# HG changeset patch # User richk # Date 1205162799 0 # Node ID 7d1ff2f621c7ce966e0529893ca10b0be8c5d203 # Parent 889301acc2995a635c54c2653a9a85c4e33e709e (svn r12351) [NewGRF_ports] -Sync: with trunk r12051:12350. diff -r 889301acc299 -r 7d1ff2f621c7 Makefile.lang.in --- a/Makefile.lang.in Sun Feb 03 20:34:26 2008 +0000 +++ b/Makefile.lang.in Mon Mar 10 15:26:39 2008 +0000 @@ -44,13 +44,17 @@ $(E) '$(STAGE) Compiling $(<:$(SRC_DIR)/%.cpp=%.cpp)' $(Q)$(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) -DSTRGEN -c -o $@ $< + lang/english.txt: $(LANG_DIR)/english.txt $(Q)mkdir -p lang $(Q)cp $(LANG_DIR)/english.txt lang/english.txt -$(STRGEN): string.o strgen.o +$(STRGEN): alloc_func.o string.o strgen.o $(E) '$(STAGE) Compiling and Linking $@' - $(Q)$(CXX_BUILD) string.o strgen.o -o $@ + $(Q)$(CXX_BUILD) $^ -o $@ table/strings.h: lang/english.txt $(STRGEN) $(E) '$(STAGE) Generating $@' diff -r 889301acc299 -r 7d1ff2f621c7 changelog.txt --- a/changelog.txt Sun Feb 03 20:34:26 2008 +0000 +++ b/changelog.txt Mon Mar 10 15:26:39 2008 +0000 @@ -1,3 +1,168 @@ +0.6.0-beta5 (2008-03-04) +------------------------------------------------------------------------ +-Feature: Vehicle variable FE bit 8 (r12331) [FS#1812] +-Feature: Vehicle variable FE bit 5 and 6 (r12330) +-Feature: Support loading full range of 0xD0xx NewGRF strings which includes 0xD000 to 0xD3FF (r12316) +-Feature: Ability to change aircraft speed factor, from so called 'realistic' (matching other vehicles) (1/1) to original TTD speed (1/4) (r12293, r12294) +-Fix: Don't pause/unpause the game when showing load/save windows when the game is paused due to missing GRFs (r12336) [FS#1733] +-Fix: Disallow building level crossings over one-way roads as this allowed competitors to remove the one-way state (r12329) [FS#1819] +-Fix: Wrong Y pillar specified for girder with arch bridge (r12328) +-Fix: Vehicles could be sorted in a wrong order when a vehicle name changed - cached name was not invalidated (r12324) +-Fix: Vehicle sorting by name was broken, it was comparing two the same strings (when caching was not used) (r12323) [FS#1821] +-Fix: Endian issue when saving/loading group owner (r12322) +-Change: Update readme about where openttd looks for files (r12321) +-Fix: Wrong transparency options could be saved after toggling all (r12320) [FS#1817] +-Fix: Map string IDs that are embedded from other strings (r12317) [FS#1815] +-Fix: Include prop 25 data for all train parts, not just those that carry cargo (r12314) +-Fix: YAPF and NTP did not apply penalty for uphill tracks on steep slopes (r12313) +-Fix: Restore timetable from backupped orders and add group ID to the backup (r12296) [FS#1549] +-Fix: Do not draw trees nor lamps between tram tracks (r12290) [FS#1807] +-Fix: [Win32] Don't create save dir on install (r12269) +-Fix: Autoreplace did not update vehicle index for timetable window (r12261) [FS#1805] +-Fix: GetProductionAroundTiles() may fail if only the second production slot exists (r12258) +-Fix: Removing the Broken FollowTrack_t (pathfinding) fixed related functions (r12252) [FS#1801] +-Fix: Town variables 0x9E to 0xAD (company ratings) returned wrong values (r12247) +-Fix: Proper usage of Clamp() (r12246) +-Fix: Typo resulting in no players are given the engine preview offer (r12244) +-Fix: Mac OSX bundle display name should be 'OpenTTD' (r12234) [FS#1798] +-Fix: [NewGRF] Support using any base price for rail and road vehicles' running cost, show running cost of wagons if available (r12209) +-Fix: When loading a savegame fails, don't start creating a new game, just go straight back to the intro screen (r12202) +-Fix: Force AI to build rail or road instead of bridges if possible, so it doesn't build bridges everywhere (r12200) +-Fix: "Transparent buildings" now only toggles buildings, so show tick when buildings are transparent [FS#1789] (r12198) +-Fix: Show correct last year profit when the train had negative income [FS#1788] (r12197) +-Fix: There can be oil rigs at map borders, do not set water class for them [FS#1787] (r12195) +-Fix: Clamp various town variables to 16bit prior to returning the value (r12192) +-Fix: Do not start overtaking if the