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Author SHA1 Message Date
rubidium
633b054830 (svn r13829) -Release 0.6.2-RC2. 2008-07-25 20:16:51 +00:00
rubidium
22cda2f1b8 (svn r13828) [0.6] -Backport language updates from trunk (r13820) 2008-07-25 19:59:02 +00:00
rubidium
a0f6275c3a (svn r13827) [0.6] -Backport from trunk:
- Fix: Building through the wrong side of a drive through station was allowed [FS#2166] (r13822)
- Fix: Check for vehicle length changes outside a depot (callback 0x11) and give a warning about that [FS#2150] (r13816)
- Fix: Remove the unique_id from the message that a client has joined as it is only exposes the unique_id more than needed (r13714)
2008-07-25 19:54:14 +00:00
rubidium
c29c7f7932 (svn r13811) [0.6] -Backport from trunk:
- Fix: Several minor memory leaks. They only happened once per game (r13809, 13810)
- Fix: Checking for train waiting at other side of two-way signal was broken [FS#2162] (r13806)
- Fix: Some revision checking code was unintentionally disabled (r13776)
- Fix: Enforce the validity of a NetworkAction (chat packet) issued by a client (r13775)
- Fix: Selecting non-full length vehicles in the depot gui would place the "mouse pointer" out of the center of the vehicle making it hard to "aim" [FS#2147] (r13759)
2008-07-23 21:51:25 +00:00
rubidium
6097389437 (svn r13735) [0.6] -Backport from trunk:
- Fix: NewGRF rail continuation would always mark a tunnel on the same axis as connected, even when the tunnel faces the wrong direction (r13734)
- Fix: Assumption that non-north tiles of a house do not have the 1x1 building bit set was flawed with some NewGRFs. This caused the amount of houses to differ, which causes the town radii to differ, which causes desyncs when towns are expanded (r13729)
- Fix: Possible desync on the autorenew settings 20+ game years (i.e. 4.5+ hours) after a company was started (r13718)
- Fix: Any player could construct new companies [FS#2144] (r13716)
- Fix: Possible crash on creating a network packet (r13713)
- Fix: Enforce the length restrictions of company and president name in the commands too (r13712)
2008-07-19 12:23:14 +00:00
rubidium
bafea078f2 (svn r13710) [0.6] -Prepare: for 0.6.2-RC1. 2008-07-16 16:05:52 +00:00
rubidium
5c97e3307c (svn r13709) [0.6] -Backport from trunk: language updates. 2008-07-16 10:35:01 +00:00
rubidium
3cd7a5959f (svn r13708) [0.6] -Backport from trunk:
- Fix: Possible buffer overflow in string truncation code (r13700)
- Fix: Handle SETX(Y) properly when truncating a string instead of ignoring it and returning a too long string (r13699)
- Fix: In some cases the (sound) mixer could overflow causing artefacts in the sound [FS#2120] (r13695)
- Fix: Do not rely on .tar files always ending with a block of zeros (r13693)
- Fix: Make sure a command is ran in the context of autoreplace or not (r13691)
2008-07-16 10:07:38 +00:00
rubidium
7da596b92d (svn r13690) [0.6] -Backport from trunk:
- Fix: Bus/truck forgetting go-to-depot order when entering a non-drivethrough road stop [FS#2117] (r13664)
- Fix: Only the front of a RV would be considered when determining to what cargos a vehicle can be refitted instead of all cargos [FS#2109] (r13622)
- Fix: RVs continueing onto next DT station when they are build adjacent to them [FS#2040] (r13581)
2008-07-09 19:39:57 +00:00
rubidium
fbbd7bef6d (svn r13689) [0.6] -Backport from trunk:
- Fix: Server crashing when banning the rconning client (r13661)
- Fix: Incorrect usage of strtoul (r13508)
- Fix: Crash when one tries to raise the nothern corner of MP_VOID tiles (i.e. the southern corner of the tiles on the southern map edge) in the scenario editor [FS#2106] (r13624)
- Fix: Division by zero when one would press 'd' (skip order) when there's no order (r13409)
2008-07-09 19:30:44 +00:00
rubidium
b95eb99c55 (svn r13688) [0.6] -Backport from trunk:
- Fix: If the first bridge can not be build for a given length, then none of the other bridges can. Effectively meaning that if someone replaces the first bridge with a bridge that can be only 3 tiles longs then only other bridges that can be 3 tiles long will be buildable, but only if they are 3 tiles long [FS#2100] (r13611)
- Fix: [OSX] 10.5 failed to switch to fullscreen (r13584)
- Fix: Properly count number of non-north housetiles [FS#2083] (r13518)
- Fix: Drawing of zoomed out partial sprites could cause deadlocks or crashes (r13502)
2008-07-09 19:20:50 +00:00
rubidium
a68eee5f31 (svn r13687) [0.6] -Backport from trunk:
- Fix: Signals were not updated correctly when a player removed a non-existing track piece (r13626)
- Fix: Signal states could be propagated through waypoints built in orthogonal axis (r13589)
- Fix: Track was not removed on company bankrupcy when there was a ship on lower halftile (r13488)
- Fix: Let ships also navigate on half-tile sloped watery rail tiles (r13485)
2008-07-09 19:15:43 +00:00
rubidium
4f76d929c6 (svn r13686) [0.6] -Backport from trunk:
- Fix: Memory leak when NewGRFs got forcefully disabled and they defined GOTO labels (r13675)
- Fix: Crash when drawing a non-real sprite caused by NewGRF interference [FS#2127] (r13674)
- Fix: Disable static NewGRFs when non-static NewGRFs query them in the context of network games. This makes it impossible for static NewGRFs to disable non-static NewGRFs and 'bad' things happening because the non-static NewGRF doesn't know about the static NewGRF (r13576)
- Fix: First determine where to *exactly* build a house before asking a NewGRF whether the location is good instead of possibly moving the house a tile after the NewGRF said the location is good (r13489)
- Fix: Do not crash when resolving vehicle sprite groups with zero sprites (r13397)
- Fix: In the purchase list, CB36 for capacity was not called for the first part of rail and road vehicles (r13385)
2008-07-09 19:13:21 +00:00
rubidium
94ae5be42a (svn r13685) [0.6] -Backport from trunk:
- Fix: In the case that elrails and 'realistic' acceleration are disabled all electrified engines would have no power on load, until the vehicle got turned around, loaded or got into a depot [FS#2102] (r13681)
- Fix: Saving TTD imported games in recession failed due to wrong (and unneeded) type conversions in the saveload code [FS#2131] (r13679)
- Fix: Inactive companies from old (TTD) saves could be marked active in some cases, which then loads garbage in their statistics and such [FS#2126] (r13676)
- Fix: Desync when building electrified trains on a dedicated server that was started with electrification disabled [FS#2122] (r13673)
- Fix: Clear the memory for the new AI during the loading of a savegame so it does not try to execute commands generated in a different savegame, which could be resulting in the AI trying to give orders to stations that do not exist (r13505)
- Fix: Loading of very old OpenTTD savegames was broken (r13373)
2008-07-09 18:59:39 +00:00
rubidium
808f15e43f (svn r13352) [0.6] -Backport from trunk (r13348, r13222, r13221, r13217):
- Fix: Industry tiles would sometimes tell they need a 'level' slope when they do not want the slope (r13348)
- Fix: Attempts to make the old AI perform better (r13217, r13221, r13222)
2008-06-01 16:45:32 +00:00
rubidium
71144d1a98 (svn r13203) [0.6] -Prepare: for 0.6.1-RC2. 2008-05-20 22:05:25 +00:00
glx
44a476c946 (svn r13201) [0.6] -Backport from trunk (r13060):
- Fix: Update build industry window when raw_industry_construction setting is modified (r13060)
2008-05-20 20:18:07 +00:00
rubidium
76a2221dbb (svn r13200) [0.6] -Backport from trunk (r13023, r13066, r13074, r13137):
- Fix: Do not send rcon commands of the server to the first client but do directly execute those on the server (r13137)
- Fix: For multiheaded engines, halve power and running cost when used instead of when loading, to allow callback values to work properly (r13074)
- Fix: Loading of TTDP savegames with rivers in them [FS#2005] (r13066)
- Fix: Revert changes to multihead engine weight -- the original values were correct (r13023)
2008-05-20 20:14:34 +00:00
rubidium
966c2fe4b9 (svn r13199) [0.6] -Backport from trunk (r12933, r12943, r12947, r12948, r12951, r12993, r12996):
- Fix: Debugging was not possible with MSVC 2008 (r12996)
- Fix: List used for sorting GRFs was not freed (r12993)
- Fix: Default difficulty settings were different to TTD's original settings [FS#1977] (r12951)
- Fix: All vehicles would be available when an original scenario would be played [FS#1982] (r12948)
- Fix: Keep only first 15 bits for non failed callback results (r12947)
- Fix: Reading/modifying invalid data under some circumstances (r12943)
- Fix: Minor errors related to industries accepted/produced cargo (r12933)
2008-05-20 20:03:45 +00:00
rubidium
f4d1d082ab (svn r13198) [0.6] -Backport from trunk (r12910, r12914, r12915, r12919, r12920):
- Fix: Town rating was affected even after the test run (r12920)
- Fix: Flood road tiles even when there are road works in progress [FS#1965] (r12919)
- Fix: Do not initialize Station struct with tile=0, buoys will never change that value [FS#1960] (r12915)
- Fix: Game crash when a spectator/server tried to show an engine with no owner when a NewGRF requested a specific variable (r12914)
- Fix: Report reverse sprite status (FD/FE) to NewGRF for manually toggled vehicles (r12910)
2008-05-20 19:57:22 +00:00
rubidium
391127bfaf (svn r13017) [0.6] -Backport from trunk (r12629):
- Fix: Vehicles going twice to a depot when the automatic service interfered with the current order [FS#1985] (r12629)
2008-05-08 17:30:02 +00:00
glx
ee7bad769f (svn r12909) [0.6] -Fix (r12866): missing #defines 2008-04-26 21:34:30 +00:00
rubidium
9e966f9cd0 (svn r12907) [0.6] -Backport from trunk r12906:
- Fix: Vehicle groups, engine replacement rules and player/company names were not properly reset/freed after bankrupt (r12906)
[0.6] -Prepare: for 0.6.1-RC1.
2008-04-26 20:54:56 +00:00
rubidium
942a752e2a (svn r12905) [0.6] -Backport from trunk r12904, r12876:
- Fix: Remove trams from savegames saved in OTTD without tram support, it is better than to simply crash [FS#1953] (r12904)
- Fix: GCC on FreeBSD does not support -dumpmachine causing configure to fail. Use g++ instead [FS#1928] (r12876)
2008-04-25 19:27:27 +00:00
rubidium
9e03a7b23a (svn r12893) [0.6] -Backport from trunk (r12543, r12861):
- Language updates (r12543, r12861)
2008-04-25 06:53:50 +00:00
rubidium
e114133d18 (svn r12891) [0.6] -Fix (r12868): breakdowns were broken and would cause vehicles to go slower than they should have been moving. 2008-04-25 06:15:12 +00:00
rubidium
9241c4649d (svn r12871) [0.6] -Backport from trunk r12819, r12818, r12759:
- Fix: Inconsistent use of 8/15-bitness of NewGRF callback results with respect to TTDP's implementation of the specification (r12819, r12818, r12759)
2008-04-24 14:33:18 +00:00
rubidium
f126c2e66f (svn r12869) [0.6] -Backport from trunk r12714, r12708, r12674, r12577, r12553:
- Fix: Do not move windows below the toolbar on resizes unless they would go behind the toolbar [FS#1904] (r12714)
- Fix: Increase default sound buffer size only for Vista [FS#1914] (r12708)
- Fix: Colour remaps on station sprites only worked for company colours [FS#1902] (r12674)
- Fix: The convert signal button disallowed signal dragging when the signal GUI was closed (r12577)
- Fix: Redraw the signal GUI when the signal drag density changes in the patch settings and vice versa (r12553)
2008-04-24 12:36:18 +00:00
rubidium
c973bd87ce (svn r12868) [0.6] -Backport from trunk r12795, r12776, r12683, r12681, r12678:
- Fix: Vehicles could break down during loading and keep loading. The intention of the break down code is not to break down when having zero speed, therefor break downs now do not happen when loading [FS#1938] (r12795)
- Fix: [OSX] In some rare cases when using an uncalibrated monitor the system colour space could not be retrieved. Show an error when this happens instead of just trying an assertion (r12776)
- Fix: In some cases a news messages would not be shown [FS#1906] (r12683)
- Fix: When a road vehicle has a tram only stop multiple times in a row in it's orders, only the first one would be skipped [FS#1918] (r12678)
2008-04-24 12:32:37 +00:00
rubidium
4cb6a89e81 (svn r12867) [0.6] -Backport from trunk r12706, r12642, r12622, r12572, r12542:
- Fix: Do not crash very hard on unrecognised savegames, just go back to the intro menu instead (r12706)
- Fix: Remove buggy buoys at tile 0 from old TTDP savegames (r12642)
- Fix: Infinite loop in case your compiler decides that enums are unsigned by default (r12622)
- Fix: min() has 32bit arguments, clamping of 64bit values did not work (r12572)
- Fix: Do not install scenarios into the current user's homedir when running 'make install', that is silly. Simply always install scenarios system wide instead (r12542)
2008-04-24 12:15:24 +00:00
rubidium
7bf1737a66 (svn r12866) [0.6] -Backport from trunk r12759, r12717, r12682, r12564, r12561:
- Fix: Slope checking for NewGRFs failed (r12759)
- Fix: Check the TILE_NOT_SLOPED flag of the _north_ tile of multi-tile houses to decide if autoslope is allowed (r12717)
- Fix: Removing road pieces from a town gave you twice the intended penalty [FS#1920] (r12682)
- Fix: Towns could not terraform when inflation rised terraform prices enough (r12564)
- Fix: Do not affect town rating change by the order in which we examine stations (r12561)
2008-04-24 12:05:36 +00:00
rubidium
fb0afc9cca (svn r12865) [0.6] -Backport from trunk r12856, r12809, r12808, r12637, r12574:
- Fix: Ensure that prop 25 is set for all vehicles in the consist before other properties as it could cause desyncs (r12856)
- Fix: Possible out of bounds array access (r12809)
- Fix: Enforce autorenew values range in command (r12808)
- Fix: Possible NULL pointer dereference when reading some NewGRF data [FS#1913] (r12637)
- Fix: Binding to a specific IP could cause OpenTTD to not register properly with the masterserver if one has multiple external interfaces (r12574)
2008-04-24 11:56:15 +00:00
rubidium
9f65c1b8f0 (svn r12864) [0.6] -Backport from trunk r12859, r12857, r12855, r12845, r12844:
- Fix: Make the town rating tests use less memory and much quicker (r12859)
- Fix: Usage of AutoPtr made (trying to) build stuff very expensive (r12857, r12855)
- Fix: Use YAPF for fairly old savegames from before YAPF was introduced (r12845)
- Fix: The industry tick trigger should only be triggered once every 256 ticks, not every tick... Also bail out of the triggers a little earlier if you know they are not going to happen anyway (r12844)
2008-04-24 11:48:09 +00:00
rubidium
1a495b0b1c (svn r12524) [0.6] -Update: some documentation. 2008-03-31 22:09:27 +00:00
rubidium
5294075ad4 (svn r12523) [0.6] -Backport from trunk (r12486): wrong copy right data in Windows binaries. 2008-03-31 21:46:15 +00:00
rubidium
ed4ae53e8a (svn r12485) [0.6] -Backport: from trunk (r12483, disabling of stripping for betas and RCs). 2008-03-30 15:20:30 +00:00
rubidium
c53f9fc2a2 (svn r12481) [0.6] -Backport r12480 from trunk (default enabling of assertions). 2008-03-28 21:42:47 +00:00
rubidium
cbd426059e (svn r12478) [0.6] -Backport from trunk (12477, 12453, 12448, 12443, 12439, 12417):
- Fix: Timetable times for aircraft were always doubled [FS#1883] (r12477)
- Fix: Remove broken endian-dependent code and unnecessary rgb to bgr swapping [FS#1880] (r12453)
- Change: Unify RPM spec files (r12448)
- Add: OpenTTD's version to the config file to 'ease' getting the correct version on bugreports (r12443)
- Fix: Do not 'disable' the drawing of autorail overlays when the tile is 'error'-marked (red pulsating selection) [FS#1871] (r12439)
- Fix: Plural rule for Icelandic was wrong (r12417)
2008-03-28 19:01:57 +00:00
rubidium
624549464f (svn r12465) [0.6] -Fix: for the 0.6.x releases we shouldn't say we're 0.7.0~svn. 2008-03-28 11:51:58 +00:00
belugas
1f9dce4697 (svn r12432) [0.6] -Change: Update documentation for release of RC1 2008-03-26 15:24:34 +00:00
glx
185c30b6bf (svn r12418) [0.6] -Backport from trunk (r12408):
- Language updates (r12408)
2008-03-25 18:34:49 +00:00
glx
8df7a53652 (svn r12416) [0.6] -Backport from trunk (r12399, r12401):
- Fix: loading of TTD savegames (r12399, r12401)
2008-03-25 14:53:59 +00:00
rubidium
9d47454105 (svn r12395) [0.6] -Branch: the long awaited branch so we can introduce new features in trunk before 0.6.0, but not let them destabalize the pending release :) 2008-03-22 19:48:14 +00:00
1614 changed files with 251339 additions and 600242 deletions

49
.gitignore vendored
View File

@@ -1,44 +1,11 @@
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 +0,0 @@
syntax: glob
.svn
bin/baseset/openttd.32.bmp
bin/lang/*
bin/openttd*
bin/*.cfg
bundle/*
bundles/*
config.cache*
config.log
config.pwd
docs/aidocs/*
docs/gamedocs/*
docs/source/*
Makefile
Makefile.am
Makefile.bundle
media/openttd.desktop
media/openttd.desktop.install
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

@@ -1,7 +1,3 @@
This is the license which applies to OpenTTD with the exception of some
3rd party modules. See readme.txt for details
GNU GENERAL PUBLIC LICENSE
Version 2, June 1991

View File

@@ -1,14 +1,7 @@
# $Id$
# 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/>.
#---------------------------------------------------------------------------
# Project related configuration options
#---------------------------------------------------------------------------
PROJECT_NAME = OpenTTD
PROJECT_NAME = openttd
OUTPUT_DIRECTORY = docs/source/
CREATE_SUBDIRS = NO
OUTPUT_LANGUAGE = English
@@ -33,6 +26,7 @@ STRIP_FROM_INC_PATH =
SHORT_NAMES = NO
JAVADOC_AUTOBRIEF = YES
MULTILINE_CPP_IS_BRIEF = NO
DETAILS_AT_TOP = NO
INHERIT_DOCS = YES
DISTRIBUTE_GROUP_DOC = NO
TAB_SIZE = 2
@@ -82,22 +76,23 @@ WARN_LOGFILE =
#---------------------------------------------------------------------------
# configuration options related to the input files
#---------------------------------------------------------------------------
INPUT = ./src/
INPUT = ./
FILE_PATTERNS = *.c \
*.cc \
*.cxx \
*.cpp \
*.c++ \
*.h \
*.hpp
*.hpp \
table/*.h
RECURSIVE = YES
EXCLUDE =
EXCLUDE_SYMLINKS = NO
EXCLUDE_PATTERNS = */3rdparty */.svn */script/api
EXCLUDE_PATTERNS =
EXAMPLE_PATH =
EXAMPLE_PATTERNS = *
EXAMPLE_RECURSIVE = NO
IMAGE_PATH =./docs/
IMAGE_PATH =
INPUT_FILTER =
FILTER_PATTERNS =
FILTER_SOURCE_FILES = NO
@@ -163,7 +158,7 @@ RTF_EXTENSIONS_FILE =
#---------------------------------------------------------------------------
# configuration options related to the man page output
#---------------------------------------------------------------------------
GENERATE_MAN = NO
GENERATE_MAN = YES
MAN_OUTPUT = man
MAN_EXTENSION = .3
MAN_LINKS = NO
@@ -195,14 +190,14 @@ 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
#---------------------------------------------------------------------------
TAGFILES =
GENERATE_TAGFILE = objs/openttd.tag
GENERATE_TAGFILE = openttd.tag
ALLEXTERNALS = NO
EXTERNAL_GROUPS = YES
PERL_PATH = /usr/bin/perl

