycoon Deluxe Windowsi versiooni graafika.
description.fi_FI = Alkuperäiset Transport Tycoon Deluxe Windows grafiikat.
description.fr_FR = Graphiques originaux de Transport Tycoon Deluxe (version Windows).
description.hr_HR = Originalna grafika za Transport Tycoon Deluxe Windows izdanje.
description.hu_HU = Az eredeti Transport Tycoon Deluxe Windows verziójának grafikája.
description.id_ID = Grafik orisinil Transport Tycoon Deluxe versi Windows.
description.it_IT = Grafica originale di Transport Tycoon Deluxe, edizione Windows.
description.nb_NO = Original grafikk fra Transport Tycoon Deluxe for Windows.
description.nl_NL = Originele graphics van de Transport Tycoon Deluxe Windows-versie.
description.nn_NO = Original grafikk frå Transport Tycoon Deluxe for Windows.
description.pl_PL = Oryginalna edycja grafik dla Transport Tycoon Deluxe Windows.
description.pt_PT = Gráficos originais da edição Windows de Transport Tycoon Deluxe.
description.ro_RO = Setul grafic original al Transport Tycoon Deluxe pentru Windows.
description.ru_RU = Оригинальная графика из Transport Tycoon Deluxe для Windows.
description.sk_SK = Pôvodná grafika Transport Tycoon Deluxe (Windows).
description.sl_SL = Originalna grafika Transport Tycoon Deluxe za različico oken(windows).
description.sr_RS = Originalni skup grafika Transport Tycoon Deluxe Windows izdanja.
description.sv_SE = Originalgrafiken från Transport Tycoon Deluxe, Windows-utgåvan.
description.tr_TR = Orijinal Transport Tycoon Deluxe Windows sürümü grafikleri.
description.zh_TW = 原版 Transport Tycoon Deluxe Windows 版的圖形。
[files]
base = TRG1R.GRF
logos = TRGIR.GRF
arctic = TRGCR.GRF
tropical = TRGHR.GRF
toyland = TRGTR.GRF
extra = OPENTTD.GRF
[md5s]
TRG1R.GRF = b04ce593d8c5016e07473a743d7d3358
TRGIR.GRF = 0c2484ff6be49fc63a83be6ab5c38f32
TRGCR.GRF = 3668f410c761a050b5e7095a2b14879b
TRGHR.GRF = 06bf2b7a31766f048baac2ebe43457b1
TRGTR.GRF = de53650517fe661ceaa3138c6edb0eb8
OPENTTD.GRF = 51f9d2b8a29a079e83486db13509336c
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.
OPENTTD.GRF = This file was part of your OpenTTD installation.

View File

@@ -1,125 +0,0 @@
; $Id$
;
; This represents the original music as on the Transport
; Tycoon Deluxe for Windows CD.
;
[metadata]
name = original_windows
shortname = TTDW
version = 1
description = Original Transport Tycoon Deluxe Windows edition music.
description.af_ZA = Oorspronklike Transport Tycoon Deluxe Windows uitgawe musiek.
description.ar_EG = النسخة الاصلية من ترانسبورت تايكون ديلوكس الموسيقية نسخة وندوز
description.bg_BG = Оригинална музика на Transport Tycoon Deluxe за Windows.
description.ca_ES = Música Original de Transport Tycoon Deluxe per a Windows.
description.cs_CZ = Původní hudba Transport Tycoon Deluxe (verze pro Windows).
description.da_DA = Originalmusik fra Transport Tycoon Deluxe Windows-version.
description.de_DE = Original Transport Tycoon Deluxe Windows Musikset.
description.el_GR = Αρχική μουσική από το Transport Tycoon Deluxe έκδοση Windows.
description.en_GB = Original Transport Tycoon Deluxe Windows edition music.
description.en_US = Original Transport Tycoon Deluxe Windows edition music.
description.es_ES = Música original de Transport Tycoon Deluxe versión Windows.
description.et_ET = Algse Transport Tycoon Deluxe Windowsi versiooni muusika.
description.fi_FI = Alkuperäinen Transport Tycoon Deluxe Windows musiikki.
description.fr_FR = Musiques originales de Transport Tycoon Deluxe (version Windows).
description.hr_HR = Originalna muzika za Transport Tycoon Deluxe Windows izdanje.
description.hu_HU = Az eredeti Transport Tycoon Deluxe Windows verziójának zenéje.
description.id_ID = Musik pengiring orisinil Transport Tycoon Deluxe versi Windows.
description.it_IT = Musica originale di Transport Tycoon Deluxe, edizione Windows.
description.nb_NO = Original musikk fra Transport Tycoon Deluxe for Windows.
description.nl_NL = Originele muziek van de Transport Tycoon Deluxe Windows-versie.
description.nn_NO = Original musikk frå Transport Tycoon Deluxe for Windows.
description.pl_PL = Oryginalna edycja utworów muzycznych w Transport Tycoon Deluxe Windows.
description.pt_PT = Música original da edição Windows de Transport Tycoon Deluxe.
description.ro_RO = Setul de muzică original al Transport Tycoon Deluxe pentru Windows.
description.ru_RU = Оригинальный набор музыкального оформления из игры Transport Tycoon Deluxe.
description.sk_SK = Pôvodná hudba z Transport Tycoon Deluxe (Windows).
description.sl_SL = Originalna glasba Transport Tycoon Deluxe različice oken(windows).
description.sr_RS = Originalni skup muzičkih numera Transport Tycoon Deluxe Windows izdanja.
description.sv_SE = Originalmusiken från Transport Tycoon Deluxe, Windows-utgåvan.
description.tr_TR = Orijinal Transport Tycoon Deluxe Windows sürümü müzikleri.
description.zh_TW = 原版 Transport Tycoon Deluxe Windows 版的音樂。
[files]
theme = GM_TT00.GM
old_0 = GM_TT02.GM
old_1 = GM_TT06.GM
old_2 = GM_TT03.GM
old_3 = GM_TT12.GM
old_4 = GM_TT08.GM
old_5 = GM_TT13.GM
old_6 = GM_TT14.GM
old_7 = GM_TT10.GM
old_8 =
old_9 =
new_0 = GM_TT04.GM
new_1 = GM_TT01.GM
new_2 = GM_TT05.GM
new_3 = GM_TT15.GM
new_4 = GM_TT11.GM
new_5 = GM_TT16.GM
new_6 = GM_TT09.GM
new_7 =
new_8 =
new_9 =
ezy_0 = GM_TT18.GM
ezy_1 = GM_TT19.GM
ezy_2 = GM_TT21.GM
ezy_3 = GM_TT17.GM
ezy_4 = GM_TT20.GM
ezy_5 = GM_TT07.GM
ezy_6 =
ezy_7 =
ezy_8 =
ezy_9 =
[md5s]
GM_TT00.GM = 45cfec1b9d8c7a0ad45e755833cbf221
GM_TT01.GM = ab14ed3392d848abd2a2e90a9d75d121
GM_TT02.GM = dd4f696e4be5987ce738257b08b50171
GM_TT03.GM = a1bfde23343df9e4063419bf29c166b8
GM_TT04.GM = 4e6943aa0c455203d76c79389054747d
GM_TT05.GM = cee281cb85a2e2343552d97640545a47
GM_TT06.GM = 26d1de5efa8675f94065784e9d539e49
GM_TT07.GM = 6f2691e17558f552ec4c565e4ab7139c
GM_TT08.GM = a42bf2cb3340a822f1a69646fc7a487d
GM_TT09.GM = eb35761a58a8df3c59ed8929cce13916
GM_TT10.GM = 42fecd686720a785d20a78590c466a82
GM_TT11.GM = 50ef1ef02e49d2112786dd45e69dc3ee
GM_TT12.GM = 4ce707a0e0e72419f0681dd9bd95271b
GM_TT13.GM = e765753be29d889ec818f38009103619
GM_TT14.GM = 270e2d63bd32b95a4d007ce15a6ce45f
GM_TT15.GM = 89e116a1c0c69f1845cc903a9bfbe460
GM_TT16.GM = f824e2371b3bedfe61aad4b9c62dd6be
GM_TT17.GM = 1b23eebb0796c1ab99cd97fa7082cf7b
GM_TT18.GM = 15650de3bad645d0e88c4f5c7a2df92a
GM_TT19.GM = 7aec079e15bd09588660b85545ac4dfc
GM_TT20.GM = 1509097889dee617aa1e9a1738a5a930
GM_TT21.GM = a8d0aaad02e1a762d8d54cf81da56bab
[names]
GM_TT00.GM = Tycoon DELUXE Theme
GM_TT01.GM = Snarl Up
GM_TT02.GM = Easy Driver
GM_TT03.GM = Little Red Diesel
GM_TT04.GM = City Groove
GM_TT05.GM = Aliens Ate My Railway
GM_TT06.GM = Stoke It
GM_TT07.GM = Don't Walk!
GM_TT08.GM = Sawyer's Tune
GM_TT09.GM = Fell Apart On Me
GM_TT10.GM = Can't Get There From Here
GM_TT11.GM = Hard Drivin'
GM_TT12.GM = Road Hog
GM_TT13.GM = Hold That Train!
GM_TT14.GM = Broomer's Oil Rag
GM_TT15.GM = Goss Groove
GM_TT16.GM = Small Town
GM_TT17.GM = Cruise Control
GM_TT18.GM = Stroll On
GM_TT19.GM = Funk Central
GM_TT20.GM = Jammit
GM_TT21.GM = Movin' On
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.

View File

@@ -1,50 +0,0 @@
; $Id$
;
; This represents the original sounds as on the Transport
; Tycoon Deluxe for Windows CD.
;
[metadata]
name = original_windows
shortname = TTDO
version = 0
description = Original Transport Tycoon Deluxe Windows edition sounds.
description.af_ZA = Oorspronklike Transport Tycoon Deluxe Windows uitgawe klanke.
description.ar_EG = النسخة الاصلية من ترانسبورت تايكون ديلوكس الصوتية نسخة وندوز
description.bg_BG = Оригинални звуци на Transport Tycoon Deluxe за Windows.
description.ca_ES = Sons originals de Transport Tycoon Deluxe per a Windows.
description.cs_CZ = Původní sada zvuků Transport Tycoon Deluxe (verze pro Windows).
description.da_DA = Originallyd fra Transport Tycoon Deluxe Windows-version.
description.de_DE = Original Transport Tycoon Deluxe Windows Basissounds.
description.el_GR = Αρχικοί ήχοι από το Transport Tycoon Deluxe έκδοση Windows.
description.en_GB = Original Transport Tycoon Deluxe Windows edition sounds.
description.en_US = Original Transport Tycoon Deluxe Windows edition sounds.
description.es_ES = Sonidos originales de Transport Tycoon Deluxe versión Windows.
description.et_ET = Algse Transport Tycoon Deluxe Windowsi versiooni helid.
description.fi_FI = Alkuperäiset Transport Tycoon Deluxe Windows äänet.
description.hr_HR = Originalni zvukovi za Transport Tycoon Deluxe Windows izdanje.
description.hu_HU = Az eredeti Transport Tycoon Deluxe Windows verziójának hangjai.
description.fr_FR = Sons originaux de Transport Tycoon Deluxe (version Windows).
description.id_ID = Efek suara orisinil Transport Tycoon Deluxe versi Windows.
description.it_IT = Suoni originali di Transport Tycoon Deluxe, edizione Windows.
description.nb_NO = Originale lyder fra Transport Tycoon Deluxe for Windows.
description.nl_NL = Originele geluiden van de Transport Tycoon Deluxe Windows-versie.
description.nn_NO = Originale lydar frå Transport Tycoon Deluxe for Windows.
description.pl_PL = Oryginalna edycja dźwięków dla Transport Tycoon Deluxe Windows.
description.pt_PT = Sons originais da edição Windows de Transport Tycoon Deluxe.
description.ro_RO = Setul de sunete original al Transport Tycoon Deluxe pentru Windows.
description.ru_RU = Оригинальный набор звукового оформления из игры Transport Tycoon Deluxe для Windows.
description.sk_SK = Pôvodné zvuky Transport Tycoon Deluxe (Windows).
description.sl_SL = Originalni zvoki Transport Tycoon Deluxe različice oken(windows).
description.sr_RS = Originalni skup zvukova Transport Tycoon Deluxe Windows izdanja.
description.sv_SE = Originalljuden från Transport Tycoon Deluxe, Windows-utgåvan.
description.tr_TR = Orijinal Transport Tycoon Deluxe Windows sürümü sesleri.
description.zh_TW = 原版 Transport Tycoon Deluxe Windows 版的音效。
[files]
samples = SAMPLE.CAT
[md5s]
SAMPLE.CAT = 9212e81e72badd4bbe1eaeae66458e10
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.

BIN
bin/data/openttdd.grf Normal file

Binary file not shown.

BIN
bin/data/openttdw.grf Normal file

Binary file not shown.

BIN
bin/data/opntitle.dat Normal file

Binary file not shown.

31
bin/data/orig_dos.obg Normal file
View File

@@ -0,0 +1,31 @@
; $Id$
;
; This represents the original graphics as on the non-German Transport
; Tycoon Deluxe DOS CD.
;
[metadata]
name = original_dos
shortname = TTDD
version = 1
description = Original Transport Tycoon Deluxe DOS edition graphics
palette = DOS
[files]
base = TRG1.GRF
logos = TRGI.GRF
arctic = TRGC.GRF
tropical = TRGH.GRF
toyland = TRGT.GRF
extra = OPENTTDD.GRF
[md5s]
TRG1.GRF = 9311676280e5b14077a8ee41c1b42192
TRGI.GRF = da6a6c9dcc451eec88d79211437b76a8
TRGC.GRF = ed446637e034104c5559b32c18afe78d
TRGH.GRF = ee6616fb0e6ef6b24892c58c93d86fc9
TRGT.GRF = e30e8a398ae86c03dc534a8ac7dfb3b6
OPENTTDD.GRF = 356cf9663aacb212fdbff609d99090d6
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.
OPENTTDD.GRF = This file was part of your installation.

19
bin/data/orig_dos.obs Normal file
View File

@@ -0,0 +1,19 @@
; $Id$
;
; This represents the original sounds as on the Transport
; Tycoon Deluxe DOS CD.
;
[metadata]
name = original_dos
shortname = TTDO
version = 0
description = Original Transport Tycoon Deluxe DOS edition sounds
[files]
samples = SAMPLE.CAT
[md5s]
SAMPLE.CAT = 422ea3dd074d2859bb51639a6e0e85da
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.

31
bin/data/orig_dos_de.obg Normal file
View File

@@ -0,0 +1,31 @@
; $Id$
;
; This represents the original graphics as on the German Transport
; Tycoon Deluxe DOS CD. It contains one broken sprite.
;
[metadata]
name = original_dos_de
shortname = TTDD
version = 0
description = Original Transport Tycoon Deluxe DOS (German) edition graphics
palette = DOS
[files]
base = TRG1.GRF
logos = TRGI.GRF
arctic = TRGC.GRF
tropical = TRGH.GRF
toyland = TRGT.GRF
extra = OPENTTDD.GRF
[md5s]
TRG1.GRF = 9311676280e5b14077a8ee41c1b42192
TRGI.GRF = da6a6c9dcc451eec88d79211437b76a8
TRGC.GRF = ed446637e034104c5559b32c18afe78d
TRGH.GRF = ee6616fb0e6ef6b24892c58c93d86fc9
TRGT.GRF = fcde1d7e8a74197d72a62695884b909e
OPENTTDD.GRF = 356cf9663aacb212fdbff609d99090d6
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.
OPENTTDD.GRF = This file was part of your installation.

