(svn r5136) Fix various style bugs:

- Trailing whitespace
- Trailing empty lines
- Missing newline at EOF
- Missing svn:eol-style native
This commit is contained in:
tron 2006-06-05 18:10:43 +00:00
parent 30651e8bcb
commit aada042d57
24 changed files with 54 additions and 86 deletions

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@ -46,4 +46,3 @@ or if you want it to tell the revision too
gcc strgen/strgen.c rev.o -o strgen/strgen -DUNIX -DWITH_REV (this is the one the makefile uses)
you now have a program called strgen in the strgen directory

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@ -2,9 +2,9 @@ Welcome to the manual for OpenTTD. The latest release version at the time of wr
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.
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".
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.
@ -21,9 +21,9 @@ On BeOS, run ./configure and then use jam. There are a variaty of options you ca
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 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".
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.
@ -38,7 +38,7 @@ On BeOS and Mac OS-X, just double click the ttd binary in the Tracker/Finder. Yo
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.
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.
@ -52,14 +52,14 @@ This section of the manual is written with the assumption that you already know
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.
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.
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.
@ -75,7 +75,7 @@ This allows you to build roads, rails, stations and depots on slopes. It also al
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.
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
@ -89,7 +89,7 @@ This addition to OpenTTD allows you to see the current speed of any vehicle in t
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
2.11 Network Play
See multiplayer.txt for more info.
@ -99,4 +99,4 @@ This button, at the end of the train construction window, lets you 'recycle' tra
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.
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.

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@ -20,4 +20,4 @@ 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
The game adds some items by itself when it runs, like a save folder and a setting file

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@ -41,7 +41,7 @@ Copy the following files from Transport Tycoon Deluxe to openttd/data/
(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.)
4.) Compiling and running:
Compile OpenTTD with
@ -49,7 +49,7 @@ Compile OpenTTD with
and run it with
$ ./ttd
5.) Playing the soundtrack:
If you want the original TTD music you need to copy the whole /gm/ directory from Windows. Additionally the TiMidity driver is required:
@ -57,6 +57,6 @@ If you want the original TTD music you need to copy the whole /gm/ directory fro
To run OpenTTD with music support type
$ ./ttd -m extmidi
X.) Last Update: $Date: 2004-06-01 19:08:09 +0200 (Tue, 01 Jun 2004) $
Written for revision $Rev: 710 $
Written for revision $Rev: 710 $

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@ -17,4 +17,4 @@ Bugs, etc
- The volume control doesn't work properly. I'll fix this soon.
Owen Rudge
14th March 2004
14th March 2004

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@ -369,4 +369,3 @@ void DrawCatenary(const TileInfo *ti)
break;
}
}

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@ -116,4 +116,4 @@ URL: http://sourceforge.net/tracker/?atid=669662&group_id=103924&func=browse
-0987883 Aircraft landing/taking off
-0987880 company league table updating
-0985924 aircraft taxi speed
-0941694 Clipping problems stations/vehicles on slopes
-0941694 Clipping problems stations/vehicles on slopes

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@ -234,4 +234,3 @@ const SpriteGroup *Resolve(const SpriteGroup *group, ResolverObject *object)
default: return group;
}
}

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@ -11,4 +11,4 @@ Created by RaggieSoft
Guide Version: 0.1.1
Supports OpenTTD Version: 0.2.1
Send your ideas for this document to my email address. I also maintain an accunt with tt-forums.net. It's RaggieSoft.
Send your ideas for this document to my email address. I also maintain an accunt with tt-forums.net. It's RaggieSoft.

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@ -19,4 +19,3 @@ local scripts:
- 'on_dedicated.scr' is additionally executed after starting a server [dedicated only]
For examples how a script can look, check the .example examples.

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@ -1755,4 +1755,3 @@ static bool IsSignedVarMemType(VarType vt)
}
return false;
}

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@ -447,4 +447,3 @@ static const CatenarySprite Wires[5][TRACK_END][4] = {
};
#endif /* ELRAIL_DATA_H */

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@ -114,4 +114,3 @@ static inline void MakeCompanyHQ(TileIndex t, Owner o)
MakeUnmovable(t + TileDiffXY(1, 0), UNMOVABLE_HQ_EAST, o);
MakeUnmovable(t + TileDiffXY(1, 1), UNMOVABLE_HQ_SOUTH, o);
}