View File

@@ -1,227 +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/>.
#
# Creation of bundles
#
# The revision is needed for the bundle name and creating an OSX application bundle.
# Detect the revision
VERSIONS := $(shell AWK="$(AWK)" "$(ROOT_DIR)/findversion.sh")
REV := $(shell echo "$(VERSIONS)" | cut -f 1 -d' ')
# Make sure we have something in REV
ifeq ($(REV),)
REV := norev000
endif
ifndef BUNDLE_NAME
BUNDLE_NAME = openttd-custom-$(REV)-$(OS)
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
GAME_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/game
BASESET_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/baseset
LANG_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/lang
TTD_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/MacOS
else
AI_DIR = $(BUNDLE_DIR)/ai
GAME_DIR = $(BUNDLE_DIR)/game
BASESET_DIR = $(BUNDLE_DIR)/baseset
LANG_DIR = $(BUNDLE_DIR)/lang
TTD_DIR = $(BUNDLE_DIR)
endif
bundle: all
@echo '[BUNDLE] Constructing bundle'
$(Q)rm -rf "$(BUNDLE_DIR)"
$(Q)mkdir -p "$(BUNDLE_DIR)"
$(Q)mkdir -p "$(BUNDLE_DIR)/docs"
$(Q)mkdir -p "$(BUNDLE_DIR)/media"
$(Q)mkdir -p "$(BUNDLE_DIR)/scripts"
$(Q)mkdir -p "$(TTD_DIR)"
$(Q)mkdir -p "$(AI_DIR)"
$(Q)mkdir -p "$(GAME_DIR)"
$(Q)mkdir -p "$(BASESET_DIR)"
$(Q)mkdir -p "$(LANG_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)/"
endif
$(Q)cp "$(BIN_DIR)/$(TTD)" "$(TTD_DIR)/"
$(Q)cp "$(BIN_DIR)/ai/"compat_*.nut "$(AI_DIR)/"
$(Q)cp "$(BIN_DIR)/game/"compat_*.nut "$(GAME_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)/lang/"*.lng "$(LANG_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/multiplayer.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/changelog.txt" "$(BUNDLE_DIR)/"
ifdef MAN_DIR
$(Q)mkdir -p "$(BUNDLE_DIR)/man/"
$(Q)cp "$(ROOT_DIR)/docs/openttd.6" "$(BUNDLE_DIR)/man/"
$(Q)gzip -9 "$(BUNDLE_DIR)/man/openttd.6"
endif
$(Q)cp "$(ROOT_DIR)/media/openttd.32.xpm" "$(BUNDLE_DIR)/media/"
$(Q)cp "$(ROOT_DIR)/media/openttd."*.png "$(BUNDLE_DIR)/media/"
$(Q)cp "$(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"
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"
ifeq ($(OS), DOS)
$(Q)cp "$(ROOT_DIR)/os/dos/cwsdpmi/cwsdpmi.txt" "$(BUNDLE_DIR)/docs/"
ifndef STRIP
$(Q)cp "$(ROOT_DIR)/os/dos/cwsdpmi/cwsdpmi.exe" "$(TTD_DIR)/"
endif
endif
endif
### Packing the current bundle into several compressed file formats ###
#
# Zips & dmgs do not contain a root folder, i.e. they have files in the root of the zip/dmg.
# gzip, bzip2 and lha archives have a root folder, with the same name as the bundle.
#
# One can supply a custom name by adding BUNDLE_NAME:=<name> to the make command.
#
bundle_zip: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).zip'
$(Q)mkdir -p "$(BUNDLES_DIR)"
$(Q)cd "$(BUNDLE_DIR)" && zip -r $(shell if test -z "$(VERBOSE)"; then echo '-q'; fi) "$(BUNDLES_DIR)/$(BUNDLE_NAME).zip" .
bundle_7z: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).7z'
$(Q)mkdir -p "$(BUNDLES_DIR)"
$(Q)cd "$(BUNDLE_DIR)" && 7z a "$(BUNDLES_DIR)/$(BUNDLE_NAME).7z" .
bundle_gzip: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).tar.gz'
$(Q)mkdir -p "$(BUNDLES_DIR)/.gzip/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.gzip/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.gzip" && tar -zc$(shell if test -n "$(VERBOSE)"; then echo 'v'; fi)f "$(BUNDLES_DIR)/$(BUNDLE_NAME).tar.gz" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.gzip"
bundle_bzip2: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).tar.bz2'
$(Q)mkdir -p "$(BUNDLES_DIR)/.bzip2/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.bzip2/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.bzip2" && tar -jc$(shell if test -n "$(VERBOSE)"; then echo 'v'; fi)f "$(BUNDLES_DIR)/$(BUNDLE_NAME).tar.bz2" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.bzip2"
bundle_lzma: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).tar.lzma'
$(Q)mkdir -p "$(BUNDLES_DIR)/.lzma/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.lzma/$(BUNDLE_NAME)/"
$(Q)cd "$(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)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.lha/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.lha" && lha ao6 "$(BUNDLES_DIR)/$(BUNDLE_NAME).lha" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.lha"
bundle_dmg: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).dmg'
$(Q)mkdir -p "$(BUNDLES_DIR)/OpenTTD $(REV)"
$(Q)cp -R "$(BUNDLE_DIR)/" "$(BUNDLES_DIR)/OpenTTD $(REV)"
$(Q)hdiutil create -ov -format UDZO -srcfolder "$(BUNDLES_DIR)/OpenTTD $(REV)" "$(BUNDLES_DIR)/$(BUNDLE_NAME).dmg"
$(Q)rm -fr "$(BUNDLES_DIR)/OpenTTD $(REV)"
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)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"
ifdef OSXAPP
install:
@echo '[INSTALL] Cannot install the OSX Application Bundle'
else
install: bundle
@echo '[INSTALL] Installing OpenTTD'
$(Q)install -d "$(INSTALL_BINARY_DIR)"
$(Q)install -d "$(INSTALL_ICON_DIR)"
$(Q)install -d "$(INSTALL_DATA_DIR)/ai"
$(Q)install -d "$(INSTALL_DATA_DIR)/baseset"
$(Q)install -d "$(INSTALL_DATA_DIR)/lang"
$(Q)install -d "$(INSTALL_DATA_DIR)/scripts"
ifeq ($(TTD), openttd.exe)
$(Q)install -m 755 "$(BUNDLE_DIR)/$(TTD)" "$(INSTALL_BINARY_DIR)/${BINARY_NAME}.exe"
else
$(Q)install -m 755 "$(BUNDLE_DIR)/$(TTD)" "$(INSTALL_BINARY_DIR)/${BINARY_NAME}"
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)/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)/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)"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/16x16/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.16.png" "$(INSTALL_ICON_THEME_DIR)/16x16/apps/${BINARY_NAME}.png"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/32x32/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.32.png" "$(INSTALL_ICON_THEME_DIR)/32x32/apps/${BINARY_NAME}.png"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/48x48/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.48.png" "$(INSTALL_ICON_THEME_DIR)/48x48/apps/${BINARY_NAME}.png"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/64x64/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.64.png" "$(INSTALL_ICON_THEME_DIR)/64x64/apps/${BINARY_NAME}.png"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/128x128/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.128.png" "$(INSTALL_ICON_THEME_DIR)/128x128/apps/${BINARY_NAME}.png"
$(Q)install -d "$(INSTALL_ICON_THEME_DIR)/256x256/apps"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/openttd.256.png" "$(INSTALL_ICON_THEME_DIR)/256x256/apps/${BINARY_NAME}.png"
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"
endif
endif # OSXAPP

View File

@@ -1,95 +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
BASESET_DIR = $(ROOT_DIR)/media/baseset
LANG_DIR = $(ROOT_DIR)/src/lang
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!!
CC_BUILD := !!CC_BUILD!!
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 $(BIN_DIR)/orig_dos.obg $(BIN_DIR)/orig_dos_de.obg $(BIN_DIR)/orig_win.obg $(BIN_DIR)/orig_dos.obs $(BIN_DIR)/orig_win.obs $(BIN_DIR)/no_sound.obs $(BIN_DIR)/orig_win.obm $(BIN_DIR)/no_music.obm
else
all:
endif
# Make sure the sprites directory exists.
$(OBJS_DIR)/sprites:
$(Q)-mkdir "$@"
$(OBJS_DIR)/langfiles.tmp: $(LANG_DIR)/*.txt
$(E) '$(STAGE) Collecting baseset translations'
$(Q) cat $^ > $@
$(BIN_DIR)/%.obg: $(BASESET_DIR)/%.obg $(BIN_DIR)/openttd.grf $(OBJS_DIR)/langfiles.tmp $(BASESET_DIR)/translations.awk
$(E) '$(STAGE) Updating $(notdir $@)'
$(Q) sed 's/^OPENTTD.GRF = *[0-9a-f]*$$/OPENTTD.GRF = '`$(MD5SUM) $(BIN_DIR)/openttd.grf | sed 's@ .*@@'`'/' $< > $@.tmp
$(Q) awk -v langfiles='$(OBJS_DIR)/langfiles.tmp' -f $(BASESET_DIR)/translations.awk $@.tmp >$@
$(Q) rm $@.tmp
$(BIN_DIR)/%.obs: $(BASESET_DIR)/%.obs $(OBJS_DIR)/langfiles.tmp $(BASESET_DIR)/translations.awk
$(E) '$(STAGE) Updating $(notdir $@)'
$(Q) awk -v langfiles='$(OBJS_DIR)/langfiles.tmp' -f $(BASESET_DIR)/translations.awk $< >$@
$(BIN_DIR)/%.obm: $(BASESET_DIR)/%.obm $(OBJS_DIR)/langfiles.tmp $(BASESET_DIR)/translations.awk
$(E) '$(STAGE) Updating $(notdir $@)'
$(Q) awk -v langfiles='$(OBJS_DIR)/langfiles.tmp' -f $(BASESET_DIR)/translations.awk $< >$@
# Compile extra grf
$(BIN_DIR)/openttd.grf: $(PNG_FILES) $(NFO_FILES) $(OBJS_DIR)/sprites $(GRF_DIR)/assemble_nfo.awk
$(E) '$(STAGE) Assembling openttd.nfo'
$(Q)-cp $(PNG_FILES) $(OBJS_DIR)/sprites 2> /dev/null
$(Q) awk -f $(GRF_DIR)/assemble_nfo.awk $(GRF_DIR)/openttd.nfo > $(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
$(Q)cp $(OBJS_DIR)/openttd.grf $(BIN_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

@@ -1,9 +1,4 @@
# $Id$
# 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/>.
# Auto-generated file -- DO NOT EDIT
# Check if we want to show what we are doing
ifdef VERBOSE
@@ -14,46 +9,35 @@ endif
include Makefile.am
CONFIG_CACHE_PWD = !!CONFIG_CACHE_PWD!!
SOURCE_LIST = !!SOURCE_LIST!!
CONFIG_CACHE_SOURCE_LIST = !!CONFIG_CACHE_SOURCE_LIST!!
BIN_DIR = !!BIN_DIR!!
ICON_THEME_DIR = !!ICON_THEME_DIR!!
MAN_DIR = !!MAN_DIR!!
MENU_DIR = !!MENU_DIR!!
SRC_DIR = !!SRC_DIR!!
ROOT_DIR = !!ROOT_DIR!!
BUNDLE_DIR = "$(ROOT_DIR)/bundle"
BUNDLES_DIR = "$(ROOT_DIR)/bundles"
INSTALL_DIR = !!INSTALL_DIR!!
INSTALL_BINARY_DIR = "$(INSTALL_DIR)/"!!BINARY_DIR!!
INSTALL_MAN_DIR = "$(INSTALL_DIR)/$(MAN_DIR)"
INSTALL_MENU_DIR = "$(INSTALL_DIR)/$(MENU_DIR)"
INSTALL_ICON_DIR = "$(INSTALL_DIR)/"!!ICON_DIR!!
INSTALL_ICON_THEME_DIR = "$(INSTALL_DIR)/$(ICON_THEME_DIR)"
INSTALL_DATA_DIR = "$(INSTALL_DIR)/"!!DATA_DIR!!
INSTALL_DOC_DIR = "$(INSTALL_DIR)/"!!DOC_DIR!!
SOURCE_LIST = !!SOURCE_LIST!!
CONFIGURE_FILES = !!CONFIGURE_FILES!!
BINARY_NAME = !!BINARY_NAME!!
STRIP = !!STRIP!!
TTD = !!TTD!!
TTDS = $(SRC_DIRS:%=%/$(TTD))
OS = !!OS!!
OSXAPP = !!OSXAPP!!
LIPO = !!LIPO!!
AWK = !!AWK!!
SORT = !!SORT!!
DISTCC = !!DISTCC!!
LIPO = !!LIPO!!
BIN_DIR = !!BIN_DIR!!
SRC_DIR = !!SRC_DIR!!
ROOT_DIR = !!ROOT_DIR!!
BUNDLE_DIR = "$(ROOT_DIR)/bundle"
BUNDLES_DIR = "$(ROOT_DIR)/bundles"
INSTALL_DIR = !!INSTALL_DIR!!
INSTALL_BINARY_DIR = "$(INSTALL_DIR)/"!!BINARY_DIR!!
INSTALL_ICON_DIR = "$(INSTALL_DIR)/"!!ICON_DIR!!
INSTALL_DATA_DIR = "$(INSTALL_DIR)/"!!DATA_DIR!!
TTD = !!TTD!!
TTDS = $(SRC_DIRS:%=%/$(TTD))
OS = !!OS!!
OSXAPP = !!OSXAPP!!
REVISION = !!REVISION!!
AWK = !!AWK!!
DISTCC = !!DISTCC!!
RES := $(shell if [ ! -f $(CONFIG_CACHE_PWD) ] || [ "`pwd`" != "`cat $(CONFIG_CACHE_PWD)`" ]; then echo "`pwd`" > $(CONFIG_CACHE_PWD); fi )
RES := $(shell if [ ! -f $(CONFIG_CACHE_SOURCE_LIST) ] || [ -n "`cmp $(CONFIG_CACHE_SOURCE_LIST) $(SOURCE_LIST) 2>/dev/null`" ]; then cp $(SOURCE_LIST) $(CONFIG_CACHE_SOURCE_LIST); fi )
RES := $(shell if ! [ -f $(CONFIG_CACHE_SOURCE_LIST) ] || [ -n "`cmp $(CONFIG_CACHE_SOURCE_LIST) $(SOURCE_LIST)`" ]; then cp $(SOURCE_LIST) $(CONFIG_CACHE_SOURCE_LIST); fi )
all: config.pwd config.cache
all: config.cache
ifdef DISTCC
@if [ -z "`echo '$(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,
@@ -87,22 +71,16 @@ help:
@echo " bundle_lha create the lha installation bundle"
@echo " bundle_dmg create the dmg installation bundle"
config.pwd: $(CONFIG_CACHE_PWD)
$(MAKE) reconfigure
config.cache: $(CONFIG_CACHE_SOURCE_LIST) $(CONFIGURE_FILES)
$(MAKE) reconfigure
reconfigure:
ifeq ($(shell if test -f config.cache; then echo 1; fi), 1)
@echo "----------------"
@echo "The system detected that source.list or any configure file is altered."
@echo " Going to reconfigure with last known settings..."
@echo "----------------"
# Make sure we don't lock config.cache
@$(shell cat config.cache | sed 's@\\ @\\\\ @g') || exit 1
@$(shell cat config.cache | sed 's/\\ /\\\\ /g') || exit 1
@echo "----------------"
@echo "Reconfig done. Please re-execute make."
@echo "Reconfig done. Now compiling..."
@echo "----------------"
else
@echo "----------------"
@@ -125,34 +103,13 @@ 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 $(CONFIG_CACHE_SOURCE_LIST) config.cache config.pwd config.log $(CONFIG_CACHE_PWD)
# directories for bundle generation
$(Q)rm -f Makefile Makefile.am
$(Q)rm -f $(CONFIG_CACHE_SOURCE_LIST) config.cache config.log
$(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 -rf $(ROOT_DIR)/docs/source
$(Q)rm -rf $(ROOT_DIR)/docs/aidocs
$(Q)rm -rf $(ROOT_DIR)/docs/gamedocs
# 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 $(BIN_DIR)/baseset/*.obg $(BIN_DIR)/baseset/*.obs $(BIN_DIR)/baseset/*.obm
depend:
@for dir in $(SRC_DIRS); do \
@@ -168,10 +125,6 @@ run-gdb: all
run-prof: all
$(Q)cd !!BIN_DIR!! && ./!!TTD!! $(OPENTTD_ARGS) && gprof !!TTD!! | less
regression: all
$(Q)cd !!BIN_DIR!! && sh ai/regression/run.sh
test: regression
%.o:
@for dir in $(SRC_DIRS); do \
$(MAKE) -C $$dir $(@:src/%=%); \
@@ -182,6 +135,140 @@ test: regression
$(MAKE) -C $$dir $@; \
done
.PHONY: test distclean mrproper clean
#
# Creation of bundles
#
include Makefile.bundle
# The revision is needed for the bundle name and creating an OSX application bundle.
ifdef REVISION
REV := $(REVISION)
else
# Are we a SVN dir?
ifeq ($(shell if test -d $(SRC_DIR)/.svn; then echo 1; fi), 1)
# Find if the local source if modified
REV_MODIFIED := $(shell svnversion $(SRC_DIR) | sed -n 's/.*\(M\).*/\1/p' )
# Find the revision like: rXXXX-branch
REV := $(shell LC_ALL=C svn info $(SRC_DIR) | $(AWK) '/^URL:.*branches/ { split($$2, a, "/"); BRANCH="-"a[5] } /^Last Changed Rev:/ { REV="r"$$4"$(REV_MODIFIED)" } END { print REV BRANCH }')
endif
endif
# Make sure we have something in REV
ifeq ($(REV),)
REV := norev000
endif
ifndef BUNDLE_NAME
BUNDLE_NAME = OTTD-$(OS)-custom-$(REV)
endif
# An OSX application bundle needs the data files, lang files and openttd executable in a different location.
ifdef OSXAPP
DATA_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/data
LANG_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/Resources/lang
TTD_DIR = $(BUNDLE_DIR)/$(OSXAPP)/Contents/MacOS
else
DATA_DIR = $(BUNDLE_DIR)/data
LANG_DIR = $(BUNDLE_DIR)/lang
TTD_DIR = $(BUNDLE_DIR)
endif
bundle: all
@echo '[BUNDLE] Constructing bundle'
$(Q)rm -rf "${BUNDLE_DIR}"
$(Q)mkdir -p "${BUNDLE_DIR}"
$(Q)mkdir -p "$(BUNDLE_DIR)/docs"
$(Q)mkdir -p "$(BUNDLE_DIR)/scenario"
$(Q)mkdir -p "$(BUNDLE_DIR)/scenario/heightmap"
$(Q)mkdir -p "$(BUNDLE_DIR)/media"
$(Q)mkdir -p "$(TTD_DIR)"
$(Q)mkdir -p "$(DATA_DIR)"
$(Q)mkdir -p "$(LANG_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)/docs/OSX_install_instructions.txt" "$(BUNDLE_DIR)/docs/"
$(Q)cp "$(ROOT_DIR)/os/macosx/splash.png" "$(DATA_DIR)"
endif
$(Q)cp "$(BIN_DIR)/$(TTD)" "$(TTD_DIR)/"
$(Q)cp "$(BIN_DIR)/data/"*.grf "$(DATA_DIR)/"
$(Q)cp "$(BIN_DIR)/data/opntitle.dat" "$(DATA_DIR)/"
$(Q)cp "$(BIN_DIR)/lang/"*.lng "$(LANG_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)/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)/docs/"
$(Q)cp "$(ROOT_DIR)/media/openttd.64.png" "$(BUNDLE_DIR)/media/"
$(Q)cp "$(ROOT_DIR)/media/openttd.32.xpm" "$(BUNDLE_DIR)/media/"
$(Q)cp "$(ROOT_DIR)/media/openttd.32.bmp" "$(BUNDLE_DIR)/media/"
ifeq ($(shell if test -n "`ls -l \"$(BIN_DIR)/scenario/\"*.scn 2> /dev/null`"; then echo 1; fi), 1)
$(Q)cp "$(BIN_DIR)/scenario/"*.scn "$(BUNDLE_DIR)/scenario/"
endif
ifeq ($(shell if test -n "`ls -l \"$(BIN_DIR)/scenario/heightmaps/\"* 2>/dev/null`"; then echo 1; fi), 1)
$(Q)cp "$(BIN_DIR)/scenario/heightmaps/"* "$(BUNDLE_DIR)/scenario/heightmap/"
endif
ifeq ($(TTD), openttd.exe)
$(Q)unix2dos "$(BUNDLE_DIR)/docs/"* "$(BUNDLE_DIR)/readme.txt" "$(BUNDLE_DIR)/COPYING"
endif
### Packing the current bundle into several compressed file formats ###
#
# Zips & dmgs do not contain a root folder, i.e. they have files in the root of the zip/dmg.
# gzip, bzip2 and lha archives have a root folder, with the same name as the bundle.
#
# One can supply a custom name by adding BUNDLE_NAME:=<name> to the make command.
#
bundle_zip: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).zip'
$(Q)mkdir -p "$(BUNDLES_DIR)"
$(Q)cd "$(BUNDLE_DIR)" && zip -r $(shell if test -z "$(VERBOSE)"; then echo '-q'; fi) "$(BUNDLES_DIR)/$(BUNDLE_NAME).zip" .
bundle_gzip: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).tar.gz'
$(Q)mkdir -p "$(BUNDLES_DIR)/.gzip/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.gzip/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.gzip" && tar -zc$(shell if test -n "$(VERBOSE)"; then echo 'v'; fi)f "$(BUNDLES_DIR)/$(BUNDLE_NAME).tar.gz" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.gzip"
bundle_bzip2: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).tar.bz2'
$(Q)mkdir -p "$(BUNDLES_DIR)/.bzip2/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.bzip2/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.bzip2" && tar -jc$(shell if test -n "$(VERBOSE)"; then echo 'v'; fi)f "$(BUNDLES_DIR)/$(BUNDLE_NAME).tar.bz2" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.bzip2"
bundle_lha: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).lha'
$(Q)mkdir -p "$(BUNDLES_DIR)/.lha/$(BUNDLE_NAME)"
$(Q)cp -R "$(BUNDLE_DIR)/"* "$(BUNDLES_DIR)/.lha/$(BUNDLE_NAME)/"
$(Q)cd "$(BUNDLES_DIR)/.lha" && lha ao6 "$(BUNDLES_DIR)/$(BUNDLE_NAME).lha" "$(BUNDLE_NAME)"
$(Q)rm -rf "$(BUNDLES_DIR)/.lha"
bundle_dmg: bundle
@echo '[BUNDLE] Creating $(BUNDLE_NAME).dmg'
$(Q)mkdir -p "$(BUNDLES_DIR)/OpenTTD $(REV)"
$(Q)cp -R "$(BUNDLE_DIR)/" "$(BUNDLES_DIR)/OpenTTD $(REV)"
$(Q)hdiutil create -ov -format UDZO -srcfolder "$(BUNDLES_DIR)/OpenTTD $(REV)" "$(BUNDLES_DIR)/$(BUNDLE_NAME).dmg"
$(Q)rm -fr "$(BUNDLES_DIR)/OpenTTD $(REV)"
ifdef OSXAPP
install:
@echo '[INSTALL] Cannot install the OSX Application Bundle'
else
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)/data"
$(Q)install -d "$(INSTALL_DATA_DIR)/lang"
$(Q)install -d "$(INSTALL_DATA_DIR)/docs"
$(Q)install -m 755 "$(BUNDLE_DIR)/$(TTD)" "$(INSTALL_BINARY_DIR)"
$(Q)install -m 644 "$(BUNDLE_DIR)/lang/"* "$(INSTALL_DATA_DIR)/lang"
$(Q)install -m 644 "$(BUNDLE_DIR)/data/"* "$(INSTALL_DATA_DIR)/data"
$(Q)install -m 644 "$(BUNDLE_DIR)/docs/"* "$(INSTALL_DATA_DIR)/docs"
$(Q)install -m 644 "$(BUNDLE_DIR)/media/"* "$(INSTALL_ICON_DIR)"
$(Q)cp -R "$(BUNDLE_DIR)/scenario" "$(INSTALL_DATA_DIR)"
endif # OSXAPP