31
bin/data/orig_win.obg Normal file
View File

@@ -0,0 +1,31 @@
; $Id$
;
; This represents the original graphics as on the Transport
; Tycoon Deluxe for Windows CD.
;
[metadata]
name = original_windows
shortname = TTDW
version = 0
description = Original Transport Tycoon Deluxe Windows edition graphics
palette = Windows
[files]
base = TRG1R.GRF
logos = TRGIR.GRF
arctic = TRGCR.GRF
tropical = TRGHR.GRF
toyland = TRGTR.GRF
extra = OPENTTDW.GRF
[md5s]
TRG1R.GRF = b04ce593d8c5016e07473a743d7d3358
TRGIR.GRF = 0c2484ff6be49fc63a83be6ab5c38f32
TRGCR.GRF = 3668f410c761a050b5e7095a2b14879b
TRGHR.GRF = 06bf2b7a31766f048baac2ebe43457b1
TRGTR.GRF = de53650517fe661ceaa3138c6edb0eb8
OPENTTDW.GRF = 80346ea80de167068cfb975f93963941
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.
OPENTTDW.GRF = This file was part of your installation.

19
bin/data/orig_win.obs Normal file
View File

@@ -0,0 +1,19 @@
; $Id$
;
; This represents the original sounds as on the Transport
; Tycoon Deluxe for Windows CD.
;
[metadata]
name = original_windows
shortname = TTDO
version = 0
description = Original Transport Tycoon Deluxe Windows edition sounds
[files]
samples = SAMPLE.CAT
[md5s]
SAMPLE.CAT = 9212e81e72badd4bbe1eaeae66458e10
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.

48
bin/gm/no_music.obm Normal file
View File

@@ -0,0 +1,48 @@
; $Id$
;
; This represents more or less nothingness
;
[metadata]
name = NoMusic
shortname = NOMU
version = 0
description = A music pack without actual music
[files]
theme =
old_0 =
old_1 =
old_2 =
old_3 =
old_4 =
old_5 =
old_6 =
old_7 =
old_8 =
old_9 =
new_0 =
new_1 =
new_2 =
new_3 =
new_4 =
new_5 =
new_6 =
new_7 =
new_8 =
new_9 =
ezy_0 =
ezy_1 =
ezy_2 =
ezy_3 =
ezy_4 =
ezy_5 =
ezy_6 =
ezy_7 =
ezy_8 =
ezy_9 =
[md5s]
[names]
[origin]

94
bin/gm/orig_win.obm Normal file
View File

@@ -0,0 +1,94 @@
; $Id$
;
; This represents the original music as on the Transport
; Tycoon Deluxe for Windows CD.
;
[metadata]
name = original_windows
shortname = TTDW
version = 1
description = Original Transport Tycoon Deluxe Windows edition music
[files]
theme = GM_TT00.GM
old_0 = GM_TT02.GM
old_1 = GM_TT06.GM
old_2 = GM_TT03.GM
old_3 = GM_TT12.GM
old_4 = GM_TT08.GM
old_5 = GM_TT13.GM
old_6 = GM_TT14.GM
old_7 = GM_TT19.GM
old_8 =
old_9 =
new_0 = GM_TT04.GM
new_1 = GM_TT01.GM
new_2 = GM_TT05.GM
new_3 = GM_TT15.GM
new_4 = GM_TT11.GM
new_5 = GM_TT16.GM
new_6 = GM_TT09.GM
new_7 =
new_8 =
new_9 =
ezy_0 = GM_TT18.GM
ezy_1 = GM_TT19.GM
ezy_2 = GM_TT21.GM
ezy_3 = GM_TT17.GM
ezy_4 = GM_TT20.GM
ezy_5 = GM_TT07.GM
ezy_6 =
ezy_7 =
ezy_8 =
ezy_9 =
[md5s]
GM_TT00.GM = 45cfec1b9d8c7a0ad45e755833cbf221
GM_TT01.GM = ab14ed3392d848abd2a2e90a9d75d121
GM_TT02.GM = dd4f696e4be5987ce738257b08b50171
GM_TT03.GM = a1bfde23343df9e4063419bf29c166b8
GM_TT04.GM = 4e6943aa0c455203d76c79389054747d
GM_TT05.GM = cee281cb85a2e2343552d97640545a47
GM_TT06.GM = 26d1de5efa8675f94065784e9d539e49
GM_TT07.GM = 6f2691e17558f552ec4c565e4ab7139c
GM_TT08.GM = a42bf2cb3340a822f1a69646fc7a487d
GM_TT09.GM = eb35761a58a8df3c59ed8929cce13916
GM_TT10.GM = 42fecd686720a785d20a78590c466a82
GM_TT11.GM = 50ef1ef02e49d2112786dd45e69dc3ee
GM_TT12.GM = 4ce707a0e0e72419f0681dd9bd95271b
GM_TT13.GM = e765753be29d889ec818f38009103619
GM_TT14.GM = 270e2d63bd32b95a4d007ce15a6ce45f
GM_TT15.GM = 89e116a1c0c69f1845cc903a9bfbe460
GM_TT16.GM = f824e2371b3bedfe61aad4b9c62dd6be
GM_TT17.GM = 1b23eebb0796c1ab99cd97fa7082cf7b
GM_TT18.GM = 15650de3bad645d0e88c4f5c7a2df92a
GM_TT19.GM = 7aec079e15bd09588660b85545ac4dfc
GM_TT20.GM = 1509097889dee617aa1e9a1738a5a930
GM_TT21.GM = a8d0aaad02e1a762d8d54cf81da56bab
[names]
GM_TT00.GM = Tycoon DELUXE Theme
GM_TT01.GM = Snarl Up
GM_TT02.GM = Easy Driver
GM_TT03.GM = Little Red Diesel
GM_TT04.GM = City Groove
GM_TT05.GM = Aliens Ate My Railway
GM_TT06.GM = Stoke It
GM_TT07.GM = Don't Walk!
GM_TT08.GM = Sawyer's Tune
GM_TT09.GM = Fell Apart On Me
GM_TT10.GM = Can't Get There From Here
GM_TT11.GM = Hard Drivin'
GM_TT12.GM = Road Hog
GM_TT13.GM = Hold That Train!
GM_TT14.GM = Broomer's Oil Rag
GM_TT15.GM = Goss Groove
GM_TT16.GM = Small Town
GM_TT17.GM = Cruise Control
GM_TT18.GM = Stroll On
GM_TT19.GM = Funk Central
GM_TT20.GM = Jammit
GM_TT21.GM = Movin' On
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

8
configure vendored
View File

@@ -47,8 +47,6 @@ PREFIX="$PWD/bin"
OBJS_DIR="$PWD/objs"
BASE_SRC_OBJS_DIR="$OBJS_DIR"
LANG_OBJS_DIR="$OBJS_DIR/lang"
GRF_OBJS_DIR="$OBJS_DIR/extra_grf"
SETTING_OBJS_DIR="$OBJS_DIR/setting"
BIN_DIR="$PREFIX"
SRC_DIR="$ROOT_DIR/src"
LANG_DIR="$SRC_DIR/lang"
@@ -83,7 +81,6 @@ TTD="openttd$EXE"
STRGEN="strgen$EXE"
ENDIAN_CHECK="endian_check$EXE"
DEPEND="depend$EXE"
SETTINGSGEN="settings_gen$EXE"
if [ -z "$sort" ]; then
PIPE_SORT="sed s@a@a@"
@@ -116,7 +113,6 @@ AWKCOMMAND='
if ($0 == "OS2" && "'$os'" != "OS2") { next; }
if ($0 == "PSP" && "'$os'" != "PSP") { next; }
if ($0 == "DEDICATED" && "'$enable_dedicated'" != "1") { next; }
if ($0 == "AI" && "'$enable_ai'" == "0") { next; }
if ($0 == "COCOA" && "'$with_cocoa'" == "0") { next; }
if ($0 == "DOS" && "'$os'" != "DOS") { next; }
if ($0 == "BEOS" && "'$os'" != "BEOS" &&
@@ -163,12 +159,10 @@ else
sort="$sort -u"
fi
CONFIGURE_FILES="$ROOT_DIR/configure $ROOT_DIR/config.lib $ROOT_DIR/Makefile.in $ROOT_DIR/Makefile.grf.in $ROOT_DIR/Makefile.lang.in $ROOT_DIR/Makefile.src.in $ROOT_DIR/Makefile.bundle.in $ROOT_DIR/Makefile.setting.in"
CONFIGURE_FILES="$ROOT_DIR/configure $ROOT_DIR/config.lib $ROOT_DIR/Makefile.in $ROOT_DIR/Makefile.lang.in $ROOT_DIR/Makefile.src.in $ROOT_DIR/Makefile.bundle.in"
generate_main
generate_lang
generate_settings
generate_grf
generate_src
check_path_characters

36
docs/32bpp.txt Normal file
View File

@@ -0,0 +1,36 @@
32bpp and OpenTTD
=================
OpenTTD has 32bpp support. This means: OpenTTD still is 8bpp, but it has the
posibility to override the graphics with 32bpp. This means that it isn't a
replacement of grf or newgrf, but simply an addition. If you want to use 32bpp
graphics of a newgrf, you do need the newgrf itself too (with 8bpp graphics).
The Format
----------
32bpp images are stored in PNG. They should go in:
data/sprites/<grfname>/<SpriteID>.png
For example, a grfname would be 'openttd' (without .grf, lowercase), and the
SpriteID 3, to override the 3rd sprite in openttd.grf with a 32bpp version.
The format of this PNG can be almost anything, but we advise to use RGBA
format. Alpha-channel is fully supported.
As the core of OpenTTD is 8bpp, and because you of course want company colours
in your images, you will need to add a mask for every sprite that needs colour
remapping. The name is simular as above, only you have to put a 'm' behind the
SpriteID. This image should be a 8bpp palette image, where the palette is the
OpenTTD palette. Upon load of the PNG, the mask is loaded too, and overrides
the RGB (not the Alpha) of the original PNG image, and replacing it with a
8bpp color remapped and converted to 32bpp.
Another thing that OpenTTD needs in your png, is 2 tEXt chunks: x_offs and
y_offs. This to define the x- and y-offset, of course. Use the tool we supply
to add this information. Sadly enough most graphical editors trashes those
chunks upon save, so you have to readd it every time you save your image.
Your images should be the same as the grf, in size.

View File

@@ -1,17 +1,5 @@
OpenTTD and strgen
Last updated: 2009-06-30
------------------------------------------------------------------------
Table of contents
-----------------
1.0) strgen usage
* 1.1) Examples
* 1.2) strgen command switches
1.0) strgen usage
---- ------------
STRGEN USAGE
------------
This guide is only interesting for people who want to alter something
themselves without access to translator.openttd.org. Please note that
your compiled language file will only be compatible with the OpenTTD version
@@ -26,8 +14,8 @@ strgen takes as argument a txt file and translates it to a lng file, allowing
it to be used inside OpenTTD. strgen needs the master language file
english.txt to work. Below are some examples of strgen usage.
1.1) Examples
---- --------
EXAMPLES
--------
Example 1:
if you are in the root of your working copy (svn code), you should type
strgen/strgen -s lang lang/english.txt
@@ -47,8 +35,8 @@ resulting language file to go to /tmp. Use
You can interchange english.txt to whichever language you want to generate a
.lng file for.
1.2) strgen command switches
---- -----------------------
STRGEN COMMAND SWITCHES
-----------------------
-v | --version
strgen will tell what svn revision it was last modified

View File

@@ -1,211 +0,0 @@
OpenTTD's admin network
Last updated: 2011-01-20
------------------------------------------------------------------------
Table of contents
-----------------
1.0) Preface
2.0) Joining the network
3.0) Asking for updates
* 3.1) Polling manually
4.0) Sending rcon commands
5.0) Sending chat
* 5.1) Receiving chat
6.0) Disconnecting
7.0) Certain packet information
1.0) Preface
---- -------
The admin network provides a dedicated network protocol designed for other
applications to communicate with OpenTTD. Connected applications can execute
console commands remotely (rcon commands) with no further authentication.
Furthermore information about clients and companies can be provided.
Admin applications remain connected when starting a new game or loading a saved
game in contrast to normal OpenTTD clients that get disconnected.
This document describes the admin network and its protocol.
Please refer to the mentioned enums in src/network/core/tcp_admin.h
Please also note that further improvements to the admin protocol can mean that
more packet types will be sent by the server. For forward compatibility it is
therefore wise to ignore unknown packets. Future improvements might also add
additional data to packets. This data should be ignored. Data will never be
removed from packets in later versions, except the possibility that complete
packets are dropped in favour of a new packet.
This though will be reflected in the protocol version as announced in the
ADMIN_PACKET_SERVER_PROTOCOL in section 2.0).
A reference implementation in Java for a client connecting to the admin interface
can be found at: http://dev.openttdcoop.org/projects/joan
2.0) Joining the network
---- -------------------
Create a TCP connection to the server on port 3977. The application is
expected to authenticate within 10 seconds.
To authenticate send a ADMIN_PACKET_ADMIN_JOIN packet.
The server will reply with ADMIN_PACKET_SERVER_PROTOCOL followed directly by
ADMIN_PACKET_SERVER_WELCOME.
ADMIN_PACKET_SERVER_PROTOCOL contains details about the protocol version.
It is the job of your application to check this number and decide whether
it will remain connected or not.
Furthermore, this packet holds details on every AdminUpdateType and the
supported AdminFrequencyTypes (bitwise representation).
ADMIN_PACKET_SERVER_WELCOME contains details on the server and the map,
e.g. if the server is dedicated, its NetworkLanguage, size of the Map, etc.
Once you have received ADMIN_PACKET_SERVER_WELCOME you are connected and
authorized to do your thing.
The server will not provide any game related updates unless you ask for them.
There are four packets the server will none the less send, if applicable:
- ADMIN_PACKET_SERVER_ERROR
- ADMIN_PACKET_SERVER_WELCOME
- ADMIN_PACKET_SERVER_NEWGAME
- ADMIN_PACKET_SERVER_SHUTDOWN
However, ADMIN_PACKET_SERVER_WELCOME only after a ADMIN_PACKET_SERVER_NEWGAME
3.0) Asking for updates
---- ------------------
Asking for updates is done with ADMIN_PACKET_ADMIN_UPDATE_FREQUENCY.
With this packet you define which update you wish to receive at which
frequency.
Note: not every update type supports every frequency. If in doubt, you can
verify against the data received in ADMIN_PACKET_SERVER_PROTOCOL.
The server will not confirm your registered update. However, asking for an
invalid AdminUpdateType or a not supported AdminUpdateFrequency you will be
disconnected from the server with NETWORK_ERROR_ILLEGAL_PACKET.
Additional debug information can be found with a debug level of net=3.
ADMIN_UPDATE_DATE results in the server sending:
- ADMIN_PACKET_SERVER_DATE
ADMIN_UPDATE_CLIENT_INFO results in the server sending:
- ADMIN_PACKET_SERVER_CLIENT_JOIN
- ADMIN_PACKET_SERVER_CLIENT_INFO
- ADMIN_PACKET_SERVER_CLIENT_UPDATE
- ADMIN_PACKET_SERVER_CLIENT_QUIT
- ADMIN_PACKET_SERVER_CLIENT_ERROR
ADMIN_UPDATE_COMPANY_INFO results in the server sending:
- ADMIN_PACKET_SERVER_COMPANY_NEW
- ADMIN_PACKET_SERVER_COMPANY_INFO
- ADMIN_PACKET_SERVER_COMPANY_UPDATE
- ADMIN_PACKET_SERVER_COMPANY_REMOVE
ADMIN_UPDATE_COMPANY_ECONOMY results in the server sending:
- ADMIN_PACKET_SERVER_COMPANY_ECONOMY
ADMIN_UPDATE_COMPANY_STATS results in the server sending:
- ADMIN_PACKET_SERVER_COMPANY_STATS
ADMIN_UPDATE_CHAT results in the server sending:
- ADMIN_PACKET_SERVER_CHAT
ADMIN_UPDATE_CONSOLE results in the server sending:
- ADMIN_PACKET_SERVER_CONSOLE
ADMIN_UPDATE_CMD_LOGGING results in the server sending:
- ADMIN_PACKET_SERVER_CMD_LOGGING
3.1) Polling manually
---- ----------------
Certain AdminUpdateTypes can also be polled:
- ADMIN_UPDATE_DATE
- ADMIN_UPDATE_CLIENT_INFO
- ADMIN_UPDATE_COMPANY_INFO
- ADMIN_UPDATE_COMPANY_ECONOMY
- ADMIN_UPDATE_COMPANY_STATS
- ADMIN_UPDATE_CMD_NAMES
ADMIN_UPDATE_CLIENT_INFO and ADMIN_UPDATE_COMPANY_INFO accept an additional
parameter. This parameter is used to specify a certain client or company.
Setting this parameter to UINT32_MAX (0xFFFFFFFF) will tell the server you
want to receive updates for all clients or companies.
Not supported AdminUpdateType in the poll will result in the server
disconnecting the application with NETWORK_ERROR_ILLEGAL_PACKET.
Additional debug information can be found with a debug level of net=3.
4.0) Sending rcon commands
---- ---------------------
Rcon runs separate from the ADMIN_UPDATE_CONSOLE AdminUpdateType. Requesting
the execution of a remote console command is done with the packet
ADMIN_PACKET_ADMIN_RCON.
Note: No additional authentication is required for rcon commands.
The server will reply with a ADMIN_PACKET_SERVER_RCON packet. Applications
will not receive the answer twice if they have asked for the AdminUpdateType
ADMIN_UPDATE_CONSOLE, as the result is not printed on the servers console
(just like clients rcon commands).
Furthermore, sending a 'say' command (or any similar command) will not
be sent back into the admin network.
Chat from the server itself will only be sent to the admin network when it
was not sent from the admin network.
5.0) Sending chat
---- ------------
Sending a ADMIN_PACKET_ADMIN_CHAT results in chat originating from the server.
Currently four types of chat are supported:
- NETWORK_ACTION_CHAT
- NETWORK_ACTION_CHAT_CLIENT
- NETWORK_ACTION_CHAT_COMPANY
- NETWORK_ACTION_SERVER_MESSAGE
NETWORK_ACTION_SERVER_MESSAGE can be sent to a single client or company
using the respective DestType and ID.
This is a message prefixed with the 3 stars, e.g. *** foo has joined the game
5.1) Receiving chat
---- -------------
Register ADMIN_UPDATE_CHAT at ADMIN_FREQUENCY_AUTOMATIC to receive chat.
The application will be able to receive all chat the server can see.
The configuration option network.server_admin_chat specifies whether
private chat for to the server is distributed into the admin network.
6.0) Disconnecting
---- -------------
It is a kind thing to say good bye before leaving. Do this by sending the
ADMIN_PACKET_ADMIN_QUIT packet.
7.0) Certain packet information
---- --------------------------
All ADMIN_PACKET_SERVER_* packets have an enum value greater 100.
ADMIN_PACKET_SERVER_WELCOME
Either directly follows ADMIN_PACKET_SERVER_PROTOCOL or is sent
after a new game has been started or a map loaded, i.e. also
after ADMIN_PACKET_SERVER_NEWGAME.
ADMIN_PACKET_SERVER_CLIENT_JOIN and ADMIN_PACKET_SERVER_COMPANY_NEW
These packets directly follow their respective INFO packets. If you receive
a CLIENT_JOIN / COMPANY_NEW packet without having received the INFO packet
it may be a good idea to POLL for the specific ID.
ADMIN_PACKET_SERVER_CMD_NAMES and ADMIN_PACKET_SERVER_CMD_LOGGING
Data provided with these packets is not stable and will not be
treated as such. Do not rely on IDs or names to be constant
across different versions / revisions of OpenTTD.
Data provided in this packet is for logging purposes only.