RV reaches wrong-way one-way-road in the next tiles (r12191) +-Fix: YAPF always shows 0ms PF time in debug for debug level 2 [FS#1786] (r12190) +-Fix: Assert when trying to play tile sound at NW border of map (placing buyos, leveling land) [FS#1784] (r12186) +-Fix: Wrong operator priority, hopefully harmless (r12185) +-Fix: Take into account possible loan when AI is deciding which bridge to build, so it won't build wooden bridges everytime (r12184) + +0.6.0-beta4 (2008-02-18) +------------------------------------------------------------------------ +-Feature: Allow buttons to resize in NewGRF settings window (r12172) +-Feature: Change colour of autorail and autoroad selection when Ctrl is pressed (r12167) +-Feature: Separate catenary transparency settings from building transparency settings (r12103) +-Feature: Allow locking individual transparency settings so they will not be changed by pressing 'x' (r12102) +-Feature: Add some missing VarAction2 variables (r12124) +-Feature: Make snow appear on rail tiles dependant on track height, not on height of the lowest part of the tile (r12098) +-Feature[newGRF]: Specify the purchase, rail and road description of a bridge (r12069) +-Feature[newGRF]: Add support for var 12, Variational Action 2 (r12045) +-Feature: Allow trees on shore (r12029) +-Feature: Invisible trees are now separate from the building concept (r12022) +-Feature: Add support for passenger engine designation for AI-use, NewGRF property 0x08 for trains (r12019) +-Feature: Show all cargo sources (en-route from) in the station view cargo waiting list instead of just one (r11990) +-Feature[newGRF]: Resizable industry view window on callback 3A (r11987) +-Feature[newGRF]: Implement var 8F(random bits) during callback 28 [FS#1697] (r11985) +-Feature[newGRF]: Add support for Action 0D, var 13: informations about current map size (r11961) +-Feature: Make use of new sprites added by Action5 type 0D (r11947) +-Feature: Allow building bridge heads on more slopes (r11937) +-Feature[newGRF]: Add support for Rivers. Rivers can currently only be placed with-in the scenario editor (r11926,r11938,r11949,r12071) +-Feature: Generate.vbs script to allow project files generation for users unable to run generate bash script (r12123) +-Feature: Sort the strings in languages dropdown (r11886) +-Codechange: Drop MSVC 2003 support (r11979) +-Fix: Test purchase list loading/loaded sprites instead of unconditionally returning a possibly non-existant sprite (r12180) +-Fix: Return correct bridge price for AI when DC_QUERY_COST is set [FS#609] (r12171) +-Fix: When drag&drop mode was cancelled by keyboard input, depot/group window wasn't updated [FS#337] (r12166) +-Fix: Buffer overflow when drawing scrolling news [FS#1652, FS#1773] (r12165) +-Fix: If a train is 'stopping' when entering a depot, do not let it leave again [FS#1705] (r12163) +-Fix: Towns shouldn't build over houses owned by another town [FS#1757] (r12162) +-Fix: Towns will no longer build houses > 1x1 there where should be road (with 2x2, 3x3 grid town layouts) (r12161) +-Fix: Remove the arbitrary limit of 64 waypoints per town [FS#1744] (r12160) +-Fix: Chance16I was now biased towards zero - round to nearest now (r12156) +-Fix: Adjust aircraft slowing algorithm (r12144) +-Fix: Callback 0x3D always gets a cargobit in var 0x18, independent of grf version [FS#1766] (r12142) +-Fix: Do not allow adding tram to rail-road crossing when there is a vehicle on it (r12138) +-Fix: Show cargo capacity for articulated vehicles correctly in the purchase list. Multiple cargo types can also now been shown [FS#1769] (r12137) +-Fix: With mammoth trains disabled, maximum train length was limited to 9 (r12131) +-Fix: Use tile index 0 for planes in the air, so it cannot have an invalid tile index [FS#1745] (r12109) +-Fix: X/Y axis swap for station tiles in GetNearbyTile() was wrong way around [FS#1753]( r12108) +-Fix: Loading older savegames fixes (r12096,r12097) +-Fix: When a company bankrupts, remove drive-through road stops, ship depots and buoys too. Update owners of water and road [FS#1703] (r12095) +-Fix: Do not set station owner for buoys when merging company (r12093) +-Fix: Keep