View File

@@ -1,31 +1,24 @@
# $Id$
# Auto-generated file -- DO NOT EDIT
# 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/>.
STRGEN = !!STRGEN!!
ENDIAN_CHECK = !!ENDIAN_CHECK!!
SRC_DIR = !!SRC_DIR!!
LANG_DIR = !!LANG_DIR!!
BIN_DIR = !!BIN_DIR!!
LANGS_SRC = $(shell ls $(LANG_DIR)/*.txt)
LANGS = $(LANGS_SRC:$(LANG_DIR)/%.txt=%.lng)
CXX_BUILD = !!CXX_BUILD!!
CFLAGS_BUILD = !!CFLAGS_BUILD!!
CXXFLAGS_BUILD= !!CXXFLAGS_BUILD!!
LDFLAGS_BUILD = !!LDFLAGS_BUILD!!
STRGEN_FLAGS = !!STRGEN_FLAGS!!
STAGE = !!STAGE!!
LANG_SUPPRESS = !!LANG_SUPPRESS!!
LANG_OBJS_DIR = !!LANG_OBJS_DIR!!
STRGEN = !!STRGEN!!
ENDIAN_CHECK = !!ENDIAN_CHECK!!
SRC_DIR = !!SRC_DIR!!
LANG_DIR = !!LANG_DIR!!
BIN_DIR = !!BIN_DIR!!
LANGS_SRC = $(shell ls $(LANG_DIR)/*.txt)
LANGS = $(LANGS_SRC:$(LANG_DIR)/%.txt=%.lng)
CXX_BUILD = !!CXX_BUILD!!
CFLAGS_BUILD = !!CFLAGS_BUILD!!
STRGEN_FLAGS = !!STRGEN_FLAGS!!
STAGE = !!STAGE!!
LANG_SUPPRESS= !!LANG_SUPPRESS!!
LANG_OBJS_DIR= !!LANG_OBJS_DIR!!
ifeq ($(LANG_SUPPRESS), yes)
LANG_ERRORS = >/dev/null 2>&1
endif
# Make sure endian_host.h is reachable as if it was in the src/ dir
# Make sure endian_host.h is reasable as if it was in the src/ dir
CFLAGS_BUILD += -I $(LANG_OBJS_DIR)
ENDIAN_TARGETS := endian_host.h endian_target.h $(ENDIAN_CHECK)
@@ -43,33 +36,25 @@ 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
strgen.o: $(SRC_DIR)/strgen/strgen.cpp endian_host.h $(SRC_DIR)/table/control_codes.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_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
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSTRGEN -c -o $@ $<
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSTRGEN -c -o $@ $<
string.o: $(SRC_DIR)/string.cpp endian_host.h
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) -DSTRGEN -c -o $@ $<
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) -DSTRGEN -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) $(CXXFLAGS_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) $(CXXFLAGS_BUILD) -DSTRGEN -c -o $@ $<
$(Q)$(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) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) $(LDFLAGS_BUILD) $^ -o $@
$(Q)$(CXX_BUILD) $^ -o $@
table/strings.h: lang/english.txt $(STRGEN)
$(E) '$(STAGE) Generating $@'
@@ -88,16 +73,15 @@ endian_host.h: $(ENDIAN_CHECK)
$(ENDIAN_CHECK): $(SRC_DIR)/endian_check.cpp
$(E) '$(STAGE) Compiling and Linking $@'
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $(CXXFLAGS_BUILD) $(LDFLAGS_BUILD) $< -o $@
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $< -o $@
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

@@ -1,47 +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/>.
#
# Makefile for creating bundles of MSVC's binaries in the same way as we make
# the zip bundles for ALL other OSes.
#
# Usage: make -f Makefile.msvc PLATFORM=[Win32|x64] BUNDLE_NAME=openttd-<version>-win[32|64]
# or make -f Makefile.msvc PLATFORM=[Win32|x64] BUNDLE_NAME=OTTD-win[32|64]-nightly-<revision>
#
# Check if we want to show what we are doing
ifdef VERBOSE
Q =
else
Q = @
endif
AWK = "awk"
ROOT_DIR := $(shell pwd)
BIN_DIR = "$(ROOT_DIR)/bin"
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)
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

@@ -1,78 +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!!
CXXFLAGS_BUILD = !!CXXFLAGS_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) $(CXXFLAGS_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) $(CXXFLAGS_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) $(CXXFLAGS_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) $(CXXFLAGS_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) $(CXXFLAGS_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) $(CFLAGS_BUILD) $(CXXFLAGS_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) $(CXXFLAGS_BUILD) $(LDFLAGS_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

@@ -1,43 +1,34 @@
# $Id$
# Auto-generated file -- DO NOT EDIT
# 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/>.
CC_HOST = !!CC_HOST!!
CXX_HOST = !!CXX_HOST!!
CC_BUILD = !!CC_BUILD!!
CXX_BUILD = !!CXX_BUILD!!
WINDRES = !!WINDRES!!
STRIP = !!STRIP!!
CFLAGS = !!CFLAGS!!
CFLAGS_BUILD = !!CFLAGS_BUILD!!
CXXFLAGS = !!CXXFLAGS!!
CXXFLAGS_BUILD = !!CXXFLAGS_BUILD!!
LIBS = !!LIBS!!
LDFLAGS = !!LDFLAGS!!
LDFLAGS_BUILD = !!LDFLAGS_BUILD!!
ROOT_DIR = !!ROOT_DIR!!
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!!
TTD = !!TTD!!
STRGEN = !!STRGEN!!
ENDIAN_CHECK = !!ENDIAN_CHECK!!
DEPEND = !!DEPEND!!
ENDIAN_FORCE = !!ENDIAN_FORCE!!
OS = !!OS!!
STAGE = !!STAGE!!
MAKEDEPEND = !!MAKEDEPEND!!
CFLAGS_MAKEDEP = !!CFLAGS_MAKEDEP!!
SORT = !!SORT!!
AWK = !!AWK!!
CC_HOST = !!CC_HOST!!
CXX_HOST = !!CXX_HOST!!
CC_BUILD = !!CC_BUILD!!
CXX_BUILD = !!CXX_BUILD!!
WINDRES = !!WINDRES!!
STRIP = !!STRIP!!
CC_CFLAGS = !!CC_CFLAGS!!
CFLAGS = !!CFLAGS!!
CFLAGS_BUILD = !!CFLAGS_BUILD!!
LIBS = !!LIBS!!
LDFLAGS = !!LDFLAGS!!
BIN_DIR = !!BIN_DIR!!
LANG_DIR = !!LANG_DIR!!
SRC_OBJS_DIR = !!SRC_OBJS_DIR!!
LANG_OBJS_DIR= !!LANG_OBJS_DIR!!
SRC_DIR = !!SRC_DIR!!
MEDIA_DIR = !!MEDIA_DIR!!
TTD = !!TTD!!
STRGEN = !!STRGEN!!
ENDIAN_CHECK = !!ENDIAN_CHECK!!
ENDIAN_FORCE = !!ENDIAN_FORCE!!
OS = !!OS!!
STAGE = !!STAGE!!
MAKEDEPEND = !!MAKEDEPEND!!
CFLAGS_MAKEDEP= !!CFLAGS_MAKEDEP!!
SORT = !!SORT!!
REVISION = !!REVISION!!
AWK = !!AWK!!
GCC295 = !!GCC295!!
CONFIG_CACHE_COMPILER = $(SRC_OBJS_DIR)/!!CONFIG_CACHE_COMPILER!!
CONFIG_CACHE_LINKER = $(SRC_OBJS_DIR)/!!CONFIG_CACHE_LINKER!!
CONFIG_CACHE_ENDIAN = $(SRC_OBJS_DIR)/!!CONFIG_CACHE_ENDIAN!!
@@ -52,19 +43,29 @@ OBJS := $(OBJS_C) $(OBJS_CPP) $(OBJS_MM) $(OBJS_RC)
SRCS := !!SRCS!!
# All C-files depend on those 3 files
FILE_DEP := $(CONFIG_CACHE_COMPILER) endian_target.h
FILE_DEP := $(CONFIG_CACHE_COMPILER) $(LANG_OBJS_DIR)/table/strings.h endian_target.h
# Create all dirs and subdirs
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)
ENDIAN_TARGETS := endian_target.h $(ENDIAN_CHECK)
# This 'sed' basicly just removes 'const' from the line if it is a 2+D array
# For more information, please check:
# http://maillist.openttd.org/pipermail/devs/2007-April/000284.html
# http://maillist.openttd.org/pipermail/devs/2007-February/000248.html
GCC295_FIX=sed -r 's/^(\t*)(.*)( const )([A-Za-z0-9_ ]+(\[.*\]){2,})(( = \{)|(;))(.*)$$/\1\2 \4\6\8\9/g'
# This 'sed' removes the 3rd '4' in the # lines of the -E output of
# gcc 2.95.3 and lower, as it should indicate that it is a C-linkage, but the
# compiler can't handle that information (just don't ask). So we remove it
# and then it compiles happily and without bitching :)
# Furthermore gcc 2.95 has some trouble with protected and private when
# accessing the protected/private stuff of the enclosing class (or the
# super class of the enclosing class).
GCC295_FIX_2=sed -e 's|\(^\# [0-9][0-9]* "[^"]*"[ 0-9]*\) 4$$|\1|g;s|private:|public:|g;s|protected:|public:|g'
# Check if we want to show what we are doing
ifdef VERBOSE
Q =
@@ -88,32 +89,50 @@ $(LANG_OBJS_DIR)/$(STRGEN):
$(LANG_OBJS_DIR)/table/strings.h: $(LANG_DIR)/english.txt $(LANG_OBJS_DIR)/$(STRGEN)
$(MAKE) -C $(LANG_OBJS_DIR) table/strings.h
# Always run version detection, so we always have an accurate modified
# flag
VERSIONS := $(shell AWK="$(AWK)" "$(ROOT_DIR)/findversion.sh")
MODIFIED := $(shell echo "$(VERSIONS)" | cut -f 3 -d' ')
# Make the revision number
ifdef REVISION
REV := $(REVISION)
REV_NR := $(shell echo $(REVISION) | sed "s/[^0-9]//g")
else
# Are we a SVN dir?
ifeq ($(shell if test -d $(SRC_DIR)/.svn; then echo 1; fi), 1)
# Find if the local source if modified
REV_MODIFIED := $(shell svnversion $(SRC_DIR) | sed -n 's/.*\(M\).*/\1/p' )
# Find the revision like: rXXXX-branch
REV := $(shell LC_ALL=C svn info $(SRC_DIR) | $(AWK) '/^URL:.*branch/ { split($$2, a, "/"); BRANCH="-"a[5] } /^Last Changed Rev:/ { REV="r"$$4"$(REV_MODIFIED)" } END { print REV BRANCH }')
REV_NR := $(shell LC_ALL=C svn info $(SRC_DIR) | $(AWK) '/^Last Changed Rev:/ { print $$4 }')
else
# Are we a git dir?
ifeq ($(shell if test -d $(SRC_DIR)/../.git; then echo 1; fi), 1)
# Find the revision like: gXXXXM-branch
REV := g$(shell if head=`LC_ALL=C git rev-parse --verify HEAD 2>/dev/null`; then echo "$$head" | cut -c1-8; fi)$(shell if cd "$(SRC_DIR)/.." && git diff-index HEAD src | read dummy; then echo M; fi)$(shell git branch|grep '[*]' | sed 's/\* /-/;s/^-master$$//')
REV_NR := $(shell LC_ALL=C cd "$(SRC_DIR)/.." && git log --pretty=format:%s src | grep -m 1 "^(svn r[0-9]*)" | sed "s/.*(svn r\([0-9]*\)).*/\1/" )
else
# Are we a hg (Mercurial) dir?
ifeq ($(shell if test -d $(SRC_DIR)/../.hg; then echo 1; fi), 1)
# Find the revision like: hXXXXM-branch
REV := h$(shell if head=`LC_ALL=C hg tip 2>/dev/null`; then echo "$$head" | head -n 1 | cut -c19-26; fi)$(shell if hg status $(SRC_DIR) | grep -v '^?' | read dummy; then echo M; fi)$(shell hg branch | sed 's/^/-/;s/^-default$$//')
REV_NR := $(shell LC_ALL=C hg log -k "svn" -l 1 --template "{desc}\n" $(SRC_DIR) | grep -m 1 "^(svn r[0-9]*)" | sed "s/.*(svn r\([0-9]*\)).*/\1/" )
endif
endif
endif
endif
# Use autodetected revisions
REV := $(shell echo "$(VERSIONS)" | cut -f 1 -d' ')
REV_NR := $(shell echo "$(VERSIONS)" | cut -f 2 -d' ')
# Make sure we have something in REV and REV_NR
# Make sure we have something in REV
ifeq ($(REV),)
REV := norev000
endif
ifeq ($(REV_NR),)
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 $(CONFIG_CACHE_COMPILER) 2>/dev/null`" != "$(CC_CFLAGS) $(CFLAGS)" ]; then echo "$(CC_CFLAGS) $(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 )
# If there is a change in the source-file-list, make sure we recheck the deps
RES := $(shell if [ "`cat $(CONFIG_CACHE_SOURCE) 2>/dev/null`" != "$(SRCS)" ]; then echo "$(SRCS)" > $(CONFIG_CACHE_SOURCE); fi )
# If there is a change in the revision, make sure we recompile rev.cpp
RES := $(shell if [ "`cat $(CONFIG_CACHE_VERSION) 2>/dev/null`" != "$(REV) $(MODIFIED)" ]; then echo "$(REV) $(MODIFIED)" > $(CONFIG_CACHE_VERSION); fi )
RES := $(shell if [ "`cat $(CONFIG_CACHE_VERSION) 2>/dev/null`" != "$(REV)" ]; then echo "$(REV)" > $(CONFIG_CACHE_VERSION); fi )
ifndef MAKEDEPEND
# The slow, but always correct, dep-check
@@ -135,18 +154,18 @@ endif
$(OBJS_C:%.o=%.d): %.d: $(SRC_DIR)/%.c $(FILE_DEP)
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.c=%.c)'
$(Q)$(CC_HOST) $(CFLAGS) -MM $< | sed 's@^$(@F:%.d=%.o):@$@ $(@:%.d=%.o):@' > $@
$(Q)$(CC_HOST) $(CC_CFLAGS) $(CFLAGS) -MM $< | sed 's#^$(@F:%.d=%.o):#$@ $(@:%.d=%.o):#' > $@
$(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) $(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)'
$(Q)$(CC_HOST) $(CFLAGS) -MM $< | sed 's@^$(@F:%.d=%.o):@$@ $(@:%.d=%.o):@' > $@
$(Q)$(CC_HOST) $(CFLAGS) -MM $< | sed 's#^$(@F:%.d=%.o):#$@ $(@:%.d=%.o):#' > $@
$(OBJS_RC:%.o=%.d): %.d: $(SRC_DIR)/%.rc $(FILE_DEP)
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.rc=%.rc)'
$(E) '$(STAGE) DEP $(<:$(SRC_DIR)/%.mm=%.mm)'
$(Q)touch $@
else
@@ -159,18 +178,11 @@ ifeq ($(filter $(ENDIAN_TARGETS) depend clean mrproper, $(MAKECMDGOALS)),)
-include Makefile.dep
endif
ifeq ("$(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 $@ $<
endif
# Make sure that only 'make depend' ALWAYS triggers a recheck
ifeq ($(filter depend, $(MAKECMDGOALS)),)
Makefile.dep: $(FILE_DEP) $(SRCS:%=$(SRC_DIR)/%) $(CONFIG_CACHE_SOURCE) $(DEP)
Makefile.dep: $(FILE_DEP) $(SRCS:%=$(SRC_DIR)/%) $(CONFIG_CACHE_SOURCE)
else
Makefile.dep: $(FILE_DEP) $(SRCS:%=$(SRC_DIR)/%) $(DEP) FORCE
Makefile.dep: FORCE
endif
$(E) '$(STAGE) DEP CHECK (all files)'
$(Q)rm -f Makefile.dep.tmp
@@ -181,7 +193,7 @@ endif
# Convert x:/... paths to /x/... for mingw
ifeq ($(OS), MINGW)
@cat Makefile.dep.tmp | sed 's@/\([a-zA-Z]\):\/@\/\1\/@g' > Makefile.dep.tmp.mingw
@cat Makefile.dep.tmp | sed 's@\([a-zA-Z]\):\/@\/\1\/@g' > Makefile.dep.tmp.mingw
@cp Makefile.dep.tmp.mingw Makefile.dep.tmp
@rm -f Makefile.dep.tmp.mingw
endif
@@ -191,10 +203,10 @@ endif
@$(AWK) ' \
/^# DO NOT/ { print $$0 ; next} \
/^#/ {next} \
/: / { \
/:/ { \
left = NF - 1; \
for (n = 2; n <= NF; n++) { \
if (match($$n, "^$(ROOT_DIR)") == 0) { \
if (match($$n, "^$(SRC_DIR)") == 0) { \
$$n = ""; \
left--; \
} \
@@ -210,16 +222,16 @@ endif
{ \
print $$0 \
} \
' < Makefile.dep.tmp | sed 's@ *@ @g;s@ $$@@' | $(SORT) > Makefile.dep
' < Makefile.dep.tmp | sed 's/ */ /g;s/ $$//' | $(SORT) > Makefile.dep
$(Q)rm -f Makefile.dep.tmp Makefile.dep.tmp.bak
endif
# Avoid problems with deps if a .h/.hpp/.hpp.sq file is deleted without the deps
# Avoid problems with deps if a .h/.hpp file is deleted without the deps
# being updated. Now the Makefile continues, the deps are recreated
# and all will be fine.
%.h %.hpp %.hpp.sq:
%.h %.hpp:
@true
@@ -227,23 +239,15 @@ endif
$(OBJS_C): %.o: $(SRC_DIR)/%.c $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.c=%.c)'
$(Q)$(CC_HOST) $(CFLAGS) -c -o $@ $<
$(Q)$(CC_HOST) $(CC_CFLAGS) $(CFLAGS) -c -o $@ $<
$(filter-out %sse2.o, $(filter-out %ssse3.o, $(filter-out %sse4.o, $(OBJS_CPP)))): %.o: $(SRC_DIR)/%.cpp $(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 $@ $<
$(filter %sse2.o, $(OBJS_CPP)): %.o: $(SRC_DIR)/%.cpp $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -c -msse2 -o $@ $<
$(filter %ssse3.o, $(OBJS_CPP)): %.o: $(SRC_DIR)/%.cpp $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -c -mssse3 -o $@ $<
$(filter %sse4.o, $(OBJS_CPP)): %.o: $(SRC_DIR)/%.cpp $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)'
$(Q)$(CXX_HOST) $(CFLAGS) $(CXXFLAGS) -c -msse4.1 -o $@ $<
ifeq ($(GCC295), 1)
$(Q)$(CXX_HOST) -E $(CFLAGS) $< | $(GCC295_FIX) | $(GCC295_FIX_2) | $(CXX_HOST) $(CFLAGS) -c -o $@ -x c++ -
else
$(Q)$(CXX_HOST) $(CFLAGS) -c -o $@ $<
endif
$(OBJS_MM): %.o: $(SRC_DIR)/%.mm $(DEP_MASK) $(FILE_DEP)
$(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.mm=%.mm)'
@@ -251,16 +255,10 @@ $(OBJS_MM): %.o: $(SRC_DIR)/%.mm $(DEP_MASK) $(FILE_DEP)
$(OBJS_RC): %.o: $(SRC_DIR)/%.rc $(FILE_DEP)
$(E) '$(STAGE) Compiling resource $(<:$(SRC_DIR)/%.rc=%.rc)'
$(Q)$(WINDRES) -o $@ -I `basename $<` $<
$(Q)$(WINDRES) -o $@ -I $(MEDIA_DIR) $<
$(BIN_DIR)/$(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 $@'
@@ -268,17 +266,13 @@ ifeq ($(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
# The targets to compile the endian-code
@@ -288,15 +282,15 @@ 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) $(LDFLAGS_BUILD) $< -o $@
$(Q)$(CXX_BUILD) $(CFLAGS_BUILD) $< -o $@
# Revision files
$(SRC_DIR)/rev.cpp: $(CONFIG_CACHE_VERSION) $(SRC_DIR)/rev.cpp.in
$(Q)cat $(SRC_DIR)/rev.cpp.in | sed "s@\!\!REVISION\!\!@$(REV_NR)@g;s@!!VERSION!!@$(REV)@g;s@!!MODIFIED!!@$(MODIFIED)@g;s@!!DATE!!@`date +%d.%m.%y`@g" > $(SRC_DIR)/rev.cpp
$(Q)cat $(SRC_DIR)/rev.cpp.in | sed "s#@@REVISION@@#$(REV_NR)#g;s#@@VERSION@@#$(REV)#g;s#@@DATE@@#`date +%d.%m.%y`#g" > $(SRC_DIR)/rev.cpp
$(SRC_DIR)/os/windows/ottdres.rc: $(CONFIG_CACHE_VERSION) $(SRC_DIR)/os/windows/ottdres.rc.in
$(Q)cat $(SRC_DIR)/os/windows/ottdres.rc.in | sed "s@\!\!REVISION\!\!@$(REV_NR)@g;s@!!VERSION!!@$(REV)@g;s@!!DATE!!@`date +%d.%m.%y`@g" > $(SRC_DIR)/os/windows/ottdres.rc
$(SRC_DIR)/ottdres.rc: $(CONFIG_CACHE_VERSION) $(SRC_DIR)/ottdres.rc.in
$(Q)cat $(SRC_DIR)/ottdres.rc.in | sed "s#@@REVISION@@#$(REV_NR)#g;s#@@VERSION@@#$(REV)#g;s#@@DATE@@#`date +%d.%m.%y`#g" > $(SRC_DIR)/ottdres.rc
FORCE:
@@ -304,10 +298,10 @@ 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) $(TTD:%=$(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
$(Q)rm -f $(SRC_DIR)/rev.cpp $(SRC_DIR)/ottdres.rc
%.o:
@echo '$(STAGE) No such source-file: $(@:%.o=%).[c|cpp|mm|rc]'