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<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=UTF-8">
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<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
&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>
"<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>
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>
Frequently repeating patterns:
Special Attribute : <span style="font-weight: bold;">m6</span>. There are 4 bits of it that are used accross multiple tile classes<br>
<ul>
<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>
<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>
<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><span style="font-weight: bold;">m7:</span><br>
Animation frame/state. Used for houses, industries, objects and stations.
<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>
</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,
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>
@@ -104,9 +78,8 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li>
<li>m2: see fields</li>
<li>m3 bits 7..5: type of hedge on NE border of the tile</li>
<li>m3 bits 3..0: see fields</li>
<li>m3 bit 4: set if the tile is covered with snow</li>
<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
@@ -197,7 +170,6 @@
</table>
</li>
<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
<li>m6 bits 4..2: type of hedge on NW border of the tile</li>
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
</ul>
</td>
@@ -211,7 +183,7 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the tile</li>
<li>m2: see signals</li>
<li>m3 bits 7..4: see signals</li>
<li>m3 bits 3..0 = <a name="TrackType">track type</a>:
@@ -576,7 +548,7 @@
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>)
<li>m5 bit 6 clear: road
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
<li>m7 bits 3..0: counter for the roadworks</li>
<li>m5 bits 3..0: road layout road type 0 (normal road): bit set = road piece present:
<table>
@@ -615,7 +587,7 @@
</li>
<li>m5 bit 6 set: level crossing
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the railway track</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the railway track</li>
<li>m3 bits 3..0: <a href="#TrackType">railway track type</a></li>
<li>m5 bit 0: direction
<table>
@@ -638,7 +610,7 @@
</li>
<li>m5 bit 7 set, bit 6 clear: road depot
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the depot</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the depot</li>
<li>m2: Depot index</li>
<li>m5 bits 3..0: exit towards:
<table>
@@ -697,7 +669,7 @@
</li>
</ul>
<li>m3 bit 6 : bit 8 of house type (m4), allowing 512 different types.</li>
<li>m3 bit 5 : free</li>
<li>m3 bit 5 : bit 6 of current animation frame (see m6)</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>
@@ -705,7 +677,7 @@
<ul>
<li>If <a href="#newhouses">newhouses</a> is activated
<ul>
<li>bits 7..2 : Periodic processing time remaining</li>
<li>bits 7..2 : Current animation frame (bits 5..0); bit 6 in m3</li>
</ul>
</li>
<li>Standard behaviour
@@ -720,7 +692,7 @@
<ul>
<li>If <a href="#newhouses">newhouses</a> is activated
<ul>
<li>Current animation frame</li>
<li>Periodic processing time remaining</li>
</ul>
</li>
<li>Standard behaviour (only for houses type 04 and 05)
@@ -736,7 +708,7 @@
</ul>
</li>
</ul>
<small><a name="newhouses"></a>Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).<br>
<small><a name="newhouses">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>
@@ -751,7 +723,7 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
<li>m1: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
<li>m2 bits 8..6: ground
<table>
@@ -818,6 +790,8 @@
</table>
<small>Note: the actually displayed set of trees depends on both type and number of trees</small>
</li>
<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
<li>m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)</li>
<li>m5 bits 7..6: number of trees minus one</li>
<li>m5 bits 2..0: growth status:
<table border="0">
@@ -848,12 +822,12 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 6..5: water class for buoys, water part of docks and for airport tiles</li>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the station</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the station</li>
<li>m2: index into the array of stations</li>
<li>m3 bits 7..4: persistent random data for railway stations/waypoints and airports)</li>
<li>m3 bits 7..4: persistent random data for newstations (railway stations/waypoints)</li>
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram tracks (road stop)</li>
<li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway stations/waypoints</li>
<li>m3 bits 1..0: water class for buoys and water part of docks</li>
<li>m4: custom station id; 0 means standard graphics</li>
<li>m5: graphics index (range from 0..255 for each station type):
<table>
@@ -897,7 +871,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>00</tt>..<tt>FF</tt></td>
<td nowrap valign=top><tt>00</tt>..<tt>8F</tt></td>
<td align=left>all airports</td>
</tr>
@@ -972,7 +946,7 @@
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road (road stops)</li>
<li>m7 bits 7..6: present road types (road stops)</li>
<li>m7: animation frame (railway stations/waypoints, airports)</li>
<li>m7: animation frame (railway stations/waypoints)</li>
</ul>
</td>
</tr>
@@ -985,9 +959,9 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 6..5 : Water class (sea, canal or river)
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li>
<li>m1: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li>
<li>m2: Depot index (for depots only)</li>
<li>m3 bits 1..0 : Water class (sea, canal or river)
<li>m4: Random data for canal or river tiles</li>
<li>m5: tile type:
<table>
@@ -1116,7 +1090,7 @@
</ul>
</li>
<li>m2: index into the array of industries</li>
<li>m3: random bits (NewGRF)</li>
<li>m3: animation state</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>
@@ -1133,7 +1107,7 @@
<tr>
<td nowrap valign=top><tt>01</tt>&nbsp; </td>
<td align=left>wheel tower when animated<br>
animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
</tr>
</table>
</td>
@@ -1149,7 +1123,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>0A</tt>&nbsp; </td>
<td align=left>transformer; animation progress in m7(valid range <tt>0</tt>..<tt>7</tt>)</td>
<td align=left>transformer; animation progress in m3(valid range <tt>0</tt>..<tt>7</tt>)</td>
</tr>
</table>
</td>
@@ -1192,7 +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 m7</td>
<td align=left>various stages of animation; progress of animation in m3</td>
</tr>
</table>
</td>
@@ -1223,7 +1197,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>30</tt>&nbsp; </td>
<td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
<td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
</tr>
<tr>
<td nowrap valign=top><tt>31</tt>&nbsp; </td>
@@ -1263,7 +1237,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>58</tt>&nbsp; </td>
<td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
<td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
</tr>
</table></td>
</tr>
@@ -1358,7 +1332,7 @@
<table>
<tr>
<td nowrap valign=top><tt>8F</tt>&nbsp; </td>
<td align=left>Animated part; animation state in m7 (valid range <tt>00</tt>..<tt>31</tt>)<br>
<td align=left>Animated part; animation state in m3 (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>
@@ -1388,7 +1362,7 @@
</tr>
<tr>
<td nowrap valign=top><tt>A2</tt>&nbsp; </td>
<td align=left>bubble capture facility; animation state in m7 (valid range <tt>00</tt>..<tt>27</tt>)</td>
<td align=left>bubble capture facility; animation state in m3 (valid range <tt>00</tt>..<tt>27</tt>)</td>
</tr>
</table>
</td>
@@ -1426,7 +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: animation frame</li>
<li>m7: random bits (NewGRF)</li>
</ul>
</td>
</tr>
@@ -1439,7 +1413,7 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a></li>
<li>m1: <a href="#OwnershipInfo">owner</a></li>
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram</li>
<li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway</li>
<li>m5 bit 4: pbs reservation state for railway</li>
@@ -1551,7 +1525,6 @@
<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>
@@ -1587,16 +1560,16 @@
<tr bgcolor="#CCCCCC">
<td valign=top nowrap><strong><a name="ClassA"><tt> A</tt></a></strong></td>
<td><strong><tt>Objects</tt></strong></td>
<td><strong><tt>Unmovables</tt></strong></td>
</tr>
<tr>
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<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: random bits
<li>m1: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
<li>m2: see company statue
<li>m3 bits 4..2: size of HQ
<li>m3 bits 1..0: section identification of the HQ
<li>m5: tile type:
<table>
<tr>
@@ -1612,6 +1585,10 @@
<tr>
<td nowrap valign=top><tt>02</tt>&nbsp; </td>
<td align=left>company statue
<ul>
<li>m2: TownID on which the statue is built in</li>
</ul>
</td>
</tr>
<tr>
@@ -1627,7 +1604,6 @@
</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>

View File

@@ -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=UTF-8">
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<title>OpenTTD Landscape externals</title>
</head>

View File

@@ -1,7 +1,7 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays #2">
<title>OpenTTD Landscape Internals - #2</title>
<style type="text/css">
@@ -66,32 +66,32 @@ 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"><span class="free">OOO</span><span class="option">~ ~~~~</span></td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OOO</span>X <span class="free">OOOO</span></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">O</span>X XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">farmland</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">O</span>X XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
</tr>
<tr>
<td rowspan=3>1</td>
<td class="caption">rail</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits"><span class="option">~~~</span>X XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX <span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits"><span class="free">OOOO</span> <span class="option">~~</span>XX</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
@@ -102,7 +102,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO</span> XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX <span class="option">~~</span>XX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
@@ -113,7 +113,7 @@ the array so you can quickly see what is used and what is not.
<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> <span class="option">~~</span>XX</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">XX<span class="free">O</span>X <span class="free">O</span>XXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
@@ -123,7 +123,7 @@ the array so you can quickly see what is used and what is not.
<td rowspan=3>2</td>
<td class="caption">road</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits"><span class="option">~~~</span>X 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>
@@ -136,7 +136,7 @@ the array so you can quickly see what is used and what is not.
<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 <span class="option">~~</span>XX</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX<span class="free"> OOO</span>X</td>
<td class="bits">XXXX X<span class="free">O</span>XX</td>
@@ -146,7 +146,7 @@ the array so you can quickly see what is used and what is not.
<td class="caption">road depot</td>
<td class="bits">-inherit-</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 OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
@@ -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">XX<span class="free">O</span><span class="option">~ ~~</span>XX</td>
<td class="bits">XXX<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>
@@ -169,10 +169,10 @@ the array so you can quickly see what is used and what is not.
<td>4</td>
<td class="caption">trees</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOO</span><span class="option">~ ~~~~</span></td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="free">OOOO OOO</span>X XXXX XXXX</td>
<td class="bits"><span class="option">~~</span>XX XXXX</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">XX<span class="free">OO O</span>XXX</td>
<td class="bits"><span class="free">OOOO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
@@ -181,9 +181,9 @@ the array so you can quickly see what is used and what is not.
<td rowspan=7>5</td>
<td class="caption">rail station</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">O</span>XXX XXXX</td>
<td class="bits"><span class="option">~~~</span>X XXXX</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX <span class="option">~~</span>XX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
@@ -206,7 +206,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="option">~~~~ ~</span>XXX</td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits">XX<span class="free">O</span>X XXXX</td>
@@ -216,8 +216,8 @@ the array so you can quickly see what is used and what is not.
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OO</span>XX</td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="option">~~~~ ~</span>XXX</td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">O</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
@@ -227,19 +227,19 @@ the array so you can quickly see what is used and what is not.
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">O</span>XX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">buoy</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OO</span>XX</td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">O</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
@@ -250,7 +250,7 @@ the array so you can quickly see what is used and what is not.
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="free">OO</span>XX X<span class="free">O</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
@@ -259,9 +259,9 @@ the array so you can quickly see what is used and what is not.
<td rowspan=3>6</td>
<td class="caption">sea, shore</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">O</span>XXX XXXX</td>
<td class="bits"><span class="option">~~~</span>X 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 OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">X<span class="option">~~</span>X XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
@@ -272,7 +272,7 @@ the array so you can quickly see what is used and what is not.
<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"><span class="free">OOOO OO</span>XX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
@@ -283,7 +283,7 @@ the array so you can quickly see what is used and what is not.
<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 OOOO</span></td>
<td class="bits"><span class="free">OOOO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
@@ -293,7 +293,8 @@ 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>
@@ -305,9 +306,9 @@ the array so you can quickly see what is used and what is not.
<td rowspan=2>9</td>
<td class="caption">tunnel entrance</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OOO</span>X XXXX</td>
<td class="bits"><span class="option">~~~</span>X XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX <span class="option">~~</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">X<span class="free">OO</span>X XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
@@ -326,15 +327,26 @@ the array so you can quickly see what is used and what is not.
</tr>
<tr>
<td rowspan=2>A</td>
<td class="caption">objects</td>
<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="caption">unmovables</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="option">~~~</span>X XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="free">OOO</span>X XXXX</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">XXXX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">company statue</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 OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
<td class="bits">-inherit-</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
</tr>
</tbody>
</table>