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@ -1,39 +1,36 @@
Ships:
======
Set the YAPF (Yet Another Path Finder) type in the "Configure Pathes/Vehicles/YAPF for ships":
- 0 - No YAPF (NPF or old PF)
- 1 - YAPF type 1 (Node = Tile/Trackdir, 90 deg. turns allowed)
- 2 - YAPF type 2 (Node = Tile/ExitDir , 90 deg. turns allowed)
- 3 - YAPF type 3 (Node = Tile/Trackdir, no 90 deg.)
- 4 - YAPF type 4 (Node = Tile/ExitDir , no 90 deg.)
Set the "npf_max_search_nodes" value in your openttd.cfg to tune the pathfinder behavior.
This value tells, how many nodes (Tile/Trackdir or Tile/ExitDir) combinations the pathfinder
should visit before it ends. The lower number would mean quicker, but less accurate results.
The "npf_max_search_nodes" value is shared between NPF and YAPF and has the same meaning.
The pathfinder without such limit would be unusable on large maps, where number of visited
nodes can exceed 10 milions. NPF on my machine (dual code AMD 4400+) with 1 milion of nodes
visited took 2 minutes to finish, but with this limit set to 10000 it takes 20 miliseconds.
The new YAPF had similar results (18 seconds vs. 4 miliseconds).
Road Vehicles:
==============
Set the YAPF (Yet Another Path Finder) type in the "Configure Pathes/Vehicles/YAPF for road vehs":
- 0 - No YAPF (NPF or old PF)
- 1 - YAPF type 1 (Node = Tile/Trackdir, 90 deg. turns allowed)
- 2 - YAPF type 2 (Node = Tile/ExitDir , 90 deg. turns allowed)
Trains:
=======
Same types as for ships:
- 0 - No YAPF (NPF or old PF)
- 1 - YAPF type 1 (Node = Tile/Trackdir, 90 deg. turns allowed)
- 2 - YAPF type 2 (Node = Tile/ExitDir , 90 deg. turns allowed)
- 3 - YAPF type 3 (Node = Tile/Trackdir, no 90 deg.)
- 4 - YAPF type 4 (Node = Tile/ExitDir , no 90 deg.)
Ships:
======
Set the YAPF (Yet Another Path Finder) type in the "Configure Pathes/Vehicles/YAPF for ships":
- 0 - No YAPF (NPF or old PF)
- 1 - YAPF type 1 (Node = Tile/Trackdir, 90 deg. turns allowed)
- 2 - YAPF type 2 (Node = Tile/ExitDir , 90 deg. turns allowed)
- 3 - YAPF type 3 (Node = Tile/Trackdir, no 90 deg.)
- 4 - YAPF type 4 (Node = Tile/ExitDir , no 90 deg.)
Set the "npf_max_search_nodes" value in your openttd.cfg to tune the pathfinder behavior.
This value tells, how many nodes (Tile/Trackdir or Tile/ExitDir) combinations the pathfinder
should visit before it ends. The lower number would mean quicker, but less accurate results.
The "npf_max_search_nodes" value is shared between NPF and YAPF and has the same meaning.
The pathfinder without such limit would be unusable on large maps, where number of visited
nodes can exceed 10 milions. NPF on my machine (dual code AMD 4400+) with 1 milion of nodes
visited took 2 minutes to finish, but with this limit set to 10000 it takes 20 miliseconds.
The new YAPF had similar results (18 seconds vs. 4 miliseconds).
Road Vehicles:
==============
Set the YAPF (Yet Another Path Finder) type in the "Configure Pathes/Vehicles/YAPF for road vehs":
- 0 - No YAPF (NPF or old PF)
- 1 - YAPF type 1 (Node = Tile/Trackdir, 90 deg. turns allowed)
- 2 - YAPF type 2 (Node = Tile/ExitDir , 90 deg. turns allowed)
Trains:
=======
Same types as for ships:
- 0 - No YAPF (NPF or old PF)
- 1 - YAPF type 1 (Node = Tile/Trackdir, 90 deg. turns allowed)
- 2 - YAPF type 2 (Node = Tile/ExitDir , 90 deg. turns allowed)
- 3 - YAPF type 3 (Node = Tile/Trackdir, no 90 deg.)
- 4 - YAPF type 4 (Node = Tile/ExitDir , no 90 deg.)

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@ -39,4 +39,3 @@ bool FollowTrackRailNo90(FollowTrack_t *This, TileIndex old_tile, Trackdir old_t
CFollowTrackRailNo90& F = *(CFollowTrackRailNo90*) This;
return F.Follow(old_tile, old_td);
}

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@ -40,4 +40,3 @@ static int TestAutoCopyPtr(bool silent)
CHECK_INT(5, CData::NumInstances(), 0);
return res;
}

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@ -100,4 +100,3 @@ static int TestBinaryHeap2(bool silent)
CHECK_INT(7, CData::NumInstances(), 0);
return res;
}

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@ -111,4 +111,3 @@ static int TestArray(bool silent)
return res;
}

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@ -70,5 +70,3 @@ static int TestHashTable1(bool silent)
}
return res;
}

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@ -357,5 +357,3 @@ struct CTestYapf2
: public CYapfT<CYapf_TypesT<CTestYapf2, CNodeList2, CYapfMap1> >
{
};

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@ -157,10 +157,3 @@ const TrackdirBits _track_crosses_trackdirs[] = {
TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_LOWER_E, /* TRACK_LEFT */
TRACKDIR_BIT_UPPER_W | TRACKDIR_BIT_UPPER_E | TRACKDIR_BIT_LOWER_W | TRACKDIR_BIT_LOWER_E /* TRACK_RIGHT */
};

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@ -27,8 +27,3 @@ typedef int(*TESTPROC)(bool silent);
# include <windows.h>
#else
#endif

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@ -27,4 +27,3 @@ const TrackdirBits CYapfCostBase::c_upwards_slopes[] = {
TRACKDIR_BIT_NONE , //14
TRACKDIR_BIT_NONE , //15
};

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@ -174,4 +174,3 @@ int NpfEndInterval(void* vperf)
delete &perf;
return t;
}