View File

@@ -1,369 +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("0.7 API compatability in effect:");
AILog.Info(" - AITown::GetLastMonthProduction's behaviour has slightly changed.");
AILog.Info(" - AISubsidy::GetDestination returns STATION_INVALID for awarded subsidies.");
AILog.Info(" - AISubsidy::GetSource returns STATION_INVALID for awarded subsidies.");
AISign.GetMaxSignID <- function()
{
local list = AISignList();
local max_id = 0;
foreach (id, d in list) {
if (id > max_id) max_id = id;
}
return max_id;
}
AITile.GetHeight <- function(tile)
{
if (!AIMap.IsValidTile(tile)) return -1;
return AITile.GetCornerHeight(tile, AITile.CORNER_N);
}
AIOrder.ChangeOrder <- function(vehicle_id, order_position, order_flags)
{
return AIOrder.SetOrderFlags(vehicle_id, order_position, order_flags);
}
AIWaypoint.WAYPOINT_INVALID <- 0xFFFF;
AISubsidy.SourceIsTown <- function(subsidy_id)
{
if (!AISubsidy.IsValidSubsidy(subsidy_id) || AISubsidy.IsAwarded(subsidy_id)) return false;
return AISubsidy.GetSourceType(subsidy_id) == AISubsidy.SPT_TOWN;
}
AISubsidy.GetSource <- function(subsidy_id)
{
if (!AISubsidy.IsValidSubsidy(subsidy_id)) return AIBaseStation.STATION_INVALID;
if (AISubsidy.IsAwarded(subsidy_id)) {
return AIBaseStation.STATION_INVALID;
}
return AISubsidy.GetSourceIndex(subsidy_id);
}
AISubsidy.DestinationIsTown <- function(subsidy_id)
{
if (!AISubsidy.IsValidSubsidy(subsidy_id) || AISubsidy.IsAwarded(subsidy_id)) return false;
return AISubsidy.GetDestinationType(subsidy_id) == AISubsidy.SPT_TOWN;
}
AISubsidy.GetDestination <- function(subsidy_id)
{
if (!AISubsidy.IsValidSubsidy(subsidy_id)) return AIBaseStation.STATION_INVALID;
if (AISubsidy.IsAwarded(subsidy_id)) {
return AIBaseStation.STATION_INVALID;
}
return AISubsidy.GetDestinationIndex(subsidy_id);
}
AITown.GetMaxProduction <- function(town_id, cargo_id)
{
return AITown.GetLastMonthProduction(town_id, cargo_id);
}
AIRail.RemoveRailWaypoint <- function(tile)
{
return AIRail.RemoveRailWaypointTileRect(tile, tile, true);
}
AIRail.RemoveRailStationTileRect <- function(tile, tile2)
{
return AIRail.RemoveRailStationTileRectangle(tile, tile2, false);
}
AIVehicle.SkipToVehicleOrder <- function(vehicle_id, order_position)
{
return AIOrder.SkipToOrder(vehicle_id, order_position);
}
AIEngine.IsValidEngine <- function(engine_id)
{
return AIEngine.IsBuildable(engine_id);
}
AIEngine._GetName <- AIEngine.GetName;
AIEngine.GetName <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return null;
return AIEngine._GetName(engine_id);
}
AIEngine._GetCargoType <- AIEngine.GetCargoType;
AIEngine.GetCargoType <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return 255;
return AIEngine._GetCargoType(engine_id);
}
AIEngine._CanRefitCargo <- AIEngine.CanRefitCargo;
AIEngine.CanRefitCargo <- function(engine_id, cargo_id)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._CanRefitCargo(engine_id, cargo_id);
}
AIEngine._CanPullCargo <- AIEngine.CanPullCargo;
AIEngine.CanPullCargo <- function(engine_id, cargo_id)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._CanPullCargo(engine_id, cargo_id);
}
AIEngine._GetCapacity <- AIEngine.GetCapacity;
AIEngine.GetCapacity <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetCapacity(engine_id);
}
AIEngine._GetReliability <- AIEngine.GetReliability;
AIEngine.GetReliability <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetReliability(engine_id);
}
AIEngine._GetMaxSpeed <- AIEngine.GetMaxSpeed;
AIEngine.GetMaxSpeed <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetMaxSpeed(engine_id);
}
AIEngine._GetPrice <- AIEngine.GetPrice;
AIEngine.GetPrice <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetPrice(engine_id);
}
AIEngine._GetMaxAge <- AIEngine.GetMaxAge;
AIEngine.GetMaxAge <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetMaxAge(engine_id);
}
AIEngine._GetRunningCost <- AIEngine.GetRunningCost;
AIEngine.GetRunningCost <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetRunningCost(engine_id);
}
AIEngine._GetPower <- AIEngine.GetPower;
AIEngine.GetPower <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetPower(engine_id);
}
AIEngine._GetWeight <- AIEngine.GetWeight;
AIEngine.GetWeight <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetWeight(engine_id);
}
AIEngine._GetMaxTractiveEffort <- AIEngine.GetMaxTractiveEffort;
AIEngine.GetMaxTractiveEffort <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetMaxTractiveEffort(engine_id);
}
AIEngine._GetDesignDate <- AIEngine.GetDesignDate;
AIEngine.GetDesignDate <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetDesignDate(engine_id);
}
AIEngine._GetVehicleType <- AIEngine.GetVehicleType;
AIEngine.GetVehicleType <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return AIVehicle.VT_INVALID;
return AIEngine._GetVehicleType(engine_id);
}
AIEngine._IsWagon <- AIEngine.IsWagon;
AIEngine.IsWagon <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._IsWagon(engine_id);
}
AIEngine._CanRunOnRail <- AIEngine.CanRunOnRail;
AIEngine.CanRunOnRail <- function(engine_id, track_rail_type)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._CanRunOnRail(engine_id, track_rail_type);
}
AIEngine._HasPowerOnRail <- AIEngine.HasPowerOnRail;
AIEngine.HasPowerOnRail <- function(engine_id, track_rail_type)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._HasPowerOnRail(engine_id, track_rail_type);
}
AIEngine._GetRoadType <- AIEngine.GetRoadType;
AIEngine.GetRoadType <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return AIRoad.ROADTYPE_INVALID;
return AIEngine._GetRoadType(engine_id);
}
AIEngine._GetRailType <- AIEngine.GetRailType;
AIEngine.GetRailType <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return AIRail.RAILTYPE_INVALID;
return AIEngine._GetRailType(engine_id);
}
AIEngine._IsArticulated <- AIEngine.IsArticulated;
AIEngine.IsArticulated <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return false;
return AIEngine._IsArticulated(engine_id);
}
AIEngine._GetPlaneType <- AIEngine.GetPlaneType;
AIEngine.GetPlaneType <- function(engine_id)
{
if (!AIEngine.IsBuildable(engine_id)) return -1;
return AIEngine._GetPlaneType(engine_id);
}
_AIWaypointList <- AIWaypointList;
class AIWaypointList extends _AIWaypointList {
constructor()
{
::_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

@@ -1,121 +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("1.0 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

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@@ -1,10 +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("1.2 API compatability in effect.");

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@@ -1,10 +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("1.3 API compatability in effect.");

View File

@@ -1,8 +0,0 @@
/* $Id: compat_1.3.nut 23969 2012-02-19 19:14:17Z rubidium $ */
/*
* 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/>.
*/

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@@ -1,69 +0,0 @@
#!/bin/sh
# $Id$
if ! [ -f ai/regression/regression.nut ]; then
echo "Make sure you are in the root of OpenTTD before starting this script."
exit 1
fi
cat ai/regression/regression.nut | tr ';' '\n' | awk '
/^function/ {
for (local in locals) {
delete locals[local]
}
if (match($0, "function Regression::Start") || match($0, "function Regression::Stop")) next
locals["this"] = "AIControllerSquirrel"
}
/local/ {
gsub(".*local", "local")
if (match($4, "^AI")) {
sub("\\(.*", "", $4)
locals[$2] = $4
}
}
/Valuate/ {
gsub(".*Valuate\\(", "")
gsub("\\).*", "")
gsub(",.*", "")
gsub("\\.", "::")
print $0
}
/\./ {
for (local in locals) {
if (match($0, local ".")) {
fname = substr($0, index($0, local "."))
sub("\\(.*", "", fname)
sub("\\.", "::", fname)
sub(local, locals[local], fname)
print fname
if (match(locals[local], "List")) {
sub(locals[local], "AIAbstractList", fname)
print fname
}
}
}
# We want to remove everything before the FIRST occurence of AI.
# If we do not remove any other occurences of AI from the string
# we will remove everything before the LAST occurence of AI, so
# do some little magic to make it work the way we want.
sub("AI", "AXXXXY")
gsub("AI", "AXXXXX")
sub(".*AXXXXY", "AI")
if (match($0, "^AI") && match($0, ".")) {
sub("\\(.*", "", $0)
sub("\\.", "::", $0)
print $0
}
}
' | sed 's/ //g' | sort | uniq > tmp.in_regression
grep 'DefSQ.*Method' ../src/ai/api/*.hpp.sq | grep -v 'AIError::' | grep -v 'AIAbstractList::Valuate' | grep -v '::GetClassName' | sed 's/^[^,]*, &//g;s/,[^,]*//g' | sort > tmp.in_api
diff -u tmp.in_regression tmp.in_api | grep -v '^+++' | grep '^+' | sed 's/^+//'
rm -f tmp.in_regression tmp.in_api

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@@ -1,20 +0,0 @@
[misc]
display_opt = SHOW_TOWN_NAMES|SHOW_STATION_NAMES|SHOW_SIGNS|WAYPOINTS
language = english.lng
[gui]
autosave = off
[game_creation]
town_name = english
[ai_players]
none =
regression =
[vehicle]
road_side = right
plane_speed = 2
[construction]
max_bridge_length = 100

File diff suppressed because it is too large Load Diff

Binary file not shown.

File diff suppressed because it is too large Load Diff

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@@ -1,15 +0,0 @@
/* $Id$ */
class Regression extends AIInfo {
function GetAuthor() { return "OpenTTD NoAI Developers Team"; }
function GetName() { return "Regression"; }
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 "1.3"; }
function GetDate() { return "2007-03-18"; }
function CreateInstance() { return "Regression"; }
}
RegisterAI(Regression());

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@@ -1,4 +0,0 @@
/* $Id$ */
print(" Required this file");

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@@ -1,55 +0,0 @@
#!/bin/sh
# $Id$
if ! [ -f ai/regression/regression.nut ]; then
echo "Make sure you are in the root of OpenTTD before starting this script."
exit 1
fi
cp ai/regression/regression.nut ai/regression/main.nut
cp ai/regression/regression_info.nut ai/regression/info.nut
if [ -f scripts/game_start.scr ]; then
mv scripts/game_start.scr scripts/game_start.scr.regression
fi
params=""
gdb=""
if [ "$1" != "-r" ]; then
params="-snull -mnull -vnull:ticks=30000"
fi
if [ "$1" = "-g" ]; then
gdb="gdb --ex run --args "
fi
if [ -n "$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
fi
ret=0
if [ -z "$gdb" ]; then
res="`diff -ub ai/regression/regression.txt tmp.regression`"
if [ -z "$res" ]; then
echo "Regression test passed!"
else
echo "Regression test failed! Difference:"
echo "$res"
ret=1
fi
echo ""
echo "Regression test done"
fi
rm -f ai/regression/main.nut ai/regression/info.nut
if [ -f scripts/game_start.scr.regression ]; then
mv scripts/game_start.scr.regression scripts/game_start.scr
fi
if [ "$1" != "-k" ]; then
rm -f tmp.regression
fi
exit $ret

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@@ -1,97 +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.be_BY = "Пусты" набор музычнага афармлення, які не зьмяшчае ніякай музыкі.
description.bg_BG = Празен музикален пакет.
description.ca_ES = Un joc de música sense cap música.
description.cs_CZ = Prázná hudební sada.
description.cy_GB = Pecyn cerddoriaeth heb unrhyw gerddoriaeth ynddo.
description.da_DK = En musikpakke uden musik.
description.de_DE = Ein Musikset ohne Musik.
description.el_GR = Ένα πάκετο μουσικής χωρίς πραγματική μουσική.
description.en_AU = 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_EE = Muusikakogu ilma muusikata.
description.fi_FI = Musiikkipaketti, jossa ei ole musiikkia.
description.fr_FR = Un pack de musiques sans musiques.
description.gd_GB = Pacaid ciùil anns nach eil fonn sam bith.
description.gl_ES = Un conxunto de músicas sen ningunha música.
description.hr_HR = Muzički paket bez ikakve muzike.
description.hu_HU = Zenei alapcsomag zene nélkül.
description.id_ID = Paket musik tanpa musik sungguhan.
description.is_IS = Tónlistarpakki sem er í raun án tónlistar.
description.it_IT = Un pacchetto musicale non contenente alcuna musica.
description.ja_JP = 空の音楽パック
description.ko_KR = 실제 음악이 없는 음악 목록입니다.
description.lb_LU = E Musikpack ouni aktuell Musik.
description.lt_LT = Muzikos pakas be muzikos.
description.lv_LV = Mūzikas kopa bez mūzikas
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_BR = Um pacote de músicas sem músicas.
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_SI = Glasbeni paket z vključeno glasbo.
description.sr_RS = Prazan skup muzičkih numera.
description.sv_SE = Ett musikpaket utan någon musik.
description.ta_IN = இசை இல்லாத இசைத்தொகுப்பு.
description.th_TH = ชุดเพลงประกอบแบบไม่มีเสียงเพลง
description.tr_TR = Müzik içermeyen boş bir müzik paketi.
description.uk_UA = Порожній набір музики.
description.vi_VN = Gói âm nhạc này không có nhạc nào.
description.zh_CN = 一个没有实际内容的音乐包.
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

@@ -1,65 +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.be_BY = "Пусты" набор гукавога афармленьня, які не зьмяшчае ніякіх гукаў.
description.bg_BG = Празен звуков пакет.
description.ca_ES = Un joc de sons sense cap so.
description.cs_CZ = Prázdná sada zvuků.
description.cy_GB = Pecyn sain heb unrhyw effeithiau sain ynddo.
description.da_DK = En lydpakke uden lyde.
description.de_DE = Basissounds ohne Sound.
description.el_GR = Ένα πάκετο ήχων χώρις ήχους.
description.en_AU = 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_EE = Helikogu ilma helideta.
description.eu_ES = Soinurik gabeko soinu pakete bat
description.fi_FI = Äänipaketti, jossa ei ole ääniä.
description.fr_FR = Un pack de sons sans sons.
description.gd_GB = Pacaid fhuaimean anns nach eil fuaim sam bith.
description.gl_ES = Un conxunto de sons sen ningún son
description.hr_HR = Zvučni paket bez ikakvih zvukova.
description.hu_HU = Hang alapcsomag hangok nélkül.
description.id_ID = Paket efek suara tanpa suara apapun.
description.is_IS = Hljóðpakki án hljóðs.
description.it_IT = Un pacchetto sonoro non contenente alcun suono.
description.ja_JP = 空の効果音パック
description.ko_KR = 아무런 효과음도 없는 효과음 팩입니다.
description.lb_LU = En Soundpack mat all den Sounds.
description.lt_LT = Garsų pakas be jokių garsų.
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_BR = Um pacote de sons sem sons.
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_SI = Zvočni paket brez zvoka.
description.sr_RS = Prazan skup zvukova.
description.sv_SE = Ett ljudpaket utan några ljud.
description.ta_IN = ஒலிகள் இல்லாத ஒலி தொகுப்பு.
description.th_TH = ชุดเสียงแบบไร้เสียง
description.tr_TR = Ses içermeyen boş bir ses kümesi.
description.uk_UA = Порожній набір звуків.
description.vi_VN = Gói âm thanh này không có âm thanh nào.
description.zh_CN = 一个空的音效包.
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

@@ -1,77 +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.be_BY = Арыґінальная ґрафіка з Transport Tycoon Deluxe для DOS.
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.cy_GB = Graffeg gwreiddiol fersiwn DOS o Transport Tycoon Deluxe.
description.da_DK = 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_AU = 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_EE = Algse Transport Tycoon Deluxe DOSi versiooni graafika.
description.fi_FI = Alkuperäiset Transport Tycoon Deluxen DOS-version grafiikat.
description.fr_FR = Graphiques originaux de Transport Tycoon Deluxe (version DOS).
description.gd_GB = Grafaigeachd aig an deasachadh DOS tùsail aig Transport Tycoon Deluxe.
description.gl_ES = Graficos da edición orixinal de Transport Tycoon Deluxe para 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.is_IS = Upprunalega grafíkin úr Transport Tycoon Deluxe DOS útgáfunni.
description.it_IT = Grafica originale di Transport Tycoon Deluxe, edizione DOS.
description.ja_JP = Transport Tycoon Deluxe オリジナル版 グラフィック (DOS)
description.ko_KR = 오리지널 트랜스포트 타이쿤 디럭스 도스 에디션의 그래픽입니다.
description.lb_LU = Original Transport Tycoon Deluxe DOS Editioun Grafik.
description.lt_LT = Originali Transport Tycoon Deluxe DOS leidimo grafika.
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_BR = Gráficos Originais do Transport Tycoon Deluxe, Edição 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_SI = 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.ta_IN = அசல் டிரான்ஸ்ஃபோர்ட் டைகூன் டீலக்ஸ் DOS பதிப்பு அசைவூட்டங்கள்.
description.th_TH = กราฟฟิกต้นตำหรับของ Transport Tycoon Deluxe DOS edition
description.tr_TR = Özgün Transport Tycoon Deluxe DOS sürümü grafikleri.
description.uk_UA = Оригінальна графіка з Transport Tycoon Deluxe DOS edition.
description.vi_VN = Đồ họa gốc từ phiên bản Transport Tycoon Deluxe trên DOS
description.zh_CN = 运输大亨DOS豪华版原版图形包.
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 = 75a93cea2ed455c2fd5dcbda39e53538
[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

@@ -1,65 +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.be_BY = Арыґінальны набор гукавога афармленьня з гульні Transport Tycoon Deluxe для DOS.
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.cy_GB = Effeithiau sain gwreiddiol fersiwn DOS o Transport Tycoon Deluxe.
description.da_DK = 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_AU = 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_EE = Algse Transport Tycoon Deluxe DOSi versiooni helid.
description.fi_FI = Alkuperäiset Transport Tycoon Deluxen DOS-version äänet.
description.fr_FR = Sons originaux de Transport Tycoon Deluxe (version DOS).
description.gd_GB = Fuaimean aig an deasachadh DOS tùsail aig Transport Tycoon Deluxe.
description.gl_ES = Sons da edición orixinal de Transport Tycoon Deluxe para DOS.
description.hr_HR = Originalni zvukovi za Transport Tycoon Deluxe DOS izdanje.
description.hu_HU = Az eredeti Transport Tycoon Deluxe DOS verziójának hangjai.
description.id_ID = Efek suara orisinil Transport Tycoon Deluxe versi DOS.
description.is_IS = Upprunalega hljóðið úr Transport Tycoon Deluxe DOS útgáfunni.
description.it_IT = Suoni originali di Transport Tycoon Deluxe, edizione DOS.
description.ja_JP = Transport Tycoon Deluxe オリジナル版 効果音 (DOS)
description.ko_KR = 오리지널 트랜스포트 타이쿤 도스 에디션의 효과음입니다.
description.lb_LU = Original Transport Tycoon Deluxe DOS Editioun Sound.
description.lt_LT = Originalūs Transport Tycoon Deluxe DOS leidimo garsai.
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_BR = Sons Originais do Transport Tycoon Deluxe, Edição 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_SI = 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.ta_IN = அசல் டிரான்ஸ்ஃபோர்ட் டைகூன் டீலக்ஸ் DOS பதிப்பு ஒலிகள்.
description.th_TH = เสียงต้นตำหรับของ Transport Tycoon Deluxe DOS edition
description.tr_TR = Özgün Transport Tycoon Deluxe DOS sürümü sesleri.
description.uk_UA = Оригінальний набір звуків з Transport Tycoon Deluxe DOS edition.
description.vi_VN = Âm thanh gốc từ phiên bản Transport Tycoon Deluxe trên DOS
description.zh_CN = 运输大亨DOS豪华版原版音效包.
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