production level within delimited boundaries, while using var result 0D/0E and than multiplying/dividing it [FS#1755] (r12092) +-Fix: Assert when loading savegame with wrong tiletype at south map borders (r12088) +-Fix: Check overrides only for industries when mapping newgrf entities to 'real' entities [FS#1747] (r12086) +-Fix: Update waypoint signs when changing language (r12080) +-Fix: Use search paths when opening console scripts (r12079) +-Fix: When reusing a renamed deleted waypoint, keep the new name (r12076) +-Fix: Make docks at sea flood neighboured tiles (r12072) +-Fix: Possible deadlock when there are no houses available to build at given tile (r12062) +-Fix: Houses with zero probability could be built (r12062) +-Fix: Do not clear tiles when the town won't be able to build any buildings anyway (r12060) +-Fix: Allow building 2x2 building on slopes if not explicitly forbidden (r12060) +-Fix: It was possible to build 2x1 and 1x2 buildings on slopes even if it was not allowed (r12060) +-Fix: Teach NPF where road vehicles and trams can reverse (r12058) +-Fix: Ships can drive through opponents' ship depots (r12058) +-Fix: Slowdown train when approaching 90deg turn when 90deg turns are forbidden (r12057) +-Fix: Enable YAPF to start searching inside a wormhole [FS#1704] (r12056) +-Fix: Another way to fix AI trying to build road through depots (r12055) +-Fix: The cargo translation table was loaded at the right time, but all the other global variables were now loaded too early [FS#1737] (r12052) +-Fix: Random_func broke for desync debug (r12050) +-Fix: Memset on multibyte array with wrong byte count (r12049) +-Fix: Crash when centering on a vehicle (aircraft) that is outside of the map [FS#1741] (r12044) +-Fix: Allow building transmitters and lighthouses on tree tiles [FS#1736] (r12043) +-Fix: Reimplement how rivers and canals are stored in the map, allowing the sea/river/canal status to also be + stored for buoys, docks, locks and depots. All these are now allowed on rivers and removal of them will revert to the + original water type [FS#1676] (r12042) +-Fix: Change ownership of or remove statues when merging/bankrupting companies (r12038) +-Fix: For station tiles, only get road types for road stops (r12036) +-Fix: Teach YAPF where trams can reverse, and where not [FS#1702] (r12035) +-Fix: Do not show train speed as zero after loading paused game (r12033) +-Fix: When removing a statue, remove town statue flag for the statue owner, not current player (r12032) +-Fix: Prevent towns from removing or claiming ownership of player owned tiles when growing [FS#1689,FS#1719] (r12031) +-Fix: In one case trees could spread under bridges (r12024) +-Fix: Put a better suited text in the quit-dialog [FS#1690] (r12023) +-Fix: Restore initial intent on the invisible tree while transparent building patch setting [FS#1721] (r12018) +-Fix: When you have more than 9 network interfaces you'll enter the wonderfull world of overflows (r12017) +-Fix: Better work on strings in regard to gender [FS#1716] (r12015) +-Fix: Lighthouses and transmitters were never supposed to be build on a slope (r12014) +-Fix: When modifying watered tiles, mark neighboured canals and rivers dirty in more cases (r12013) +-Fix: Enable TownRatingTestMode during cost estimation with 'shift'-key (r12012) +-Fix: Do not consider one-corner-raised-shores to be watered tiles from all sides [FS#1701] (r12011) +-Fix: Avoid loading sample.cat if it 'looks' incorrect, and avoid later null pointer dereferences by moving volume lookup deeper [FS#1707] (r12009) +-Fix: Possible reading from an invalid pointer [FS#1717] (r12005) +-Fix: When skipping Action 11 or 12, also skip belonging sprites (r12001) +-Fix: Do entrance-slope-check for every tile of railstations (r11999) +-Fix: Possible remote assert by setting bit 6 of p1 for CMD_REMOVE_ROAD [FS#1692] (r11998) +-Fix: Update train statusbar when stopping from zero speed [FS#1706] (r11996) +-Fix: Resize station/roadstop/dock/airport construction windows if cargo acceptance list is too long (r11993) +-Fix: When building two rail stations close to each other (with control) so they looked like one long track trains would see them