View File

@@ -1,219 +1,121 @@
Multiplayer manual for OpenTTD
Last updated: 2011-02-16
------------------------------------------------------------------------
Multiplayer Manual for OpenTTD (0.3.5)
=======================================
1. Starting a Server
---------------------
Table of contents
-----------------
1.0) Starting a server
2.0) Connecting to a server
* 2.1) Connecting to a server over the console
3.0) Playing internet games
4.0) Tips for servers
* 4.1) Imposing landscaping limits
5.0) Some useful things
6.0) Troubleshooting
1.0) Starting a server
---- -----------------
- Make sure that you have your firewall of the computer as well as possible
routers or modems of the server configured such that:
* port 3979 is free for both UDP and TCP connections in- and outgoing
* port 3978 is free outbound for UDP in order to advertise with the master
server (if desired). Otherwise you'll have to tell players your IP.
* port 3977 if use of the admin interface is desired (see admin_network.txt)
- Click "multiplayer" on the startup screen
- Click "start server"
- Type in a game name
- Select the type of game ('LAN/Internet' or 'Internet (advertise)'. With the
last one other people are able to see you online. Else they need your IP and
port to join)
- Select the type of game ('LAN/Internet' or 'Internet (advertise)'. With the last one
other people are able to see you online. Else they need your IP and port to join)
- Click "start game", "load game" or "load scenario"
- Start playing
2.0) Connecting to a server
---- ----------------------
2. Connecting to a Server
--------------------------
- Click "multiplayer" on the startup screen
- If you want to connect to any network game in your LAN click on 'LAN', then
on 'Find Server'
- If you want to see which servers all online on the Internet, click on
'Internet' and 'Find Server'
- If you want to connect to any network game in your LAN click on 'LAN', then on
'Find Server'
- If you want to see which servers all online on the Internet, click on 'Internet'
and 'Find Server'
- If there were more than one server
- If there were more then one server
- select one in the list below the buttons
- click on 'join game'
- If you want to play and you have the ip or hostname of the game server you
want connect to.
- If you want to play and you have the ip or hostname of the game server you want connect to.
- click add server
- type in the ip address or hostname
- if you want to add a port use :<port>
- Now you can select a company and press: "Join company", to help that company
- Or you can press "Spectate game", to spectate the game
- Or you can press "New company", and start your own company (if there are
slots free)
- Or you can press "New company", and start your own company (if there are slots free)
- You see a progressbar how far you are with joining the server.
- Happy playing
2.1) Connecting to a server over the console
---- ---------------------------------------
3. Connecting to a Server over the Console
-------------------------------------------
- Open the console and type in the following command:
connect <ip/host>:<port>#<company-no>
connect <ip/host>:<port>#<player-no>
3.0) Playing internet games
---- ----------------------
- Servers with a red dot behind it have a different version then you have. You
will not be able to join those servers.
4. Playing Internet-Games
--------------------------
- Servers with a yellow dot behind it have NewGRFs that you do not have. You
will not be able to join those servers. However, via "NewGRF Settings" and
"Find missing content online" you might be able to download the needed
NewGRFs after which you can join the server.
- Since OpenTTD 0.3.5 the network protocol has been rewritten and is very stable, even over slow connections.
- It can happen that a connection is that slow, or you have that many clients
connected to your server, that your clients start to loose their connection.
Some things you can do about it:
- [network] frame_freq:
change it in console with: 'set network.frame_freq <number>'
the number should be between the 0 and 10, not much higher. It indicates
the delay between clicking and showing up. The higher, the more you notice
it, but the less bandwidth you use.
- Servers with a red dot behind it have a different version then you have. You will not be able to join those servers.
- Servers with a yellow dot behind it have NewGRFs that you do not have. You will not be able to join those servers.
- It can happen that a connection is that slow, or you have that many clients connected to your server, that your clients start to loose their connection. Some things you can do about it:
- net_frame_freq:
change it in console with: net_frame_freq = <number>
the number should be between the 0 and 10, not much higher. It indicates the delay between clicking and showing up. The higher, the more you notice it, but the less bandwidth you use.
A good value for Internet-games is 2 or 3.
- [network] sync_freq:
change it in console with: 'set network.sync_freq <number>'
the number should be between the 50 and 1000, not much lower, not much
higer. It indicates the time between sync-frames. A sync-frame is a frame
which checks if all clients are still in sync. When the value it too high,
clients can desync in 1960, but the server detects it in 1970. Not really
handy. The lower the value, the more bandwidth it uses.
- net_sync_freq:
change it in console with: net_sync_freq = <number>
the number should be between the 50 and 1000, not much lower, not much higer. It indicates the time between sync-frames. A sync-frame is a frame which checks if all clients are still in sync. When the value it too high, clients can desync in 1960, but the server detects it in 1970. Not really handy. The lower the value, the more bandwidth it uses.
NB: changing frame_freq has more effect on the bandwidth then sync_freq.
NB: changing net_frame_freq has more effect on the bandwidth then net_sync_freq. You should never change net_sync_freq!
4.0) Tips for servers
---- ----------------
- You can launch a dedicated server by adding -D as parameter.
- In UNIX like systems, you can fork your dedicated server by adding -f as
parameter.
5. Tips for servers
--------------------
- You can automaticly clean companies that do not have a client connected to
them, for, let's say, 3 years. You can do this via: 'set autoclean_companies'
and 'set autoclean_protected' and 'set autoclean_unprotected'. Unprotected
removes a password from a company when it is not used for more then the
defined amount of months. 'set autoclean_novehicles' can be used to remove
companies without any vehicles quickly.
- You can launch a dedicated server by adding -D as parameter
- In UNIX like systems, you can fork your dedicated server by adding -f as parameter
- You can automaticly clean companies that do not have a client connected to them, for, let's say,
3 years. You can do this via: 'set autoclean_companies' and 'set autoclean_protected' and
'set autoclean_unprotected'. Unprotected removes a password from a company when it is
not used for more then the defined amount of months.
- You can also do this manually via the console: 'reset_company'.
Both ways, the company will go bankrupt.
- You can let your server automaticly restart a map when, let's say, year 2030
is reached. See 'set restart_game_date' for detail.
- You can let your server automaticly restart a map when, let's say, year 2030 is reached.
See 'set restart_game_date' for detail.
- If you want to be on the server-list, enable Advertising. To do this, select 'Internet (advertise)'
in the Start Server menu, or type in console: 'set server_advertise 1'.
- If you want to be on the server-list, enable Advertising. To do this, select
'Internet (advertise)' in the Start Server menu, or type in console:
'set server_advertise 1'.
- You can protect your server with a password via the console: 'set server_pw', or via the
Start Server menu.
- You can protect your server with a password via the console: 'set server_pw',
or via the Start Server menu.
- When you have many clients connected to your server via Internet, watch your
bandwidth (if you have any limit on it, set by your ISP). One client uses
about 1.5 kilobytes per second up and down. To decrease this amount, setting
'frame_freq' to 1 will reduce it to roughly 1 kilobyte per second per client.
- OpenTTD's default settings for maximum number of clients, and amount of data
from clients to process are chosen to not influence the normal playing of
people, but to prevent or at least make it less likely that someone can
perform a (distributed) denial-of-service attack on your server by causing
an out-of-memory event by flooding the server with data to send to all
clients. The major factor in this is the maximum number of clients; with
32 clients "only" sending one chat message causes 1024 messages to be
distributed in total, with 64 clients that already quadruples to 4096. Given
that upstream bandwidth is usually the limiting factor, a queue of packets
that need to be sent will be created.
To prevent clients from exploiting this "explosion" of packets to send we
limit the number of incoming data, resulting in effectively limiting the
amount of data that OpenTTD will send to the clients. Even with the default
limits it is possible to generate about 70.000 packets per second, or about
7 megabit per second of traffic.
Given that OpenTTD kicks clients after they have not reacted within about 9
seconds from sending a frame update packet it would be possible that OpenTTD
keeps about 600.000 packets in memory, using about 50 megabytes of memory.
Given that OpenTTD allows short bursts of packets, you can have slightly
more packets in memory in case of a distributed denial of service attack.
When increasing the amount of incoming data, or the maximum number of
clients the amount of memory OpenTTD needs in case of a distributed denial
of service attack is linearly related to the amount of incoming data and
quadratic to the amount of clients. In short, a rule of thumb for, the
maximum memory usage for packets is:
#max_clients * #max_clients * bytes_per_frame * 10 KiB.
4.1) Imposing landscaping limits
---- ---------------------------
- You can impose limits on companies by the following 4 settings:
- terraform_per_64k_frames
- terraform_frame_burst
- clear_per_64k_frames
- clear_frame_burst
- Explaining 'per_64K_frames' and 'burst'
- 'burst' defines 3 things, the maximum limit, the limit of a single action,
and the initial value for the limit assigned to a new company.
This setting is fairly simple and requires no math.
A value of 1 means a single tile can be affected by a single action.
This results in having to click 400 times when wanting to cover an area
of 20 x 20 tiles.
The default value 4096 covers an area of 64 x 64 tiles.
- 'per_64k_frames' defines the number of tiles added to each companies limit
per frame (however not past the possible maximum value,the 'burst').
64k rather resembles the exact number of 65536 frames. So setting this
variable to 65536 means: 65536 / 65536 = 1 tile per frame.
As a day consists of 74 frames, a company's limit is increased by 74
tiles during the course of a single day (2.22 seconds).
To achieve a 1 tile per day increase the following calculation is needed:
1 / 74 (frames per day) * 65536 (per_64k_frames) = 885.62...
after rounding: a value of 886 means adding a bit over 1 tile per day.
There is still enough space to scale this value downwards:
decreasing this value to 127 results in a bit over 1 tile added to the
allowance per week (7 days).
To create a setup in which a company gets an initial allowance only,
set the value to 0 - no increase of the allowance per frame.
- Even though construction actions include a clear tile action, they are not
affected by the above settings.
- When you have many clients connected to your server via Internet, watch your bandwidth (if
you have any limit on it, set by your ISP). 1 client uses +/- 3 kb/s up and down. To decrease
this amount, set 'net_frame_freq' to 1 for example. This will reduce it to 1.5 kb/s per client.
5.0) Some useful things
---- ------------------
- You can protect your company so nobody else can join uninvited. To do this,
set a password in your Company Screen
6. Some useful things
----------------------
- You can give other players some money via the ClientList (under the 'head'
in the mainbar).
- You can protect your company so nobody else can join uninvited. To do this, check your Company Screen
- You can give other players some money via the ClientList (under the 'head' in the mainbar).
- You can chat with other players via ENTER or via SHIFT+T or via the ClientList
- Servers can now kick players, so don't make them use it!
- From 0.3.5, desyncs should not happen anymore
6.0) Troubleshooting
---- ---------------
- My advertising server does not show up in list at servers.openttd.org
Run openttd with the '-d net=2' parameter. That will show which incoming
communication is received, whether the replies from the master server or
communication from an admin tool reach the programme. See section 1
'Starting a server' further up for the ports and protocols used by OpenTTD.
The ports can be configured in the config file.
- From 0.3.5, patch-settings are also synced. You can now play without deleting openttd.cfg, and with, for example, extra large trains enabled.
7. Troubleshooting
------------------
- My advertised server does not show up in the 'advertised server list' (servers.openttd.org)
Run openttd with the '-d net=2' parameter, as this will show whether it receives replies from the master server.
If it does not receive replies it is most likely that you need to configure your router to forward the OpenTTD ports 3979 (both TCP and UDP) to the computer that is hosting the game.

View File

@@ -42,8 +42,6 @@ description = foo
description.en_US = howdie
; palette used by the set; either DOS or Windows
palette = DOS
; preferred blitter, optional; either 8bpp (default) or 32bpp.
blitter = 8bpp
; The files section lists the files that replace sprites.
; The file names are case sensitive.

View File

@@ -1,6 +1,6 @@
.\" Hey, EMACS: -*- nroff -*-
.\" Please adjust this date whenever revising the manpage.
.Dd May 31, 2011
.Dd Jun 10, 2009
.Dt OPENTTD 6
.Sh NAME
.Nm openttd
@@ -8,20 +8,20 @@
.Sh SYNOPSIS
.Nm
.Op Fl efhx
.Op Fl a Ar ai
.Op Fl b Ar blitter
.Op Fl c Ar config_file
.Op Fl d Ar [level | cat=lvl[,...]]
.Op Fl D Ar [host][:port]
.Op Fl g Ar [savegame]
.Op Fl G Ar seed
.Op Fl i Ar palette
.Op Fl I Ar graphicsset
.Op Fl l Ar host[:port]
.Op Fl m Ar driver
.Op Fl M Ar musicset
.Op Fl n Ar host[:port][#player]
.Op Fl p Ar password
.Op Fl P Ar password
.Op Fl q Ar savegame
.Op Fl r Ar widthxheight
.Op Fl s Ar driver
.Op Fl S Ar soundset
@@ -29,6 +29,10 @@
.Op Fl v Ar driver
.Sh OPTIONS
.Bl -tag -width ".Fl n Ar host[:port][#player]"
.It Fl a Ar ai
Set the AI, see
.Fl h
for a full list
.It Fl b Ar blitter
Set the blitter, see
.Fl h
@@ -61,6 +65,10 @@ at start or start a new game if omitted. The
must be either absolute or relative to the current path or one of the search paths.
.It Fl h
Display a summary of all options and lists all the available AIs, blitters, sound, music and video drivers, graphics sets and sound sets.
.It Fl i Ar palette
Set the palette. '0' for the DOS palette, '1' for the Windows palette and '2' to autodetect (default).
.sp
The palette depends where the base graphics set originated from. If it came from the Transport Tycoon Deluxe for DOS it has the DOS palette, if it came from the Windows version of Transport Tycoon Deluxe it has the Windows palette. All others likely have the Windows palette as that is the most used palette.
.It Fl I Ar graphicsset
Set the graphics set, see
.Fl h
@@ -72,10 +80,6 @@ Redirect DEBUG(), See
Set the music driver, see
.Fl h
for a full list
.It Fl M Ar musicset
Set the music set, see
.Fl h
for a full list
.It Fl n Ar host[:port][#player]
Join a network game, optionally specify a port to connect to and player to play as
.It Fl p Ar password
@@ -84,8 +88,6 @@ Password used to join server. Only useful with
.It Fl P Ar password
Password used to join company. Only useful with
.Fl n
.It Fl q Ar savegame
Write some information about the savegame and exit
.It Fl r Ar widthxheight
Set the resolution
.It Fl s Ar driver