@@ -1,77 +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.be_BY = Арыґінальная ґрафіка зь нямецкай версіі Transport Tycoon Deluxe для DOS.
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.cy_GB = Graffeg gwreiddiol fersiwn DOS (Almaenig) o Transport Tycoon Deluxe.
description.da_DK = 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_AU = 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_EE = Algse Transport Tycoon Deluxe DOSi (Saksa) versiooni graafika.
description.fi_FI = Alkuperäiset Saksassa julkaistun Transport Tycoon Deluxen DOS-version grafiikat.
description.fr_FR = Graphiques originaux de Transport Tycoon Deluxe (version DOS allemande).
description.gd_GB = Grafaigeachd aig an deasachadh DOS (Gearmailteach) tùsail aig Transport Tycoon Deluxe.
description.gl_ES = Graficos da edición orixinal (alemá) de Transport Tycoon Deluxe para DOS.
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.is_IS = Upprunalega grafíkin úr Transport Tycoon Deluxe DOS (þýsku) útgáfunni.
description.it_IT = Grafica originale di Transport Tycoon Deluxe (tedesco), edizione DOS.
description.ja_JP = Transport Tycoon Deluxe オリジナル版 グラフィック (DOS・ドイツ版)
description.ko_KR = 오리지널 트랜스포트 타이쿤 디럭스 도스 에디션(독일)의 그래픽입니다.
description.lb_LU = Original Transport Tycoon Deluxe DOS (Däitsch) Editioun Grafik.
description.lt_LT = Originali Transport Tycoon Deluxe DOS (Vokiečių) leidimo grafika.
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_BR = Gráficos Originais do Transport Tycoon Deluxe, Edição DOS alemã.
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_SI = 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.ta_IN = அசல் டிரான்ஸ்ஃபோர்ட் டைகூன் டீலக்ஸ் DOS (செருமன்) பதிப்பு அசைவூட்டங்கள்.
description.th_TH = กราฟฟิกต้นตำหรับของ Transport Tycoon Deluxe DOS (German) edition
description.tr_TR = Özgün Transport Tycoon Deluxe DOS (Almanca) sürümü grafikleri.
description.uk_UA = Оригінальна графіка з Transport Tycoon Deluxe DOS edition (німецького).
description.vi_VN = Đồ họa gốc từ phiên bản Transport Tycoon Deluxe trên DOS (tiếng Đức)
description.zh_CN = 运输大亨DOS豪华德语版原版图形包.
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 = 75a93cea2ed455c2fd5dcbda39e53538
[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

@@ -1,77 +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.be_BY = Арыґінальная ґрафіка з Transport Tycoon Deluxe для Windows.
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.cy_GB = Graffeg gwreiddiol fersiwn Windows o Transport Tycoon Deluxe.
description.da_DK = 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_AU = 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_EE = Algse Transport Tycoon Deluxe Windowsi versiooni graafika.
description.fi_FI = Alkuperäiset Transport Tycoon Deluxen Windows-version grafiikat.
description.fr_FR = Graphiques originaux de Transport Tycoon Deluxe (version Windows).
description.gd_GB = Grafaigeachd aig an deasachadh Windows tùsail aig Transport Tycoon Deluxe.
description.gl_ES = Graficos da edición orixinal de Transport Tycoon Deluxe para 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.is_IS = Upprunalega grafíkin úr Transport Tycoon Deluxe Windows útgáfunni.
description.it_IT = Grafica originale di Transport Tycoon Deluxe, edizione Windows.
description.ja_JP = Transport Tycoon Deluxe オリジナル版 グラフィック (Windows)
description.ko_KR = 오리지널 트랜스포트 타이쿤 디럭스 윈도 에디션의 그래픽입니다.
description.lb_LU = Original Transport Tycoon Deluxe Windows Editioun Grafik.
description.lt_LT = Originali Transport Tycoon Deluxe Windows leidimo grafika.
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_BR = Gráficos Originais do Transport Tycoon, Edição 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_SI = 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.ta_IN = அசல் டிரான்ஸ்ஃபோர்ட் டைகூன் டீலக்ஸ் விண்டோஸ் பதிப்பு அசைவூட்டங்கள்.
description.th_TH = กราฟฟิกต้ำตำหรับของ Transport Tycoon Deluxe Windows edition
description.tr_TR = Özgün Transport Tycoon Deluxe Windows sürümü grafikleri.
description.uk_UA = Оригінальна графіка з Transport Tycoon Deluxe Windows edition.
description.vi_VN = Đồ họa gốc từ phiên bản Transport Tycoon Deluxe trên Windows
description.zh_CN = 运输大亨Windows豪华版原版图形包.
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 = 75a93cea2ed455c2fd5dcbda39e53538
[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

@@ -1,141 +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.be_BY = Арыґінальны набор музычнага афармленьня з гульні Transport Tycoon Deluxe для Windows.
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.cy_GB = Cerddoriaeth gwreiddiol fersion Windows o Transport Tycoon Deluxe.
description.da_DK = 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_AU = 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_EE = Algse Transport Tycoon Deluxe Windowsi versiooni muusika.
description.fi_FI = Alkuperäinen Transport Tycoon Deluxen Windows-version musiikki.
description.fr_FR = Musiques originales de Transport Tycoon Deluxe (version Windows).
description.gd_GB = Ceòl aig an deasachadh Windows tùsail aig Transport Tycoon Deluxe.
description.gl_ES = Música da edición orixinal de Transport Tycoon Deluxe para 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.is_IS = Upprunalega tónlistin úr Transport Tycoon Deluxe Windows útgáfunni.
description.it_IT = Musica originale di Transport Tycoon Deluxe, edizione Windows.
description.ja_JP = Transport Tycoon Deluxe オリジナル版 音楽 (Windows)
description.ko_KR = 오리지널 트랜스포트 타이쿤 디럭스 윈도 에디션의 음악입니다.
description.lb_LU = Original Transport Tycoon Deluxe Windows Editioun Music.
description.lt_LT = Originali Transport Tycoon Deluxe Windows leidimo muzika.
description.lv_LV = Oriģinālā Transport Tycoon Deluxe Windows izdevuma mūzika.
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_BR = Música Original do Transport Tycoon Deluxe, Edição 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 для Windows.
description.sk_SK = Pôvodná hudba z Transport Tycoon Deluxe (Windows).
description.sl_SI = 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.ta_IN = அசல் டிரான்ஸ்ஃபோர்ட் டைகூன் டீலக்ஸ் விண்டோஸ் பதிப்பு இசை.
description.th_TH = เพลงต้นตำหรับชอง Transport Tycoon Deluxe Windows edition
description.tr_TR = Özgün Transport Tycoon Deluxe Windows sürümü müzikleri.
description.uk_UA = Оригінальна музика з Transport Tycoon Deluxe Windows edition.
description.vi_VN = Nhạc gốc từ phiên bản Transport Tycoon Deluxe trên Windows
description.zh_CN = Transport Tycoon Deluxe运输大亨Windows豪华版的原版音乐包
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

@@ -1,65 +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.be_BY = Арыґінальны набор гукавога афармленьня з гульні Transport Tycoon Deluxe для Windows.
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.cy_GB = Effeithiau sain gwreiddiol fersiwn Windows o Transport Tycoon Deluxe.
description.da_DK = 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_AU = 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_EE = Algse Transport Tycoon Deluxe Windowsi versiooni helid.
description.fi_FI = Alkuperäiset Transport Tycoon Deluxen Windows-version äänet.
description.fr_FR = Sons originaux de Transport Tycoon Deluxe (version Windows).
description.gd_GB = Fuaimean aig an deasachadh Windows tùsail aig Transport Tycoon Deluxe.
description.gl_ES = Sons da edición orixinal de Transport Tycoon Deluxe para Windows.
description.hr_HR = Originalni zvukovi za Transport Tycoon Deluxe Windows izdanje.
description.hu_HU = Az eredeti Transport Tycoon Deluxe Windows verziójának hangjai.
description.id_ID = Efek suara orisinil Transport Tycoon Deluxe versi Windows.
description.is_IS = Upprunalega hljóðið úr Transport Tycoon Deluxe Windows útgáfunni.
description.it_IT = Suoni originali di Transport Tycoon Deluxe, edizione Windows.
description.ja_JP = Transport Tycoon Deluxe オリジナル版 効果音 (Windows)
description.ko_KR = 오리지널 트랜스포트 타이쿤 디럭스 윈도 에디션의 효과음입니다.
description.lb_LU = Original Transport Tycoon Deluxe Windows Editioun Sound.
description.lt_LT = Originalūs Transport Tycoon Deluxe Windows leidimo garsai.
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_BR = Sons Originais do Transport Tycoon Deluxe, Edição 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_SI = 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.ta_IN = அசல் டிரான்ஸ்ஃபோர்ட் டைகூன் டீலக்ஸ் விண்டோஸ் பதிப்பு ஒலிகள்.
description.th_TH = เสียงต้นตำหรับของ Transport Tycoon Deluxe Windows edition
description.tr_TR = Özgün Transport Tycoon Deluxe Windows sürümü sesleri.
description.uk_UA = Оригінальний набір звуків з Transport Tycoon Deluxe Windows edition.
description.vi_VN = Âm thanh gốc từ phiên bản Transport Tycoon Deluxe trên Windows
description.zh_CN = Transport Tycoon Deluxe Windows (运输大亨Windows豪华版)的原版音效包.
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.

View File

@@ -1,18 +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/>.
*/
GSLog.Info("1.2 API compatability in effect.");
GSTown._SetGrowthRate <- GSTown.SetGrowthRate;
GSTown.SetGrowthRate <- function(town_id, days_between_town_growth)
{
/* Growth rate 0 caused resetting the custom growth rate. While this was undocumented, it was used nevertheless (ofc). */
if (days_between_town_growth == 0) days_between_town_growth = GSTown.TOWN_GROWTH_NORMAL;
return GSTown._SetGrowthRate(town_id, days_between_town_growth);
}

View File

@@ -1,18 +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/>.
*/
GSLog.Info("1.3 API compatability in effect.");
GSTown._SetGrowthRate <- GSTown.SetGrowthRate;
GSTown.SetGrowthRate <- function(town_id, days_between_town_growth)
{
/* Growth rate 0 caused resetting the custom growth rate. While this was undocumented, it was used nevertheless (ofc). */
if (days_between_town_growth == 0) days_between_town_growth = GSTown.TOWN_GROWTH_NORMAL;
return GSTown._SetGrowthRate(town_id, days_between_town_growth);
}

View File

@@ -1,8 +0,0 @@
/* $Id: compat_1.3.nut 24469 2012-08-13 19:33:17Z yexo $ */
/*
* 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/>.
*/

4
bin/scenario/README Normal file
View File

@@ -0,0 +1,4 @@
You can place you scenarios in this dir.
This file is really here to make the Makefile happy, it should be modified to
properly handle scenarios (or maybe even not at all...).

View File

@@ -1,2 +0,0 @@
start_ai MyAI

View File

@@ -1,2 +0,0 @@
# Show a MOTD
say "Welcome..."

View File

@@ -10,8 +10,6 @@ local scripts:
should be used to set client optimization settings:
- 'on_client.scr' is executed when you join a server [all clients]
- 'on_server_connect.scr' is executed on the server when a client has joined (MOTD)
should be used to set the servers port/ip and/or server optimization settings/patches:
- 'pre_server.scr' is executed before the servers tcp stack is started [in-game only]
- 'pre_dedicated.scr' is executed before the servers tcp stack is started [dedicated only]

File diff suppressed because it is too large Load Diff

2213
config.lib

File diff suppressed because it is too large Load Diff

83
configure vendored
View File

@@ -1,20 +1,5 @@
#!/bin/sh
# $Id$
# 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/>.
check_path_characters() {
if [ -n "`echo $ROOT_DIR | grep '[^-_A-Za-z0-9\/\\\.:]'`" ]; then
echo "WARNING: The path contains a non-alphanumeric character that might cause"
echo " failures in subsequent build stages. Any failures with the build"
echo " will most likely be caused by this."
fi
}
CONFIGURE_EXECUTABLE="$_"
# On *nix systems those two are equal when ./configure is done
if [ "$0" != "$CONFIGURE_EXECUTABLE" ]; then
@@ -29,17 +14,10 @@ if [ "$0" != "$CONFIGURE_EXECUTABLE" ]; then
fi
# Find out where configure is (in what dir)
ROOT_DIR="`dirname $0`"
# For MSYS/MinGW we want to know the FULL path. This as that path is generated
# once you call an outside binary. Having the same path for the rest is needed
# for dependency checking.
# pwd -W returns said FULL path, but doesn't exist on others so fall back.
ROOT_DIR="`cd $ROOT_DIR && (pwd -W 2>/dev/null || pwd 2>/dev/null)`"
ROOT_DIR="`cd $ROOT_DIR && pwd`"
check_path_characters
# Same here as for the ROOT_DIR above
PWD="`pwd -W 2>/dev/null || pwd 2>/dev/null`"
PREFIX="$PWD/bin"
PWD="`pwd`"
PREFIX="`pwd`/bin"
. $ROOT_DIR/config.lib
@@ -47,8 +25,6 @@ PREFIX="$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"
@@ -56,16 +32,15 @@ MEDIA_DIR="$ROOT_DIR/media"
SOURCE_LIST="$ROOT_DIR/source.list"
if [ "$1" = "--reconfig" ] || [ "$1" = "--reconfigure" ]; then
if [ ! -f "config.cache" ]; then
if ! [ -f "config.cache" ]; then
echo "can't reconfigure, because never configured before"
exit 1
fi
# Make sure we don't lock config.cache
cat config.cache | sed 's@\\ @\\\\ @g' > cache.tmp
cat config.cache | sed 's/\\ /\\\\ /g' > cache.tmp
sh cache.tmp
RET=$?
rm -f cache.tmp
exit $RET
exit $?
fi
set_default
@@ -75,29 +50,27 @@ save_params
make_cflags_and_ldflags
EXE=""
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ] || [ "$os" = "OS2" ] || [ "$os" = "DOS" ] || [ "$os" = "WINCE" ]; then
if [ "$os" = "MINGW" ] || [ "$os" = "CYGWIN" ] || [ "$os" = "OS2" ] || [ "$os" = "WINCE" ]; then
EXE=".exe"
fi
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@"
PIPE_SORT="sed s/a/a/"
else
PIPE_SORT="$sort"
fi
if [ ! -f "$LANG_DIR/english.txt" ]; then
if ! [ -f "$LANG_DIR/english.txt" ]; then
echo "Languages not found in $LANG_DIR. Can't continue without it."
echo "Please make sure the dir exists and contains at least english.txt"
fi
# Read the source.list and process it
AWKCOMMAND='
SRCS="`< $ROOT_DIR/source.list tr '\r' '\n' | $awk '
{ }
/^( *)#end/ { if (deep == skip) { skip -= 1; } deep -= 1; next; }
/^( *)#else/ { if (deep == skip) { skip -= 1; } else if (deep - 1 == skip) { skip += 1; } next; }
@@ -109,27 +82,21 @@ AWKCOMMAND='
deep += 1;
if ($0 == "ALLEGRO" && "'$allegro_config'" == "") { next; }
if ($0 == "SDL" && "'$sdl_config'" == "") { next; }
if ($0 == "PNG" && "'$png_config'" == "") { next; }
if ($0 == "OSX" && "'$os'" != "OSX") { next; }
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" &&
"'$os'" != "HAIKU") { next; }
if ($0 == "BEOS" && "'$os'" != "BEOS") { next; }
if ($0 == "WIN32" && "'$os'" != "MINGW" &&
"'$os'" != "CYGWIN" && "'$os'" != "MSVC") { next; }
if ($0 == "MORPHOS" && "'$os'" != "MORPHOS") { next; }
"'$os'" != "CYGWIN" && "'$os'" != "MSVC" ) { next; }
if ($0 == "WINCE" && "'$os'" != "WINCE") { next; }
if ($0 == "MSVC" && "'$os'" != "MSVC") { next; }
if ($0 == "DIRECTMUSIC" && "'$with_direct_music'" == "0") { next; }
if ($0 == "LIBTIMIDITY" && "'$libtimidity'" == "" ) { next; }
if ($0 == "HAVE_THREAD" && "'$with_threads'" == "0") { next; }
if ($0 == "SSE" && "'$with_sse'" != "1") { next; }
if ($0 == "NO_THREADS" && "'$with_threads'" == "0") { next; }
skip += 1;
@@ -145,31 +112,23 @@ AWKCOMMAND='
print $0;
}
}
'
' | $PIPE_SORT`"
# Read the source.list and process it
# Please escape ALL " within ` because e.g. "" terminates the string in some sh implementations
SRCS="`< $ROOT_DIR/source.list tr '\r' '\n' | $awk \"$AWKCOMMAND\" | $PIPE_SORT`"
OBJS_C="` echo \"$SRCS\" | $awk ' { ORS = \" \" } /\.c$/ { gsub(\".c$\", \".o\", $0); print $0; }'`"
OBJS_CPP="`echo \"$SRCS\" | $awk ' { ORS = \" \" } /\.cpp$/ { gsub(\".cpp$\", \".o\", $0); print $0; }'`"
OBJS_MM="` echo \"$SRCS\" | $awk ' { ORS = \" \" } /\.mm$/ { gsub(\".mm$\", \".o\", $0); print $0; }'`"
OBJS_RC="` echo \"$SRCS\" | $awk ' { ORS = \" \" } /\.rc$/ { gsub(\".rc$\", \".o\", $0); print $0; }'`"
SRCS="` echo \"$SRCS\" | $awk ' { ORS = \" \" } { print $0; }'`"
OBJS_C="` echo \"$SRCS\" | $awk ' { ORS = " " } /\.c$/ { gsub(".c$", ".o", $0); print $0; }'`"
OBJS_CPP="`echo \"$SRCS\" | $awk ' { ORS = " " } /\.cpp$/ { gsub(".cpp$", ".o", $0); print $0; }'`"
OBJS_MM="` echo \"$SRCS\" | $awk ' { ORS = " " } /\.mm$/ { gsub(".mm$", ".o", $0); print $0; }'`"
OBJS_RC="` echo \"$SRCS\" | $awk ' { ORS = " " } /\.rc$/ { gsub(".rc$", ".o", $0); print $0; }'`"
SRCS="` echo \"$SRCS\" | $awk ' { ORS = " " } { print $0; }'`"
# In makefiles, we always use -u for sort
if [ -z "$sort" ]; then
sort="sed s@a@a@"
sort="sed s/a/a/"
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"
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.
An other 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

@@ -1,33 +1,20 @@
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
themselves without access to WT2 (translator2.openttd.org). Please note that
your compiled language file will only be compatible with the OpenTTD version
you have downloaded english.txt, the master language file, for. While this is
not always true, namely when changes in the code have not touched language
files, your safest bet is to assume this 'limitation'.
As a first step you need to compile strgen. This is as easy as typing
'make strgen'. You can download the precompile strgen from:
http://www.openttd.org/download-strgen
'make strgen'. You can also download a precompiled binary from a release,
nightly, etc.
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 +34,8 @@ 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