as one (r11992) +-Fix: Resize autoreplace window to fit purchase information text if it is too large (r11989) +-Fix: Build system ignored changes to table/control_codes.h which require strgen to be rebuilt (r11986) +-Fix: Also draw corner shores under rail tracks (r11984) +-Revert(r8738): Now we have shores in corners. No need to remove them from TTDP games (r11982) +-Fix: Use unicode glyph mapping to fix up missing/shuffled sprites in original data files instead of shuffling or skipping sprites directly [FS#1698] (r11981) +-Fix: Industries using results 0D/0E on callback cb29/35 were a bit too eager to close down (r11976) +-Fix: Shore and sea tiles under bridges were converted to canals in old savegames [FS#1684] (r11974) +-Fix: Use grass tiles for corner shores, if shores got replaced by ActionA [FS#1683] (r11973) +-Fix: Old AI shouldn't build fast planes with a small airport in orders(r11972) +-Fix: MP_ROAD can have railbits too - OPF searching over rail of diffen t owner behind crossing (r11967) +-Fix: OPF was searching through depots and normal road stops [FS#1403, FS#1506] (r11966) +-Fix: Tropic zone data was returned incorrectly [FS#1685] (r11964) +-Fix: NewAI couldn't build any road vehicles when there were any tram grfs loaded (r11958) +-Fix: Disallow building locks and docks on rapids [FS#1675] (r11956) +-Fix: Do not allow modifying roadbits when other roadtypes would need different foundation (r11953) +-Fix: Loading of very old savegames was broken (r11951) +-Fix: Slope detection of bridge ramps.Helps YAPF and Trolly (r11946) +-Fix: FileExists() failed for non latin paths (win32) (r11945) +-Fix: Allow building drive-through road/tram stops at road/tram track that has no owner (r11944) +-Fix: 'BRIDGE_TOO_LOW_FOR_TERRAIN'-check was wrong for steep slopes (r11936) +-Fix[autoreplace]: Single to dualhead locomotive replacefailed when player had enough money to replace and refit one but not enough to refit the last one as well [FS#1624] (r11929) +-Fix[autoreplace]: Autoreplace could refit train engines to the wrong cargo type if the old engine had no cargo capacity and the new one had (r11928) +-Fix: Loading old, pre savegame version 2, savegames (r11925) +-Fix: AI was reading wrong tile slope while building road bridge (r11917) +-Fix: set correctly crossing state after train reversal, train leaving crossing, train crash (r11900) +-Fix: Segmentation faults/wrong frees due uninitialized memory in the AI [FS#1658] (r11887) +-Fix: Assert when trying to remove rail from a house or industry tile [FS#1663,FS#1665-6-7-8,FS#1680,FS#1686-7-8 FS#1715 FS#1742 FS#1771 FS#1776](r11883) +-Fix: Crash in MP in vehicle group window if the currently selected group is deleted by another player (r11878) +-Fix: Another way to crash competitors' train in a station (r11877) +-Fix: Automatically sending aircraft to depot for autoreplace/renew is now triggered by the correct conditions (r11875) +-Fix: EngineHasReplacementForPlayer() didn't look in ALL_GROUP (r11872) +-Fix: Do not update signals after each tile when building/removing a large block of track/signals/station [FS#1074] (r11871) +-Fix: Slow down train when approaching tile we can't enter in more cases (r11870) +-Fix: Do not make crossing red when we can't enter it in any case (r11870) + 0.6.0-beta3 (2008-01-16) ------------------------------------------------------------------------ -Feature: Replaced fixed size custom name array. Names are now attached to their object directly and there is no limit to the amount of names (r11822) diff -r 889301acc299 -r 7d1ff2f621c7 docs/landscape.html --- a/docs/landscape.html Sun Feb 03 20:34:26 2008 +0000 +++ b/docs/landscape.html Mon Mar 10 15:26:39 2008 +0000 @@ -280,6 +280,11 @@ D  on grass with fence and shore or water on the free halftile + + + E  + higher part on foundation with snow, lower without snow +
  • m5 bit 7 clear: railway track @@ -641,6 +646,7 @@
  • m3 bit 6 : bit 8 of house type (m4), allowing 512 different types.
  • +
  • m3 bit 5 : bit 6 of current animation frame (see m6)
  • m3 bits 4..0 : triggers activated (newhouses)
  • m4 : town building type (with m3[6] bit)
  • m5 : see m3 bit 7
  • @@ -648,8 +654,7 @@