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@@ -1,260 +0,0 @@
GIMP Palette
Name: openttd
Columns: 16
#
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48 44 4 unnamed
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132 132 132 unnamed
88 4 16 unnamed
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252 208 0 unnamed
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76 40 0 unnamed
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68 24 0 unnamed
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212 156 32 unnamed
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252 212 0 unnamed
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32 4 0 unnamed
64 20 8 unnamed
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32 24 0 unnamed
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@@ -66,19 +66,20 @@ fi
# Find out some dirs
cd `dirname "$0"`
ROOT_DIR=`pwd`
SRC_DIR=src
# Determine if we are using a modified version
# Assume the dir is not modified
MODIFIED="0"
if [ -d "$ROOT_DIR/.svn" ]; then
# We are an svn checkout
if [ -n "`svnversion | grep 'M'`" ]; then
if [ -n "`svnversion \"$SRC_DIR\" | grep 'M'`" ]; then
MODIFIED="2"
fi
# Find the revision like: rXXXXM-branch
BRANCH=`LC_ALL=C svn info | "$AWK" '/^URL:.*branches/ { split($2, a, "/"); for(i in a) if (a[i]=="branches") { print a[i+1]; break } }'`
TAG=`LC_ALL=C svn info | "$AWK" '/^URL:.*tags/ { split($2, a, "/"); for(i in a) if (a[i]=="tags") { print a[i+1]; break } }'`
REV_NR=`LC_ALL=C svn info | "$AWK" '/^Last Changed Rev:/ { print $4 }'`
BRANCH=`LC_ALL=C svn info "$SRC_DIR" | "$AWK" '/^URL:.*branches/ { split($2, a, "/"); for(i in a) if (a[i]=="branches") { print a[i+1]; break } }'`
TAG=`LC_ALL=C svn info "$SRC_DIR" | "$AWK" '/^URL:.*tags/ { split($2, a, "/"); for(i in a) if (a[i]=="tags") { print a[i+1]; break } }'`
REV_NR=`LC_ALL=C svn info "$SRC_DIR" | "$AWK" '/^Last Changed Rev:/ { print $4 }'`
if [ -n "$TAG" ]; then
REV=$TAG
else
@@ -86,46 +87,22 @@ if [ -d "$ROOT_DIR/.svn" ]; then
fi
elif [ -d "$ROOT_DIR/.git" ]; then
# We are a git checkout
# Refresh the index to make sure file stat info is in sync, then look for modifications
git update-index --refresh >/dev/null
if [ -n "`git diff-index HEAD`" ]; then
if [ -n "`git diff-index HEAD \"$SRC_DIR\"`" ]; then
MODIFIED="2"
fi
HASH=`LC_ALL=C git rev-parse --verify HEAD 2>/dev/null`
REV="g`echo $HASH | cut -c1-8`"
BRANCH="`git symbolic-ref -q HEAD 2>/dev/null | sed 's@.*/@@;s@^master$@@'`"
REV_NR=`LC_ALL=C git log --pretty=format:%s --grep="^(svn r[0-9]*)" -1 | sed "s@.*(svn r\([0-9]*\)).*@\1@"`
if [ -z "$REV_NR" ]; then
# No rev? Maybe it is a custom git-svn clone
REV_NR=`LC_ALL=C git log --pretty=format:%b --grep="git-svn-id:.*@[0-9]*" -1 | sed "s@.*\@\([0-9]*\).*@\1@"`
fi
TAG="`git name-rev --name-only --tags --no-undefined HEAD 2>/dev/null | sed 's@\^0$@@'`"
if [ -n "$TAG" ]; then
BRANCH=""
REV="$TAG"
fi
BRANCH=`git branch|grep '[*]' | sed 's@\* @@;s@^master$@@'`
REV_NR=`LC_ALL=C git log --pretty=format:%s "$SRC_DIR" | grep "^(svn r[0-9]*)" | head -n 1 | sed "s@.*(svn r\([0-9]*\)).*@\1@"`
elif [ -d "$ROOT_DIR/.hg" ]; then
# We are a hg checkout
if [ -n "`hg status | grep -v '^?'`" ]; then
if [ -n "`hg status \"$SRC_DIR\" | grep -v '^?'`" ]; then
MODIFIED="2"
fi
HASH=`LC_ALL=C hg id -i | cut -c1-12`
HASH=`LC_ALL=C hg parents --template="{node}"`
REV="h`echo $HASH | cut -c1-8`"
BRANCH="`hg branch | sed 's@^default$@@'`"
TAG="`hg id -t | grep -v 'tip$'`"
if [ -n "$TAG" ]; then
BRANCH=""
REV="$TAG"
fi
REV_NR=`LC_ALL=C hg log -f -k "(svn r" -l 1 --template "{desc|firstline}\n" | grep "^(svn r[0-9]*)" | sed "s@.*(svn r\([0-9]*\)).*@\1@"`
if [ -z "$REV_NR" ]; then
# No rev? Maybe it is a custom hgsubversion clone
REV_NR=`LC_ALL=C hg parent --template="{svnrev}"`
fi
elif [ -f "$ROOT_DIR/.ottdrev" ]; then
# We are an exported source bundle
cat $ROOT_DIR/.ottdrev
exit
BRANCH=`hg branch | sed 's@^default$@@'`
REV_NR=`LC_ALL=C hg log -r $HASH:0 -k "svn" -l 1 --template "{desc}\n" "$SRC_DIR" | grep "^(svn r[0-9]*)" | head -n 1 | sed "s@.*(svn r\([0-9]*\)).*@\1@"`
else
# We don't know
MODIFIED="1"

View File

@@ -1,18 +1,18 @@
OpenTTD's known bugs
Last updated: 2012-06-01
Release version: 1.2.1
Last updated: 2010-01-05
Release version: 1.0.0-beta2
------------------------------------------------------------------------
Table of contents
-----------------
1.0) About
2.0) Known bugs in this release
* 2.1) Known bugs that will not be solved
Table of Contents:
------------------
1) About
2) Known bugs in the this stable release
3) Known bugs that will not be solved
1.0) About
---- -----
1) About:
-- ------
All bugs listed below are marked as known. Please do not submit any bugs
that are the same as these. If you do, do not act surprised, because
we WILL flame you!!
@@ -22,32 +22,28 @@ specifics, we welcome you to report them. React to the given bug indicated
by the number below on http://bugs.openttd.org.
2.0) Known bugs in this release
---- --------------------------
The following bugs are known to exist in this release and we intend to
fix them. Some bugs are known but are not fixable or fixing them would
cause further problems. Those bugs can be found in the "Known bugs that
will not be solved" section.
2) Known bugs in the this stable release:
-- --------------------------------------
The following bugs are known to exist in this stable release and
we intend to fix them. Some bugs are known but are not fixable or
fixing them would cause further problems. Those bugs can be found
in the "Known bugs that will not be solved" section.
The bugs in this section all refer to a ticket in our bug tracking system
that you can find at: http://bugs.openttd.org
If the bugs are closed but still listed here it means that the bug is fixed
and that the nightlies and next major release will not have that bug.
Issues prefixed with [OSX] are required to be fixed before we consider
officially supporting Mac OS X again. For now it remains unsupported and
we only apply bug fixes provided by the community but we are unable to fix
these bugs ourselves.
- 3447 [OSX] SDL port is unuseable
- 3194 [OSX] Full screen strobing/flickering
- 2782 [OSX] Port hopelessly outdated
- 2585 [OSX] OS' mouse pointer showing
- 2484 [OSX] Cannot enter CJK characters
- 1140 [OSX] Not smooth moving map with touchpad
- 4857 [OSX] No support for detecting mono space font
- 4847 [OSX] No support for bootstrap downloading of base graphics
- 4744 [OSX] Crash when switching to full screen with OS X Lion
- 4689 [OSX] Crash when hiding window after coming from full screen
- 4420 [OSX] OS' mouse pointer still shows
- 2484 [OSX] Cannot enter CJK characters
2.1) Known bugs that will not be solved
---- ----------------------------------
3) Known bugs that will not be solved:
-- -----------------------------------
This section lists all known bugs that we do not intend to fix and the
reasons why we think that fixing them is infeasible. We might make some
minor improvements that reduce the scope of these bugs, but we will not
@@ -64,38 +60,6 @@ No suitable AI can be found
"AI Settings" -> "Select AI" -> "Check Online Content" which is also
accessed via the main menu.
After a while of playing, colours get corrupted
In Windows 7 the background slideshow corrupts the colour mapping of
OpenTTD's 8bpp screen modes. Workarounds for this are:
a) Switching to windowed mode, instead of fullscreen
b) Switching off background slideshow
c) Setting up the 32bpp-anim or 32bpp-optimized blitter
Long delay between switching songs/music
On Windows there is a delay of a (few) second(s) between switching of
songs for the "win32" driver. This delay is caused by the fact that
opening a MIDI file via MCI is extremely slow.
DirectMusic, known as "dmusic" in OpenTTD, has a much shorter delay.
However, under some circumstances DirectMusic does not reset its
state properly causing wrongly pitched/bad sounding songs. This
problem is in DirectMusic as it is reproducable with Microsoft's
DirectMusic Producer. DirectMusic has been deprecated since 2004
and as such has no support for 64 bits OpenTTD.
As a delay is favourable over bad sounding music the "win32" driver
is the default driver for OpenTTD. You can change this default by
setting the "musicdriver" in your openttd.cfg to "dmusic".
Custom vehicle type name is incorrectly aligned
Some NewGRFs use sprites that are bigger than normal in the "buy
vehicle" window. Due to this they have to encode an offset for the
vehicle type name. Upon renaming the vehicle type this encoded offset
is stripped from the name because the "edit box" cannot show this
encoding. As a result the custom vehicle type names will get the
default alignment. The only way to (partly) fix this is by adding
spaces to the custom name.
Clipping problems [FS#119]
In some cases sprites are not drawn as one would expect. Examples of
this are aircraft that might be hidden below the runway or trees that
@@ -114,14 +78,6 @@ Clipping problems [FS#119]
leave the Transport Tycoon graphics, which in effect means OpenTTD
will not be a Transport Tycoon clone anymore.
Mouse scrolling not possible at the edges of the screen [FS#383] [FS#3966]
Scrolling the viewport with the mouse cursor at the edges of the screen
in the same direction of the edge will fail. If the cursor is near the
edge the scrolling will be very slow.
OpenTTD only receives cursor position updates when the cursor is inside
OpenTTD's window. It is not told how far you have moved the cursor
outside of OpenTTD's window.
Lost trains ignore (block) exit signals [FS#1473]
If trains are lost they ignore block exit signals, blocking junctions
with presignals. This is caused because the path finders cannot tell
@@ -177,7 +133,6 @@ Duplicate (station) names after renaming [FS#3204]
to the automatically generated names.
Extreme CPU usage/hangs when using SDL and PulseAudio [FS#3294]
OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU
OpenTTD can be extremely slow/use a lot of CPU when the sound is
played via SDL and then through PulseAudio's ALSA wrapper. Under the
same configuration OpenTTD, or rather SDL, might hang when exiting
@@ -189,7 +144,7 @@ OpenTTD hangs/freezes when closing, OpenTTD is slow, OpenTTD uses a lot of CPU
use of interrupt-based scheduling may resolve sound problems for
some users. Under recent versions of Ubuntu Linux (9.04 and higher)
this can be accomplished by changing the following line in the
/etc/pulse/default.pa file:
/etc/pulsa/default.pa file:
load-module module-udev-detect
to
load-module module-udev-detect tsched=0
@@ -215,215 +170,3 @@ OpenTTD not properly resizing with SDL on X [FS#3305]
Window managers that are known to exhibit this behaviour are KDE's
and GNOME's. With the XFCE's and LXDE's window managers the resize
event is sent when the user releases the mouse.
Incorrect colours, crashes upon exit, debug warnings and smears upon
window resizing with SDL on Mac OS X [FS#3447]
Video handling with (lib)SDL under Mac OS X is known to fail on some
versions of Mac OS X with some hardware configurations. Some of the
problems happen only under some circumstances whereas others are
always present.
We suggest that the SDL video/sound backend is not used for OpenTTD
in combinations with Mac OS X.
Train crashes entering same junction from block and path signals [FS#3928]
When a train has reserved a path from a path signal to a two way
block signal and the reservation passes a path signal through the
back another train can enter the reserved path (only) via that same
two way block signal.
The reason for this has to do with optimisation; to fix this issue
the signal update has to pass all path signals until it finds either
a train or a backwards facing signal. This is a very expensive task.
The (signal) setups that allow these crashes can furthermore be
considered incorrectly signalled; one extra safe waiting point for
the train entering from path signal just after the backwards facing
signal (from the path signal train) resolves the issue.
Crashes when playing music [FS#3941]
Mac OS X's QuickTime (default music driver) and Windows' MCI (win32
music driver) crash on some songs from OpenMSX. OpenTTD cannot do
anything about this. Please report these crashes to the authors of
OpenMSX so the crash causing songs can be removed or fixed.
Crashes when run in a VM using Parallels Desktop [FS#4003]
When the Windows version of OpenTTD is executed in a VM under
Parallels Desktop a privileged instruction exception may be thrown.
As OpenTTD works natively on OSX as well as natively on Windows and
these native builds both don't exhibit this behaviour this crash is
most likely due to a bug in the virtual machine, something out of
the scope of OpenTTD. Most likely this is due to Parallels Desktop
lacking support for RDTSC calls. The problem can be avoided by using
other VM-software, Wine, or running natively on OSX.
OpenTTD hangs when started on 32 bits Windows [FS#4083]
Under some circumstances OpenTTD might hang for hours on the
initialisation of the music driver. The exact circumstances are
unknown except that it is the "dmusic" music driver that has the
problem and that the "win32" music driver does not.
As a result using the "win32" music driver will work around this
issue.
As the exact circumstances are unknown, and the obvious
configuration settings related to the music driver are at their
default we are not able to detect this failure, except when Windows'
music initialisation function returns after several hours and then
there is no point in switching the music driver anymore.
The reason we still use the "win32" music driver as default are
described in the "Long delay between switching music/song" section
of this document.
Pre- and exit signals are not dragged [FS#4378]
Unlike all other signal types, the entry- and exit signals are not
dragged but instead normal signals are placed on subsequent track
sections. This is done on purpose as this is the usually more con-
venient solution. There are little to no occasions where more than
one entry or exit signal in a row are useful. This is different
for all other signal types where several in a row can serve one
purpose or another.
Station build date is incorrect [FS#4415]
The tile query tool will show the date of the last (re)construction
at the station and not the date of the first construction. This is
due to compatability reasons with NewGRFs and the fact that it is
wrong to say that the station is built in a particular year when it
was completely destroyed/rebuilt later on.
The tile query tool can be fixed by changing the "Build date" text
to "Date at which the last (re)construction took place" but this is
deemed too specific and long for that window.
Can't change volume inside OpenTTD [FS#4416]
Some backends do not provide a means to change the volume of sound
effects or music. The mixing of music and sound is left to external
libraries/the operating system we can't handle the volume control
in OpenTTD. As a result you can't change the volume inside OpenTTD
for backends such as SDL; just use the volume control provided by
your operating system.
Can't run OpenTTD with the -d option from a MSYS console [FS#4587]
The MSYS console does not allow OpenTTD to open an extra console for
debugging output. Compiling OpenTTD with the --enable-console
configure option prevents this issue and allows the -d option to use
the MSYS console for its output.
Unreadable characters for non-latin locales [FS#4607]
OpenTTD does not ship a non-latin font in its graphics files. As a
result OpenTTD needs to acquire the font from somewhere else. What
OpenTTD does is ask the operating system, or a system library, for
the best font for a given language if the currently loaded font
does not provide all characters of the chosen translation. This
means that OpenTTD has no influence over the quality of the chosen
font; it just does the best it can do.
If the text is unreadable there are several steps that you can take
to improve this. The first step is finding a good font and configure
this in the configuration file. See section 9.0 of readme.txt for
more information. You can also increase the font size to make the
characters bigger and possible better readable.
If the problem is with the clarity of the font you might want to
enable anti-aliasing by setting the small_aa/medium_aa/large_aa
settings to "true". However, anti-aliasing only works when a 32 bits
blitter has been selected, e.g. blitter = "32bpp-anim", as with the
8 bits blitter there are not enough colours to properly perform the
anti-aliasing.
(Temporary) wrong colours when switching to full screen [FS#4511]:
On Windows it can happen that you temporarily see wrong colours
when switching to full screen OpenTTD, either by starting
OpenTTD in full screen mode, changing to full screen mode or by
ALT-TAB-ing into a full screen OpenTTD. This is caused by the
fact that OpenTTD, by default, uses 8bpp paletted output. The
wrong colours you are seeing is a temporary effect of the video
driver switching to 8bpp palette mode.
This issue can be worked around in two ways:
a) Setting fullscreen_bpp to 32
b) Setting up the 32bpp-anim or 32bpp-optimized blitter
Train does not crash with itself [FS#4635]:
When a train drives in a circle the front engine passes through
wagons of the same train without crashing. This is intentional.
Signals are only aware of tracks, they do not consider the train
length and whether there would be enough room for a train in some
circle it might drive on. Also the path a train might take is not
necessarily known when passing a signal.
Checking all circumstances would take a lot of additional computational
power for signals, which is not considered worth the effort, as
it does not add anything to gameplay.
Nevertheless trains shall not crash in normal operation, so making
a train not crash with itself is the best solution for everyone.
Aircraft coming through wall in rotated airports [FS#4705]:
With rotated airports, specifically hangars, you will see that the
aircraft will show a part through the back wall of the hangar.
This can be solved by only drawing a part of the plane when being
at the back of the hangar, however then with transparency turned on
the aircraft would be shown partially which would be even weirder.
As such the current behaviour is deemed the least bad.
The same applies to overly long ships and their depots.
Vehicles not keeping their "maximum" speed [FS#4815]:
Vehicles that have not enough power to reach and maintain their
advertised maximum speed might be constantly jumping between two
speeds. This is due to the fact that speed and its calculations
are done with integral numbers instead of floating point numbers.
As a result of this a vehicle will never reach its equilibrium
between the drag/friction and propulsion. So in effect it will be
in a vicious circle of speeding up and slowing down due to being
just at the other side of the equilibrium.
Not speeding up when near the equilibrium will cause the vehicle
to never come in the neighbourhood of the equilibrium and not
slowing down when near the equilibrium will cause the vehicle
to never slow down towards the equilibrium once it has come down
a hill.
It is possible to calculate whether the equilibrium will be
passed, but then all acceleration calculations need to be done
twice.
Settings not saved when OpenTTD crashes [FS#4846]:
The settings are not saved when OpenTTD crashes for several reasons.
The most important is that the game state is broken and as such the
settings might contain invalid values, or the settings have not even
been loaded yet. This would cause invalid or totally wrong settings
to be written to the configuration file.
A solution to that would be saving the settings whenever one changes,
however due to the way the configuration file is saved this requires
a flush of the file to the disk and OpenTTD needs to wait till that
is finished. On some file system implementations this causes the
flush of all 'write-dirty' caches, which can be a significant amount
of data to be written. This can further be aggravated by spinning
down disks to conserve power, in which case this disk needs to be
spun up first. This means that many seconds may pass before the
configuration file is actually written, and all that time OpenTTD
will not be able to show any progress. Changing the way the
configuration file is saved is not an option as that leaves us more
vulnerable to corrupt configuration files.
Finally, crashes should not be happening. If they happen they should
be reported and fixed, so essentially fixing this is fixing the
wrong thing. If you really need the configuration changes to be
saved, and you need to run a version that crashes regularly, then
you can use the 'saveconfig' command in the console to save the
settings.
Not all NewGRFs, AIs, game scripts are found [FS#4887]:
Under certain situations, where the path for the content within a
tar file is the same as other content on the file system or in another
tar file, it is possible that content is not found. A more thorough
explanation and solutions are described in section 4.4 of readme.txt.
Mouse cursor going missing with SDL [FS#4997]:
Under certain circumstances SDL does not notify OpenTTD of changes
with respect to the mouse pointer, specifically whether the mouse
pointer is within the bounds of OpenTTD or not. For example, if you
Alt-tab to another application the mouse cursor will still be shown
in OpenTTD, and when you move the mouse outside of the OpenTTD
window so the cursor gets hidden, open/move another application on
top of the OpenTTD window and then Alt-tab back into OpenTTD the
cursor will not be shown.
We cannot fix this problem as SDL simply does not provide the
required information in these corner cases. This is a bug in SDL
and as such there is little that we can do about it.