100
docs/Manual.txt Normal file
View File

@@ -0,0 +1,100 @@
Welcome to the manual for OpenTTD. The latest release version at the time of writing is 0.3.2.
1 Obtaining OpenTTD.
You can obtain built binaries of OpenTTD for the 4 supported platforms - Win32, Linux,-x86, BeOS 5 and MacOS-X from the projects Sourceforge page, at http://sourceforge.net/projects/openttd . For the non-Win32 builds you will need libSDL.so, libpng.so and zlib.so compiled for your platform. Some builds will include these.
If you use another platform, such as FreeBSD, which has POSIX file i/o and an SDL port, you should be able to build OpenTTD from its source. This is available in the proejcts Subversion repository at svn://svn.openttd.com . The module name is "trunk".
1.1 Building OpenTTD.
Once you have obtained a recent copy of the source, you must build it. Windows build instructions will be provided later.
On UNIX platforms (including OS-X and BeOS), ensure you have a recent GCC (2.9 or above, or 3 and above).You will also need SDL development headers and libraries (libSDL 1.2 or higher). For PNG screenshot support and zlib compressed games, you will need libpng 1.0.12 or higher and zlib 1.2 or higher.
Most UNIX platforms:
First run ./configure, them use make or gmake to compile OpenTTD. You can configure the different compile options via ./configure.
BeOS:
On BeOS, run ./configure and then use jam. There are a variaty of options you can pass to your build tool, these are reported by ./configure.
1.2 Installing OpenTTD.
On Windows, insert your "Transport Tycoon Deluxe for Windows 95" disk. You can use a DOS version, but your graphics will be purple. NB: Even if your version of Transport Tycoon Deluxe ran on Windows 95, it may still be the DOS version. Then run the OpenTTD installer.
On UNIX platforms; decompress your OpenTTD archive, or otherwise run the installer. You should be left with an OpenTTD directory on your system. In this directory, make a subdirectory called 'data', and into this place the sample.cat file and all the .grf files from the install CD of 'Transport Tycoon Deluxe for Windows 95".
(Alternatively you can use the TTD GRF files from the DOS version: TRG1.GRF, TRGC.GRF, TRGH.GRF, TRGI.GRF, TRGT.GRF. A few minor graphical glitches with the DOS graphics remain. E.g. the autorail button in the rail toolbar doesn't look as nice as with the Windows graphics.)
If you want MIDI music, copy the 'gm' folder from the original game directory/CD to the OpenTTD folder.
1.3 Running OpenTTD.
On Windows, you can use a third-party launcher such as OTTD-Launcher to run OpenTTD directly from Explorer. Otherwise, navigate via the command prompt to the correct location and launch ttd.exe.
On Linux, navigate at the shell to the correct location and run ttd.
On BeOS and Mac OS-X, just double click the ttd binary in the Tracker/Finder. You can also start from the shell.
1.4 Configuring OpenTTD
OpenTTD's launch menu contains three configuration menus - Difficulty Settings, Configure Patches and Game Settings. Most of these menus can be configured from within a running game as well.
Difficulty Settings lets you configure settings that affect the difficulty of playing the game. These include when your (computer-controlled) competitors can start building, how many of them there are, and how intelligent they are. You can also control how much the subsidy mutliplier is for subsidised routes, and how stable/volitile the in-game economy is. You can also set how you want the terrain to be configured in a random game.
Game Settings lets you set regional settings - currency, language, town names, etc. It also lets you select the resolution to run the game at, as well as the screenshot format to use.
Configure Patches lets you select which patches to use in the game. This allows you to set the game play to either original Transport Tycoon Deluxe compatible mode or a mode more like playing under TTD-Patch. Patches include building on slopes, longer bridges, longer trains, pre-signals, and TTD-Patch compatible handling of non-stop orders.
2.1 Gameplay
This section of the manual is written with the assumption that you already know the gameplay basics of Transport Tycoon Deluxe, on either DOS or Windows. As you must have the Windows Transport Tycoon Deluxe CD to play OpenTTD, you should either have a paper manual or the complete manual in PDF format on the disk. This section will only cover the gameplay differences from Transport Tycoon Deluxe.
2.2 Station Construction
In OpenTTD, you can build rail stations up to seven squares long and with up to seven platforms. You can also have stations spreading across far larger distances, allowing a large rail station to be connected to a large airport, for instance.
However, there is an even more noticable difference in rail station construction. You may now add platforms and lenght to a station after it has been built, and you may also add platforms of a different type. Users of TTDPatch will be used to this behaviour. But beyond what TTDPatch has, you can make stations of uneven lenght/width, and even ones with perpendicular tracks. You can also delete single tiles or tracks from a station, by holding down Shift before pressing the station construction button.
2.3 Checkpoint Stations
Checkpoint stations (the small blue item in the rail construction window) are small 1x1 stations. They must be built on top of pre-existing track. They do not accept or produce carge of any kind. They exist solely for use as route points. They become useful when dealing with large networks where trains may attempt to route themselves along undesirable or impossible routes. As an alternative to checkpoint stations, you can also direct trains to visit depots along the way. This has the advantage of also servicing the train and hence the train will rarely to never need to depart from its route to be serviced.
2.4 Freeform Rail Laying.
Along side the other rail laying buttons, you will see a button that looks somewhat like a crossing. This is the freeform rail laying tool., and it allows you to drag rail in any direction to lay it. This has a number of advantages, one of the main ones being that it can seriously speed up the laying of diagonal tracks.
2.5 Vehicle Queuing (with Quantum Effects)
This useful addition to OpenTTD means that road vehicles will queue outside a road station to wait for a space rather than attempt to enter it immediately. As anyone who has operated a large road network with busy stations will know, road vehicles quickly pile up inside stations. This will prevent that. The Quantum Effects are down to a bug in the game that means that mutliple vehicles will often only take up one space in the queue. However, this is almost too useful to fix, and should still be there in later versions. This can be enabled/disabled.
2.6 Building On Slopes
This allows you to build roads, rails, stations and depots on slopes. It also allows the construction of trasmitters and lighthouses on slopes in the scenario editor. There are some minor differences between OpenTTD's and TTD-Patch's handling of building on slopes, the main one being that bridges must still have solid land at their endings.
2.7 Long Bridges
OpenTTD allows you to constuct bridges up to 127 squares - half the size of the current map. This means that the crossing of large estuaries, such at the Bristol Channel in the original "West Country 90210" scenario can be acheived with one bridge instead of many bridges with staging points.
2.8 Long trains
OpenTTD allows trains of around 60 cars length, hence allowing you to use 7 square stations to their capacity and beyond.
2.9 Speed Display
This addition to OpenTTD allows you to see the current speed of any vehicle in their status window. Just open the status window of a vehicle and you can see the speed at that given moment. This allows you to see wheter better bridges, flatter/straighter track or more powerful engines could be used to increase the speed of a vehicle
2.10 More Trains, More Ships, More Everything!
Virtually any settings - train numbers, start date, what vehicles your competitors can use, etc - can be set in OpenTTD. Just use the Configure Patches menu on the main screen.
2.11 Network Play
See multiplayer.txt for more info.
2.12 Rail Recycling.
This button, at the end of the train construction window, lets you 'recycle' track to a new type. It also works on bridges, tunnels, stations and depots.
2.13 Canal Building
This button, at the end of the water construction window, lets you build canals and shiplifts across the landscape. These act just like normal water.

View File

@@ -0,0 +1,23 @@
To install OpenTTD, you should drag the game to any location you want and in that folder, you should create a folder called "data". It should contain:
sample.cat
trg1r.grf
trgcr.grf
trghr.grf
trgir.grf
trgtr.grf
(Alternatively you can use the TTD GRF files from the DOS version: TRG1.GRF, TRGC.GRF, TRGH.GRF, TRGI.GRF, TRGT.GRF. A few minor graphical glitches with the DOS graphics remain. E.g. the autorail button in the rail toolbar doesn't look as nice as with the Windows graphics.)
You should also use the data folder to add any custom grf files if you like
if you want music, you can add a GM folder and add all .gm files from TTD inside it
If you want to use the scenarios, you can copy the scenario folder as well. If you already have one, just copy the content so you don't overwrite old ones that have been removed.
In the end, you should have a folder containing:
OpenTTD (the actual game)
data (containing the grf files)
GM (optional for music)
scenario (optional pregenerated maps)
The game adds some items by itself when it runs, like a save folder and a setting file

View File

@@ -1,5 +1,5 @@
Compiling OpenTTD using Microsoft Visual C++
Last updated: 2010-01-03
January 2, 2007
--------------------------------------------
PLEASE READ THE ENTIRE DOCUMENT BEFORE DOING ANY ACTUAL CHANGES!!
@@ -10,7 +10,7 @@ OpenTTD includes projects for MSVC 2005.NET and MSVC 2008.NET. Both will
compile out of the box, providing you have the required libraries/headers;
which ones, see below. There is no support for VS6 or MSVC 2002, or
MSVC 2003.NET. You are therefore strongly encouraged to either upgrade to
MSVC 2008 Express (free) or use GCC.
MSVC 2005 Express (free) or use GCC.
1) REQUIRED FILES
@@ -20,7 +20,7 @@ downloading; mostly because the DirectX SDK and Platform SDK are about
500MB each.
Download the following files:
* openttd-useful.zip (http://binaries.openttd.org/extra/openttd-useful/)
* openttd-useful.zip (http://sf.net/project/showfiles.php?group_id=103924&package_id=114307)
* DirectX 8.1 SDK (http://neuron.tuke.sk/~mizanin/eng/Dx81sdk-include-lib.rar) (or alternatively the latest DirectX SDK from Microsoft)
* MS Windows Platform SDK (http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&displaylang=en)
* afxres.h (http://www-d0.fnal.gov/d0dist/dist/packages/d0ve/devel/windows/AFXRES.H)
@@ -29,23 +29,23 @@ Download the following files:
You need an SVN-client to download the source from subversion:
* CLI Subversion (http://subversion.tigris.org/)
* GUI TortoiseSVN (http://tortoisesvn.tigris.org/)
* CLI Subversion (http://subversion.tigris.org/servlets/ProjectDocumentList?folderID=91)
* GUI TortoiseSVN (http://tortoisesvn.tigris.org/download.html)
2) INCLUDES AND LIBRARIES
-------------------------
Put the newly downloaded files in the VC lib\ and include\ directories; where
"C:\Program Files\Microsoft Visual Studio 9.0\VC" is your location of Visual C.
"C:\Program Files\Microsoft Visual Studio 8\VC" is your location of Visual C.
If you are compiling for an x64 system, use the include\ and lib\ directories
from the win64/ folder.
* openttd-useful.zip\include\*
* afxresh.h
to > C:\Program Files\Microsoft Visual Studio 9.0\VC\Include
to > C:\Program Files\Microsoft Visual Studio 8\VC\Include
* openttd-useful.zip\lib\*
to > C:\Program Files\Microsoft Visual Studio 9.0\VC\Lib
to > C:\Program Files\Microsoft Visual Studio 8\VC\Lib
Custom directories might be recommended, check 2.2)
@@ -76,7 +76,14 @@ list, above all others, otherwise compilation will most likely fail!!
3) TTD GRAPHICS FILES
---------------------
See section 4.1 of readme.txt for the required 3rdparty files and how to install them.
Copy the following files from Transport Tycoon Deluxe to the bin/data folder
* sample.cat
* trg1r.grf
* trgcr.grf
* trghr.grf
* trgir.grf
* trgtr.grf
4) COMPILING
@@ -105,4 +112,4 @@ to ask about reasons; or just wait. The problem will most likely solve itself
within a few days as the problem is noticed and fixed.
An up-to-date version of this README can be found on the wiki:
http://wiki.openttd.org/Microsoft_Visual_C%2B%2B_2008_Express_Editions
http://wiki.openttd.org/index.php/MicrosoftVisualCExpress

View File

@@ -1,219 +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 one or more ADMIN_PACKET_SERVER_RCON packets.
Finally an ADMIN_PACKET_ADMIN_RCON_END packet will be sent. 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.
Note that when content is queried or updated via rcon, the processing
happens asynchronously. But the ADMIN_PACKET_ADMIN_RCON_END packet is sent
already right after the content is requested as there's no immediate output.
Thus other packages and the output of content rcon command may be sent at
an arbitrary later time, mixing into the output of other console activity,
e.g. also of possible subsequent other rcon commands sent.
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.

View File

@@ -1,262 +0,0 @@
Some explanations about Desyncs
Last updated: 2014-02-23
------------------------------------------------------------------------
Table of contents
-----------------
1.0) Desync theory
* 1.1) OpenTTD multiplayer architecture
* 1.2) What is a Desync and how is it detected
* 1.3) Typical causes of Desyncs
2.0) What to do in case of a Desync
* 2.1) Cache debugging
* 2.2) Desync recording
3.0) Evaluating the Desync records
* 3.1) Replaying
* 3.2) Evaluation the replay
* 3.3) Comparing savegames
1.1) OpenTTD multiplayer architecture
---- --------------------------------
OpenTTD has a huge gamestate, which changes all of the time.
The savegame contains the complete gamestate at a specific point
in time. But this state changes completely each tick: Vehicles move
and trees grow.
However, most of these changes in the gamestate are deterministic:
Without a player interfering a vehicle follows its orders always
in the same way, and trees always grow the same.
In OpenTTD multiplayer synchronisation works by creating a savegame
when clients join, and then transfering that savegame to the client,
so it has the complete gamestate at a fixed point in time.
Afterwards clients only receive 'commands', that is: Stuff which is
not predictable, like
- player actions
- AI actions
- GameScript actions
- Admin Port command
- rcon commands
- ...
These commands contain the information on how to execute the command,
and when to execute it. Time is measured in 'network frames'.
Mind that network frames to not match ingame time. Network frames
also run while the game is paused, to give a defined behaviour to
stuff that is executing while the game is paused.
The deterministic part of the gamestate is run by the clients on
their own. All they get from the server is the instruction to
run the gamestate up to a certain network time, which basically
says that there are no commands scheduled in that time.
When a client (which includes the server itself) wants to execute
a command (i.e. a non-predictable action), it does this by
- calling DoCommandP resp. DoCommandPInternal
- These functions first do a local test-run of the command to
check simple preconditions. (Just to give the client an
immediate response without bothering the server and waiting for
the response.) The test-run may not actually change the
gamestate, all changes must be discarded.
- If the local test-run succeeds the command is sent to the server.
- The server inserts the command into the command queue, which
assigns a network frame to the commands, i.e. when it shall be
executed on all clients.
- Enhanced with this specific timestamp, the command is send to all
clients, which execute the command simultaneously in the same
network frame in the same order.
1.2) What is a Desync and how is it detected
---- ---------------------------------------
In the ideal case all clients have the same gamestate as the server
and run in sync. That is, vehicle movement is the same on all
clients, and commands are executed the same everywhere and
have the same results.
When a Desync happens, it means that the gamestates on the clients
(including the server) are no longer the same. Just imagine
that a vehicle picks the left line instead of the right line at
a junction on one client.
The important thing here is, that noone notices when a Desync
occurs. The desync client will continue to simulate the gamestate
and execute commands from the server. Once the gamestate differs
it will increasingly spiral out of control: If a vehicle picks a
different route, it will arrive at a different time at a station,
which will load different cargo, which causes other vehicles to
load other stuff, which causes industries to notice different
servicing, which causes industries to change production, ...
the client could run all day in a different universe.
To limit how long a Desync can remain unnoticed, the server
transfers some checksums every now and then for the gamestate.
Currently this checksum is the state of the random number
generator of the game logic. A lot of things in OpenTTD depend
on the RNG, and if the gamestate differs, it is likely that the
RNG is called at different times, and the state differs when
checked.
The clients compare this 'checksum' with the checksum of their
own gamestate at the specific network frame. If they differ,
the client disconnects with a Desync error.
The important thing here is: The detection of the Desync is
only an ultimate failure detection. It does not give any
indication on when the Desync happened. The Desync may after
all have occured long ago, and just did not affect the checksum
up to now. The checksum may have matched 10 times or more
since the Desync happend, and only now the Desync has spiraled
enough to finally affect the checksum. (There was once a desync
which was only noticed by the checksum after 20 game years.)
1.3) Typical causes of Desyncs
---- -------------------------
Desyncs can be caused by the following scenarios:
- The savegame does not describe the complete gamestate.
- Some information which affects the progression of the
gamestate is not saved in the savegame.
- Some information which affects the progression of the
gamestate is not loaded from the savegame.
This includes the case that something is not completely
reset before loading the savegame, so data from the
previous game is carried over to the new one.
- The gamestate does not behave deterministic.
- Cache mismatch: The game logic depends on some cached
values, which are not invalidated properly. This is
the usual case for NewGRF-specific Desyncs.
- Undefined behaviour: The game logic performs multiple
things in an undefined order or with an undefined
result. E.g. when sorting something with a key while
some keys are equal. Or some computation that depends
on the CPU architecture (32/64 bit, little/big endian).
- The gamestate is modified when it shall not be modified.
- The test-run of a command alters the gamestate.
- The gamestate is altered by a player or script without
using commands.
2.1) Cache debugging
---- ---------------
Desyncs which are caused by inproper cache validation can
often be found by enabling cache validation:
- Start OpenTTD with '-d desync=2'.
- This will enable validation of caches every tick.
That is, cached values are recomputed every tick and compared
to the cached value.
- Differences are logged to 'commands-out.log' in the autosave
folder.
Mind that this type of debugging can also be done in singleplayer.
2.2) Desync recording
---- ----------------
If you have a server, which happens to encounter Desyncs often,
you can enable recording of the gamestate alterations. This
will later allow the replay the gamestate and locate the Desync
cause.
There are two levels of Desync recording, which are enabled
via '-d desync=2' resp. '-d desync=3'. Both will record all
commands to a file 'commands-out.log' in the autosave folder.
If you have the savegame from the start of the server, and
this command log you can replay the whole game. (see Section 3.1)
If you do not start the server from a savegame, there will
also be a savegame created just after a map has been generated.
The savegame will be named 'dmp_cmds_*.sav' and be put into
the autosave folder.
In addition to that '-d desync=3' also creates regular savegames
at defined spots in network time. (more defined than regular
autosaves). These will be created in the autosave folder
and will also be named 'dmp_cmds_*.sav'.
These saves allow comparing the gamestate with the original
gamestate during replaying, and thus greatly help debugging.
However, they also take a lot of disk space.
3.1) Replaying
---- ---------
To replay a Desync recording, you need these files:
- The savegame from when the server was started, resp.
the automatically created savegame from when the map
was generated.
- The 'commands-out.log' file.
- Optionally the 'dmp_cmds_*.sav'.
Put these files into a safe spot. (Not your autosave folder!)
Next, prepare your OpenTTD for replaying:
- Get the same version of OpenTTD as the original server was running.
- Uncomment/enable the define 'DEBUG_DUMP_COMMANDS' in
'src/network/network_func.h'.
- Put the 'commands-out.log' into the root save folder, and rename
it to 'commands.log'.
- Run 'openttd -D -d desync=3 -g startsavegame.sav'.
This replays the server log and creates new 'commands-out.log'
and 'dmp_cmds_*.sav' in your autosave folder.
3.2) Evaluation the replay
---- ---------------------
The replaying will also compare the checksums which are part of
the 'commands-out.log' with the replayed gamestate.
If they differ, it will trigger a 'NOT_REACHED'.
If the replay succeeds without mismatch, that is the replay reproduces
the original server state:
- Repeat the replay starting from incrementally later 'dmp_cmds_*.sav'
while truncating the 'commands.log' at the beginning appropriately.
The 'dmp_cmds_*.sav' can be your own ones from the first reply, or
the ones from the original server (if you have them).
(This simulates the view of joining clients during the game.)
- If one of those replays fails, you have located the Desync between
the last dmp_cmds that reproduces the replay and the first one
that fails.
If you have the original 'dmp_cmds_*.sav', you can also compare those
savegames with your own ones from the replay. You can also comment/disable
the 'NOT_REACHED' mentioned above, to get another 'dmp_cmds_*.sav' from
the replay after the mismatch has already been detected.
See Section 3.2 on how to compare savegames.
If the saves differ you have located the Desync between the last dmp_cmds
that match and the first one that does not. The difference of the saves
may point you in the direction of what causes it.
If the replay succeeds without mismatch, and you do not have any
'dmp_cmd_*.sav' from the original server, it is a lost case.
Enable creation of the 'dmp_cmd_*.sav' on the server, and wait for the
next Desync.
Finally, you can also compare the 'commands-out.log' from the original
server with the one from the replay. They will differ in stuff like
dates, and the original log will contain the chat, but otherwise they
should match.
3.2) Comparing savegames
---- -------------------
The binary form of the savegames from the original server and from
your replay will always differ:
- The savegame contains paths to used NewGRF files.
- The gamelog will log your loading of the savegame.
- The savegame data of AIs and the Gamescript will differ.
Scripts are not run during the replay, only their recorded commands
are replayed. Their internal state will thus not change in the
replay and will differ.
To compare savegame more semantically, there exist some ugly hackish
tools at:
http://devs.openttd.org/~frosch/texts/zpipe.c
http://devs.openttd.org/~frosch/texts/printhunk.c
The first one decompresses OpenTTD savegames. The second one creates
a textual representation of an uncompressed savegame, by parsing hunks
and arrays and such. With both tools you need to be a bit careful
since they work on stdin and stdout, which may not deal well with
binary data.
If you have the textual representation of the savegames, you can
compare them with regular diff tools.

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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>
<p>Seven 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>" and "<span style="font-weight: bold;">m6</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 players (human or AI) or "Game entities".
They are identified using:
<table border="1">
<tr><td><tt>00</tt>&nbsp; </td><td align=left>current player</td></tr>
<tr><td><tt>01..08</tt>&nbsp; </td><td align=left>AI or network players</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>
@@ -104,11 +78,9 @@
<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>
<li>m4 bits 4..2: same as 7..5, but for the SE border</li>
<li>m5 bits 7..5: update counter, incremented on every periodic processing for tile types,
@@ -197,7 +169,6 @@
</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>
@@ -211,8 +182,8 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> of the tile</li>
<li>m2: see signals</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the tile</li>
<li>m2: see waypoint and signals</li>
<li>m3 bits 7..4: see signals</li>
<li>m3 bits 3..0 = <a name="TrackType">track type</a>:
<table>
@@ -405,40 +376,30 @@
</tr>
</table>
<ul>
<li>m2 bit 7: Signal 0 and 1: set = semaphore signals, clear = light signals</li>
<li>m2 bit 3: Signal 2 and 3: set = semaphore signals, clear = light signals</li>
<li>m2 bits 6..4: type of signal 0 and 1 (same values as m2 bits 2..0)</li>
<li>m2 bits 2..0: type of signal 2 and 3
<li>m2 bit 6: Signal 0 and 1: set = semaphore signals, clear = light signals</li>
<li>m2 bit 2: Signal 2 and 3: set = semaphore signals, clear = light signals</li>
<li>m2 bits 5..4: type of signal 0 and 1 (same values as m2 bits 1..0)</li>
<li>m2 bits 1..0: type of signal 2 and 3
<table>
<tr>
<td nowrap="nowrap" valign="top"><tt>000</tt>: </td>
<td nowrap="nowrap" valign="top"><tt>00</tt>: </td>
<td align="left">normal signals</td>
</tr>
<tr>
<td nowrap="nowrap" valign="top"><tt>001</tt>: </td>
<td nowrap="nowrap" valign="top"><tt>01</tt>: </td>
<td align="left">pre-signals</td>
</tr>
<tr>
<td nowrap="nowrap" valign="top"><tt>010</tt>: </td>
<td nowrap="nowrap" valign="top"><tt>10</tt>: </td>
<td align="left">exit-signals</td>
</tr>
<tr>
<td nowrap="nowrap" valign="top"><tt>011</tt>: </td>
<td nowrap="nowrap" valign="top"><tt>11</tt>: </td>
<td align="left">combo-signals</td>
</tr>
<tr>
<td nowrap="nowrap" valign="top"><tt>100</tt>: </td>
<td align="left">pbs signals</td>
</tr>
<tr>
<td nowrap="nowrap" valign="top"><tt>101</tt>: </td>
<td align="left">no-entry signals</td>
</tr>
</table>
</li>
@@ -446,44 +407,28 @@
<li>m4 bits 7..4: bit clear = signal 3..0 shows red</li>
</ul>
</li>
<li>m2 bits 8..10: track reserved for pbs
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
<td>not reserved</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp; </td>
<td>X direction</td>
</tr>
<tr>
<td><tt>2</tt>&nbsp; </td>
<td>Y direction</td>
</tr>
<tr>
<td><tt>3</tt>&nbsp; </td>
<td>north corner (W-E)</td>
</tr>
<tr>
<td><tt>4</tt>&nbsp; </td>
<td>south corner (W-E)</td>
</tr>
<tr>
<td><tt>5</tt>&nbsp; </td>
<td>west corner (N-S)</td>
</tr>
<tr>
<td><tt>6</tt>&nbsp; </td>
<td>east corner (N-S)</td>
</tr>
</table>
</ul>
</li>
<li>m5 bit 7 set, bit 6 clear: checkpoint
<ul>
<li>m2: index into the array of waypoints.</li>
<li>m5 bit 0:
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
<td>in X direction</td>
</tr>
<tr>
<td><tt>1</tt>&nbsp; </td>
<td>in Y direction</td>
</tr>
</table>
</li>
<li>m2 bit 11: opposite track is reserved, too</li>
</ul>
</li>
<li>m5 bit 7 set, bit 6 set: railway depot
<ul>
<li>m2: Depot index</li>
<li>m5 bits 1..0: exit towards
<table>
<tr>
@@ -507,7 +452,6 @@
</tr>
</table>
</li>
<li>m5 bit 4: pbs reservation state</li>
</ul>
</li>
<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
@@ -524,9 +468,8 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if there is no town or we are creating a town)</li>
<li>m7 bit 5 set = on snow or desert</li>
<li>m7 bits 7..6: present road types
<li>m3 bit 7 set = on snow or desert</li>
<li>m7 bits 7..5: present road types
<table>
<tr>
<td>bit 0&nbsp; </td>
@@ -537,12 +480,17 @@
<td>bit 1&nbsp; </td>
<td>tram</td>
</tr>
<tr>
<td>bit 2&nbsp; </td>
<td>reserved</td>
</tr>
</table>
</li>
<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 bits 7 clear: road or level-crossing
<ul>
<li>m6 bits 5..3:
<li>m2: Index into the array of towns, 0 for non-town roads</li>
<li>m3 bits 6..4:
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
@@ -574,11 +522,13 @@
</tr>
</table>
</li>
<li>m5 bits 3..0: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>)
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of road type 2 (reserved)
<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>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:
<li>m1: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
<li>m3 bits 3..0: counter for the roadworks</li>
<li>m4 bits 3..0: road layout road type 0 (normal road): bit set = road piece present:
<table>
<tr>
<td align=left>bit 0: </td>
@@ -598,7 +548,8 @@
</tr>
</table>
</li>
<li>m3 bits 0..3: road layout road type 1 (tram)</li>
<li>m4 bits 7..4: road layout road type 1 (tram)</li>
<li>m6 bits 5..2: road layout road type 2 (reserved)</li>
<li>m5 bits 5..4: bits to disallow vehicles to go a specific direction
<table>
<tr>
@@ -615,9 +566,9 @@
</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
<li>m4 bit 6: direction
<table>
<tr>
<td align=left><tt>0</tt>&nbsp; </td>
@@ -629,18 +580,16 @@
</tr>
</table>
</li>
<li>m5 bit 5: set if crossing lights are on</li>
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
<li>m5 bit 4: pbs reservation state</li>
<li>m4 bit 5: set if crossing lights are on</li>
<li>m4 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
</ul>
</li>
</ul>
</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>m2: Depot index</li>
<li>m5 bits 1..0: exit towards:
<li>m1: <a href="#OwnershipInfo">owner</a> of the depot</li>
<li>m5 bits 3..0: exit towards:
<table>
<tr>
<td><tt>0</tt>&nbsp; </td>
@@ -663,7 +612,6 @@
</tr>
</table>
</li>
<li>m7 bits 4..0: <a href="#OwnershipInfo">owner</a> of the road type 0 (normal road)</li>
</ul>
</li>
<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
@@ -686,7 +634,7 @@
<ul>
<li> set : House is complete
<ul>
<li>m5 : Age of house in years, clamped at 255</li>
<li>m5 : year of house construction (relative to 1920); clamped to 0..255 (1920..2175)</li>
</ul>
</li>
<li> clear : House is in construction
@@ -698,7 +646,7 @@
</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>
@@ -706,7 +654,7 @@
<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
@@ -721,7 +669,7 @@
<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)
@@ -737,7 +685,7 @@
</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>
@@ -752,8 +700,9 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
<li>m2 bits 8..6: ground
<li>m1: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
<li>m2 bits 7..6: ground density
<li>m2 bits 5..4: ground
<table>
<tr>
@@ -775,14 +724,8 @@
<td align=left><tt>3</tt>&nbsp; </td>
<td>on shore (density must be 3)</td>
</tr>
<tr>
<td align=left><tt>4</tt>&nbsp; </td>
<td>on snow with rough land underneed</td>
</tr>
</table>
</li>
<li>m2 bits 5..4: ground density</li>
<li>m2 bits 3..0: update counter, incremented on every periodic processing.<br>
on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li>
<li>m3 bits 7..0: type of trees:
@@ -819,6 +762,8 @@
</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">
@@ -849,12 +794,12 @@
<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: <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 7..4: persistent random data for newstations</li>
<li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway stations</li>
<li>m3 bits 2..0: present road types for road stops</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>
@@ -882,29 +827,13 @@
</tr>
<tr>
<td nowrap valign=top><tt>00</tt>..<tt>01</tt></td>
<td align=left>waypoints
<table>
<tr>
<td><tt>00</tt>&nbsp; </td>
<td align=left>in X direction</td>
</tr>
<tr>
<td><tt>01</tt>&nbsp; </td>
<td align=left>in Y direction</td>
</tr>
</table>
</td>
</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>
<tr>
<td nowrap valign=top><tt>00</tt>..<tt>05</tt>&nbsp; </td>
<td align=left>road stops
<td align=left>road stops:
<table>
<tr>
<td><tt>00</tt>&nbsp; </td>
@@ -967,13 +896,9 @@
</tr>
</table>
</li>
<li>m6 bits 5..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy, waypoint)</li>
<li>m6 bit 2: pbs reservation state for railway stations/waypoints</li>
<li>m6 bits 5..3: the station type (rail, airport, truck, bus, oilrig, dock, buoy)</li>
<li>m6 bit 2: 1 when a drive through road stop is built over a town owned road, otherwise 0</li>
<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>
</ul>
</td>
</tr>
@@ -986,9 +911,8 @@
<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>m2: Depot index (for depots only)</li>
<li>m1: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</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>
@@ -1110,14 +1034,13 @@
<ul>
<li>m1 bit 7: clear = under construction
<ul>
<li>m1 bits 6..5 : Water class (sea, canal, river or land)
<li>m1 bits 3..2: construction counter, for buildings under construction incremented on every periodic tile processing</li>
<li>m1 bits 1..0: stage of construction (<tt>3</tt> = completed), incremented when the construction counter wraps around<br>
the meaning is different for some animated tiles which are never under construction (types <tt>01</tt>, <tt>1E</tt>..<tt>20</tt>, <tt>30</tt>, <tt>58</tt>; see above)</li>
</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>
@@ -1134,7 +1057,7 @@
<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>
@@ -1150,7 +1073,7 @@
</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>
@@ -1193,7 +1116,7 @@
</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>
@@ -1224,7 +1147,7 @@
</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>
@@ -1264,7 +1187,7 @@
</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>
@@ -1359,7 +1282,7 @@
<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>
@@ -1389,7 +1312,7 @@
</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>
@@ -1427,7 +1350,7 @@
<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>
@@ -1440,14 +1363,15 @@
<td valign=top nowrap>&nbsp;</td>
<td>
<ul>
<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a></li>
<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of tram</li>
<li>m1: <a href="#OwnershipInfo">owner</a></li>
<li>m2 bits 7..4: see bridge ramp</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>
<li>m3 bits 2..0: present road types for road</li>
<li>m4 bit 7 set = on snow or desert</li>
<li>m5 bits 7 clear: tunnel entrance/exit</li>
<li>m5 bit 7 set: bridge ramp
<ul>
<li>m6 bits 5..2: <a name="BridgeType">bridge type</a>:
<li>m2 bits 7..4: <a name="BridgeType">bridge type</a>:
<table>
<tr>
<th align=left>Type&nbsp;</th>
@@ -1547,12 +1471,6 @@
<td><tt>1</tt>&nbsp;</td>
<td>road</td>
</tr>
<tr>
<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>
@@ -1579,29 +1497,54 @@
</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 bits 4..0: <a href="#OwnershipInfo">owner</a> of road</li>
<li>m7 bit 5 set = on snow or desert</li>
<li>m7 bits 7..6: present road types for road</li>
</ul>
</td>
</tr>
<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>
<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, bits 0 to 15 (upper bits in m5)</li>
<li>m3: random bits</li>
<li>m5: index into the array of objects, bits 16 to 23 (lower bits in m2)</li>
<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>m5: tile type:
<table>
<tr>
<td nowrap valign=top><tt>00</tt>&nbsp; </td>
<td align=left>transmitter</td>
</tr>
<tr>
<td nowrap valign=top><tt>01</tt>&nbsp; </td>
<td align=left>lighthouse</td>
</tr>
<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>
<td nowrap valign=top><tt>03</tt>&nbsp; </td>
<td align=left>company-owned land</td>
</tr>
<tr>
<td nowrap valign=top><tt>80</tt>..<tt>93</tt>&nbsp; </td>
<td align=left>company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance)</td>
</tr>
</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 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
<li>m7: animation counter</li>
</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">OOOO 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">OOOO</span> 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 rowspan=4>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="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="option">~~~</span>X XXXX</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></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>
@@ -101,8 +101,8 @@ the array so you can quickly see what is used and what is not.
<td class="caption">rail with signals</td>
<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"><span class="free">OOOO OOOO O</span>XXX <span class="free">O</span>XXX</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>
@@ -112,10 +112,21 @@ the array so you can quickly see what is used and what is not.
<td class="caption">depot</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits"><span class="free">OOOO</span> <span class="option">~~</span>XX</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">XX<span class="free">OO OO</span>XX</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">waypoint</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX XXXX XXXX</td>
<td class="bits"><span class="free">OOOO</span> <span class="option">~~</span>XX</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits"><span class="free">OOOO</span> XXXX</td>
<td class="bits">XX<span class="free">O</span>X <span class="free">OO</span>XX</td>
<td class="bits">XX<span class="free">OO OOO</span>X</td>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
</tr>
@@ -123,35 +134,35 @@ 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>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX X<span class="free">O</span>XX</td>
<td class="bits">XXX<span class="free">O</span> XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
</tr>
<tr>
<td class="caption">level crossing</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX <span class="option">~~</span>XX</td>
<td class="bits"><span class="free">O</span>XXX XXXX</td>
<td class="bits">XX<span class="free">OO</span> XXXX</td>
<td class="bits">XX<span class="free">OO OO</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>
<td class="bits">XXXX XXXX</td>
</tr>
<tr>
<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 <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OOOO OOOO OOOO OOOO</span></td>
<td class="bits">X<span class="free">OOO 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>
<td class="bits">XX<span class="free">OO OO</span>XX</td>
<td class="bits">XXX<span class="free">O</span> XXXX</td>
<td class="bits">XXX<span class="free">O OOOO</span></td>
</tr>
<tr>
<td>3</td>
@@ -159,7 +170,7 @@ 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>
@@ -169,55 +180,44 @@ 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="free">OOOO OOO</span>X XXXX XXXX</td>
<td class="bits"><span class="option">~~~~ ~~~~</span></td>
<td class="bits"><span class="free">OOOO OOOO</span> 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>
</tr>
<tr>
<td rowspan=7>5</td>
<td rowspan=6>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 <span class="option">~~</span>XX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">XXXX XXXX</td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits">XXXX XXXX</td>
</tr>
<tr>
<td class="caption">rail waypoint</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</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>
</tr>
<tr>
<td class="caption">road stop</td>
<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="free">OOOO O</span>XXX</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">XX<span class="free">O</span>X XXXX</td>
<td class="bits"><span class="free">OO</span>XX XXXX</td>
<td class="bits"><span class="free">OOOO OOOO</span></td>
</tr>
<tr>
<td class="caption">dock</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>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>
@@ -282,8 +282,8 @@ the array so you can quickly see what is used and what is not.
<td class="caption">shipdepot</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 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">X<span class="free">OOO</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>
@@ -305,36 +306,47 @@ 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"><span class="free">OOOO OOOO</span></td>
<td class="bits">X<span class="free">OO</span>X XXXX</td>
<td class="bits"><span class="free">OOOO</span> <span class="option">~</span><span class="abuse">XXX</span></td>
<td class="bits">X<span class="free">OOO OOOO</span></td>
<td class="bits">X<span class="free">OOO</span> <span class="option">~</span>XXX</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>bridge ramp</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">-inherit-</td>
<td class="bits">XXXX XXXX</td>
<td class="bits">-inherit-</td>
<td class="bits"><span class="free">OOOO OOOO</span> XXXX <span class="free">OOOO</span></td>
<td class="bits"><span class="free">OOOO</span> <span class="option">~</span><span class="abuse">XXX</span></td>
<td class="bits">X<span class="free">OOO OOOO</span></td>
<td class="bits">X<span class="free">OOO</span> <span class="option">~</span>XXX</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=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">OOOO OOOO</span></td>
<td class="bits">XXXX XXXX</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>
<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

@@ -1,30 +0,0 @@
Some clarifications about the link graph
----------------------------------------
InitializeLinkGraphs joins all threads, so if the game is abandoned
with some threads still running, they're joined as soon as the next game
(possibly the title game) is started. See also InitializeGame.
The MCF (multi-commodity flow) algorithm can be quite CPU-hungry as it's
NP-hard and takes exponential time (though with a very small constant
factor) in the number of nodes.
This is why it is run in a separate thread where possible. However after
some time the thread is joined and if it hasn't finished by then the game
will hang. This problem gets worse if we are running on a platform without
threads. However, as those are usually the ones with less CPU power I
assume the contention for the CPU would make the game hard to play even
with threads or even without cargodist (autosave ...). I might be wrong,
but I won't put any work into this before someone shows me some problem.
You can configure the link graph recalculation time. A link graph
recalculation time of X days means that each link graph job has X days
to run before it is joined. The downside is that the flow stats won't be
updated before the job is finished and thus a high value means less
updates and longer times until changes in capacities are accounted for.
If you play a very large map with a complicated link graph you may want to
raise the time setting to avoid lags. The same holds for systems with slow
CPUs.
Another option to avoid excessive lags is to reduce the accuracy of link
graph calculations. Generally the accuracy is inversely correlated to the
CPU requirements of the MCF algorithm.

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

@@ -1,85 +0,0 @@
;
; Example file for the OpenTTD Base Graphics replacement sets.
; This file consists of basically two different parts:
; * metadata
; * information about the files
;
; Metadata contains information about the name, version and palette
; of the graphics set.
;
; == Getting started ==
; - you can't add comments after values
; - you have to fill the MD5 checksum for each file
; - you may not miss any of the metadata or files items
; - `openttd -h` lists all graphics replacements sets it found to be correct
; - `openttd -d grf=1` shows warnings/errors when parsing an .obg file
; - `openttd -I <name>` starts OpenTTD with the given set (case sensitive)
; - adding `graphicsset = <name>` to the misc section of openttd.cfg makes
; OpenTTD start with that graphics set by default
; - there is a command line tool for all platforms called md5sum that can
; create the MD5 checksum you need.
; - all files specified in this file are search relatively to the path where
; this file is found, i.e. if the graphics files are in a subdir you have
; to add that subdir to the names in this file to! It will NOT search for
; a file named like specified in here.
[metadata]
; the name of the pack, preferably less than 16 characters
name = example
; the short name (4 characters), used to identify this set
shortname = XMPL
; the version of this graphics set (read as single integer)
version = 0
; a fairly short description of the set
; By adding '.<iso code>' you can translate the description.
; Note that OpenTTD first tries the full ISO code, then the first
; two characters and then uses the fallback (no '.<iso code>').
; The ISO code matching is case sensitive!
; So en_US will be used for en_GB if no en_GB translation is added.
; As a result the below example has 'howdie' for en_US and en_GB but
; 'foo' for all other languages.
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.
[files]
; GRF file with the base sprites
base = TRG1.GRF
; GRF file with logos, original terrain generator sprites
logos = TRGI.GRF
; GRF file with extra arctic sprites
arctic = TRGC.GRF
; GRF file with extra tropical sprites
tropical = TRGH.GRF
; GRF file with extra toyland sprites
toyland = TRGT.GRF
; NewGRF file using Actions 5, 7, 9 and A to replace sprites
; Must use a GRF ID starting with FF so it cannot be selected from
; the in-game NewGRF list and (thus) be loaded twice.
extra = OPENTTDD.GRF
; The md5s section lists the MD5 checksum for the files that replace them.
; Note that the list of files is case sensitive. Each GRF listed in the
; files section must be listed here with it's MD5 checksum, otherwise you
; will get a lot of warnings when starting OpenTTD.
[md5s]
TRG1.GRF = 9311676280e5b14077a8ee41c1b42192
TRGI.GRF = da6a6c9dcc451eec88d79211437b76a8
TRGH.GRF = ee6616fb0e6ef6b24892c58c93d86fc9
TRGC.GRF = ed446637e034104c5559b32c18afe78d
TRGT.GRF = fcde1d7e8a74197d72a62695884b909e
OPENTTDD.GRF = f829f62c137d6d7c6e272c481b796dd5
; The origin section provides the possibility to put and extra line into
; the warning that a file is missing/corrupt. This can be used to tell
; them where to find it. It works on the filename specified in the
; files section and if that is not found it will fall back to the default
; as shown below here.
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.
OPENTTDD.GRF = This file was part of your installation.

View File

@@ -1,106 +0,0 @@
;
; Example file for the OpenTTD Base Music replacement sets.
; This file consists of basically two different parts:
; * metadata
; * information about the files/songs
;
; Metadata contains information about the name and version
; of the music set.
;
; == Getting started ==
; - you can't add comments after values
; - you have to fill the MD5 checksum for each file
; - you may not miss any of the metadata or files items
; - `openttd -h` lists all music replacement sets it found to be correct
; - `openttd -d grf=1` shows warnings/errors when parsing an .obm file
; - `openttd -M <name>` starts OpenTTD with the given set (case sensitive)
; - adding `musicset = <name>` to the misc section of openttd.cfg makes
; OpenTTD start with that sound set by default
; - there is a command line tool for all platforms called md5sum that can
; create the MD5 checksum you need.
; - all files specified in this file are search relatively to the path where
; this file is found, i.e. if the sound files are in a subdir you have
; to add that subdir to the names in this file to! It will NOT search for
; a file named like specified in here.
[metadata]
; the name of the pack, preferably less than 16 characters
name = example
; the short name (4 characters), used to identify this set
shortname = XMPL
; the version of this sound set (read as single integer)
version = 0
; a fairly short description of the set
; By adding '.<iso code>' you can translate the description.
; Note that OpenTTD first tries the full ISO code, then the first
; two characters and then uses the fallback (no '.<iso code>').
; The ISO code matching is case sensitive!
; So en_US will be used for en_GB if no en_GB translation is added.
; As a result the below example has 'howdie' for en_US and en_GB but
; 'foo' for all other languages.
description = foo
description.en_US = howdie
; The files section lists the files that replace songs.
; The file names are case sensitive.
; You can have empty file names; in that case no song will be loaded
; for that 'entry'.
[files]
; The theme song for OpenTTD
theme = THEME_SONG.GM
; The songs in the 'old style' category
old_0 =
old_1 =
old_2 =
old_3 =
old_4 =
old_5 =
old_6 =
old_7 =
old_8 =
old_9 =
; The songs in the 'new style' category
new_0 =
new_1 =
new_2 =
new_3 =
new_4 =
new_5 =
new_6 =
new_7 =
new_8 =
new_9 =
; The songs in the 'ezy street' category
ezy_0 =
ezy_1 =
ezy_2 =
ezy_3 =
ezy_4 =
ezy_5 =
ezy_6 =
ezy_7 =
ezy_8 =
ezy_9 =
; The names section lists the song names for the given file name.
; Note that the list of files is case sensitive. Each file listed in the
; files section must be listed here with it's song name, otherwise you
; will get a lot of warnings when starting OpenTTD.
[names]
THEME_SONG.GM = Tycoon DELUXE Theme
; The md5s section lists the MD5 checksum for the files that replace them.
; Note that the list of files is case sensitive. Each file listed in the
; files section must be listed here with it's MD5 checksum, otherwise you
; will get a lot of warnings when starting OpenTTD.
[md5s]
THEME_SONG.GM = 45cfec1b9d8c7a0ad45e755833cbf221
; The origin section provides the possibility to put and extra line into
; the warning that a file is missing/corrupt. This can be used to tell
; them where to find it. It works on the filename specified in the
; files section and if that is not found it will fall back to the default
; as shown below here.
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.
THEME_SONG.GM = You can find it also on your Transport Tycoon Deluxe CD-ROM.