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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Airport previews"
-1 * 0 05 16 09
-1 sprites/airport_preview.png 8bpp 50 8 230 140 0 0 normal
-1 sprites/airport_preview.png 8bpp 290 8 230 140 0 0 normal
-1 sprites/airport_preview.png 8bpp 530 8 230 140 0 0 normal
-1 sprites/airport_preview.png 8bpp 2 168 230 140 0 0 normal
-1 sprites/airport_preview.png 8bpp 242 168 230 140 0 0 normal
-1 sprites/airport_preview.png 8bpp 482 168 230 140 0 0 normal
-1 sprites/airport_preview.png 8bpp 2 328 230 140 0 0 normal
-1 sprites/airport_preview.png 8bpp 242 328 230 140 0 0 normal
-1 sprites/airport_preview.png 8bpp 482 328 230 140 0 0 normal

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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Extra airport graphics"
-1 * 3 05 10 0F
-1 sprites/airports.png 8bpp 18 8 64 31 -31 0 normal
-1 sprites/airports.png 8bpp 98 8 64 31 -31 0 normal
-1 sprites/airports.png 8bpp 178 8 64 31 -31 0 normal
-1 sprites/airports.png 8bpp 258 8 64 31 -31 0 normal
-1 sprites/airports.png 8bpp 338 8 64 31 -31 0 normal
-1 sprites/airports.png 8bpp 418 8 64 31 -31 0 normal
-1 sprites/airports.png 8bpp 498 8 64 55 -2 -38 normal
-1 sprites/airports.png 8bpp 578 8 18 17 16 -1 normal
-1 sprites/airports.png 8bpp 610 8 64 55 -2 -38 normal
-1 sprites/airports.png 8bpp 690 8 18 17 -30 1 normal
-1 sprites/airports.png 8bpp 722 8 64 55 -2 -38 normal
-1 sprites/airports.png 8bpp 2 88 64 55 -2 -38 normal
-1 sprites/airports.png 8bpp 82 88 64 31 -31 0 normal
-1 sprites/airports.png 8bpp 162 88 64 31 -31 0 normal
-1 sprites/airports.png 8bpp 242 88 64 31 -31 0 normal

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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Aqueduct graphics by Jonathan G. Rennison / PaulC"
// temperate aqueduct
-1 * 6 07 83 01 \7! 00 09
-1 * 3 05 12 08
-1 sprites/aqueduct.png 8bpp 34 8 61 32 -30 -9 normal
-1 sprites/aqueduct.png 8bpp 114 8 62 31 -29 -9 normal
-1 sprites/aqueduct.png 8bpp 194 8 61 32 -30 -9 normal
-1 sprites/aqueduct.png 8bpp 274 8 62 31 -29 -9 normal
-1 sprites/aqueduct.png 8bpp 354 8 61 32 -30 -4 normal
-1 sprites/aqueduct.png 8bpp 434 8 62 31 -29 -4 normal
-1 sprites/aqueduct.png 8bpp 514 8 33 23 -31 0 normal
-1 sprites/aqueduct.png 8bpp 562 8 33 23 0 1 normal
// non-temperate aqueduct
-1 * 6 07 83 01 \7= 00 09
-1 * 3 05 12 08
-1 sprites/aqueduct.png 8bpp 34 48 61 32 -30 -9 normal
-1 sprites/aqueduct.png 8bpp 114 48 62 31 -29 -9 normal
-1 sprites/aqueduct.png 8bpp 194 48 61 32 -30 -9 normal
-1 sprites/aqueduct.png 8bpp 274 48 62 31 -29 -9 normal
-1 sprites/aqueduct.png 8bpp 354 48 61 32 -30 -4 normal
-1 sprites/aqueduct.png 8bpp 434 48 62 31 -29 -4 normal
-1 sprites/aqueduct.png 8bpp 514 48 33 23 -31 0 normal
-1 sprites/aqueduct.png 8bpp 562 48 33 23 0 1 normal

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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Autorail graphics"
-1 * 3 05 13 37
-1 sprites/autorail.png 8bpp 18 8 64 31 -31 7 normal
-1 sprites/autorail.png 8bpp 98 8 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 178 8 64 39 -31 -1 normal
-1 sprites/autorail.png 8bpp 258 8 64 47 -31 -9 normal
-1 sprites/autorail.png 8bpp 338 8 64 31 -31 -5 normal
-1 sprites/autorail.png 8bpp 418 8 64 23 -31 7 normal
-1 sprites/autorail.png 8bpp 498 8 64 18 -31 4 normal
-1 sprites/autorail.png 8bpp 578 8 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 658 8 64 31 -31 7 normal
-1 sprites/autorail.png 8bpp 2 72 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 82 72 64 23 -31 7 normal
-1 sprites/autorail.png 8bpp 162 72 64 18 -31 4 normal
-1 sprites/autorail.png 8bpp 242 72 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 322 72 64 39 -31 -1 normal
-1 sprites/autorail.png 8bpp 402 72 64 47 -31 -9 normal
-1 sprites/autorail.png 8bpp 482 72 64 31 -31 -5 normal
-1 sprites/autorail.png 8bpp 562 72 64 31 -31 7 normal
-1 sprites/autorail.png 8bpp 642 72 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 722 72 64 47 -31 -9 normal
-1 sprites/autorail.png 8bpp 2 136 64 26 -31 4 normal
-1 sprites/autorail.png 8bpp 82 136 64 23 -31 4 normal
-1 sprites/autorail.png 8bpp 162 136 64 31 -31 -3 normal
-1 sprites/autorail.png 8bpp 242 136 64 26 -31 4 normal
-1 sprites/autorail.png 8bpp 322 136 64 23 -31 4 normal
-1 sprites/autorail.png 8bpp 402 136 64 31 -31 -3 normal
-1 sprites/autorail.png 8bpp 482 136 64 31 -31 7 normal
-1 sprites/autorail.png 8bpp 562 136 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 642 136 64 15 -31 7 normal
-1 sprites/autorail.png 8bpp 722 136 64 31 -31 7 normal
-1 sprites/autorail.png 8bpp 2 184 64 39 -31 -1 normal
-1 sprites/autorail.png 8bpp 82 184 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 162 184 64 31 -31 7 normal
-1 sprites/autorail.png 8bpp 242 184 64 39 -31 -1 normal
-1 sprites/autorail.png 8bpp 322 184 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 402 184 64 31 -31 7 normal
-1 sprites/autorail.png 8bpp 482 184 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 562 184 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 642 184 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 722 184 64 23 -31 7 normal
-1 sprites/autorail.png 8bpp 2 248 64 15 -31 7 normal
-1 sprites/autorail.png 8bpp 82 248 64 39 -31 -1 normal
-1 sprites/autorail.png 8bpp 162 248 64 47 -31 -9 normal
-1 sprites/autorail.png 8bpp 242 248 64 31 -31 7 normal
-1 sprites/autorail.png 8bpp 322 248 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 402 248 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 482 248 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 562 248 64 23 -31 7 normal
-1 sprites/autorail.png 8bpp 642 248 64 15 -31 7 normal
-1 sprites/autorail.png 8bpp 722 248 64 39 -31 -1 normal
-1 sprites/autorail.png 8bpp 2 312 64 47 -31 -9 normal
-1 sprites/autorail.png 8bpp 82 312 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 162 312 64 31 -31 -1 normal
-1 sprites/autorail.png 8bpp 242 312 64 23 -31 7 normal
-1 sprites/autorail.png 8bpp 322 312 64 31 -31 7 normal
-1 sprites/autorail.png 8bpp 402 312 64 31 -31 7 normal

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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Canal graphics by George / PaulC"
-1 * 3 05 08 41
// Canal slopes
-1 sprites/canal_locks.png 8bpp 66 8 64 23 -31 0 normal
-1 sprites/canal_locks.png 8bpp 146 8 64 39 -31 -8 normal
-1 sprites/canal_locks.png 8bpp 226 8 64 23 -31 0 normal
-1 sprites/canal_locks.png 8bpp 306 8 64 39 -31 -8 normal
// Lock sides
-1 sprites/canal_locks.png 8bpp 386 8 40 26 -7 -12 normal
-1 sprites/canal_locks.png 8bpp 434 8 42 33 -31 -13 normal
-1 sprites/canal_locks.png 8bpp 482 8 40 25 -31 -12 normal
-1 sprites/canal_locks.png 8bpp 530 8 42 34 -9 -14 normal
-1 sprites/canal_locks.png 8bpp 578 8 32 27 -1 -17 normal
-1 sprites/canal_locks.png 8bpp 626 8 32 35 -29 -17 normal
-1 sprites/canal_locks.png 8bpp 674 8 32 27 -29 -17 normal
-1 sprites/canal_locks.png 8bpp 722 8 32 35 -1 -17 normal
-1 sprites/canal_locks.png 8bpp 2 72 40 44 -7 -24 normal
-1 sprites/canal_locks.png 8bpp 50 72 42 33 -31 -13 normal
-1 sprites/canal_locks.png 8bpp 98 72 40 32 -31 -12 normal
-1 sprites/canal_locks.png 8bpp 146 72 41 31 -8 -12 normal
-1 sprites/canal_locks.png 8bpp 194 72 34 32 -1 -13 normal
-1 sprites/canal_locks.png 8bpp 242 72 38 34 -35 -17 normal
-1 sprites/canal_locks.png 8bpp 290 72 34 44 -29 -26 normal
-1 sprites/canal_locks.png 8bpp 338 72 38 34 -1 -17 normal
-1 sprites/canal_locks.png 8bpp 386 72 42 24 -9 -4 normal
-1 sprites/canal_locks.png 8bpp 434 72 43 24 -31 -4 normal
-1 sprites/canal_locks.png 8bpp 482 72 53 24 -31 -4 normal
-1 sprites/canal_locks.png 8bpp 546 72 43 37 -10 -16 normal
-1 sprites/canal_locks.png 8bpp 594 72 38 26 -1 -9 normal
-1 sprites/canal_locks.png 8bpp 642 72 34 37 -29 -18 normal
-1 sprites/canal_locks.png 8bpp 690 72 38 26 -35 -9 normal
-1 sprites/canal_locks.png 8bpp 738 72 32 23 -1 -5 normal
-1 sprites/canal_locks.png 8bpp 2 136 40 26 -7 -12 normal
-1 sprites/canal_locks.png 8bpp 50 136 42 33 -31 -13 normal
-1 sprites/canal_locks.png 8bpp 98 136 40 25 -31 -12 normal
-1 sprites/canal_locks.png 8bpp 146 136 42 34 -9 -14 normal
-1 sprites/canal_locks.png 8bpp 194 136 32 27 -1 -17 normal
-1 sprites/canal_locks.png 8bpp 242 136 32 35 -29 -17 normal
-1 sprites/canal_locks.png 8bpp 290 136 32 27 -29 -17 normal
-1 sprites/canal_locks.png 8bpp 338 136 32 35 -1 -17 normal
-1 sprites/canal_locks.png 8bpp 386 136 40 32 -7 -12 normal
-1 sprites/canal_locks.png 8bpp 434 136 42 33 -31 -13 normal
-1 sprites/canal_locks.png 8bpp 482 136 40 32 -31 -12 normal
-1 sprites/canal_locks.png 8bpp 530 136 41 31 -8 -12 normal
-1 sprites/canal_locks.png 8bpp 578 136 34 32 -1 -13 normal
-1 sprites/canal_locks.png 8bpp 626 136 38 34 -35 -17 normal
-1 sprites/canal_locks.png 8bpp 674 136 34 32 -29 -14 normal
-1 sprites/canal_locks.png 8bpp 722 136 38 34 -1 -17 normal
-1 sprites/canal_locks.png 8bpp 2 184 42 24 -9 -4 normal
-1 sprites/canal_locks.png 8bpp 50 184 43 24 -31 -4 normal
-1 sprites/canal_locks.png 8bpp 98 184 53 24 -31 -4 normal
-1 sprites/canal_locks.png 8bpp 162 184 43 25 -10 -4 normal
-1 sprites/canal_locks.png 8bpp 210 184 38 26 -1 -9 normal
-1 sprites/canal_locks.png 8bpp 258 184 34 25 -29 -6 normal
-1 sprites/canal_locks.png 8bpp 306 184 38 26 -35 -9 normal
-1 sprites/canal_locks.png 8bpp 354 184 32 23 -1 -5 normal
// Canal edges (temperate)
-1 sprites/canals.png 8bpp 30 10 45 22 -11 -1 normal
-1 sprites/canals.png 8bpp 94 10 41 21 -8 10 normal
-1 sprites/canals.png 8bpp 142 10 42 21 -31 10 normal
-1 sprites/canals.png 8bpp 190 10 43 22 -31 -1 normal
-1 sprites/canals.png 8bpp 238 10 22 22 11 4 normal
-1 sprites/canals.png 8bpp 270 10 24 16 -11 15 normal
-1 sprites/canals.png 8bpp 302 10 23 23 -31 4 normal
-1 sprites/canals.png 8bpp 334 10 24 18 -11 -1 normal
-1 sprites/canals.png 8bpp 366 10 12 11 21 10 normal
-1 sprites/canals.png 8bpp 398 10 19 10 -8 21 normal
-1 sprites/canals.png 8bpp 430 10 11 10 -31 10 normal
-1 sprites/canals.png 8bpp 446 10 24 16 -11 -6 normal
// Canal icon
-1 sprites/canal_locks.png 8bpp 50 232 20 20 0 0 normal
// Differentiation for the climates starts here
// Canal edges (arctic snowy)
-1 * 4 01 05 01 \b12
-1 sprites/canals.png 8bpp 30 40 45 22 -11 -1 normal
-1 sprites/canals.png 8bpp 94 40 41 21 -8 10 normal
-1 sprites/canals.png 8bpp 142 40 42 21 -31 10 normal
-1 sprites/canals.png 8bpp 190 40 43 22 -31 -1 normal
-1 sprites/canals.png 8bpp 238 40 22 22 11 4 normal
-1 sprites/canals.png 8bpp 270 40 24 16 -11 15 normal
-1 sprites/canals.png 8bpp 302 40 23 23 -31 4 normal
-1 sprites/canals.png 8bpp 334 40 24 18 -11 -1 normal
-1 sprites/canals.png 8bpp 366 40 12 11 21 10 normal
-1 sprites/canals.png 8bpp 398 40 19 10 -8 21 normal
-1 sprites/canals.png 8bpp 430 40 11 10 -31 10 normal
-1 sprites/canals.png 8bpp 446 40 24 16 -11 -6 normal
-1 * 7 02 05 10 01 00 00 00
// Canal edges (arctic normal)
-1 * 4 01 05 01 \b12
-1 sprites/canals.png 8bpp 30 70 45 22 -11 -1 normal
-1 sprites/canals.png 8bpp 94 70 41 21 -8 10 normal
-1 sprites/canals.png 8bpp 142 70 42 21 -31 10 normal
-1 sprites/canals.png 8bpp 190 70 43 22 -31 -1 normal
-1 sprites/canals.png 8bpp 238 70 22 22 11 4 normal
-1 sprites/canals.png 8bpp 270 70 24 16 -11 15 normal
-1 sprites/canals.png 8bpp 302 70 23 23 -31 4 normal
-1 sprites/canals.png 8bpp 334 70 24 18 -11 -1 normal
-1 sprites/canals.png 8bpp 366 70 12 11 21 10 normal
-1 sprites/canals.png 8bpp 398 70 19 10 -8 21 normal
-1 sprites/canals.png 8bpp 430 70 11 10 -31 10 normal
-1 sprites/canals.png 8bpp 446 70 24 16 -11 -6 normal
-1 * 7 02 05 11 01 00 00 00
// Choose the right arctic canal edges
-1 * 14 02 05 12 81 81 00 FF 01 10 00 04 04 11 00
-1 * 6 07 83 01 \7! 01 01
-1 * 7 03 05 01 02 00 12 00
// Canal edges (tropic desert)
-1 * 4 01 05 01 \b12
-1 sprites/canals.png 8bpp 30 100 45 22 -11 -1 normal
-1 sprites/canals.png 8bpp 94 100 41 21 -8 10 normal
-1 sprites/canals.png 8bpp 142 100 42 21 -31 10 normal
-1 sprites/canals.png 8bpp 190 100 43 22 -31 -1 normal
-1 sprites/canals.png 8bpp 238 100 22 22 11 4 normal
-1 sprites/canals.png 8bpp 270 100 24 16 -11 15 normal
-1 sprites/canals.png 8bpp 302 100 23 23 -31 4 normal
-1 sprites/canals.png 8bpp 334 100 24 18 -11 -1 normal
-1 sprites/canals.png 8bpp 366 100 12 11 21 10 normal
-1 sprites/canals.png 8bpp 398 100 19 10 -8 21 normal
-1 sprites/canals.png 8bpp 430 100 11 10 -31 10 normal
-1 sprites/canals.png 8bpp 446 100 24 16 -11 -6 normal
-1 * 7 02 05 13 01 00 00 00
// Canal edges (tropic rainforest)
-1 * 4 01 05 01 \b12
-1 sprites/canals.png 8bpp 30 130 45 22 -11 -1 normal
-1 sprites/canals.png 8bpp 94 130 41 21 -8 10 normal
-1 sprites/canals.png 8bpp 142 130 42 21 -31 10 normal
-1 sprites/canals.png 8bpp 190 130 43 22 -31 -1 normal
-1 sprites/canals.png 8bpp 238 130 22 22 11 4 normal
-1 sprites/canals.png 8bpp 270 130 24 16 -11 15 normal
-1 sprites/canals.png 8bpp 302 130 23 23 -31 4 normal
-1 sprites/canals.png 8bpp 334 130 24 18 -11 -1 normal
-1 sprites/canals.png 8bpp 366 130 12 11 21 10 normal
-1 sprites/canals.png 8bpp 398 130 19 10 -8 21 normal
-1 sprites/canals.png 8bpp 430 130 11 10 -31 10 normal
-1 sprites/canals.png 8bpp 446 130 24 16 -11 -6 normal
-1 * 7 02 05 14 01 00 00 00
// Choose the right tropic canal edges
-1 * 14 02 05 15 81 81 00 FF 01 13 00 01 01 14 00
-1 * 6 07 83 01 \7! 02 01
-1 * 7 03 05 01 02 00 15 00
// Canal edges (toyland)
-1 * 4 01 05 01 \b12
-1 sprites/canals.png 8bpp 30 160 45 22 -11 -1 normal
-1 sprites/canals.png 8bpp 94 160 41 21 -8 10 normal
-1 sprites/canals.png 8bpp 142 160 42 21 -31 10 normal
-1 sprites/canals.png 8bpp 190 160 43 22 -31 -1 normal
-1 sprites/canals.png 8bpp 238 160 22 22 11 4 normal
-1 sprites/canals.png 8bpp 270 160 24 16 -11 15 normal
-1 sprites/canals.png 8bpp 302 160 23 23 -31 4 normal
-1 sprites/canals.png 8bpp 334 160 24 18 -11 -1 normal
-1 sprites/canals.png 8bpp 366 160 12 11 21 10 normal
-1 sprites/canals.png 8bpp 398 160 19 10 -8 21 normal
-1 sprites/canals.png 8bpp 430 160 11 10 -31 10 normal
-1 sprites/canals.png 8bpp 446 160 24 16 -11 -6 normal
-1 * 7 02 05 16 01 00 00 00
-1 * 6 07 83 01 \7! 03 01
-1 * 7 03 05 01 02 00 16 00