View File

@@ -1,64 +0,0 @@
;
; Example file for the OpenTTD Base Sound replacement sets.
; This file consists of basically two different parts:
; * metadata
; * information about the files
;
; Metadata contains information about the name and version
; of the sound set.
;
; == Getting started ==
; - you can't add comments after values
; - you have to fill the MD5 checksum for each file
; - you may not miss any of the metadata or files items
; - `openttd -h` lists all sound replacements sets it found to be correct
; - `openttd -d grf=1` shows warnings/errors when parsing an .obs file
; - `openttd -S <name>` starts OpenTTD with the given set (case sensitive)
; - adding `soundsset = <name>` to the misc section of openttd.cfg makes
; OpenTTD start with that sound set by default
; - there is a command line tool for all platforms called md5sum that can
; create the MD5 checksum you need.
; - all files specified in this file are search relatively to the path where
; this file is found, i.e. if the sound files are in a subdir you have
; to add that subdir to the names in this file to! It will NOT search for
; a file named like specified in here.
[metadata]
; the name of the pack, preferably less than 16 characters
name = example
; the short name (4 characters), used to identify this set
shortname = XMPL
; the version of this sound set (read as single integer)
version = 0
; a fairly short description of the set
; By adding '.<iso code>' you can translate the description.
; Note that OpenTTD first tries the full ISO code, then the first
; two characters and then uses the fallback (no '.<iso code>').
; The ISO code matching is case sensitive!
; So en_US will be used for en_GB if no en_GB translation is added.
; As a result the below example has 'howdie' for en_US and en_GB but
; 'foo' for all other languages.
description = foo
description.en_US = howdie
; The files section lists the files that replace sprites.
; The file names are case sensitive.
[files]
; The file with the samples. Must contain exactly 73 samples.
samples = SAMPLES.CAT
; The md5s section lists the MD5 checksum for the files that replace them.
; Note that the list of files is case sensitive. Each file listed in the
; files section must be listed here with it's MD5 checksum, otherwise you
; will get a lot of warnings when starting OpenTTD.
[md5s]
SAMPLES.CAT = 422ea3dd074d2859bb51639a6e0e85da
; The origin section provides the possibility to put and extra line into
; the warning that a file is missing/corrupt. This can be used to tell
; them where to find it. It works on the filename specified in the
; files section and if that is not found it will fall back to the default
; as shown below here.
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.
SAMPLES.CAT = You can find it also on your Transport Tycoon Deluxe CD-ROM.

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@@ -1,107 +1,74 @@
.\" Hey, EMACS: -*- nroff -*-
.\" Please adjust this date whenever revising the manpage.
.Dd May 31, 2011
.Dd Jul 20, 2008
.Dt OPENTTD 6
.Sh NAME
.Nm openttd
.Nd An open source clone of the Microprose game "Transport Tycoon Deluxe"
.Sh SYNOPSIS
.Nm
.Op Fl efhx
.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 Defhix
.Op Fl G Ar seed
.Op Fl I Ar graphicsset
.Op Fl b Ar blitter
.Op Fl d Ar [level | cat=lvl[, ...]]
.Op Fl c Ar config_file
.Op Fl g Ar [savegame]
.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 t Ar date
.Op Fl m Ar driver
.Op Fl s Ar driver
.Op Fl S Ar soundset
.Op Fl t Ar year
.Op Fl v Ar driver
.Op Fl b Ar blitter
.Sh OPTIONS
.Bl -tag -width ".Fl n Ar host[:port][#player]"
.It Fl D Ar [host][:port]
Start a dedicated server
.It Fl G Ar seed
Seed the pseudo random number generator
.It Fl b Ar blitter
Set the blitter, see
.Fl h
for a full list
.It Fl c Ar config_file
Use 'config_file' instead of 'openttd.cfg'
.It Fl d Ar [level]
Set debug verbosity for all categories to
.Ar level
or 1 if omitted
.It Fl d Ar cat=level[,...]
.It Fl d Ar cat=level[, ...]
Set debug verbosity for a specific category
.It Fl D Ar [host][:port]
Start a dedicated server. Sets network debug level to 6. If you want to change this, use
.Fl d
after
.Fl D
.It Fl G Ar seed
Seed the pseudo random number generator
.It Fl e
Start in world editor mode
.It Fl f
Fork into background (dedicated server only, see
Fork into background (dedicated only, see
.Fl D )
.It Fl g Ar [savegame]
Load
.Ar savegame
at start or start a new game if omitted. The
.Ar savegame
must be either absolute or relative to the current path or one of the search paths.
at start or start a new game if omitted
.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 graphicsset
Set the graphics set, see
.Fl h
for a full list
Display a summary of all options and available drivers
.It Fl i
Force to use the DOS palette (use this if you see a lot of magenta)
.It Fl l Ar host[:port]
Redirect DEBUG(), See
.Fl D
.It Fl m Ar driver
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
Password used to join server. Only useful with
.Fl n
.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
Join a network game, optionally specify player to play as and port to connect to
.It Fl r Ar widthxheight
Set the resolution
.It Fl s Ar driver
Set the sound driver, see
.Fl h
for a full list
.It Fl S Ar soundset
Set the sound set, see
.Fl h
for a full list
.It Fl t Ar year
Set the starting year
.It Fl t Ar date
Set the starting date
.It Fl v Ar driver
Set the video driver, see
.Fl h
for a full list
.It Fl x
Do not automatically save to config file on exit
.El

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GIMP Palette
Name: openttd
Columns: 16
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#!/bin/sh
# $Id$
# 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/>.
# Arguments given? Show help text.
if [ "$#" != "0" ]; then
cat <<EOF
Usage: ./findversion.sh
Finds the current revision and if the code is modified.
Output: <REV>\t<REV_NR>\t<MODIFIED>\t<CLEAN_REV>
REV
a string describing what version of the code the current checkout is
based on. The exact format of this string depends on the version
control system in use, but it tries to identify the revision used as
close as possible (using the svn revision number or hg/git hash).
This also includes an indication of whether the checkout was
modified and which branch was checked out. This value is not
guaranteed to be sortable, but is mainly meant for identifying the
revision and user display.
If no revision identifier could be found, this is left empty.
REV_NR
the revision number of the svn revision this checkout is based on.
This can be used to determine which functionality is present in this
checkout. For trunk svn checkouts and hg/git branches based upon it,
this number should be accurate. For svn branch checkouts, this
number is mostly meaningless, at least when comparing with the
REV_NR from other branches or trunk.
This number should be sortable. Within a given branch or trunk, a
higher number means a newer version. However, when using git or hg,
this number will not increase on new commits.
If no revision number could be found, this is left empty.
MODIFIED
Whether (the src directory of) this checkout is modified or not. A
value of 0 means not modified, a value of 2 means it was modified.
Modification is determined in relation to the commit identified by
REV, so not in relation to the svn revision identified by REV_NR.
A value of 1 means that the modified status is unknown, because this
is not an svn/git/hg checkout for example.
CLEAN_REV
the same as REV but without branch name
By setting the AWK environment variable, a caller can determine which
version of "awk" is used. If nothing is set, this script defaults to
"awk".
EOF
exit 1;
fi
# Allow awk to be provided by the caller.
if [ -z "$AWK" ]; then
AWK=awk
fi
# Find out some dirs
cd `dirname "$0"`
ROOT_DIR=`pwd`
# Determine if we are using a modified version
# Assume the dir is not modified
MODIFIED="0"
if [ -d "$ROOT_DIR/.svn" ] || [ -d "$ROOT_DIR/../.svn" ]; then
# We are an svn checkout
if [ -n "`svnversion | grep 'M'`" ]; then
MODIFIED="2"
fi
# Find the revision like: rXXXXM-branch
BRANCH=`LC_ALL=C svn info | "$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 $4 }'`
if [ -n "$TAG" ]; then
REV=$TAG
else
REV="r$REV_NR"
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
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="$TAG"
fi
elif [ -d "$ROOT_DIR/.hg" ]; then
# We are a hg checkout
if [ -n "`hg status | grep -v '^?'`" ]; then
MODIFIED="2"
fi
HASH=`LC_ALL=C hg id -i | cut -c1-12`
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 $ROOT_DIR/.ottdrev
exit
else
# We don't know
MODIFIED="1"
BRANCH=""
REV=""
REV_NR=""
fi
if [ "$MODIFIED" -eq "2" ]; then
REV="${REV}M"
fi
CLEAN_REV=${REV}
if [ -n "$BRANCH" ]; then
REV="${REV}-$BRANCH"
fi
echo "$REV $REV_NR $MODIFIED $CLEAN_REV"

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@@ -1,455 +1,36 @@
OpenTTD's known bugs
Last updated: 2014-10-21
Release version: 1.4.4
README
------------------------------------------------------------------------
Table of contents
-----------------
1.0) About
2.0) Known bugs
1.0) 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!!
The current list of known bugs that we intend to fix can be found in our
bug tracking system at: http://bugs.openttd.org
Also check the closed bugs when searching for your bug in this system as
we might have fixed the bug in the mean time.
Of course if you have more knowledge about any of these bugs, have more
specifics, we welcome you to report them. React to the given bug indicated
by the number below on http://bugs.openttd.org.
If the bug report is closed, it has been fixed, which then can be verified
in the latest SVN version of /trunk.
2.0) Known bugs
---- ----------------------------------
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
be able to completely fix them.
Bugs for 0.6.2-RC2
------------------------------------------------------------------------
URL: http://bugs.openttd.org
No suitable AI can be found
If you have no AIs and an AI is started the so-called 'dummy' AI will
be loaded. This AI does nothing but writing a message on the AI debug
window and showing a red warning. There are basically two solutions
for this problem: Either you set the number of AI players to 0 so that
no AI is started. You find that setting at the top of the window in the
"AI / Game Scripts Settings" window.
The other solution is acquiring (downloading) some AI. The easiest way
to do this is via the "Check Online Content" button in the main (intro)
menu or directly in the "AI / Game Scripts Settings" dialogue via the
"Check Online Content" button.
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
in some cases are rendered over vehicles.
The primary cause of this problem is that OpenTTD does not have enough
data (like a 3D model) to properly determine what needs to be drawn in
front of what. OpenTTD has bounding boxes but in lots of cases they
are either too big or too small and then cause problems with what
needs to be drawn in front of what. Also some visual tricks are used.
For example trains at 8 pixels high, the catenary needs to be drawn
above that. When you want to draw bridges on top of that, which are
only one height level (= 8 pixels) higher, you are getting into some
big problems.
We can not change the height levels; it would require us to either
redraw all vehicle or all landscape graphics. Doing so would mean we
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
where the train needs to go. As such a random direction is chosen at
each junction. This causes the trains to occasionally to make choices
that are unwanted from a player's point of view.
This will not be fixed because lost trains are in almost all cases a
network problem, e.g. a train can never reach a specific place. This
makes the impact of fixing the bug enormously small against the
amount of work needed to write a system that prevents the lost trains
from taking the wrong direction.
Vehicle owner of last transfer leg gets paid for all [FS#2427]
When you make a transfer system that switches vehicle owners. This
is only possible with 'industry stations', e.g. the oil rig station
the owner of the vehicle that does the final delivery gets paid for
the whole trip. It is not shared amongst the different vehicle
owners that have participated in transporting the cargo.
This sharing is not done because it would enormously increase the
memory and CPU usage in big games for something that is happening
in only one corner case. We think it is not worth the effort until
sharing of stations is an official feature.
Forbid 90 degree turns does not work for crossing PBS paths [FS#2737]
When you run a train through itself on a X junction with PBS turned on
the train will not obey the 'forbid 90 degree turns' setting. This is
due to the fact that we can not be sure that the setting was turned
off when the track was reserved, which means that we assume it was
turned on and that the setting does not hold at the time. We made it
this way to allow one to change the setting in-game, but it breaks
slightly when you are running your train through itself. Running a
train through means that your network is broken and is thus a user
error which OpenTTD tries to graciously handle.
Fixing this bug means that we need to record whether this particular
setting was turned on or off at the time the reservation was made. This
means adding quite a bit of data to the savegame for solving an issue
that is basically an user error. We think it is not worth the effort.
Duplicate (station) names after renaming [FS#3204]
After renaming stations one can create duplicate station names. This
is done giving a station the same custom name as another station with
an automatically generated name.
The major part of this problem is that station names are translatable.
Meaning that a station is called e.g. '<TOWN> Central' in English and
'<TOWN> Centraal' in Dutch. This means that in network games the
renaming of a town could cause the rename to succeed on some clients
and fail at others. This creates an inconsistent game state that will
be seen as a 'desync'. Secondly the custom names are intended to fall
completely outside of the '<TOWN> <name>' naming of stations, so when
you rename a town all station names are updated accordingly.
As a result the decision has been made that all custom names are only
compared to the other custom names in the same class and not compared
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
the game. This problem is seen most in Ubuntu 9.04 and higher.
This is because recent versions of the PulseAudio sound server are
configured to use timer-based audio scheduling rather than
interrupt-based audio scheduling. Configuring PulseAudio to force
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:
load-module module-udev-detect
to
load-module module-udev-detect tsched=0
Note that PulseAudio must be restarted for changes to take effect.
Older versions of PulseAudio may use the module-hal-detect module
instead. Adding tsched=0 to the end of that line will have a similar
effect.
Another possible solution is selecting the "pulse" backend of SDL
by either using "SDL_AUDIODRIVER=pulse openttd" at the command
prompt or installing the 'libsdl1.2debian-pulseaudio' package from
Ubuntu's Universe repository. For other distributions a similar
package needs to be installed.
OpenTTD not properly resizing with SDL on X [FS#3305]
Under some X window managers OpenTTD's window does not properly
resize. You will either end up with a black bar at the right/bottom
side of the window or you cannot see the right/bottom of the window,
e.g you cannot see the status bar. The problem is that OpenTTD does
not always receive a resize event from SDL making it impossible for
OpenTTD to know that the window was resized; sometimes moving the
window will solve the problem.
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.
Inconsistent catchment areas [FS#5661]:
Due to performance decisions the catchment area for cargo accepted
by a station for delivery to houses or industries differs from the
catchment area for cargo that is delivered to stations from houses
or industries.
Conceptually they work the same, but the effect in game differs.
They work by finding the closest destination "around" the source
which is within a certain distance. This distance depends on the
type of station, e.g. road stops have a smaller catchment area than
large airports. In both cases the bounding box, the smallest
rectangle that contains all tiles of something, is searched for the
target of the cargo, and then spiraling outwards finding the closest
tile of the target.
In the case of a station with two tiles spread far apart with a house
that is within the station's bounding box, it would be possible that
the spiraling search from the house does not reach one of the station
tiles before the search ends, i.e. all tiles within that distance
are searched. So the house does not deliver cargo to the station. On
the other hand, the station will deliver cargo because the house
falls within the bounding box, and thus search area.
It is possible to make these consistent, but then cargo from a house
to a station needs to search up to 32 tiles around itself, i.e. 64
by 64 tiles, to find all possible stations it could deliver to
instead of 10 by 10 tiles (40 times more tiles). Alternatively the
search from a station could be changed to use the actual tiles, but
that would require considering checking 10 by 10 tiles for each of
the tiles of a station, instead of just once.
Trains might not stop at platforms that are currently being changed [FS#5553]:
If you add tiles to or remove tiles from a platform while a train is
approaching to stop at the same platform, that train can miss the place
where it's supposed to stop and pass the station without stopping. This
is caused by the fact that the train is considered to already have stopped
if it's beyond its assigned stopping location. We can't let the train stop
just anywhere in the station because then it would never leave the station
if you have the same station in the order list multiple times in a row or
if there is only one station in the order list (see FS#5684).
Some houses and industries are not affected by transparency [FS#5817]:
Some of the default houses and industries (f.e. the iron ore mine) are
not affected by the transparency options. This is because the graphics do
not (completely) separate the ground from the building.
This is a bug of the original graphics, and unfortunately cannot be
fixed with OpenGFX for the sake of maintaining compatibility with the
original graphics.
- 2129 Strings from message boxes could sometimes change (e.g. the screenshot filename)
- 2085 Vehicle list of shared vehicles without orders not possible
- 1944 Road vehicles not picking empty drivethrough platform
- 1923 Unique names not always enforced
- 1890 Airplanes copy helipcopters goto heliport order
- 1885 Almost all unserved industries die in big maps
- 1858 Industry legend in small map overwrites buttons
- 1852 Minor tram reversing glitches
- 1802 Path with space in configure fails
- 1793 Inconsistent travel time for fast trains
- 1762 Strange Autoreplace behaviour
- 1752 User input is not checked
- 1693 Removing road does not reset owner
- 1473 Train not going to available platform
- 1404 Spinner widget interprets one click as many
- 1264 Autoreplace for multiple NewGRF DMU sets fails
- 1140 [OSX] Not smooth moving map with touchpad
- 1072 Text overflows in several windows
- 119 Clipping problems with vehicles on slopes

View File

@@ -1,50 +0,0 @@
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View File

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View File

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View File

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View File

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View File

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[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

@@ -1,19 +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 STR_BASESOUNDS_WIN_DESCRIPTION
[files]
samples = SAMPLE.CAT
[md5s]
SAMPLE.CAT = 9212e81e72badd4bbe1eaeae66458e10
[origin]
default = You can find it on your Transport Tycoon Deluxe CD-ROM.

View File

@@ -1,69 +0,0 @@
# $Id: openttd.desktop.translation.awk 24100 2012-04-08 14:29:31Z rubidium $
# 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/>.
#
# Awk script to extract translations for baseset descriptions
# from lang files for insertion into .obg/obs/obm files.
# If there is no translation, there is no output.
#
# The input file is scanned for the pattern
# !! <ini-key> <STR_id>
#
# The lang files (passed as variable 'langfiles') are scanned for <STR_id> and
# the translations are added to the output file:
# <ini-key>.<iso-code> = <translation>
#
# Simple insertion sort since not all AWKs have a sort implementation
function isort(A) {
n = 0
for (val in A) {
n++;
}
for (i = 2; i <= n; i++) {
j = i;
hold = A[j]
while (A[j - 1] > hold) {
j--;
A[j + 1] = A[j]
}
A[j] = hold
}
return n
}
/^!!/ {
ini_key = $2;
str_id = $3;
file = langfiles
while ((getline < file) > 0) {
if (match($0, "##isocode") > 0) {
lang = $2;
} else if (match($0, "^" str_id " *:") > 0) {
sub("^[^:]*:", "", $0)
i++;
if (lang == "en_GB") {
texts[i] = ini_key " = "$0;
} else {
texts[i] = ini_key "." lang " = "$0;
}
}
}
close(file);
count = isort(texts);
for (i = 1; i <= count; i++) {
print texts[i]
}
next
}
{ print }

File diff suppressed because it is too large Load Diff

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@@ -1,19 +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 "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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@@ -1,25 +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 "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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@@ -1,31 +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 "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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@@ -1,32 +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/>.
BEGIN {
# Very basic variant function; barely any error checking.
# Just use the first argument as the file to start from when assembling everything
path = ARGV[1];
gsub("[^/\\\\]*$", "", path);
assemble(ARGV[1]);
}
# Recursive function for assembling by means of resolving the #includes.
function assemble(filename) {
while ((getline < filename) > 0) {
if (NF == 2 && $1 == "#include" ) {
# Remove the quotes.
gsub("[\"'<>]", "", $2);
assemble(path $2);
} else {
print $0;
}
}
if (close(filename) < 0) {
print "Could not open " filename > "/dev/stderr";
exit -1;
}
}

View File

@@ -1,65 +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 "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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@@ -1,171 +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 "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
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-1 sprites/canals.png 8bpp 302 130 23 23 -31 4 normal
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-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
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-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
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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
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-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
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-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
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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
-1 sprites/fix_graphics.png 8bpp 594 726 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 674 726 64 31 -31 0 normal
-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
-1 sprites/fix_graphics.png 8bpp 514 774 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 594 774 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 674 774 64 31 -31 0 normal
-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
-1 sprites/fix_graphics.png 8bpp 194 822 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 274 822 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 354 822 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 434 822 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 514 822 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 594 822 64 31 -31 0 normal
-1 sprites/fix_graphics.png 8bpp 674 822 64 31 -31 0 normal
-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
-1 sprites/fix_graphics.png 8bpp 305 945 59 29 -29 -12 normal
-1 sprites/fix_graphics.png 8bpp 369 945 59 29 -29 -12 normal
-1 * 8 0A 02 01 76 11 01 E6 11
-1 sprites/fix_graphics.png 8bpp 449 945 64 69 -31 -38 normal
-1 sprites/fix_graphics.png 8bpp 529 945 64 69 -31 -38 normal
-1 * 8 0A 02 02 7E 11 01 E1 11
-1 sprites/fix_graphics.png 8bpp 625 945 54 75 -25 -47 normal
-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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