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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Electrified rail by Michael Blunck"
-1 * 3 05 05 30
-1 sprites/elrails.png 8bpp 66 8 32 16 -29 -2 normal
-1 sprites/elrails.png 8bpp 114 8 32 16 -1 -2 normal
-1 sprites/elrails.png 8bpp 162 8 32 1 -1 -2 normal
-1 sprites/elrails.png 8bpp 210 8 1 16 0 -3 normal
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-1 sprites/elrails.png 8bpp 418 8 32 16 -29 -2 normal
-1 sprites/elrails.png 8bpp 466 8 32 16 -1 -2 normal
-1 sprites/elrails.png 8bpp 514 8 32 1 -1 -2 normal
-1 sprites/elrails.png 8bpp 562 8 1 16 0 -3 normal
-1 sprites/elrails.png 8bpp 578 8 32 24 -29 -2 normal
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-1 sprites/elrails.png 8bpp 674 8 32 9 -29 6 normal
-1 sprites/elrails.png 8bpp 722 8 32 24 -1 -2 normal
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-1 sprites/elrails.png 8bpp 98 56 32 1 -1 -2 normal
-1 sprites/elrails.png 8bpp 146 56 1 16 0 -3 normal
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-1 sprites/elrails.png 8bpp 210 56 32 9 -1 6 normal
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-1 sprites/elrails.png 8bpp 306 56 32 24 -1 -2 normal
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-1 sprites/elrails.png 8bpp 386 56 16 8 -1 -2 normal
-1 sprites/elrails.png 8bpp 418 56 16 8 -13 -2 normal
-1 sprites/elrails.png 8bpp 450 56 16 8 15 6 normal
-1 sprites/elrails.png 8bpp 482 56 8 16 -7 -14 normal
-1 sprites/elrails.png 8bpp 498 56 8 18 0 -17 normal
-1 sprites/elrails.png 8bpp 514 56 8 16 0 -14 normal
-1 sprites/elrails.png 8bpp 530 56 8 18 -7 -17 normal
-1 sprites/elrails.png 8bpp 546 56 2 16 0 -15 normal
-1 sprites/elrails.png 8bpp 562 56 2 18 0 -16 normal
-1 sprites/elrails.png 8bpp 578 56 8 16 0 -15 normal
-1 sprites/elrails.png 8bpp 594 56 8 16 -7 -15 normal
-1 sprites/elrails.png 8bpp 610 56 13 16 4 2 normal
-1 sprites/elrails.png 8bpp 642 56 20 16 0 2 normal
-1 sprites/elrails.png 8bpp 674 56 20 16 0 2 normal
-1 sprites/elrails.png 8bpp 706 56 20 16 0 2 normal
-1 sprites/elrails.png 8bpp 738 56 38 30 -3 -14 normal
-1 sprites/elrails.png 8bpp 2 104 72 44 -16 -8 normal
-1 sprites/elrails.png 8bpp 82 104 44 35 -21 -2 normal
-1 sprites/elrails.png 8bpp 146 104 72 44 -16 -35 normal
-1 sprites/elrails.png 8bpp 226 104 20 19 0 1 normal
-1 sprites/elrails.png 8bpp 258 104 32 32 0 0 normal
-1 sprites/elrails.png 8bpp 306 104 12 22 -9 -18 normal
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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Fix bugs in the original graphics. By Addi and PaulC."
// Non-toyland specific
-1 * 6 07 83 01 \7= 03 3D
// Fix missing wheels on the wood trucks
-1 * 14 0A 04 01 87 0C 01 89 0C 01 07 0E 01 09 0E
-1 sprites/fix_graphics.png 8bpp 82 8 22 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 114 8 22 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 146 8 22 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 178 8 22 16 -14 -7 normal
// Show correct graphics for various 3rd generation trucks
-1 * 5 0A 01 28 C4 0D
-1 sprites/fix_graphics.png 8bpp 226 8 8 18 -3 -10 normal
-1 sprites/fix_graphics.png 8bpp 242 8 20 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 274 8 28 12 -14 -6 normal
-1 sprites/fix_graphics.png 8bpp 322 8 20 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 354 8 8 18 -3 -10 normal
-1 sprites/fix_graphics.png 8bpp 370 8 20 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 402 8 28 12 -14 -6 normal
-1 sprites/fix_graphics.png 8bpp 450 8 20 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 482 8 8 18 -3 -10 normal
-1 sprites/fix_graphics.png 8bpp 498 8 20 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 530 8 28 12 -14 -6 normal
-1 sprites/fix_graphics.png 8bpp 578 8 20 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 610 8 8 18 -3 -10 normal
-1 sprites/fix_graphics.png 8bpp 626 8 20 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 658 8 28 12 -14 -6 normal
-1 sprites/fix_graphics.png 8bpp 706 8 20 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 738 8 8 18 -3 -10 normal
-1 sprites/fix_graphics.png 8bpp 754 8 22 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 2 40 28 12 -14 -6 normal
-1 sprites/fix_graphics.png 8bpp 50 40 22 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 82 40 8 18 -3 -10 normal
-1 sprites/fix_graphics.png 8bpp 98 40 22 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 130 40 28 12 -14 -6 normal
-1 sprites/fix_graphics.png 8bpp 178 40 22 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 210 40 8 18 -3 -10 normal
-1 sprites/fix_graphics.png 8bpp 226 40 22 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 258 40 28 12 -14 -6 normal
-1 sprites/fix_graphics.png 8bpp 306 40 22 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 338 40 8 18 -3 -10 normal
-1 sprites/fix_graphics.png 8bpp 354 40 22 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 386 40 28 12 -14 -6 normal
-1 sprites/fix_graphics.png 8bpp 434 40 22 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 466 40 8 18 -3 -10 normal
-1 sprites/fix_graphics.png 8bpp 482 40 20 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 514 40 28 12 -14 -6 normal
-1 sprites/fix_graphics.png 8bpp 562 40 20 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 594 40 8 18 -3 -10 normal
-1 sprites/fix_graphics.png 8bpp 610 40 20 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 642 40 28 12 -14 -6 normal
-1 sprites/fix_graphics.png 8bpp 690 40 20 16 -6 -7 normal
// Fix clipping on the 2nd generation paper truck
-1 * 14 0A 04 01 9D 0C 01 9F 0C 01 A1 0C 01 A3 0C
-1 sprites/fix_graphics.png 8bpp 738 40 22 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 770 40 22 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 2 72 22 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 34 72 22 16 -6 -7 normal
// Fix clipping on the 1st generation paper truck
-1 * 14 0A 04 01 5D 0D 01 5F 0D 01 61 0D 01 63 0D
-1 sprites/fix_graphics.png 8bpp 82 72 22 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 114 72 22 17 -5 -7 normal
-1 sprites/fix_graphics.png 8bpp 146 72 22 17 -14 -8 normal
-1 sprites/fix_graphics.png 8bpp 178 72 22 16 -6 -7 normal
// Fix clipping on the 3rd generation paper truck
-1 * 14 0A 04 01 1D 0E 01 1F 0E 01 21 0E 01 23 0E
-1 sprites/fix_graphics.png 8bpp 226 72 22 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 258 72 22 16 -6 -7 normal
-1 sprites/fix_graphics.png 8bpp 290 72 22 16 -14 -7 normal
-1 sprites/fix_graphics.png 8bpp 322 72 22 16 -6 -7 normal
// Fix clipping on the toyland toy van in the German DOS graphics
-1 * 6 07 83 01 \7! 03 02
-1 * 5 0A 01 01 5D 0C
-1 sprites/fix_graphics.png 8bpp 18 296 20 16 -14 -7 normal
// Non-toyland specific
-1 * 6 07 83 01 \7= 03 08
// Fix offsets for the monorail bridge heads
-1 * 8 0A 02 01 EA 10 02 EC 10
-1 sprites/fix_graphics.png 8bpp 370 72 48 35 -23 -7 normal
-1 sprites/fix_graphics.png 8bpp 434 72 48 35 -23 -7 normal
-1 sprites/fix_graphics.png 8bpp 498 72 49 21 -24 3 normal
// Fix offsets for the maglev bridge heads
-1 * 8 0A 02 01 12 11 02 14 11
-1 sprites/fix_graphics.png 8bpp 322 486 48 35 -23 -7 normal
-1 sprites/fix_graphics.png 8bpp 386 486 48 35 -23 -7 normal
-1 sprites/fix_graphics.png 8bpp 450 486 49 21 -24 3 normal
// Toyland specific
-1 * 6 07 83 01 \7! 03 0F
// Fix offsets for the toyland monorail bridge heads
-1 * 8 0A 02 01 EA 10 02 EC 10
-1 sprites/fix_graphics.png 8bpp 610 630 48 35 -23 -7 normal
-1 sprites/fix_graphics.png 8bpp 674 630 48 35 -23 -7 normal
-1 sprites/fix_graphics.png 8bpp 738 630 49 21 -24 3 normal
// Fix offsets for the toyland maglev bridge heads
-1 * 8 0A 02 01 12 11 02 14 11
-1 sprites/fix_graphics.png 8bpp 18 678 48 35 -23 -7 normal
-1 sprites/fix_graphics.png 8bpp 82 678 48 35 -23 -7 normal
-1 sprites/fix_graphics.png 8bpp 146 678 49 21 -24 3 normal
// Fix colours for toyland maglev junction overlays
-1 * 5 0A 01 06 91 04
-1 sprites/fix_graphics.png 8bpp 338 630 30 16 -14 8 normal
-1 sprites/fix_graphics.png 8bpp 386 630 30 16 -14 8 normal
-1 sprites/fix_graphics.png 8bpp 434 630 40 7 -19 4 normal
-1 sprites/fix_graphics.png 8bpp 482 630 40 7 -19 20 normal
-1 sprites/fix_graphics.png 8bpp 530 630 12 19 11 6 normal
-1 sprites/fix_graphics.png 8bpp 562 630 12 19 -21 6 normal
// Fix transparency of cinema
-1 * 5 0A 01 02 34 11
-1 sprites/fix_graphics.png 8bpp 578 72 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 658 72 50 47 -28 -20 normal
// Fix misaligned undergrounds for temperate monorail
-1 * 6 07 83 01 \7! 00 06
-1 * 5 0A 01 05 4C 04
-1 sprites/fix_graphics.png 8bpp 2 136 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 136 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 162 136 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 242 136 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 322 136 64 31 -31 0 normal
// Fix misaligned undergrounds for arctic monorail
-1 * 6 07 83 01 \7! 01 06
-1 * 5 0A 01 05 4C 04
-1 sprites/fix_graphics.png 8bpp 434 136 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 514 136 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 594 136 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 674 136 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 2 184 64 31 -31 0 normal
// Fix misaligned undergrounds for tropical/desert monorail/maglev
-1 * 6 07 83 01 \7! 02 10
-1 * 11 0A 03 05 4C 04 05 66 04 05 B8 04
-1 sprites/fix_graphics.png 8bpp 114 184 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 194 184 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 274 184 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 354 184 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 434 184 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 514 184 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 594 184 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 674 184 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 2 232 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 232 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 162 232 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 242 232 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 322 232 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 402 232 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 482 232 64 31 -31 0 normal
// Fix misaligned X crossing for snow-covered monorail
-1 * 6 07 83 01 \7! 01 02
-1 * 5 0A 01 01 65 04
-1 sprites/fix_graphics.png 8bpp 594 232 64 31 -31 0 normal
// Fix offsets for the tropical house
-1 * 5 0A 01 01 FF 11
-1 sprites/fix_graphics.png 8bpp 706 232 64 47 -31 -16 normal
// Graphics metadata pixel higher than actual graphics
-1 * 6 12 01 00 01 AC E2
-1 sprites/fix_graphics.png 8bpp 66 296 9 10 0 0 normal
// Non-toyland specific
-1 * 6 07 83 01 \7= 03 0A
// Fix offsets for the tubular bridge pillars
-1 * 5 0A 01 04 05 0A
-1 sprites/fix_graphics.png 8bpp 98 296 4 9 2 -1 normal
-1 sprites/fix_graphics.png 8bpp 114 296 4 9 2 -1 normal
-1 sprites/fix_graphics.png 8bpp 130 296 4 9 -4 0 normal
-1 sprites/fix_graphics.png 8bpp 146 296 4 9 -4 0 normal
// Fix offsets for the cantilever bridge pillars
-1 * 5 0A 01 04 DD 09
-1 sprites/fix_graphics.png 8bpp 178 296 10 11 2 -3 normal
-1 sprites/fix_graphics.png 8bpp 194 296 10 12 2 -2 normal
-1 sprites/fix_graphics.png 8bpp 210 296 10 11 -10 -1 normal
-1 sprites/fix_graphics.png 8bpp 226 296 10 11 -10 -1 normal
// Toyland specific
-1 * 6 07 83 01 \7! 03 0A
// Fix offsets for the toyland tubular bridge pillars
-1 * 5 0A 01 04 05 0A
-1 sprites/fix_graphics.png 8bpp 248 296 4 9 2 -1 normal
-1 sprites/fix_graphics.png 8bpp 264 296 4 9 2 -1 normal
-1 sprites/fix_graphics.png 8bpp 280 296 4 9 -4 0 normal
-1 sprites/fix_graphics.png 8bpp 296 296 4 9 -4 0 normal
// Fix offsets for the toyland cantilever bridge pillars
-1 * 5 0A 01 04 DD 09
-1 sprites/fix_graphics.png 8bpp 328 296 10 11 2 -3 normal
-1 sprites/fix_graphics.png 8bpp 344 296 10 12 2 -2 normal
-1 sprites/fix_graphics.png 8bpp 360 296 10 11 -10 -1 normal
-1 sprites/fix_graphics.png 8bpp 376 296 10 11 -10 -1 normal
// Wrong, non-translated colours in tubular bridge in 'normal' climates
// Toyland has separate sprites which are not colour translated, thus
// this does not apply there;
// Pillars are changed for all climates further up
-1 * 6 07 83 01 \7= 03 \b22
// Main tubular bridge sprites
-1 * 5 0A 01 \b6 \w2559
-1 sprites/fix_graphics.png 8bpp 2 330 32 40 -30 -26 normal
-1 sprites/fix_graphics.png 8bpp 52 330 44 50 -42 -26 normal
-1 sprites/fix_graphics.png 8bpp 116 330 46 45 -42 -21 normal
-1 sprites/fix_graphics.png 8bpp 180 330 46 45 -2 -20 normal
-1 sprites/fix_graphics.png 8bpp 244 330 44 50 0 -25 normal
-1 sprites/fix_graphics.png 8bpp 308 330 32 41 0 -25 normal
// start rail bridge
-1 * 5 0A 01 01 \w2569
-1 sprites/fix_graphics.png 8bpp 350 330 52 29 -25 -4 normal
// start rail + road bridge
-1 * 5 0A 01 02 \w2574
-1 sprites/fix_graphics.png 8bpp 420 330 50 29 -25 -4 normal
-1 sprites/fix_graphics.png 8bpp 489 330 52 29 -25 -4 normal
// start road + monorail bridge
-1 * 5 0A 01 02 \w2580
-1 sprites/fix_graphics.png 8bpp 559 330 50 29 -25 -4 normal
-1 sprites/fix_graphics.png 8bpp 629 330 52 29 -25 -4 normal
// start monrail + maglev bridge
-1 * 5 0A 01 02 \w2586
-1 sprites/fix_graphics.png 8bpp 699 330 50 29 -25 -4 normal
-1 sprites/fix_graphics.png 8bpp 489 283 52 29 -25 -4 normal
// start maglev bridge
-1 * 5 0A 01 01 \w2592
-1 sprites/fix_graphics.png 8bpp 559 283 50 29 -25 -4 normal
// GUI sprite
-1 * 5 0A 01 01 \w2600
-1 sprites/fix_graphics.png 8bpp 433 298 40 15 0 5 normal
// Remove road markings from tropical rail crossings
-1 * 6 07 83 01 \7! 02 19
-1 * 14 0A 04 04 5A 05 08 62 05 08 6E 05 04 7A 05
-1 sprites/fix_graphics.png 8bpp 2 390 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 390 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 162 390 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 242 390 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 322 390 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 402 390 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 482 390 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 562 390 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 642 390 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 722 390 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 2 438 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 438 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 162 438 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 242 438 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 322 438 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 402 438 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 482 438 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 562 438 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 642 438 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 722 438 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 2 486 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 486 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 162 486 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 242 486 64 31 -31 0 normal
// Fix transparency of steel mill
-1 * 5 0A 01 06 46 08
-1 sprites/fix_graphics.png 8bpp 162 870 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 242 870 64 51 -31 -21 normal
-1 sprites/fix_graphics.png 8bpp 322 870 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 402 870 49 58 -29 -29 normal
-1 sprites/fix_graphics.png 8bpp 466 870 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 546 870 45 42 -18 -12 normal
-1 * 5 0A 01 0A 4D 08
-1 sprites/fix_graphics.png 8bpp 610 486 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 690 486 59 61 -31 -33 normal
-1 sprites/fix_graphics.png 8bpp 2 566 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 566 51 50 -25 -21 normal
-1 sprites/fix_graphics.png 8bpp 606 870 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 686 870 64 46 -31 -16 normal
-1 sprites/fix_graphics.png 8bpp 2 945 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 945 50 51 -29 -21 normal
-1 sprites/fix_graphics.png 8bpp 146 945 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 226 945 47 42 -18 -12 normal
-1 * 5 0A 01 04 58 08
-1 sprites/fix_graphics.png 8bpp 162 566 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 242 566 59 52 -31 -24 normal
-1 sprites/fix_graphics.png 8bpp 306 566 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 386 566 51 44 -25 -15 normal
// Fix transparency of oil well
-1 * 5 0A 01 07 7D 08
-1 sprites/fix_graphics.png 8bpp 2 630 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 482 566 31 50 -11 -28 normal
-1 sprites/fix_graphics.png 8bpp 530 566 31 47 -11 -25 normal
-1 sprites/fix_graphics.png 8bpp 578 566 31 47 -11 -25 normal
-1 sprites/fix_graphics.png 8bpp 626 566 31 47 -11 -25 normal
-1 sprites/fix_graphics.png 8bpp 674 566 31 49 -11 -27 normal
-1 sprites/fix_graphics.png 8bpp 722 566 31 52 -11 -30 normal
-1 * 6 07 83 01 \7! 01 02
-1 * 5 0A 01 01 7D 08
-1 sprites/fix_graphics.png 8bpp 114 630 64 31 -31 0 normal
-1 * 6 07 83 01 \7! 02 02
-1 * 5 0A 01 01 7D 08
-1 sprites/fix_graphics.png 8bpp 226 630 64 31 -31 0 normal
// Fix city airport's grass for temperate
-1 * 6 07 83 01 \7! 00 0A
-1 * 5 0A 01 09 4C 0A
-1 sprites/fix_graphics.png 8bpp 242 678 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 322 678 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 402 678 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 482 678 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 562 678 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 642 678 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 722 678 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 2 726 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 726 64 31 -31 0 normal
// Fix city airport's grass for arctic
-1 * 6 07 83 01 \7! 01 0A
-1 * 5 0A 01 09 4C 0A
-1 sprites/fix_graphics.png 8bpp 194 726 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 274 726 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 354 726 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 434 726 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 514 726 64 31 -31 0 normal
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-1 sprites/fix_graphics.png 8bpp 2 774 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 774 64 31 -31 0 normal
// Fix city airport's grass for tropical
-1 * 6 07 83 01 \7! 02 0A
-1 * 5 0A 01 09 4C 0A
-1 sprites/fix_graphics.png 8bpp 194 774 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 274 774 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 354 774 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 434 774 64 31 -31 0 normal
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-1 sprites/fix_graphics.png 8bpp 2 822 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 822 64 31 -31 0 normal
// Fix city airport's grass for toyland
-1 * 6 07 83 01 \7! 03 0A
-1 * 5 0A 01 09 4C 0A
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-1 sprites/fix_graphics.png 8bpp 274 822 64 31 -31 0 normal
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-1 sprites/fix_graphics.png 8bpp 2 870 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 82 870 64 31 -31 0 normal
// Wrong, non-translated colours in arctic buildings
-1 * 8 0A 02 01 1F 06 01 DB 11
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-1 sprites/fix_graphics.png 8bpp 369 945 59 29 -29 -12 normal
-1 * 8 0A 02 01 76 11 01 E6 11
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-1 sprites/fix_graphics.png 8bpp 529 945 64 69 -31 -38 normal
-1 * 8 0A 02 02 7E 11 01 E1 11
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-1 sprites/fix_graphics.png 8bpp 2 1037 54 75 -25 -47 normal
-1 sprites/fix_graphics.png 8bpp 66 1037 54 75 -25 -47 normal
// Fix buoy in-game; don't show black outline
-1 * 4 01 05 01 \b1
-1 sprites/fix_graphics.png 8bpp 575 490 7 11 7 4 normal
-1 * 7 02 05 17 01 00 00 00
-1 * 7 03 05 01 08 00 17 00

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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Flag graphics"
-1 * 3 05 14 24
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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Foundations. Non-halftile ones by Marcin Grzegorczyk"
-1 * 6 07 83 01 \7! 00 5B
-1 * 3 05 06 5A
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-1 * 6 07 83 01 \7! 02 5B
-1 * 3 05 06 5A
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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Monospaced characters (Liberation Mono)"
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-1 * 0 12 01 03 80 80 00
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//U+0178 Latin Capital Letter Y With Diaeresis (only needed for mono as it is in the base set, but relocated by some code)
-1 * 0 12 01 03 01 78 01
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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "One way road graphics"
-1 * 3 05 09 06
-1 sprites/oneway.png 8bpp 34 8 24 16 -12 -8 normal
-1 sprites/oneway.png 8bpp 66 8 24 16 -12 -8 normal
-1 sprites/oneway.png 8bpp 98 8 24 16 -12 -8 normal
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// Automatically generated by GRFCODEC. Do not modify!
// (Info version 32)
// Format: spritenum imagefile depth xpos ypos xsize ysize xrel yrel zoom flags
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
// Sources for OpenTTD's required base graphics.
// Checks whether the correct version of OpenTTD is used before
// allowing it to be used.
//
//
// Number of sprites, it is wrong, but GRFcodec automagically gets it right.
//
0 * 4 00 00 00 00
//
// Check whether we are running OTTD or not.
//
-1 * 0 07 9D 04 \7= 01 00 00 00 01
-1 * 0 0B 03 7F FF 80 " is not for TTDPatch. Use ttdpatch(w).grf." 00
//
// Check for OTTD's version number
//
// First step... Variable A1 might not exist. If that's the case it always
// skips. As we do not want to skip out of the whole testing, we skip over
// the real version check.
-1 * 0 07 A1 04 \7= FF FF FF FF 02
// Real version check.
-1 * 0 07 A1 04 \7> \w20304 01 01 03
// If the version check is supported, the string is translateable via OpenTTD
// itself. Use it!.
-1 * 0 0B 03 7F 06 "1.1 (or trunk r20304)" 00
// Some OTTD versions before r11130 did support Action B, so use the English
// phrase there
-1 * 0 0B 03 7F FF "Requires OpenTTD version 1.1 (or trunk r20304) or better." 00
// Final fallback. No Action B support, just skip to the end of the file.
-1 * 0 07 A1 04 \7= FF FF FF FF 00
// We are a DOS paletted NewGRF, so tell OpenTTD that. Then it can actually
// do the right thing. Yay for that feature as that means no duplicate NewGRF!
-1 * 0 14
"C" "INFO"
"B" "PALS" \w1 "D"
00
00
// GRF ID, must start with FF so it gets ignored
-1 * 0 08 08 FF "OTT"
// Name of the GRF
"OpenTTD's base graphics " 00
// Description of the GRF.
"License: GNU General Public License version 2" 0D
"Marcin Grzegorczyk: non-halftile foundations" 0D
"Michael Blunck: catenary, signals" 0D
"George: canals" 0D
"David Dallaston: tram tracks" 0D
"Jonathan G. Rennison: aqueducts" 0D
"Bilbo, Jasper Vries: font" 0D
"Andrew Parkhouse: rivers" 0D
"OpenTTD developers: other graphics" 00
//
// The real data of the GRF is acquired from several subfiles.
//
#include "2ccmap.nfo"
#include "signals.nfo"
#include "elrails.nfo"
#include "foundations.nfo"
#include "canals.nfo"
#include "oneway.nfo"
#include "tramtracks.nfo"
#include "shore.nfo"
#include "sloped_tracks.nfo"
#include "airports.nfo"
#include "roadstops.nfo"
#include "aqueduct.nfo"
#include "autorail.nfo"
#include "flags.nfo"
#include "openttdgui.nfo"
#include "airport_preview.nfo"
#include "chars.nfo"
#include "mono.nfo"
#include "fix_graphics.nfo"
#include "rivers/rapids.nfo"
#include "rivers/temperate.nfo"
#include "rivers/arctic.nfo"
#include "rivers/tropic.nfo"
#include "rivers/toyland.nfo"
#include "tunnel_portals.nfo"

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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "OpenTTD GUI graphics"
-1 * 3 05 15 A2
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-1 sprites/openttdgui.png 8bpp 82 72 64 31 -31 7 normal
-1 sprites/openttdgui.png 8bpp 162 72 64 39 -31 -1 normal
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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Arctic river graphics by andythenorth (Andrew Parkhouse)"
-1 * 4 01 05 01 3C
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-1 sprites/arctic_snowy.png 8bpp 266 130 16 9 -31 3 normal
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-1 sprites/arctic_snowy.png 8bpp 380 130 12 6 -5 -8 normal
-1 * 7 02 05 30 01 00 00 00
-1 * 4 01 05 01 3C
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-1 * 7 02 05 33 01 00 00 00
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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Rapid graphics"
-1 * 4 01 05 01 04
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@@ -1,146 +0,0 @@
//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Temperate river graphics by andythenorth (Andrew Parkhouse)"
-1 * 4 01 05 01 3C
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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Toyland river graphics by andythenorth (Andrew Parkhouse)"
-1 * 4 01 05 01 3C
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-1 * 7 02 05 51 01 00 00 00
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//
// $Id$
//
// This file is part of OpenTTD.
// OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
// OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
// See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
//
-1 * 0 0C "Tropic river graphics by andythenorth (Andrew Parkhouse)"
-1 * 4 01 05 01 3C
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